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  1. #1
    Community Member sephiroth1084's Avatar
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    Default "Returning" Thieves' Tools

    I'd like to see a named set of Thieves's Tools that have a percentage chance to not disappear upon being used.

    Maybe even add a tools slot to our inventory UI, in the same way that we have a Quiver slot, and allow us to equip sets of tools, rather than simply having them removed from our inventory.

    The latter idea would free up some backpack space on rogues, which is a real problem since they typically have both TWF and UMD, resulting in a lot of pack space being used. This would also open some design space for different types of tools and some named variants.

    Mostly, I want a set of 75% (or better) Returning +5 Thieves' Tools with a Green slot. I'm tired of filling my backpack and banks with stacks of +5 tools and then still finding myself without when I go to disable a trap, because I didn't realize that the last quest chain I did ate up 35 tools.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  2. #2
    Community Member Standal's Avatar
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    Put your tools on a hotbar, then you can see when they're low. I put my spell components on hotbar just so I don't run out.

  3. #3
    Hero AZgreentea's Avatar
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    Maybe something from the Free Agents with 75% returning like the Dennith arrows?
    The problem is never how to get new, innovative thoughts into your mind, but how to get old ones out. Every mind is a building filled with archaic furniture. Clean out a corner of your mind and creativity will instantly fill it.
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  4. #4
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Standal View Post
    Put your tools on a hotbar, then you can see when they're low. I put my spell components on hotbar just so I don't run out.
    I do that with my spell components, but they stack to 1,000, which doesn't require constant observation. Thieves' Tools stack to 50, which can, and I already have too many **** hotbars on the screen. My components I put on a hidden bar, and check them every few days.

    In the specific example I alluded to, I had run Tangleroot (and one or two other short quests one day, then did the Sharn series and ran out of tools on the second to last artifact pedestal. Not a big deal in this case, but frustrating.

    In any case, their stack size, frequency and magnitude of usage make Thieves' Tools much more frustrating to keep track of than spell components.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  5. #5
    Community Member xoowak's Avatar
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    Would be nice, but I think we're more likely to see something like this as part of Mechanic III.

  6. #6
    Words! pie2655's Avatar
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    What i really dont understand is why they dissapear in the first place. It doesnt make sense. Its not like spell components. Its like you go dig a hole with a shovel, once the hole is done the shovel dissapears or is un-usable.
    Doesnt make sense.
    Quote Originally Posted by FlimsyFirewood View Post
    I'm on it. Nerfing the new thing asap.
    Also, nerfing the old thing too, for balance.
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    nnnnnnnmn....Pie is greater than Cake....nnnnnnnnn
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  7. #7
    Community Member Mister_Peace's Avatar
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    Or let tools stack up to 1000.
    Quote Originally Posted by havokiano View Post
    you are boring. And you rosik a lot. bye.
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    With the amount of facepalming we do, it's a wonder DDO players have any noses left.

  8. #8
    Community Member Aaxeyu's Avatar
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    Quote Originally Posted by pie2655 View Post
    What i really dont understand is why they dissapear in the first place. It doesnt make sense. Its not like spell components. Its like you go dig a hole with a shovel, once the hole is done the shovel dissapears or is un-usable.
    Doesnt make sense.
    Voice of reason.

  9. #9
    Community Member Gleep_Wurp's Avatar
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    Default yup

    this


    Quote Originally Posted by Standal View Post
    Put your tools on a hotbar, then you can see when they're low. I put my spell components on hotbar just so I don't run out.

  10. #10
    Community Member infernalmagiks's Avatar
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    Quote Originally Posted by pie2655 View Post
    What i really dont understand is why they dissapear in the first place. It doesnt make sense. Its not like spell components. Its like you go dig a hole with a shovel, once the hole is done the shovel dissapears or is un-usable.
    Doesnt make sense.
    Depends, is it a Tesco Value shovel?

  11. #11
    Words! pie2655's Avatar
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    Quote Originally Posted by infernalmagiks View Post
    Depends, is it a Tesco Value shovel?
    Maybe...
    >_<
    Quote Originally Posted by FlimsyFirewood View Post
    I'm on it. Nerfing the new thing asap.
    Also, nerfing the old thing too, for balance.
    Quote Originally Posted by Failedlegend View Post
    nnnnnnnmn....Pie is greater than Cake....nnnnnnnnn
    ^^^^didn't need to hypnotize me to make me say that :P ^^^^^^

  12. #12
    Founder & Hero cdbd3rd's Avatar
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    Quote Originally Posted by Mister_Peace View Post
    Or let tools stack up to 1000.
    This would be the easier fix for now, with a look at bringing in "Sturdy"* tools later.

    Worthy suggestion.



    *"Sturdy", I believe is the term the OP is looking for. "Returners" are single weapons that return 100%, whereas the "Sturdy" ammo carries the percentage chances.
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  13. #13
    Bwest Fwiends Memnir's Avatar
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    Exit, pursued by a bear. ~ William Shakespeare (stage direction from The Winter's Tale)

    .60284.

  14. #14
    Community Member Lorien_the_First_One's Avatar
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    I'd like to see thieves tools follow D&D rules and once you have them you have them. Making them a consumable was stupid to begin with.

  15. #15
    Words! pie2655's Avatar
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    Quote Originally Posted by Lorien_the_First_One View Post
    I'd like to see thieves tools follow D&D rules and once you have them you have them. Making them a consumable was stupid to begin with.
    Exactly what i was saying!
    Even in other DnD based games they werent consumables. I remember in ToEE in one of the earlier encounters you get a set of thieves tools, and you equip to a slot and its not a consumable.
    Quote Originally Posted by FlimsyFirewood View Post
    I'm on it. Nerfing the new thing asap.
    Also, nerfing the old thing too, for balance.
    Quote Originally Posted by Failedlegend View Post
    nnnnnnnmn....Pie is greater than Cake....nnnnnnnnn
    ^^^^didn't need to hypnotize me to make me say that :P ^^^^^^

  16. #16
    Founder & Hero cdbd3rd's Avatar
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    Quote Originally Posted by Lorien_the_First_One View Post
    I'd like to see thieves tools follow D&D rules and once you have them you have them. Making them a consumable was stupid to begin with.
    Depends on your DM.
    I have broken a lot of tools over the years to bad skill-check rolls. Flub it bad enough, and the tool fails it's Item Saving Throw... *snap*

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  17. #17
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Mister_Peace View Post
    Or let tools stack up to 1000.
    That would work.
    Quote Originally Posted by cdbd3rd View Post

    *"Sturdy", I believe is the term the OP is looking for. "Returners" are single weapons that return 100%, whereas the "Sturdy" ammo carries the percentage chances.
    Yup! Thank you! Been a while since I bothered reading past the "+3" part of the Sturdy House D arrows.
    Quote Originally Posted by Memnir View Post
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    I'm ok with Tools being breakable, but not with every box! Heck, I'd be okay with their having a % chance to break that is small normally, but much higher if you fail a trap, where the chance increases for each point by which you failed to 100% upon blowing the trap, and a lower chance to break for picking locks.

    Maybe a 10% chance to break normally, 20% on a fail by 1, 40% on a fail by 2, 60%, 80%, BOOM! On a door, maybe 5% normally, and increase by 5% for each point of failure.

    Heck, reduce the percentage by 1% per point by which you beat the DC. If you can get +10 to a trap/door's DC, your chance should be 0.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

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