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combining crafting tools.

The Zog historian

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working up alchemy on a new crafter and had a thought that it would be good to be able to combine morter and pestals for a max 1000 charges.

play 2d and would be easier for training the right way.

thoughts?
And tongs. I was thinking about that a couple of days ago.
 

DJAd

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You get more charges from GM made crafter tools which is a nice bonus. Being able to combine any type of tools would be a great idea.
 

kelmo

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I disagree. Tools have plenty of uses. You just need to be there to switch to a new tool. I make sure I have tinker on and plenty of resources on hand. This is not a game maker or breaker. better to spend time on other things now.
 

Merus

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I disagree. Tools have plenty of uses. You just need to be there to switch to a new tool. I make sure I have tinker on and plenty of resources on hand. This is not a game maker or breaker. better to spend time on other things now.
Yes putting in complex and complicated systems like refinements that 99% of the UO population (or close to it) finds utterly useless is a much better use of time. Where as increasing the number of uses on crafting tools would make life easier for virtually every crafter out there (which I am guessing most of the population has at least one crafting skill on one character). Clear cost benefit.
 

kelmo

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you mean complex and complicated systems to replace a player?
 

Merus

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you mean complex and complicated systems to replace a player?
No those systems already exist, and those that use them don't care how many uses a tool has... the script just makes more when it needs them. More uses on a tool benefits real players sitting behind the keyboard FAR more than it benefits those who don't.
 

The Zog historian

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No those systems already exist, and those that use them don't care how many uses a tool has... the script just makes more when it needs them. More uses on a tool benefits real players sitting behind the keyboard FAR more than it benefits those who don't.
I would like to see mega-charge tools simply for the ease of organization. Never having had a "mule," I'm always switching to my tinker and dropping a bag of tools on my house floor, or buying a bunch in town. As you point out, it's no problem for scripters who do make characters and employ methods such that they aren't bothered.
 

Warpig Inc

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What is sad is a GM crafted tool having the same charges as a store bought tool. Why waste the skill space on tinkering when the store bought is so cheep? As pointed out, if your PLAYING THE GAME the fraction of a second to pick up a new tool is minor. Grid container view FTW. Yes maybe a good ideal. Just way down the "things to do" list. Just adding 100 charge to GM made would be enough to reward those that have trained the skill.

Higher up the list would be "why the hell is GM crafted gear so low on durability?" It is brand new and not just looted off a corpse. You would think someone that has filled 1000s of BODs could make a leather tunic with more then 35 durability. Hardest part of crafting is all that goes into getting two jars of POF to start a project. Still be few charges short to max. Then clean up and start over after a failed enhance. Just from an honest DIYer POV.

Spawning dull copper eli while mining with 25 ore on all couldn't hurt. Just saying for over a decade now.
 
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