Originally posted by Xislaben
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Absor tells Tinkerfolk that he might be open to suggestions.
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Tinkered Items For The Average Adventurer
I was thinking of some of the most annoying day to day problems that affect your averag adventurer:
Out of Food/Water:
Right Click Food and Beverage Dispenser (Reagent is battery or a type of food you wish to replicate, food is ND or No Rent, if battery then higher the battery type the better the food, whether it be duration or some type of low level stat food)
No Money In The Field/Too Much Money In The Field:
Two Slot Banker Container that will allow access to one shared bank slot and one normal bank slot, also has "change effect" to consolidate coinage and withdraw deposit cash in the field.
Nexus Relocator:
Think Tinkered gate potion. Whether it is 10 uses and destroyed or rechargeable it should be of sufficient difficulty to make that it resembles the difficulty to obtain the Gate Neck from PoP.
Boar-Forager:
Just as pigs forage for truffles, an activate forager-bot that does zone specific forages with 100 charges and is rechargeable.
Tinkered Body Bag:
Right click, one use corpse summon, uses EE or jade coffin for a corpse summon. Item is destroyed or needs expensive recharge after.
Just a few wish list items. Thoughts?
Grim/SqueakySqueaky Toy300 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 7/7The Meanest Tradeskiller on Cazic Thule
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Giving this a little bump with my own ideas:
A tinkered device that banishes a jesterIt may be fun under certain circumstances but sometimes it's more of a hinderance than fun in serious situation and therre have been time that I wanted to DT the jester and whoever brought him out.
An all-in-one geerlok device that combines all 7 fully evolved trophy for a single one with !5% mod to all basic tradeskills so you only need to carry/store one rather than 7 indivual trophies. (Alchemy, poison, research, and tinker is exempt from super trophy) The final combine is done by any player but the device can only be made by gnomes and requires high tinker skill. Think swiss army knife version for the trophy.
A device with 1 or 2 slot containers and turn any HQ fur or skin into medium quality, MQ tol ow quality. This covers the skin and fur not converted with skinning knife and tailor kit/loom.
Something similiar to Necrotic Divining Device, this helps track ground spawns. Many GS tended to be rarer than forged counterpart so it's not exactly game breaking.
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clockworked assistant
I wish assistant for doing trade skills.
clockworked assistnt
MAGIC LORE ATTUN
effect : summon assistant(must equip)
ALL/ALL
It can summon assistant(looks like clockworked gnome).
Drop any skills Geerlok/Torophy1.0/PoR Torophy to assistant,
then it have same % skill mod while existence.
off course have same % skill mods when summon again.
I wish a Completed skill mod item.
Anyone want hold bank slots for each skill mods?
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Originally posted by NeebatSomeone returning from fan faire mentioned that the developers have a problem putting multiple tradeskill modifiers on a single item. Let's revise this to say...
Gnomish Army Knife
Like having a full set of Geerloks in one slot, but no stats by itself. You have to unfold/expand it for each tradeskill. If you've ever had a swiss army knife, you may remember pulling out the tiny tweezers, but then having to put them back afterward. Sometimes it would be easier to reach for the real tool than to find the right blade in the knife and get it open.
To do this in EQ, combine your GAK by itself in any tradeskill container. You get a TEMPORARY NO TRADE gadget for that tradeskill along with your GAK back. For instance, combine your Army Knife by itself in any fletching kit and get a
Fletching Gadget
Primary
LORE NO TRADE TEMPORARY
+5% fletching
All those restriction tags avoid any potential exploits. To avoid competing with Geerloks, this should be at least 5 times the combined cost of a full set of geerloks.
Wanted to present an alternate method of implementation.
Put each geerlok in toolbox + misc other parts to the Gadget:
Tinkering Gadget
LORE
Primary
Expendable Charges 1
+5% tinkering
Effect: Summon Smithing Gadget
Clicking destroys the Tinkering Gadget but creates:
Smithing Gadget
LORE
Primary
Expendable Charges 1
+5% blacksmithing
Effect: Summon Tailoring Gadget
Which creates:
Tailoring Gadget
LORE
Primary
Expendable Charges 1
+5% Tailoring
Effect: Summon Fletching Gadget
And so on, until the last version creates the Tinkering Gadget. This way they add 1 recipe (to tinkers), 8 items (tink, bs, tailor, jc, pottery, brew, cook, fletch gadgets), and 8 new spells (the effects). Instead of adding 7 recipes to each container to create the appropriate item from any of the types.
(idea base on Vibrating Guantlets of the Infuse)Last edited by Eleena Transient; 04-02-2006, 11:04 PM.
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I really like the idea of a tinkered foraging machine
I do like the idea that your trophies can be turned into one, Maybe once they are maxed, there could be some sort of quest to combine them, so you could combine 2 or 3 or .....
