View Full Version : Request (Carpenter): Consumable house items
WastedChances
09-24-2007, 04:36 PM
<p>Greetings,</p><p>Preface: </p><p>Add recipes for consumable or "limited use" house items</p><p>Background:</p><p>I recently hit the L19 cap on my Craftsman and have been trying to decide wether to go Carpenter or Woodworker. While I perused the various recipes and had discussions in-game with other players, I realized that the Carpenter profession seems to be missing something.</p><p>Topic: </p><p>Most professions have a limited use or consumable item which players have to restock, allowing that profession to have some sort of steady income. Other than status reduction on house items, Carpenters to my knowledge, don't have any such reliable product.</p><p>Here are a few examples of Carpenter created in-home items that I believe would give a nice boost to the profession's viability:</p><ul><li>Shrub of Serenity - A plant you click to "harvest" a buff of +X Focus for X minutes/hours</li><li>Djin in a bottle - A vase which summons a non-combat Djin to follow you for 30 minutes granting an AOE buff of <random stat> to your group. Does not stack with other Djin that offer the same stat</li><li>Magician's Bookcase - A bookcase you click to "harvest" a buff of +X INT for X minutes/hours</li><li>Weaponrack of Brute Force - A weaponrack you click to "harvest" a buff of +X minutes/hours</li><li>Adventurer's Carpet - A rug that works like a Mariner's Bell (within city only)</li></ul><p>Each item would have a base of 2-5 charges for X minutes with "pristine" versions having 5-10 charges and X+Y minutes. After consuming the final charge the item would disappear (maybe optional). These items also would NOT contribute to status reduction. Also, each item's buff may or may not stack with similar buffs of the same stat (up to the devs. honestly).</p><p>Again, these are only a few examples. I actually had a lot more but thought this would be a good start to spark a discussion. It would be nice to have a "consumable" line for in-home items to boost the viability of the Carpenter profession.</p><p>PS:</p><p>Credit for the Djin in a bottle goes to Piero on Mistmoore with whom I had a discussion in-game about this idea.</p><p>Edit:</p><p>I should clarify that these items can only be used in your home. You can't carry them in your bags to rebuff whenever you want. There are other professions that provide "portable" buffs.</p>
Bemuvdar
09-24-2007, 04:43 PM
<li>Magician's Bookcase - A bookcase you click to "harvest" a buff of +x INT for 2 hours </li><li>Weaponrack of Brute Force - A weaponrack you click to "harvest" a buff of +x STR for 2 hours</li><p>So why should your consumable replace the potions already made by a alchemist. Also like to note they only last 30 mins.</p>
WastedChances
09-24-2007, 04:50 PM
<cite>Bemuvdar wrote:</cite><blockquote><li>Magician's Bookcase - A bookcase you click to "harvest" a buff of +x INT for 2 hours </li><li>Weaponrack of Brute Force - A weaponrack you click to "harvest" a buff of +x STR for 2 hours</li><p>So why should your consumable replace the potions already made by a alchemist. Also like to note they only last 30 mins.</p></blockquote><p>I didn't say they should replace anything. These buffs are in-home items so they can't be carried around unlike Alchemist potions. Besides, Provisioners also have + stats on their items? What's wrong with a little friendly competition?</p><p>As to the time limit of the buff, I made it longer because again, these are in-home items. Would you want to head back home every 30 minutes to rebuff? No. That's when you'd use your Alchemy potion.</p>
Cadori Seraphim
09-24-2007, 04:57 PM
Quite honestly I think Carpenters have so much at their disposal that they really dont need any more additions. As it is I am baffled as to why Carpenters make the repair kits instead of woodworkers.If its any tradeskill class that needs love I would have to say woodworker.
