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Collapsible Forge: Oh please, please...

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  • #16
    Upon opening, make it akin to /book.

    Minimizes it capability (like the collapsed distillery) but maximize its utility.

    Can't move at all. Must sit, add a long "spin up time" like the ooc regen timer. Takes a long time to dispose of.

    A few zones to run to make something is not a true hardship.

    Ngreth, we've set a harsh task before you.

    I trust you implicitly. If it never happens then we/you (all) did our best.
    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

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    • #17
      Originally posted by Ngreth Thergn
      Basically it is that we just don't like the idea of a portable forge.
      /Agrees. Portable forge seems a bit silly. Do we have GIANT people with normal forges or tiny forges with normal people?

      Is there a max on weight allowed for items?? If not could set the weight at 1000 (w/e), then you have convenience of an anywhere forge, but could hardly be called portable. This would allow us to Smith from bank, but restrict us from having a forge in our pocket all day long. Even more restricting if we had, say a 10 minute recast on the forge.
      Lone Ranger
      Master Artisan Buns Pincher of Povar

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      • #18
        The max weight for an item is only 25.4 I believe.

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        • #19
          Originally posted by KyrosKrane
          Another option for you. Make the "summon forge" a quick spell (not a ten second cast) with a cheap reagent, then make the container consumed on combine. This pretty much wraps up all the issues -- you have to summon the forge for each combine, so there's no storage or long-term-use issues, and the quick cast and cheap component to summon keep down the annoyance and cost factors.
          Unfortunately only quest containers can be "Consume on combine" at this point, and they have no skill tied to them. :/

          And though I like the spell idea. It also will not work because of greifing players. It would suck horribly if you were working and some annoying person came and hit you with pillage enchantment, dropping your "forge" buff :/
          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
            It is possible for spells to be set to be non-dispellable (Veteran rewards are one example).

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            • #21
              But then I think the "remove counters to remove it" also fails... which was important to me
              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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              • #22
                give it like 20000000000000 counters adn when you done have it remove them.

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                • #23
                  Well I think we deal with enough of a suspension of disbelief that a portable forge isn't exactly far-fetched.

                  Bridles that summon horses, drums that summon lizard mounts, tiny items taking up as much space in bags as giant items (provided you have a giant slot container) and a gnome being able to push Gigantic mobs around with their tiny swords.

                  Why penalize smiths vs other trade skillers? Still have to hit their home forges for cultural, and you could limit the number of slots as with the distillery (please don't make it 4 though, that just makes it worthless with the combines that require oh, 6 ghs *cough* HQ steel *cough*)

                  How many people do you know who can cram 200 filled picnic baskets in to a backpack? Or who can carry 8 backpacks at once? :P

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                  • #24
                    Spell Idea

                    Originally posted by Ngreth Thergn
                    Unfortunately only quest containers can be "Consume on combine" at this point, and they have no skill tied to them. :/

                    And though I like the spell idea. It also will not work because of greifing players. It would suck horribly if you were working and some annoying person came and hit you with pillage enchantment, dropping your "forge" buff :/

                    ... perhaps you could stuff all the player's remaining open spell slots with 'Forge Buffs' - which would mean up to 20 spells (Forge Buff 01, Forge Buff 02, ...) on a character. The script could then check to see if ANY of the buffs are up to allow combines. This means it would take a concerted effort for anyone to dispell all those icons and subsequently the forge.

                    I think the root component would be necessary along with an effect that doubles the time to cast spells and a slow component to avoid the use of the spell-slot-filling forge as a 'junk buff' on raids.

                    I would also suggest that there be a cast time to put away the forge and remove the remaining buff icons. It would force users to consider their surroundings since a wandering mob could still potentially mess up a rooted character who's spells and combat abilities were mucked up.

                    This thread has moved more into playing with ways to get around code limitations, but- darn my geekiness- it's fun.

                    Mavick

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                    • #25
                      Originally posted by Ngreth Thergn
                      Unfortunately only quest containers can be "Consume on combine" at this point, and they have no skill tied to them. :/
                      It still wouldn't work though, because you'd auto lose anything you salvage (unless you recode salvage to put on cursor, not in container)
                      Rasper Helpdesk

                      Atlane's Appendix

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                      • #26
                        Originally posted by Bobaten View Post
                        You could add a gnomish heat source to every recipe allowed in the portable forge. Or possibly have a gnomish heat source required as the component for the "unpack forge" spell (or rather, "fire up forge") on the collapsed forge, and then set the container to be consumed on every combine. It wouldn't be the most convienent system possible, but it would be portable.
                        I'd be for the portable forge requiring GHS(s) as a component(s) for it to cast. Though I would be against the container being consumed. It's a forge it should last till you are done or you will need to increase the stack size of GHSs to 100 at least, imo.

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                        • #27
                          Originally posted by Ngreth Thergn View Post
                          well.

                          Just requiring it to open is not enough, and making it temporary does not fix it because people just leave it on corpses to store it.
                          I think you're WAY over estimating how much someone is willing to go thru not to have to summon the item again. Especially when the entire purpose of it being a collapsible container is that you don't have to keep it in a top level inventory slot. Otherwise you could use your add fuel combine idea for a kiln or forge container that wasn't collapsible.

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                          • #28
                            I guess I am taking a hint from Kryos here and using this thread instead of the other one...heh. An idea popped into my mind the collapsable forge would require a GHS to open, it would also consume itself upon either sucessful or unsucessful combination thereby meaning you would have to open it for each and every attempt.

                            Further it would like the spell book force sit you so you cannot move therefore making it probable that you would not just use it in a combat situation and also if so done getting struck would stun you closing the forge and costing the loss of ingredients.

                            This alone would mean that you woud have to find a safe spot to use it and mean that you would be risking high cost items just for the sake of portability, yet still affording the portable aspect of it.

                            How about it Ngreth you think we could then get one?

                            Oh also make it a tinkering triv to raise even the eyebrows of the best of the best.../grin and expensive to make to boot with multiple subcombines upon subcombines so that it even though tradable would cost the arms and legs of not only yourself but you family and friends and friends family and friends.../evil 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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                            • #29
                              Poofing on combine would mean redoing salvage logic.
                              Rasper Helpdesk

                              Atlane's Appendix

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                              • #30
                                Originally posted by Eleena Transient View Post
                                Poofing on combine would mean redoing salvage logic.
                                eh the container poofing no Salvage value to it just the ingredients being combined should affect this. The container is Uber-Temporary a one shot item fail or pass it is consumed not returned...
                                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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