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  • Tinkering Wish List

    I would like to see a Tinkered device that would allow you to melt down old jewlery into their components, even if there was some loss due to the process. Probably wont happen cause it would mean a line of small pieses and large pieses which would need to be combined in forge to make bars... But hey I can wish can;t I?
    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

  • #2
    It would be nice if it let you recover the gems, even if you lost the precious metal. I vote for this idea too

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    • #3
      Robots my wish for tinkering

      I would love tinkered robots so send out for scouting things and which could help my warrior fight and carry things.

      Imagine a walking bank which follows you around. YOu fill up some bags give to him and let it carry excess stuff.

      Or your tired of those eyes(not everyone got the beads and those non-rechargeable tinkered things are useless with only 5 charges), you send it on a scouting mission. Plus little mechanical spiders are cool.

      Maybe make different models do different functions. The smaller clockwork spider models before scouting. The larger models (like in steamfront) for portal bank. And the models (spiders, althought I like the model for the other npc's in the zone) in POI for Battle Pets.

      How about a MB pet for raids on large encounter targets? Maybe one that can only be activate with a raid party with minimum number of players in raid? Would cost alot to make and more to maintain. But wouldn't it be cool to shout the battle phrase "Goldar, go and destroy the monster!" (for 50 points identify where that phrase comes from.)

      Of course they could be damaged or wind down needing recharging and replacement parts you have to farm in POI and Steamfront. Heck there could be an underlying economy for black market parts.

      As for your idea, I like it too. I have wanted for a while a way to retain the usefulness of no drop items/armor for a while. I have deleted more stuff then I can remember. I usually keep my most recent set of 'best armor' still even with Shadow Haven. But being able to recycle it into something useful would be nice.

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      • #4
        No, I do not think I would like a mechanical bank that would follow me around and die with me when a group wipes (b/c we all no I never die while soloing! ). There goes the bank!
        Yammez
        67 Enchanter
        Cobalt Wolf Clan
        Tunare Server

        300 Jewelcrafter
        300 Tinkerer
        300 Researcher w/Ethereal Quill
        200 Brewer
        300 Potter
        162 Smith
        300 Fletching

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        • #5
          think of it more as a....

          Originally posted by Yammez
          No, I do not think I would like a mechanical bank that would follow me around and die with me when a group wipes (b/c we all no I never die while soloing! ). There goes the bank!
          I think of the mechanical bag more as a piece of luggage that can walk behind him with like 4 slots that hold bags in it. Maybe it would have a dual functionality of running around picking up ranger/druid droppings everywhere? (ok in some places that could be a problem.)

          It would merely stay with your body, and if you want to go home you have to collapse it, and put it in an empty inventory slot. If you die it's standing there with your body and follows your corpse if someone drags it. If your corpse is summoned it poofs along with it's contents. So it's functionaility is mostly for those long overnights away from home. The to reopen it you got to put in a battery of sorts to basically turn it on. You could have alot of fun with this.

          Maybe with gnomish upgrades we can program them to do silly novelty tricks like the jesters. This would truly be moments of enjoyments prior to raids.

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          • #6
            viable clockwork pets

            this gets brought up and discussed in various forms every so often, from gnome beastlords to tinkered items that summon pets. well, i think i have a solution that covers just about all bases.

            high trivial, possibly very complicated combine(s), tinkered item that has (unlimited) charges of a pet only illusion spell, which contains some form of a clockwork model.

            the down side of this, is that while gnome SKs, necros, mages, enchanters, and wizards have persistent pets, warriors, rogues, and clerics do not.

            perhaps my suggestion could be one of 2 tinkered items, and the other summons a weak pet with a clockwork model so that all gnome classes would get a fun toy.

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            • #7
              (Made from metalized giant batwings) Flapping wings + Backpack + mana battery + Gnomish Levitation device + spings and gears and a sprocket = Wings of FLight! Allows you to actually move in X,y and Z with severe weight limitations.

              That's what the world needs FLYING gnomes and dwarfs!
              Sorry models work for small races only...
              Mainly because the gnomes haven't come up with an ogre droppings proof umbrella yet.
              Yes I am He!
              EQ's Very own Beer God!
              The Vicar of Liquor! Baron in a Barrel!
              The Priest of Yeast! Wielder of Brell's BattleMug

              sigpic

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              • #8
                Originally posted by Brodder FoamyMugs
                (Made from metalized giant batwings) Flapping wings + Backpack + mana battery + Gnomish Levitation device + spings and gears and a sprocket = Wings of FLight! Allows you to actually move in X,y and Z with severe weight limitations.

