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Why Bother with a GM Trophy?

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  • #16
    Originally posted by Kaz
    The range mod thing is the first really practical idea I've heard, though I can't leave it there because of my giant black drum.
    You may find that the giant black drum is not needed in the ammo slot while you're tradeskilling. The ammo slot is included in a Bandolier set. Most of my characters have at least one bandolier set associated with tradeskills. This generally includes a geerlok and sometimes a trophy too.

    My ranger is an Expert Baker. I have the GM Spoon. I frequently pull and have between 20 and 30 hotkeyed INC messages. One of my favorites is roughly "I've invited %T in for lunch. Wielding spoon!" This is primarilly intended as humor, but it is frequently literally true. My melee combat bandolier set includes the GM spoon in the Ammo slot.

    (On a side note, something funny happened in my brain while I was posting this. I saw "%T" there in my message and had to pause. Don't I need to quote that somehow? Wouldn't it be converted to "Target"? Maybe I've been playing too long.)
    Last edited by Neebat; 07-18-2005, 03:52 PM.
    I tried combining Celestial Solvent, a Raw Rough Hide, Rough Hide Solution and a Skinning Knife. But the result was such an oxymoron, it opened a rift into another universe. I fell through into one of Nodyin's spreadsheets and was slain by a misplaced decimal.

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    • #17
      Originally posted by Clamford
      Just for your information, this concern has been fixed. If you log out with norent containers with items in them, you no longer lose the norent container. Instead, it becomes a Huge Disenchanted Backpack, or smaller sized disenchanted bag depending on the number of slots. This backpack weighs 25.5 each, but you won't lose any items to norent containers poofing.
      Wow!

      Awesome! Makes me want to make a shaman on a new server, and actually use those summoned pouches!

      Now THAT is an improvement that makes things better, instead of just boringly easier.

      I don't have bandoleers, because I don't have DoN. I just meant that I can't simply leave a trophy equipped all the time for convenience, because of the drum. And, of course, I wanted to mention that it's a GIANT drum. Almost another kind of status symbol, for a player of my level. Of course I make my plat primarily from my trader, not my level 57 main...I watch the tradeskill fodder in bazaar and buy up all the small amounts at low prices, gathering it up and selling hundreds at a time for a much higher price.

      Ubers are quite happy to pay triple in order to have one stop shopping, buying hundreds of silks/skins/whatever instead of a stack here, a dozen there, until they have enough.

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      • #18
        Horses and drogmors are clickable from inventory... there's no need to have them equipped.

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        • #19
          Originally posted by Qaladar Bragollach
          Horses and drogmors are clickable from inventory... there's no need to have them equipped.
          There's no need, but there's a very strong preference. Three options:
          1. Keep your drum/bridle in ammo. The ammo slot is unused on most of the characters that use a drog/horse.
          2. Keep your drum/bridle in a main inventory slot. And lose a 10 slot bag!
          3. Pull your drum/bridle out of a bag and drop it in a general inventory slot every time you need to use it. MAJOR nuisance.

          Personally, I have one character with a horse and I happily keep it in ammo. If she had a tradeskill trophy, I'd use a bandolier set, but I fully understand why the drog gets preference in ammo.

          I have two characters with jboots and they both go for option 2 on a regular basis, since the boot slot is too valuable.
          I tried combining Celestial Solvent, a Raw Rough Hide, Rough Hide Solution and a Skinning Knife. But the result was such an oxymoron, it opened a rift into another universe. I fell through into one of Nodyin's spreadsheets and was slain by a misplaced decimal.

          Comment


          • #20
            Because of all the collapsible containers I use, I always have an empty general inventory slot. I swap between my Bridle, Trophy & Faithstone... all depending on what I'm doing at the time.

            And, whenever I need more loot-room... I just summon a bag with my Trophy.
            Angelsyn Whitewings, Cleric of Tunare for 66! Seasons.
            Grandmistress Smith - 300, Grandmistress Tailor - 300, Potter - 300, Jeweler - 300, Brewer - 200, Baker - 200, Fletcher - 200, Fisherwoman - 169
            Keyne Falconer, Paladin of Erollisi Marr for 66 Seasons.
            Grandmistress Baker - 300, Grandmistress Blacksmith - 300, Potter - 200, Brewer - 139, Tailor - 91

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            • #21
              The extra bags are nice, but it's too bad that the only thing our trophies are good for is this side benefit. They are virtually worthless as a device to aid in tradeskilling with their puny little skill mod and no good as a badge awarded for mastering a tradeskill since anyone with plat and aa to burn can make one even with no skill at all.

              /em takes out Stick, deadhorse beating...
              Put a 10% mod on the GM trophies and restrict the combine to 250+ skill. Please.
              Savage Spirit Sharrien Dreamstalker the Kraftin Kitty, Master Artisan
              Primal Elementalist Ravingronn Blazewarden, Master Artisan, Master Researcher
              Celestial Navigators, Maelin Starpyre

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              • #22
                Originally posted by Sharrien
                /em takes out Stick, deadhorse beating...
                Put a 10% mod on the GM trophies and restrict the combine to 250+ skill. Please.
                Just so you know, this has gotten almost exactly the same dead-horse response as non-chanter JCM. Sony has considered the request and decided not to take action at this time. The trophies are considered balanced and desirable as-is.

                I find the FIRST trophy on each character to be a good deal. The multi-slot tradeskill mod is very nice. The stats are great, like combining the commemorative coin with a geerlok. This is a real cash-saver when buying components and tradeskilling. But then, maybe I'm the only one who forgets to switch from Wis/Int to charisma when I turn to buy and sell. Still, for me, it's the unlimited 100% weight reducing bags that makes it worth doing.