KerowynnKaotic
09-24-2007, 05:10 PM
<cite>Cadori Seraphim wrote:</cite><blockquote>Quite honestly I think Carpenters have so much at their disposal that they really dont need any more additions. As it is I am baffled as to why Carpenters make the repair kits instead of woodworkers.If its any tradeskill class that needs love I would have to say woodworker.</blockquote><p>I'd say Weaponsmiths need the most love, now. </p><p>But, yeah .. why do Carpenters need a consumable? Domino has hinted that there are still more furniture coming for Carps .. so pristine bonus and quanity isn't an issue. </p><p>Boxes sell very well. I'd rather Domino spend the time giving some bonuses and maybe a few more unique graphics to the Salesman Crates to compensate for the use of a Rare. Not to mention those Alters. 6plat for the recipes and they are difficult to even give away at times .. </p><p>*shrug*</p>
Calthine
09-24-2007, 06:04 PM
While we all want cool house stuff, I have to agree that Carpenters have gotten a ton of lovin' and it's time for a couple other classes to get some. IMO
Domino
09-24-2007, 07:51 PM
Yep, carpenters are getting spoiled, after years of inattention. :p No plans for carpenter consumables (other than the repair kits of course, which I was always puzzled by too, but at this point we're not going to remove them).Maybe the weaponsmiths would like some nice consumables ... <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
hun_gover
09-24-2007, 07:58 PM
I think in TS atm from things i have read on these boards there is a little bit too much of looking at other classes and comparing that class to others rather than looking at the class and how it stands.Carpenters dont need Consumables, as a class its fine, they have a market, there is no alternative to furniture you can get from mob drops. With the expansion they will have a huge market with no alternativeProvisioners dont need Mastercrafted recipes. The have a high demand item already with a market as there is nothing superior in game, this will continue in the expansion with T8 foods.Sages dont need consumables, they have plenty already in their class, given them a ready market and in expansion there will be a huge demand.All these things I have read on the forums, and in truth it nonsense.
Pynne
09-24-2007, 08:04 PM
<cite>DominoDev wrote:</cite><blockquote>Maybe the weaponsmiths would like some nice consumables ... <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src=" width="15" height="15" />" </blockquote>Don't tease us!
Kyrsten
09-24-2007, 08:10 PM
<cite>DominoDev wrote:</cite><blockquote>Maybe the weaponsmiths would like some nice consumables ... <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />" width="15" height="15" /></blockquote>I think we'd be happy with our weaponsmiths having a useful product, so you might be on to something. As things currently stand, I log my weaponsmith in about once a month, to make a weapon for someone's alt.
Zabjade
09-24-2007, 08:13 PM
<p><span style="color: #00cc00;">For Carpenters: Candles that you have to replace or firewood, for the fireplace, perhaps additions for current housing by the room in preset plugs.</span></p><p><span style="color: #00cc00;">Weaponsmiths: Scabbards for appearance slots and hooks and straps for other weapons and shields. Temporary buffs for weapons.</span></p>
Force Weaver
09-24-2007, 08:14 PM
<p>For the orignial poster, I agree some sorta consumable or at the very least "attuneble" non-resellable items need to be eventually forwarded to the carpenter list. Boxes and sales crates seem to sell well to all all types of players. Other items cater to a smaller, abliet prolific market. </p><p>The fact that furniture can be bought and relisted at 100% value is kinda strange to me. I'd love to repost my WOCP at 25PP I bought it for when the Epic class weapons come out in ROK but I can't be doing that now, but all that acrylia furniture I don't want, well I can resell it just like a bought it. Maybe it's just too much work this late in the game, who knows. </p><p>As per the woodworker making the repair kits, really now it doesn't matter who makes them on my server at least as the kits go barely above fuel cost more often than not.</p><p>If any "luvin" is need I'd say ALL crafting classes would be helped by tuning the rare rate via some self-correcting algorithm that keeps T1-T5 rares down to a predetermined 5-10g/teir price always. Otherwise crafter X who made an item at rare price 70g and sells at 1pp can't ever recover from a LU change that increases rare rates where that current rare becomes 30g and other crafters of the same craft can scalp out 40g profit from listing the said item at 70g. </p><p>Using a carpenter as an example, just because Severed Oak happens to be 30g doesn't mean ppl will buy Oak Furniture for 40g. I see some go at 12-18g but never 30-40g. I don't know how painful it would be but having it so T1 is ~2g, T2 ~7g, T3 ~14g, T4 ~24g, T5 ~30g, T6 ~40g, T7 ~55g or something consistent would help even out alot of merchandising for many lower teir items for multiple crafting classes.</p><p>It's great that that T6/T7 rares aren't plat or multi plat now (I remember 3.25pp Moonstone) but if there was a way to keep the low teirs price down on a "broker reactive" basis it would be nice as well. Maybe some predetermined increased percent chance to harvest 5's and 10's on rocks if the metal clusters start breaking 30-50s on the broker would be a nice touch for alot of ppl as well. </p><p>Note: Somethings wrong with the Sig, I'm 61 Carp.</p>
Boyar
09-24-2007, 10:32 PM
I think most high level carps are pretty happy as is - I know I am <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Carpenter is already a ton of fun, so needs no consumable. Woodworkers aren't as much fun, but they have some consumables for market. Provisioners are all consumable, and only recently have found a little bit of fun(Thanks Domino!). It makes for variety among craftsmen, a spectrum between fun and useful. Armorers and weaponsmiths are still hurting for consumeable and/or fun, though appearance has added a smidgeon of fun to the otherwise onerous grind of armoring.
