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  • #16
    Originally posted by Qaladar Bragollach View Post
    Unless I'm mistaken having more than 200 forage does nothing. Forage skill only effects whether or not you find something. At 200 skill you always find something. Can I get a confirmation on that from someone?
    According to Ngreth, skill above 200 will increase your chance of getting forages from a zone's rare table (if the zone has one).
    As I understand it there are 3 tables, and the way forage works is it adds a random number to your skill (1-100 I think.. but not sure). The low table has lots of empty entries, so you fail a lot at low skill. The medium table apparently starts if your total is 200, and has no empty entries. The rare table starts at 250 (or something like that). So at 200 skill, you never get the low table, so you never fail. You have about a 50% chance of getting the medium table, and 50% chance of getting the rare table.
    Keep in mind that only some zones have any difference between the medium table and the rare table, and we don't know where it is useful. So while 250 skill might help somewhere, we won't know until someone has the skill and can parse it there. It also means the foraging machette should be useful at 200 skill in some zones.

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    • #17
      Thanks Bobaten Couldn't wake up enough to put that together.

      Did think of another alternative to increasing a foraging classes skill, but probably just as out there as the rest.

      Instead of increased skill, an AA that would allow targeted foraging. The character could select from previously foraged items in a particular zone, and concentrate their efforts on foraging that selected item. More AA into it giving a better chance of successfully foraging the "targeted" item. I think that would be ultimately more useful to a forager anyway, but probably involves more changes (code wise) to the game than the increased skill cap.
      Mouse breaking crew --

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      • #18
        Akin to the key ring, the tool belt.

        I've got so many smithing, baking tools now, its about 1/5 of my invetory alone.

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        • #19
          Forage for all is coming already. It was meant for TSS but a bug prevented it from being released, so it was pulled until the bug was fixed.

          The bug has been fixed, but now the AA master is waiting for an appropriate time to release it, and it is his discretion not mine. It was never a "promised" box feature, so it is not being rushed out. It looks like it will not be tied to a particular expansion and I do not expect it to go out with TBS.

          The AA will raise the forage cap by 50 for all races and classes... giving people with a current "cap" of 0 a cap of 50.
          Last edited by Ngreth Thergn; 01-28-2007, 10:39 AM. Reason: corrected my typo smarty pants!
          Ngreth Thergn

          Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
          Grandmaster Smith 250
          Master Tailor 200
          Ogres not dumb - we not lose entire city to froggies

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          • #20
            Originally posted by Ngreth Thergn View Post
            Forge for all is coming already.
            Great! So we can blacksmith anywhere now?
            Rawckett Launcher
            79 Gnome Wizard of Sol Ro / Bristlebane
            300 Tinkerer; 287 Jeweler; 258 Brewer; 240 Blacksmith; 237 Fletcher; 208 Potter; 204 Baker; 200 Fisherman; 193 Researcher; 183 Tailor

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            • #21
              LOL

              I had wondered why a beastlord didn't get forage since they are one with nature. Well, Iksar gets forage but that's race feature not class feature.

              Now if there were a way for us beasty to gain tracking ability.

              Grolyn Blacknife
              Beastlord
               T:7
               M:0
               T:6
               M:1
               T:6
               M:0
              Fletching:
              284
               T:7
               M:0
               T:6
               M:0
               T:7
               M:2
              Zira Blacknife
              Shaman
               T:7
               M:0
              Maelin Starpyre
              Vazaelle
              Reiseraa
              Necro
              Research:
              102

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              • #22
                "Tool belt" is a GREAT idea, imo. I am constantly juggling hammers, for just one example. I must have 10 different hammers.

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                • #23
                  when we make recipes that require tools the tool or tools are usually the lowest item in the pile. When skilling up I dont mind if the item produced is dropped to teh ground when my inv is full. The tools however are a differen tstory. So if the tools made it to the top of the pile. They would alway have room in my inv.

                  So make tools and such top of the pile both when on teh ground and when returned from a successfull combine. pvetty please.
                  Note: Due to a hand injury caused by a friend throwing a broken scissor into my hand my typing = crap. So dotn be so critical.


                  Kinakin:

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                  • #24
                    While I agree that for skilling up, tools being the first returned so you could drop the unwanted product would be nice, when I am doing "real" combines, I would much rather have a tool be the item I accidently drop.
                    A simple solution to the tool dropping problem would be to have all tools stack (even if only to two). That way you could carry 2, so when you autoinventory the tool it would just go back on the stack.

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                    • #25
                      Originally posted by Bobaten View Post
                      While I agree that for skilling up, tools being the first returned so you could drop the unwanted product would be nice, when I am doing "real" combines, I would much rather have a tool be the item I accidently drop.
                      A simple solution to the tool dropping problem would be to have all tools stack (even if only to two). That way you could carry 2, so when you autoinventory the tool it would just go back on the stack.
                      I know this is dreaming...lol. That having been said I would dearly love tools and such being tied to our characters like keys onour keyring or perhaps a seperate tradeskill file that when we open a tradeskill container if we have a tool and have used it in a sucessful combine that that tool will be in a toolbox linked to the container. I dont know, this almost sounds too wierd. It has been a long night and cant think too clerarly right now I'll let others figure it out...lol
                      Strokker~Fennin Ro
                      What makes a man a man? A friend of mine once wondered. Is it his origins? The way he comes to life? I don't think so. It's the choices he makes. Not how he starts things, but how he decides to end them.John Myer~Hellboy 2004

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                      • #26
                        Originally posted by paalrh View Post
                        when we make recipes that require tools the tool or tools are usually the lowest item in the pile. When skilling up I dont mind if the item produced is dropped to teh ground when my inv is full. The tools however are a differen tstory. So if the tools made it to the top of the pile. They would alway have room in my inv.