                Those are NOT side-effects or accidental bonuses. They can and should be factored in your decision of whether or not to persue the trophy.
                I tried combining Celestial Solvent, a Raw Rough Hide, Rough Hide Solution and a Skinning Knife. But the result was such an oxymoron, it opened a rift into another universe. I fell through into one of Nodyin's spreadsheets and was slain by a misplaced decimal.

                Comment


                • #23
                  Originally posted by Angelsyn
                  Because of all the collapsible containers I use, I always have an empty general inventory slot.
                  I have all the collapsible containers, but I leave the sewing kit expanded, and if I need one of the others, I just delete it and expand the other, then when I'm finished I delete the other and re-expand the sewing kit.

                  So I don't really have an extra slot to waste on an inventory-clickable item. Since I mostly solo, I'm usually full of loot, or else tradeskilling and in need of the extra slots.

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                  • #24
                    Originally posted by Kaz
                    I have all the collapsible containers, but I leave the sewing kit expanded, and if I need one of the others, I just delete it and expand the other, then when I'm finished I delete the other and re-expand the sewing kit.

                    So I don't really have an extra slot to waste on an inventory-clickable item. Since I mostly solo, I'm usually full of loot, or else tradeskilling and in need of the extra slots.
                    This post is confusing me. You have the collapsibles which are inventory clickables.

                    It sounds like you and Angelsyn use collapsibles in very similar ways. Except you keep a collapsable expanded all the time, even when it's empty. I find it's usually better to destroy that collapsable ASAP before it fills up and replace it with the WR bag from my trophy. Otherwise, that 8-slot sewing kit gets filled up with stuff. Once a collapsable is full, it's a minor pain to replace it with a larger container.
                    I tried combining Celestial Solvent, a Raw Rough Hide, Rough Hide Solution and a Skinning Knife. But the result was such an oxymoron, it opened a rift into another universe. I fell through into one of Nodyin's spreadsheets and was slain by a misplaced decimal.

                    Comment


                    • #25
                      Originally posted by Neebat
                      This post is confusing me. You have the collapsibles which are inventory clickables.

                      It sounds like you and Angelsyn use collapsibles in very similar ways. Except you keep a collapsable expanded all the time, even when it's empty. I find it's usually better to destroy that collapsable ASAP before it fills up and replace it with the WR bag from my trophy. Otherwise, that 8-slot sewing kit gets filled up with stuff. Once a collapsable is full, it's a minor pain to replace it with a larger container.
                      If I'm going to tradeskill, I offload all my loot and gear anyway. Having the container expanded all the time gives me seven extra slots versus not, the rest of the time.

                      Comment


                      • #26
                        Originally posted by Kaz
                        I have all the collapsible containers, but I leave the sewing kit expanded, and if I need one of the others, I just delete it and expand the other, then when I'm finished I delete the other and re-expand the sewing kit.

                        So I don't really have an extra slot to waste on an inventory-clickable item. Since I mostly solo, I'm usually full of loot, or else tradeskilling and in need of the extra slots.
                        Yeah, but the Sewing Kit is only 8 slots and no weight reduction.

                        If I need the slots for loot, 10 slots at 100% weight reduction is the way to go.
                        Angelsyn Whitewings, Cleric of Tunare for 66! Seasons.
                        Grandmistress Smith - 300, Grandmistress Tailor - 300, Potter - 300, Jeweler - 300, Brewer - 200, Baker - 200, Fletcher - 200, Fisherwoman - 169
                        Keyne Falconer, Paladin of Erollisi Marr for 66 Seasons.
                        Grandmistress Baker - 300, Grandmistress Blacksmith - 300, Potter - 200, Brewer - 139, Tailor - 91

                        Comment


                        • #27
                          Originally posted by Angelsyn
                          Yeah, but the Sewing Kit is only 8 slots and no weight reduction.

                          If I need the slots for loot, 10 slots at 100% weight reduction is the way to go.
                          Don't forget GIANT size.
                          http://www.eqtraders.com/items/show_item.php?item=2105
                          vs
                          http://www.eqtraders.com/items/show_item.php?item=7340

                          Unless you're actually doing a tailoring combine, the preference is clear.
                          I tried combining Celestial Solvent, a Raw Rough Hide, Rough Hide Solution and a Skinning Knife. But the result was such an oxymoron, it opened a rift into another universe. I fell through into one of Nodyin's spreadsheets and was slain by a misplaced decimal.

                          Comment


                          • #28
                            Why a GM trophy?

                            You seem to have a severe problem with their justification ... how about you actually provide an argumentative reason WHY they are not needed?

                            I'm sure plenty of ppl have posted arguments defending their usefulness .... so, don't just pull the random_noob_003 crap and state 'why does everyone need trophies instead of just using geerloks?' .... REALLY provide a concise argument to eliminate them ... or just keep skilling up until you can actually make one for yourself.

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                            • #29
                              Hell, the new cultural kits are 10 slot ... (may be 1 or 2 races that are bugged and only 8 slot) .... but it pretty much means the deluxe kits from casino are vendor fodder now.

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                              • #30
                                Why bother with GM Trophies?

                                Because one day Absor is going to give us a nice new super-trophy, and when he does, it might need the current trophies as ingrediants, or parts of the quest. And you would be so annoyed if you hadn't got your's ready.
                                Ysall - EMarr - lvl 70 Ench
                                2400+54 Club (7 x Core Tradeskills + Research)
                                Max Tradeskills AA + Max Salvage - When I combine something, it stays combined, except when it doesn't.

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