Cadori Seraphim
09-24-2007, 11:30 PM
I see people talk about getting all of the tradeskill classes consumables, because for some reason since some of them have them they all need to?Where are the provisioner's non consumables hmm hmm?
Calthine
09-25-2007, 12:18 AM
<cite>DominoDev wrote:</cite><blockquote>Maybe the weaponsmiths would like some nice consumables ... <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />" /></blockquote>/Shoves a bunch of sharp, pointy throwing thingies across the table at Domino.They can have these!!!
BigChiefJJ
09-25-2007, 07:06 PM
<cite>Pynne wrote:</cite><blockquote><cite>DominoDev wrote:</cite><blockquote>Maybe the weaponsmiths would like some nice consumables ... <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src=" width="15" height="15" />" </blockquote>Don't tease us!</blockquote><p>I think they need to be able to make sharpening stones (pierce, slash) and oiled rags (crush) that get consumed each time a melee attack is used - and if you dont have any of these items in your inventory your melee attacks only do half standard damage! </p><p>They could be produced in stacks of 100/200/300/400 per combine and be similar in raw production requirements as arrows. They could be stored in a quiver or pouch or a new ammunition bag.</p>
greenmantle
09-25-2007, 10:50 PM
<cite>DominoDev wrote:</cite><blockquote>Yep, carpenters are getting spoiled, after years of inattention. :p No plans for carpenter consumables (other than the repair kits of course, which I was always puzzled by too, but at this point we're not going to remove them).Maybe the weaponsmiths would like some nice consumables ... <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />" width="15" height="15" /></blockquote><p>Bah i thought you loved carpenters but now your flirting with weaponsmiths.</p><p> Wouldnt it be nice if people who visited their home once a month came home to find the cat had run off ( cant have pets starving) and the house plants were dead, it would give carpenters a consumable and catch those cheepskates that pay the weekly rent on a room only once a month or so. </p>
Tarlok
09-25-2007, 11:10 PM
A sharpening stone or something that gives a buff to weapons, 30 minute duration, and different "stones" for different stats. Think totems but for weapons. Something like what I mentioned would be rockin for Weaponsmiths.
Terron
09-26-2007, 07:47 AM
<cite>WastedChances wrote:</cite><blockquote><p>Most professions have a limited use or consumable item which players have to restock, allowing that profession to have some sort of steady income. Other than status reduction on house items, Carpenters to my knowledge, don't have any such reliable product.</p></blockquote>Carpenters have a good consumable - repair kits, though you need to be fairly high level to make them.
