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  • Absor tells Tinkerfolk that he might be open to suggestions.

    On the official EQLive forums, someone posted about the god-awful GoD recipes for tinkering. Absors response (Other than an amusing remark that torqued a few rogues off) was

    free to post any interesting ideas you have for tinkers. No, you're not going to get tinkered pets... It's a very cool idea but it's a little too much. Besides, I think the game has way too many pet classes as it is.
    I replied with the following:

    As a tradeskill nut, I have a few suggestions.

    1) Gnomish Velium Compressor - Input a velium block, get a Velium Bar (for JC). This would be a godsend.

    2) Super Geerloks, 335 Trivial, expensive combine, for a 10% geerlok. There's a giant gap between normal geerloks and the super-rare 15%mods for smithing, and the one 15% mod for tailoring.

    3) Tinker gnomish caster armor - If I recall, a study showed that something like 80% of gnomes are INT casters, but the Clockwork armor does zero for us. Make a line of the clockwork Observer/shadowwalker wearable by gnomes. The robes from LoY were a good idea, but anyone can wear those.

    The thread is in the "The Nexus" section, in the "Development" section.

    -Lilosh
    Venerable Noishpa Taltos , Planar Druid, Educated Halfling, and GM Baker.
    President and Founder of the Loudmouthed Sarcastic Halflings Society
    Also, Smalltim

    So take the fact of having a dirty mind as proof that you are world-savvy; it's not a flaw, it's an asset, if nothing else, it's a defense - Sanna

  • #2
    Last night I was complaining to my better half about the lack of tinkering recipes in GoD, and he *literally* screamed at me, "And what new poisons did rogues get!?!?" And he says I am too into my tradeskills. Heh.

    _________________________
    Baker - 195, Blacksmith - 180, Brewer - 190, Fletcher - 181, Jewelcrafter - 182, Potter - 163, Tailorer - 163, Tinkerer - 100,
    ... and working on all of them!

    Comment


    • #3
      "Super Geerloks, 335 Trivial, expensive combine, for a 10% geerlok. There's a giant gap between normal geerloks and the super-rare 15%mods for smithing, and the one 15% mod for tailoring."
      I am going to feedback this, this is great. As I just failed a really expensive < PoAir >bow combine for a guildie ( with 252 with geerloc) and felt terrible. He didnt mind as much as I did but I felt super bad and anything to get a LITTLE closer to the 335 trivial would be nice

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      • #4
        Tinkered horses /nod nod


        The cupcake is DONE! 1750!!! And 7 Trophies! And a fishing pole! That summons beer! Woo! And Tarteene, the enchanting gnomish tinkerer of the 247th bolt and one neato Tinkering Trophy

        Butcherblock Oak Bark Map, hosted by Kentarre!
        Reztarn's Guide to Finding Yew Leaves
        Frayed Knot - The Rathe

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        • #5
          No Chenier... they should be tinkered mechanical "spiders"... or "clock-ites"... whatever they are called running around steamfont/akanon...

          Ride them just like Horses... and only useable by Gnomes... well maybe Halflings ...
          Brother Krazick Bloodyscales 65th Trial Scaley Transcendent
          Krizick 37th Kitty Tank
          --Officer of The Renegades--
          --Innoruuk Server--

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          • #6
            Originally posted by Maisie
            "Super Geerloks, 335 Trivial, expensive combine, for a 10% geerlok. There's a giant gap between normal geerloks and the super-rare 15%mods for smithing, and the one 15% mod for tailoring."
            I am going to feedback this, this is great. As I just failed a really expensive < PoAir >bow combine for a guildie ( with 252 with geerloc) and felt terrible. He didnt mind as much as I did but I felt super bad and anything to get a LITTLE closer to the 335 trivial would be nice

            If you were at 252 with geerlok, a higher skill mod wouldn't have helped. 252 is a hard skillcap... you cannot go higher than that no matter what skill mod you have.

            Higher skill mods only allow the convenience of you being at effective 252 skill while at a lower actual skill.

            As such, I wouldn't hold my breath for super geerloks.

            Comment


            • #7
              Gnomish Tracking Device - gives a non-sortable track of skill 25. Just enough to find when "I know its around here somewhere"

              Gnomish Foraging Machine - maybe a few versions, depending on battery used. Each gives 10 charges. Class 6 gives 200 skill (you'll always get something), but costs about 10pp a shot. Class 1 gives 35 skill, but very cheap to use.

              The super geerloks sound nice, would let folks cap at 230 vs 240.

              Would also like a rechargable stalking probe. They cost about 16pp to make, and come with 5 charges. So if you made one that cost about 5pp per charge consumed (20 charges, takek a class 6), it would be fair. I do a lot of pulling in LDoN as a cleric and I'd use something like that frequently to peer into rooms that are packed. "Anizok's Improved Stalker" ?
              Rasper Helpdesk

              Atlane's Appendix

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              • #8
                Gnomish Tracking Device - gives a non-sortable track of skill 25. Just enough to find when "I know its around here somewhere"
                Gnomish Tri-corder

                I like the tinkered mount ideas, that's SOOOO gnomish!

