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View Full Version : Tinkering Blue Prints - Questions and Comments


Valdaglerion
10-11-2007, 05:49 PM
<p>In general, these blueprints seem to be all too amazingly rare for items which are marginally useful but extremely overpriced.</p><p>Case in point -</p><p>Gnomish Safety Recaller: only 2 blueprints on the broker, both have reportedly dropped in Blight (never seen it in there myself, but alas). They are priced at 22p+ each. The item takes 9 vanadium rares to make plus a host of other things (I believe you get 4 vanadium back if you craft to pristine but wont swear to it). The item has 5 charges. If you were to buy the blueprint and materials to make this item you are in red for well over 30p at this point. The item allows evac for the caster, not the casters group (someone please correct me if this is inaccurate) making the cost of evac 6p per use.</p><p>The blueprints are more rare than master spells of the same levels, that seems odd to me for a crafting recipe that produces an item that can only be used by the Tinker class.</p><p>Further, the item has a 5 second cast time with 1 hr reuse. Evac as an ability has average 3 second cast and 8 minute reuse. Thats a huge difference for something that has no inherent cost or "skill" investment. Tinkers dont get the ability to make the item until 275 I think and it requires T6 materials. My Warden got this ability at level 38-39 I think?</p><p>Question -</p><p>Are all the rare blueprint items with charges capable of recharging now? I know the hovering mount is but havent found anyone that can confirm or deny the gnomish safety recaller (primary questioning at the moment).</p><p>Discussion - </p><p>I saw another thread which mentioned some of the initial thought behind tinkering was allowing the players a way to custom their characters abilities more by giving them a way to "earn" thos abilities through tinkering. It was made to be difficult, etc.</p><p>That all sounds great in theory but then all the items got gimped huge.</p><p>FD - 3 second cast / 30 minute recast (wayyyyyy toooo long)</p><p>Rez - there are actually a few different rez items although the self rezzing ones seem the most interesting for solo players that are actually trying to augment their skill sets to play the game</p><p>Evac - already mentioned above</p><p>Mounts - yeah, try to find the blueprint, last time it surfaced on our server was 6 weeks ago and was auctioned starting at 55p <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>Mez - that took a major nerfing earlier this year but granted it was a bit over powered, should have taken a little less beating than it did though</p><p>Tinkered pets - last ones are level 55-58 I think and only affect targets <65</p><p>With such high cost involved in earning the abilities to make these items and then hunting forever to find the blueprints and then paying all over again to actually create the item would it be to much to ask that the items usefulness to brought closer in line with the abilities? After all, abilities have no cost associated with them other than obtaining a skill level. You obtain a skill level in tinkering too so even there and often a higher tinkering level than adventuring. But you then have to use storage space for the items, harvesting time to gather raws, coin for fuel to make them and then you get items which become IN CASE OF EMERGENCY ONLY. They arent really valid for consistent game play.</p><p>As a player that engages primarily in solo and heroic content I think adding to these items adds to our gameplay style.</p><p>I also saw threads that denoted the items were tuned down and out to ensure balance because raiders would trivialize content if they were all tinkers.</p><p>Currently, there is nothing which precludes every raider from being a tinker. Technically you only need 1 transmuter in a raid anyway which is becoming a "mute" (lol) point due to the change drops now. Not as many things requiring transmuting anyway (a good thing in my opinion that items are actually being used)</p><p>Given that I started talking with raiders on my server again and asking how many were tinkers and if they thought it could add to their gameplay? In addition, I asked what would make tinkering useful to their gameplay. The responses were fairly unanimous -</p><p>Tinkering is worthless aside from - mender bot (stereopticon was mentioned as the only other thing which was used prior to the beating with the nerf bat).  I havent found a single raiding guild yet that requires everyone be a tinker to add to the dps/mezzing/healing or scout utility of the raiding party.</p><p>If the idea is truly to limit the items usefulness based on the potential exploitation in epic raids couldnt the items be modified to "Does not affect epics" or "Can not be used in Raid" category of tags?</p><p>Thoughts, comments, moans, groans, complaints, etc?</p>

Youngone31
10-11-2007, 06:17 PM
<p>I will agree that blueprint are rare as all get out. I have not seen one drop since EoF has been out. I think they are rarer than LoN boosters.</p><p>Alot of the items do have a long recast time. Some of the effects mimic ww totems which only have a few second recast time. Also the tink items have to be equiped in order to receive the effect. I can not see someone removing a fabled item just to get a tink effect when they can purchase a totem.</p><p>The pets are useless. Even in a group when the tank has agro, the pet usually dies instantly.</p><p>I will say tink do have alot of good items though. The crafting and havesting items are some of the best. Also the fd, res, hp, and power items real good but the recast time is a lil long.</p><p>As for the adornments, I think they are kinda odd that tink make them.</p>

Iseabeil
10-13-2007, 12:14 AM
<p>Id hardly say tinkering is limited by raids these days. With the memwipe changed, there is essentially 3 tinkered items usefull in raids: Overclocked Manastone, Feigh Death and Mender bot. Of those manastone is the most usefull and its on like 10 mins reuse timer wich keeps it from being too powerfull. Id actually say they have more impact on solo game, especially regarding FD, cause there isnt a single tinkered item that will make or break a raid with the mender bot as a rare occassional exception.</p><p>As for drops, I cant say how they are by now as I got both my tinkerers all theirs several months ago, the only one I had real issues getting was the 10 dps adorn blueprint. My guess would be its related to many already having their stuff and not as actively farming the mobs that do drop these things, plus you have an expansion on way wich means a lot of people are gonna try squeeze out every copper they can to make sure they are well funded for T8.</p>