zaneluke
09-26-2007, 08:08 AM
<cite>WastedChances wrote:</cite><blockquote><p>Greetings,</p><p>Preface: </p><p>Add recipes for consumable or "limited use" house items</p><p>Background:</p><p>I recently hit the L19 cap on my Craftsman and have been trying to decide wether to go Carpenter or Woodworker. While I perused the various recipes and had discussions in-game with other players, I realized that the Carpenter profession seems to be missing something.</p><p>Topic: </p><p>Most professions have a limited use or consumable item which players have to restock, allowing that profession to have some sort of steady income. Other than status reduction on house items, Carpenters to my knowledge, don't have any such reliable product.</p><p>Here are a few examples of Carpenter created in-home items that I believe would give a nice boost to the profession's viability:</p><ul><li>Shrub of Serenity - A plant you click to "harvest" a buff of +X Focus for X minutes/hours</li><li>Djin in a bottle - A vase which summons a non-combat Djin to follow you for 30 minutes granting an AOE buff of <random stat> to your group. Does not stack with other Djin that offer the same stat</li><li>Magician's Bookcase - A bookcase you click to "harvest" a buff of +X INT for X minutes/hours</li><li>Weaponrack of Brute Force - A weaponrack you click to "harvest" a buff of +X minutes/hours</li><li>Adventurer's Carpet - A rug that works like a Mariner's Bell (within city only)</li></ul><p>Each item would have a base of 2-5 charges for X minutes with "pristine" versions having 5-10 charges and X+Y minutes. After consuming the final charge the item would disappear (maybe optional). These items also would NOT contribute to status reduction. Also, each item's buff may or may not stack with similar buffs of the same stat (up to the devs. honestly).</p><p>Again, these are only a few examples. I actually had a lot more but thought this would be a good start to spark a discussion. It would be nice to have a "consumable" line for in-home items to boost the viability of the Carpenter profession.</p><p>PS:</p><p>Credit for the Djin in a bottle goes to Piero on Mistmoore with whom I had a discussion in-game about this idea.</p><p>Edit:</p><p>I should clarify that these items can only be used in your home. You can't carry them in your bags to rebuff whenever you want. There are other professions that provide "portable" buffs.</p></blockquote>I disagree 100%We make repair kits and boxes. I have zero issues with making money with my carpenter. While i watch my provisioners profits slide downwards , my carpenter continues to make a decent profit. I have always been 100% against trying to "even out" tradeskill and adventuring classes. I honestly think the best way to approach this game is to have a couple different toons doing different things so you do not fall in to the rut of eye balling other professions.
Finora
09-26-2007, 10:34 AM
<p>Having a 70 carpenter (as well as 70 provisioner, tailor, sage, armorer, 69 jewler,as well as a woodworker,weaponsmith & alchemist I'm currently leveling), I think carpenters really have no NEED for consumables (other than what they currently have). Making money is not a problem with carpentry (as it is past teir 2 with weaponsmith).</p><p>Honestly the ONLY thing I'd even think about changing would be making boxes attunable =), and even that is a stretch, boxes still sell well most days after 3 years of not being attunable. Repair kits are a good consumable while you don't make massive profits, there is definately profit to be had there. With all the pick up raiding/raiding going on currently it's pretty much common practice people people to carry around a couple of those and if they are tinkers, a repair bot.</p>
DngrMou
09-26-2007, 10:56 AM
<cite>Sidora@Crushbone wrote:</cite><blockquote>I see people talk about getting all of the tradeskill classes consumables, because for some reason since some of them have them they all need to?Where are the provisioner's non consumables hmm hmm? </blockquote>I find fruitcake to be pretty much non consumable. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
DasUberFuzzy
09-26-2007, 12:00 PM
in the small chance domino reads this thread again, i'd like to point out that repair kits desperately need some reworking.a) the fuel: its buy back price(5g) != purchase price(6g), this also affects the kits (1 kit = 2 fuel, 2x 6g = 12g, buyback is 10g)b) stacking, as in the lack there of:i.e. either 1 use and stack (see potions) or multi use and non stack (see totems, btw for the love of brell, see potions about totems)c) might be nice if instead of 1kit at 65, there was a lower level (less%) one too, say in the 40's where it slumps out (see the evil L40 bear rug) make the t7 one 50%, but make the L45 (under the DoF cap) only like 20% (worth 2 kills)as for the people who question carps making repair kits, keep in mind, we are the masters of the wood table (staffs/wands/bows), forge (plate/chain/weapons) , the loom (cloth/leather/other clothy tailory stuff), AND the workbench (jewelery). i cant think of a profession thats more qualified to know how to repair EVERYTHING you could possibly be wearing.
Cadori Seraphim
09-26-2007, 12:12 PM
I agree with most of your post.. except being the masters of the wood table. a *wood*worker should be the master of the wood table.
DasUberFuzzy
09-26-2007, 12:16 PM
<cite>Sidora@Crushbone wrote:</cite><blockquote>I agree with most of your post.. except being the masters of the wood table. a *wood*worker should be the master of the wood table.</blockquote>why cant we both? its like saying only the weaponsmith OR the armorer can be the master of the forge.