                Gnomish Caltrops. Assorted junk (like you always pick up in PoI) for a short-duration snare

                Gnomish Air Horn. Deafness.

                Gnomish Ear Plugs. Silence.

                Gnomish Lava Walker. Nice big boost to FR for those long lava swims.

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                • #9
                  I want a tinkered, rechargable mana battery. One where we can store mana for later and then recharge ourselves. Lore, of course, to avoid bandolier wearing casters. Maybe one use so you have to make another one.

                  I want a propeller beanie with a levitation effect.

                  A tinkered snare trap would be good to.

                  I'll settle for a collapsible forge
                   "Why!?", screamed the man. "Why is it, that after all my time, effort and skill, do you offer me less than 1/20th the purchase price of just the beans I put into this casserole?"
                   "Because", said the Vendor, "You can't unbake a bean."
                   Thus the man achieved enlightenment... and became a farmer.

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                  • #10
                    I am glad no pets was mentioned. We don't need no stinkin pets. There are definitely enough pets.

                    I do not want to have to tinker a mount. I would gladly purchase a gnome only mount, a clockwork spider , a tank, a jetson car. I certainly don't want my bank space filled with parts to try all the combines to make a mount and fail on the combine.

                    increase in geerloks sounds nice but only if it would get you above 252.(which is pointed out it won't get you above 252 so why bother.)

                    A universal geerlok would be nice, only have to carry one item to get the bonus for all skills. Swiss army knife.


                    an Anti-punting device would make gnomes safer. make a polarity inverter and combine it with an antigravity device to increase a gnomes gravity. Can't punt a gnome if he is glued down.

                    a gnomish chemisty kit to make mordant dyes to color back packs. Aren't you tired of having to look in each backpack to find the things you need. Well organize your bank space with colored backpacks

                    Foraging and tracking items sound wonderful and would sell well but I know I hate when we lose a gnome only item to others. I don't want to take foraging and tracking away from others. I would rather have creative gnome only ideas rather than duplicate an ability already out there.


                    a bubble sword

                    I like the idea of improved stalking probes, more charges, longer duration.

                    Patented Improvement devices ( tinkered augments) 1% adds to geerloks, skills, improved ac, increase battery life. decrease battery class needed.


                    Tinkered collars and leashes for charmed pets to increase the duration of the charm and control of the pet. Shock collar, retractable leash, tie out stake, scooby snacks.

                    Buff box-- special box to hold what buffs you want for a raid. It would certainly save time on raids to have your buff box ready to go. Open the box and lets start raiding.

                    First aid kit to help fight rez effects

                    Black box recorder to help in language learning. Does anybody learn the languages anymore? Now you can do it in your spare time.

                    Louder stereo speakers because gnomes rock

                    binoculars of leadership

                    items to help other tradeskills baking and cooking we could tinker latte machines, bean grinders, deep fryers, ginsu knives, juicers, and vegetable slicers. For brewing seltzer water would be nice, ( a little song, a little dance, a little seltzer down your pants), also those little miniature swords for the olives. Jewelcraft could use grinders, cutters, magnifiers, and cubic zirconium. Sculpting, well I have no idea what sculpting needs. Fishing always needs new bait and flies, fish finders, and ways of recycling those annoying sandels and rusty daggers.

                    Bunsen Burner
                    Last edited by BunsenBurner; 05-02-2004, 09:50 PM.

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                    • #11
                      He didnt mind as much as I did but I felt super bad and anything to get a LITTLE closer to the 335 trivial would be nice
                      SOE Dev already stated that 252 is the cap for the long term future. Raising the cap would require significant resources and extensive coding, both of which they have none extra.

                      Also the increase in skill caps would result in a significant influx of high end equipment (ie success on 5 out of 6 Earth Plate BP's for example) which would thus further erode a weak secondary < 200 skill product market, making elemental quality equipment available to even the weakest players in the game. This will create artificial power jumps from levels 46 to 60, further trvializing all expansion previous to Planes of Power content wise.

                      You already have the best skill possible to make any attempt at 252.
                      Gherig McComas
                      Coyote Moon
                      Test Server

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                      • #12
                        I want a tinkered satchel charge, to blow up locked doors.

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                        • #13
                          How about a tinkered scope, that works in conjunction with your bow, to increase bow accuracy?

                          Weird I know, but when your two main characters are a gnome tinker and a WE ranger... )


                          Cazic-Thule Server
                          300 Tinker, 300 Potter, 300 Fletcher, 300 Brewer, 279 Tailor, 225 Blacksmith

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                          • #14
                            Someday you will buy/make a PoP bow

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                            • #15
                              I was thinking that it was a shame that archery DPS was comparitively low to melee DPS from levels 17 - 55 and was wondering if this might help...

                              Ybot's Tinkered Spike Device
                              Slot ammo
                              Effect: Summon Tinkered Spike - cast time 10 seconds - produces 20 Tinkered Spikes.

                              Tinkered Spike
                              Slot ammo
                              Damage 7
                              Magic 1
                              Range 100
                              Rainingdog Sandcats
                              Half-Elven Ranger Fletcher
                              Ybot
                              Gnomish Enchanter Tinker

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