                That's what the world needs FLYING gnomes and dwarfs!
                Sorry models work for small races only...
                Mainly because the gnomes haven't come up with an ogre droppings proof umbrella yet.
                Unfortunately not going to happen anywhere in the near future.
                #1 it is majorly exploitive. (Fly above mobs and nuke them while being in absolutely no danger!)
                #2 flying curently does not work well
                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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                • #9
                  Originally posted by Ngreth Thergn
                  Unfortunately not going to happen anywhere in the near future.
                  #1 it is majorly exploitive. (Fly above mobs and nuke them while being in absolutely no danger!)
                  #2 flying curently does not work well
                  When I'm in GD (for example), I have SoE, and I'm reaaaly far above the mobs, they can still hit me... Also, isn't there a check for Z-axis difference when casting spells?
                  Kyroskrane tells you, 'AwwoooOOOOooAaawwaa!'

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                  • #10
                    Originally posted by Lillanu
                    When I'm in GD (for example), I have SoE, and I'm reaaaly far above the mobs, they can still hit me... Also, isn't there a check for Z-axis difference when casting spells?
                    Only to a certain extent. But I am not 100% sure here... so not a quotable statement.
                    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

                    Comment


                    • #11
                      There was a bug pre-kunark that when a bolt caster was so many units above a mob and they cast a bolt, the target would get hit twice- and get damaged twice.

                      Altering this ability caused removal of z axis checks for mobs that couldn't reach a target normally to prevent sniping and missuse of the double bolt damage code problems.

                      That's what we got as an explanation. I figure if a mob can't climb a sheer surface- too freaking bad, Eat bolts minotaurs. Umm, btw I bugged that double bolt damage and showed the devs how it happened.

                      How they fixed things surprised even me- and since then how many generations of coder changes have occured since>>?

                      Good luck at them finding a root cause of this new Z axis bug.
                      Yes I am He!
                      EQ's Very own Beer God!
                      The Vicar of Liquor! Baron in a Barrel!
                      The Priest of Yeast! Wielder of Brell's BattleMug

                      sigpic

                      Comment


                      • #12
                        The ability to Tinker our Augments for our ...journeyman/expert/master... etc armor. As it stands now, the only way we can acquire these is through working towards GM'ing an additional skill, or bribery/purchase/coercion of friends and guildies. The smithing and tailoring tradeskillers can make both thier own armor and augments if they've done the quest, and got the drops, Tinkerers are SoL however, because we don't have any tinkerable augments for our slot 11's? We can make the armor, but we're too dense to figure out how to make the augments?

                        Why do we not have the ability to buy tinkering components in our home town? Especially since Ak'Anon existed prior to PoP, I would think there would be vendors in the town selling the general tinkering supplies, ie:gears, metal rods, sprockets etc. What happened, they farmed steamfont to build the town, but nobody was enterprising enough to stock supplies for sale to the general public? C'mon, that's economics 101, supply/demand. As it is however, we have to go to PoK, or Abysmal, or what-not to get basic, starting level tinkering supplies, and can't buy them in our home town. If I was a merchant and could do so I'd buy thousands of supplies in PoK and set up in Ak'Anon for all of those tinkers that have to go back home to do all of our tinkering in home specific forges. Talk about a monopoly.
                        Last edited by Gezmel; 08-15-2006, 03:54 PM.

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                        • #13
                          While I will not be adding EVERYTHING... I will talk to maddoc about adding a much larger list to the tinkering vendor.
                          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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                          • #14
                            Don't forget the "GREAT BIG BOOK OF OOOPS!"
                            Yes I am He!
                            EQ's Very own Beer God!
                            The Vicar of Liquor! Baron in a Barrel!
                            The Priest of Yeast! Wielder of Brell's BattleMug

                            sigpic

                            Comment


                            • #15
                              Originally posted by Gezmel
                              The ability to Tinker our Augments for our ...journeyman/expert/master... etc armor. As it stands now, the only way we can acquire these is through working towards GM'ing an additional skill, or bribery/purchase/coercion of friends and guildies. The smithing and tailoring tradeskillers can make both thier own armor and augments if they've done the quest, and got the drops, Tinkerers are SoL however, because we don't have any tinkerable augments for our slot 11's? We can make the armor, but we're too dense to figure out how to make the augments?
                              Hell, we can't even truely tinker the armor, as we skill need the tailoring or smithing subcombine for the swatches/bricks. I was very annoyed to find when I went to make my GM armor, and found that the highest skill gnome tailor on my server is a mere 252 skill. Although this was more than enough to help me on my way to my GM armor, it would be nice to be able to truly make my own armor.
                              Evram
                              300 Expert Tinker on Quellious (Rodcet Nife)
                              80th Necromancer of the Brew Masters

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