Stats would stay equal to one maxed trophy but it would add an extra mod to one item
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Foraging isn't druid specific... Rangers and bards can forage too. Not to mention all Iksar have an innate forage skill of 50.
"(idea base on Vibrating Guantlets of the Infuse)"
I was actually thinking of the Square Cut Tool, Pear Cut Tool, ETC. I think it's a great idea, but the only problem is people with multiple PoR trophies that give more than 5%.Kyroskrane tells you, 'AwwoooOOOOooAaawwaa!'
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Foraging isn't druid specific... Rangers and bards can forage too. Not to mention all Iksar have an innate forage skill of 50.
I know the above and it looks as if my english this time did not convey what I wanted to say so...
Hands off our foraging from a druid, ranger,bard and iksar point of view.
Last edited by Artemisia; 04-03-2006, 03:18 AM.
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Somehting along the lines of an Automated Foraging Shovel (20 charges, right click, Effect: Forage) would not severly unbalance things, in my opinion, if it is made with certain allowances.
Make it expensive to recharge.
Give it a long recycle time.
Make it expensive or hard to make.
If it is sufficiently unwieldy and difficult to use then it will never truly displace the foragers yet it will at least give non-foragers the CHANCE to forage what they need.
Think of it this way: you can pay a landscaper to come to your house once a week and mow your lawn, trim your hedges, run a weedeater. You spend a few bucks to have someone suited to do the job or...you buy an expensive mower, a weedeater, a trimmer, buy the gas/oil, take time out of your week and do it your self.
Convenience vs. self sufficiency.Squeaky Toy300 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 7/7The Meanest Tradeskiller on Cazic Thule
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How about make some 'useful' items stackable?
I played with tinkering the other night for the first time.
My twink tink was making those Stalking Probes. How about make them stackable? Right now you get 5 clicks and then that's it. It doesn't even rot.
If each click were a stackable probe you could activate that would be very useful because it wouldn't eat up your inventory space.
So instead of making 1 item with 5 charges, you could make 5 items and stack. Then make a stack of 20. That would really be nice.
I would bet that this item would be something you could actually make and sell regularly and not end up selling it back to vendors.
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Or make them rechargable.../grinStrokker~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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Or that
Originally posted by StrokkerOr make them rechargable.../grin
Maybe we could get an upgraded one and make a tinkered scout as an advanced skill. (The won't give us robots but this would be cool.) Maybe a little spider that crawls around scouting. (This would be rechargeable of course. May treat like a horse.)
In that same vain, I also like the tinkered auto-forager. Would be cool to click it. Let it run around and come back when it's batteries wear out and it dies. Then all you do is loot it. Let it last 5 or 10 minutes so it could get a couple tries in. And you could maybe make upgrades to the item so that the higher the skill level needed the more efficient(successful) it would be. And based upon the battery the longer the thing would try to forage.
Also could trigger it to pick up local ground spawn stuff or those nasty ranger/druid droppings that seem to be everywhere. You'd think people of the forrests wouldn't litter so much.
/rambling off
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Gnome Offense
I have been thinking for quite a while how gnomes seem to be mostly "defense". They make many useful devices, and every sort of armor (silk, leather, chain, plate). But they seem sorely lacking in offense, which does not make sense since they have tiny gnome armies to equip. If Jewelers can make weapons, why not Tinkers? Possibilities are endless, but here are a few suggestions (the graphic artists could have fun with the effects):
1. "Mechanized Great Flail" -- Long pole with gears and belts and spinning chains on the end.
2. "Anizok's Snake of Retribution" -- Some type of mechanical whip
3. "Mourning Shower" -- Short range acid bomb, only usable by casters. maybe Range 50, Delay 20, Damage 20.
4. "Dynaah's Gnomish Equalizer" -- my personal fav, so named it after my own Gnome wiz who invented it. This would be a small flamethrower, range weapon. Maybe Range 50, Delay 200, Damage 150. Ammo would be "Glob of Naphtha", made only by Alchemists. Could be unstackable to limit shots. Great opportunity for neat graphic when fired. If target is hit, this is treated as a DoT with continuing damage for maybe 6 tics.
Plenty more ideas. Just a sample here! Time for gnomes to get Offensive!! (no cute remarks, plz....)Last edited by Floosy; 04-28-2006, 06:40 PM.Sage Floosy
#1 Human Tradeskiller on Quellious Server
Master Baker, Brewer, Fletcher, Jeweler, Potter, Researcher, Smith, Tailor
Sorceress Dynaah
#1 Tradeskiller on Quellious Server
Master Tinker
Expert Baker, Brewer, Fletcher, Jeweler, Potter, Researcher, Smith, Tailor
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