Zabjade
10-13-2007, 12:19 AM
<p><span style="color: #00cc00;"><span style="font-size: xx-large;">o.o</span> </span></p><p><span style="color: #00cc00;">You mean tinker blueprints actualy DO drop!!! I've never seen one and I cannever find them on the Broker (Much less afford the above prices) probably why I'm not in a hurry to raise my tinkerer.</span></p>

Iseabeil
10-13-2007, 11:58 AM
<cite>Zabjade wrote:</cite><blockquote><p><span style="color: #00cc00;"><span style="font-size: xx-large;">o.o</span> </span></p><p><span style="color: #00cc00;">You mean tinker blueprints actualy DO drop!!! I've never seen one and I cannever find them on the Broker (Much less afford the above prices) probably why I'm not in a hurry to raise my tinkerer.</span></p></blockquote><p>To be honest, I really cant say for sure. I havent been hunting for them or even spent times in areas they drop for months. I know they <i>dropped</i> but wether they admit it or not, they do 'tinker' with droprates on many areas. Whenever they introduce a new zone or area, things drops like  candy, but as weeks go by the drops become rarer and rarer to the point where its plain silly (splitpaw is of course the most extreme example of any, but even unrest shows it). Its very possible they have had fun with the drop rates of blueprints as well.</p><p>That said, using EQ2 link logger or similar to find out where they indeed have dropped (they seem to be focused in certain areas) and then farm those places and hope for the best is probably the cheapest way, especially if its things you would have use of killing anyways.</p>

Calthine
10-13-2007, 03:55 PM
Yeah, they drop.  Here's the <a href="http://eq2.allakhazam.com/db/itemlist.html?name=&type=Knowledge&rarity=--+Not+Set+--&skill=--+Not+Set+--&weapontype=--+Not+Set+--&levelmin=&levelmax=&mindmg=&maxdmg=&mindelay=&maxdelay=&stat1_stat=--+Not+Set+--&stat1_value=&stat2_stat=--+Not+Set+--&stat2_value=&stat3_stat=--+Not+Set+--&stat3_value=&sort1_stat=--+Not+Set+--&sort1_wt=1&sort2_stat=--+Not+Set+--&sort2_wt=1&sort3_stat=--+Not+Set+--&sort3_wt=1&crafters=Tinkerer&classcnt=24&slotcnt=18&craftcnt=11&dosearch=1" rel="nofollow" target="_blank">Allakhazam list </a>of everything we have been able to find out about tinkering recipes....  I don't guarantee it's complete, maybe folks can help fill in some holes.

Deggials
10-13-2007, 11:09 PM
<p>What needs to be done is have the tinkering blueprints drop in any zone (transmuting ones do) and not only off named mobs.</p><p>The advanced broker search needs a blueprint option, tinkering option or all that drop off mobs need blueprint in name for easy broker searching.</p><p> I would also like to know why tinkers have thier adorn blueprints seperated per tier (transmuters get their advanced books with all recipes in one and not one recipe per tier per book).</p><p> I think some of the items timers need looked at, portable crafting tables for instance (10 mins recast, why?), divining rods (5 min recast, why?).</p><p>Why isnt there a tinkered tracking window?</p><p>I think all the blueprints (the ones that drop) with one recipe need to have a description of said item and what it does/makes.</p>

Malandrin
10-15-2007, 09:00 AM
<p>Short comments:</p><p>1.-Recipe drop is way too low.</p><p>2.-90% of the items are not only useless, but most of them ridiculous. It would be great if any dev could check how many ppl use those ridiculous items, like the helm that gives you power when you receive damage of a particular type, at a 3% power/damage ratio. So if you receive 5K damage (almost die)you get 150 pow. Amazing.</p>

Valdaglerion
10-15-2007, 03:57 PM
<cite>Iseabeil wrote:</cite><blockquote><p>Id hardly say tinkering is limited by raids these days. With the memwipe changed, there is essentially 3 tinkered items usefull in raids: Overclocked Manastone, Feigh Death and Mender bot. Of those manastone is the most usefull and its on like 10 mins reuse timer wich keeps it from being too powerfull. Id actually say they have more impact on solo game, especially regarding FD, cause there isnt a single tinkered item that will make or break a raid with the mender bot as a rare occassional exception.</p><p>As for drops, I cant say how they are by now as I got both my tinkerers all theirs several months ago, the only one I had real issues getting was the 10 dps adorn blueprint. My guess would be its related to many already having their stuff and not as actively farming the mobs that do drop these things, plus you have an expansion on way wich means a lot of people are gonna try squeeze out every copper they can to make sure they are well funded for T8.</p></blockquote>Point being that raiders dont view Tinkering as a powerhouse advantage and therefore dont require all their raiding members to be Tinkerers to give their raiding party this major advantage over raid content which has been suggested in previous threads as the reason for limiting the uses of the items in-game.I just think the items if they are going to remain Tinker only need to be brought more closely in line with the usefulness of the abilities they mirror. After all, we are already skilling up in order to make the items and have additional cost as most of the items are charged and several are extremely rare drops now.