Calthine
09-26-2007, 12:49 PM
<cite>Sidora@Crushbone wrote:</cite><blockquote>I agree with most of your post.. except being the masters of the wood table. a *wood*worker should be the master of the wood table.</blockquote>You'd think so.. but we can't make LAMPS at the wood table.
Nembutal
09-26-2007, 04:21 PM
I just recently leveled a Provisioner, Armorer, Woodworker, Tinkerer and Carpenter to the end game. (T7... all but carpenter maxed)Armorer, Tailor, and Weaponsmith IMHO need the most love. When you play the game do you buy non-mastercrafted armor from crafters or do you usually buy nice treasured armor? treasured armor not legendary.... Do you strive for mastercrafted or do you strive for legendary maybe fabled?Lets face it... unless you have a rare as an outfitter you are NOT NEEDED OR WANTED.... adornments fixed that a little.every other class I have see the end-products for has something people will pay for that is made with commons... except outfitters... which makes it VERY hard to level because of the expense of the materials (outfitters use ALOT of materials... and usually ore is one of the more expensive materials below T7)So you combine the lack of consumables with the lack of any desired common gear AT ALL with the expense and quantity of raw materials and you are looking at some pretty horrific tradeskill classes in the outfitter tree.Atleast a woodworker can make arrows, thowing weaps, and totems.A carpenter can make repair kits and housing status items... while not fantastic on the resale market they sure do beat what outfitters have to offer.Don't get me wrong... I would love to see more carpenter upgrades... but all 3 outfitters I believe need more attention right now.
Obadiah
09-26-2007, 04:39 PM
<cite>Calthine wrote:</cite><blockquote><cite>DominoDev wrote:</cite><blockquote>Maybe the weaponsmiths would like some nice consumables ... <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img mce_tsrc=" />" /></blockquote>/Shoves a bunch of sharp, pointy throwing thingies across the table at Domino.They can have these!!!</blockquote>You mean we can have those BACK? <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" width="15" height="15" /> Could be worse, I guess. They're better than they were back when we made them. You guys are obviously good at them, you keep em. Tough to see much love coming in the form of crafted weapons when the focal questline of the expansion is for, um, a weapon, and stuff. I'm guessing that even Carpenters that don't currently make a lot of money will see a big demand spike after the expansion and not need any additional love. Weaponsmiths . . . not so much. I'll make anyone a weapon for the low low cost of one Xegonberry Brandy, with which I will drown away the sorrow of my poverty. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" />
Mythdrakos
09-27-2007, 04:09 AM
<p>It's my understanding that there will be more recipes for all crafting classes with the new expansion. There are some things I would like to see more of, though. Candles would be fun. And more musical instruments. I would love for my 70-level carpenter to be able to make a harpsicord or something similar to go with Mistmore piano. I would also like to see glasses, plates, etc. to put on the table in homes. It would also be fun to have more plants and to be able to make a small fountain for your three-room house or one of the big halls. As far as consumables, carpenters really don't need them. </p><p>What we do need to do is convince more people that they really, really want to furnish their homes, lol. And maybe convince them that they really want to buy a crafted alter. Not many people seem interested in the crafted alters. I don't know about the imbued alters. I think 6 plat is a little high to buy the recipes. </p>
Force Weaver
09-27-2007, 01:13 PM
<cite>Mythdrakos wrote:</cite><blockquote><p>It's my understanding that there will be more recipes for all crafting classes with the new expansion. There are some things I would like to see more of, though. Candles would be fun. And more musical instruments. I would love for my 70-level carpenter to be able to make a harpsicord or something similar to go with Mistmore piano. I would also like to see glasses, plates, etc. to put on the table in homes. It would also be fun to have more plants and to be able to make a small fountain for your three-room house or one of the big halls. As far as consumables, carpenters really don't need them. </p><p>What we do need to do is convince more people that they really, really want to furnish their homes, lol. And maybe convince them that they really want to buy a crafted alter. Not many people seem interested in the crafted alters. I don't know about the imbued alters. I think 6 plat is a little high to buy the recipes. </p></blockquote><p>I think the instruments/glasses/plates would be a nifty addition. Mistmoore piano wouldn't be bad either but I don't know if they want to step on the collector of shinies feet As far as consumables/no consumables this poster might have hit the Nail on the head. If more people had some desire to furnish their homes then more stuff would move. Sales crates and some other items move pretty well and carpenter is much more fun to play now than it was back in 05'.