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Thoughts DoN-style aug recipes with different effects

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  • Thoughts DoN-style aug recipes with different effects

    I adore making the DoN augs via tailoring and smithing (wish they were makeable via tinkering also). It a) helped me hit 300 in both skills, b) earned me a boatload of plat and c) put me in touch with a lot of great players, allowing me to build a solid base of customers for future business.

    Now that I have made about 2500 GM augs and 1800 Master's augs (or attempted I should say) I have begun to wonder what other DoN-style recipes for augs could be implemented down the road if the devs wanted to.

    Most of the obvious ones seem already to be in place:
    Stat/Save: OoW & DoN
    Regen/FT: OoW & DoN
    Focus Effects: DoN

    But how about utility ones:

    SoW-ish speed, EB, See Invis, Levi, Illusion.

    Right click effect, 30 minute duration, make them relatively high triv for their skill level and a logical, lore-based recipe.

    I can see some problems with coding an equipped aug being able to induce a right click effect so make it a "stand alone" aug that can be right clicked.
    Squeaky Toy
    300 Smithing 7/7 - 300 Tailoring 7/7 - 300 Jewelcraft 7/7 - 300 Tinkering 7/7 - 300 Pottery 7/7 - 300 Research 7/7 - 300 Baking 7/7 - 300 Brewing 7/7 - 300 Fletching 7/7
    The Meanest Tradeskiller on Cazic Thule

  • #2
    While it's always great to be thinking of ideas for new potential recipes, anything that is clicky and duplicates the effect of an alchemy potion or tinkered contraption is going to hurt the shaman and gnomes - especially if you're going for effects that make them money. These would have to be very hard to acquire so that the vast majority of customers would prefer to stick to the alchemy or tinkered routes, which would kind of defeat your purpose.
    Retiree of EQ Traders...
    Venerable Heyokah Verdandi Snowblood
    Barbarian Prophet & Hierophant of Cabilis
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    Smith Dandi wipes her sooty hands on her apron and smiles at you.

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    • #3
      IIRC, right-clicky effects could not be put on augments, due to a code issue, not sure if that is still true...
      Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
      Silky Moderator Lady
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      • #4
        A clicky effect would have to be to the Item bearing the Aug , I think it would be asking too much to want an aug clicky effect convert an item..code wise anyhow.../grin
        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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        • #5
          EB/See Invis is already available in DoN Augs.

          See the "Sight" aug. The Pure Sight level gives Faerune.
          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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          • #6
            Actually, what I would really like to see is some differentiation between effects based on the god. For example, Inny augs could generate more hate, quellious augs some extra FT, and agnostic augs could get nothing. (It should be an advantage to choose a god)

            To me it seems pointless to have various augs specific to the gods when all of them are identical anyway. All this does is limit who you can make them for.
            2100 Tradeskiller
            300 Researcher
            Maxed good looks

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            • #7
              "Religion" in EQ has really just become a back story gimmick. They arent explained very well in the character creation process, and besides some tradeskill recipe and enchanting item restrictions, they arent used anymore. Maybe back in the days of original EQ they mattered somewhat, but today they dont, and I dont necessarily think thats a bad thing.

              Although I agree it would make the game more interesting to reflect religious facets through "cultural" tradeskills, without a means to change your character's religion the system will inevitably favor some lucky enough to be the "right" religion related to what they need.

              Im a Tribunal worshipping warrior, for example. Should I suffer lower stats on my "cultural" gear than my Zek worshipping peers (which was the case with the original cultural gear) just because I picked the wrong religion when I started playing the game before I knew anything about it? If so, what advantage do I get as a warrior for worshiping the Tribunal over a Zek worshiper (whose deity is more geared to the role of a warrior)? Im sure this is why the new recipes have all the same stats.

              But I also agree that if all the stats are going to be exactly the same, why bother calling it "cultural" and restricting it to race and diety. It just adds confusion to uninformed players who buy the wrong gear.

              Don't get me wrong. As one of a handful of grandmaster tailor barbarians, the restrictions have certainly helped me sell cultural armor to beastlords more reliably, but why create that situation to promote a gimmick?

              If things were ever to go the direction of varied stats based on religion again, I think we would need either a means to change religion (which seems to be a forbidden path with the devs) or a *lot* of thought needs to go into making sure all race/deity combinations gain a true advantage from their unique combination.

              I guess it all means you cant be both unique and equal.
              Roanne LeFaye
              Warrior Barbarian of the Tribunal
              Outsider Domination
              The Seventh Hammer
              2100 Club + 300 melee Research

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