                        So make tools and such top of the pile both when on teh ground and when returned from a successfull combine. pvetty please.
                        Here I say no at this time.

                        Though it may be possible, it would cause such a maintenance nightmare and make it much more difficult to do the job I am being greedy and saying no unless I can get some code changes in.
                        Ngreth Thergn

                        Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                        Grandmaster Smith 250
                        Master Tailor 200
                        Ogres not dumb - we not lose entire city to froggies

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                        • #27
                          Originally posted by Strokker View Post
                          I know this is dreaming...lol. That having been said I would dearly love tools and such being tied to our characters like keys onour keyring or perhaps a seperate tradeskill file that when we open a tradeskill container if we have a tool and have used it in a sucessful combine that that tool will be in a toolbox linked to the container. I dont know, this almost sounds too wierd. It has been a long night and cant think too clerarly right now I'll let others figure it out...lol
                          I doubt I will ever go with a "magical" ring that takes up no inventory space at all.

                          What I could see doing, and only after extensive code changes is a "smith toolkit", "Tailoring toolkit", etc... that would hold tools, and just take up one inventory spot per skill. Note the bolding of extensive. There would need to be much work to get it done, so that gives you an idea of the time involved. In some cases though this would not be feasible (like the jewelry cut tool. The differences in item numbers is what makes the cutting possible... I would have no way to tell what specific tool you were trying to use). Even doing something like the jewelry cut tool where you could cycle through a tool would take code work, because I will no be duplicating every tool in the game. Though as I write this... I did think of a way to do it if 2 inventory slots were acceptable... (and this is waaaaay to late to be in TBS, so don't even think of counting on it) It would be the "toolkit" plus the tool you are using... then combine toolkit and tool you are using in the bag to get the next tool in a loop like the jewelry cut tool. This still have some issues though... I would again have to make every existing tool valueless, possibly nerfing some minor part of early skillup path.
                          Ngreth Thergn

                          Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                          Grandmaster Smith 250
                          Master Tailor 200
                          Ogres not dumb - we not lose entire city to froggies

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                          • #28
                            Originally posted by Ngreth Thergn View Post
                            edit..... This still have some issues though... I would again have to make every existing tool valueless, possibly nerfing some minor part of early skillup path.
                            Heh, heh, nerf away. If this crowd was afraid of nerfs we all would have stoped playing looooong ago...

                            (JUST JOKING! Put down the pitchforks, torches, tar and feath.... Ummm, leave the feathers if they have a tradeskill tag on them..)
                            Fletcher 300 || Brewer 300 || Blacksmith 300 || Jeweler 300 || Tailor 300 || Baker 300 || Potter 300 || Tome Research 144

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                            • #29
                              I like the idea of making it cycle like the JC cutting tool....OR...allow the toolkit to summon a bag with up to 10 tools...


                              Then, make all the tools included in each kit and sold by NPCs have a 0 "buyback", so that you could BUY a smithy hammer from an NPC if you need one, but not resell it back to any merchant.

                              This way, when the special "toolkit" created a Smithy Hammer out of nothing, it would not result in free summoned cash (ie: the summoner could not summon and sell an infinite # of tools for "free" cash)

                              It wouldn't be so hot for the newbie tradeskillers to not be able to resell their tools to NPCs, but they could still bank them for reuse later....and the NPC sell prices could be lowered in cases where they might be a bit high, given their new 0 resale value. Also, unfortunately, no more selling dairy spoons & such such to NPCS, to recoup some costs, but if the various player made tools were part of the toolkit creation (ie: a Baker's toolkit requiring a dairy spoon, a pie plate, skewers, etc) then newbies could sell their combines to tinkerers, and tinkerers could avoid tedious subcombines, if they wanted to...


                              Sample recipe idea:


                              Tinkering: gears, casings, etc - combine that results in a 10 slot (Empty) Toolkit:

                              Any class: Insert up to 10 tools for the same tradeskill (tools TBD) in the Empty Toolkit, and hit combine, and get the resulting {tradeskill Toolkit}.

                              Ex:

                              Fletching:
                              Planing Tool + Whittling Knife + laminator Roller + laminator blade + geerlok laminating device + Fishbone dart tool = Fletching Tool Kit. (it is not a container, it takes up one bag slot and has a right clicky: Summon Fletcher tools)

                              When you click you summon back the container (so you need a free inventory slot): the (Empty) Toolkit with the tools inside. When done doing combines, re-combine the tools inside the toolkit to get back the one-slot right clickable, bag-able, Fletching Tool Kit.
                              Last edited by Maevenniia; 01-29-2007, 01:00 PM.
                              Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
                              Silky Moderator Lady
                              Beneath the silk, lies a will of steel.

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                              • #30
                                Maevenniia, I don't think that would be very good to be honest. Let's look at the fletching example you gave. You'd be cutting out the tinkerers for some of your tools. Your suggestion is cutting into more than just one realm.

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