</p><p>In lieu of some shattering new mechanic that hits home to the large adventuring base with less than 10hrs per week of playtime I don't see demand for general furnishings going skyward. Thus consumables /attunables may still be an easier option. Upcoming characters go for spells/CA upgrades first, then gear, then maybe... maybe the house if they need more slots. Some of the population is still too lazy to buy salesman's crates and pay 5s for an Inn room to sell that 30pp item/spell so others don't have to pay tons of brokerage fees! They either a) don't care b) figure they could be banned at any time c) don't care.</p><p>I guess alot of people would think that the broker commission rates are fine now and I agree, but if the broker commision rates jumped discontinuously at the price of the item breaking say 5pp+ then there'd be some serious motivation to buy some saleman's crates even for players used to making new accounts every 6 weeks. </p><p>As far as those altars not selling this is 100% related to the fact that a HUGE majority of players don't use miracles/blessings once they run out of faction with their gods from the initial questline. The fact is that if there was a way to increase your god status without dumping items that equal cash then players would use the god abilities more often. If players could use them on a semi-regular basis THEN they would want an alter that has reduced cost. Someone at "home" should figure out how well the god system is actually doing at sucking up gobs of plat from the system of the small minority that can farm their way into the position to dump some of their money into having miracle/blessing usuable weekly/daily respectively. </p><p>I don't see anyway for the person in charge of Tradeskills to increase demand for altars because the vast majority of players don't use miracles/blessings on a regular basis because their income barely lets them upgrade their spells/CAs and gear. As far as changes to the god system which would affect DEMAND for altars made by carpenters, right now money is the limiter on how often you can use miracles/blessings. What might work as well is an easier faction increase for your god like writs but have timers on the miracles/blessings to limit their use to not trivialize content. So 1 miracle every 8hrs and blessings every hour or something like that. If that happened then players would be buying top notch altars like hotcakes. Then again, this solution is out of the tradeskill department. </p><p> 61 Carpenter - Broken Sig</p>
Ookami-san
09-27-2007, 02:57 PM
<p>The only way to go with "consumable" house items are PORTALS. A carpenter would make a portal with 10 charges that you had to put in your house and which took you to locations through Norrath. People would pay for the convenience of being able to port to GFay, LFay or even LP, let alone TT, BS, etc.</p><p>AND... it's not overpowering by adding additional buffs. </p>
<p>How about Fireworks?<img src="http://www1.istockphoto.com/file_thumbview_approve/4167628/1/istockphoto_4167628_edinburgh_fireworks" border="0" alt="" width="110" height="91" /></p><p>Not a Carpenter item though as fireworks are not intended for indoor use!</p>
Calthine
09-28-2007, 09:18 PM
Besides, fireworks are traditionally tinkered <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
zaneluke
10-01-2007, 08:40 AM
Houses.Seriously. They should sell blueprints for houses and carpenters,woodworkers,armorsmiths and weaponsmiths should all make sub combines that take huge huge huge amounts of resources.imho
Rijacki
10-01-2007, 12:14 PM
I like the idea of portals. Though I'm not sure how that would work in a house item, since many people would be dismayed if part of their decor went poof. So... How about a physical portal for the house item (a door, a mirror, a small arch, a swirly colour thing, a bottle, whatever) and portal charges that can be 'inserted' (like feeding the plant)? The portal would be crafted as one recipe and charges could be spread out between the tiers (possibly with imbue items in the recipes). Those charges active would give someone activating the portal a place to go. Charges could even be single use (again, like feeding the plant).
Cadori Seraphim
10-01-2007, 01:06 PM
How about when provisioner's get permanent items, then carpenters can have consumables! <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> (as mentioned before, either in this thread of another, how about house FOOD items for provisioner's to make?)For real, why do carpenters need it all? Alot of ideas I have seen in this thread I actually DO like. So don't get me wrong, I would love to see some sorta of portal thing you can recharge to put in your house.. As druids/wizzies are stingy bastages who often refuse to open portals <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />But, at the same time I see a few tradeskill classes that actually need more love - and carpenter is not one of them.
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