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  1. #1
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    Default New Bag for Trap Parts and other suggestions

    The game is throwing more and more Ingredients at characters but not keeping up with ways to store them. Especially Rogues now that they get several types of Trap Parts from disabling traps. Those will fill up the Tiny Ingredients Bag all by themselves.

    When Rogues get to 4th Level, give them a special Trap Parts Bag to only hold Trap Parts to go along with the granted Feat.

    I also think the amounts of Parts scavenged needs to be increased. A random number is fine - but there should also be an ever increasing number of parts scavanged as quest levels rise. And those who are Mechanics should get more parts than another type of Rogue.
    Parts Scavenged could be something like:
    Rogue (non Mechanics) get (Random #) + (Modifier based on trap difficulty)
    Mechanic I gets (Random #) + (1/3 Quest Level) + (Modifier based on trap difficulty)
    Mechanic II gets (Random #) + (2/3 Quest Level) + (Modifier based on trap difficulty)

    It would also be nice if Mechanics could set their Traps faster than non-Mechanics.

    I plan to create a GS weapon with Trap the Soul just to stay in character for my Mechanic. But even though he has only created Small Fire and Force Mines so far (and is now level 18), the amount of parts saved for most elemental types has not reached 100 yet. It would also be nice if there were an option trap type for non-elemental Soul Trapped Gems.

    It would also be nice if we could finally stack Thieves Tools.

  2. #2
    Founder coolpenguin410's Avatar
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    Quote Originally Posted by Belegdur View Post
    The game is throwing more and more Ingredients at characters but not keeping up with ways to store them. Especially Rogues now that they get several types of Trap Parts from disabling traps. Those will fill up the Tiny Ingredients Bag all by themselves.

    When Rogues get to 4th Level, give them a special Trap Parts Bag to only hold Trap Parts to go along with the granted Feat.

    I also think the amounts of Parts scavenged needs to be increased. A random number is fine - but there should also be an ever increasing number of parts scavanged as quest levels rise. And those who are Mechanics should get more parts than another type of Rogue.
    Parts Scavenged could be something like:
    Rogue (non Mechanics) get (Random #) + (Modifier based on trap difficulty)
    Mechanic I gets (Random #) + (1/3 Quest Level) + (Modifier based on trap difficulty)
    Mechanic II gets (Random #) + (2/3 Quest Level) + (Modifier based on trap difficulty)

    It would also be nice if Mechanics could set their Traps faster than non-Mechanics.

    I plan to create a GS weapon with Trap the Soul just to stay in character for my Mechanic. But even though he has only created Small Fire and Force Mines so far (and is now level 18), the amount of parts saved for most elemental types has not reached 100 yet. It would also be nice if there were an option trap type for non-elemental Soul Trapped Gems.

    It would also be nice if we could finally stack Thieves Tools.
    /signed

  3. #3
    Community Member SaisMatters's Avatar
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    meh, you can get alot of ingredient bags in this game. Especially if your tr-ing, so a new bag isn't such a big deal to me.
    I vote to get rid of trap parts completely since the whole mechanic of the thing is worthless.

  4. #4
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    Or at least gives rogues the option to have trap scavenge turned on or off.

    That way if you want to build traps and take trap parts you can. If you don't want to mess with the trap parts simply turn off scavenge parts and you will just disable to old fashion way. That way the option is there. I hate that I am forced to scavenge the parts if I'm not using the traps.

    In lower lvl quests the traps were fun to play around with. I haven't set a trap on my rogue since lvl 11. I actually just took all the traps I had made out of my inventory to free up inventory space.

  5. #5
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    Quote Originally Posted by brinclhof View Post
    Or at least gives rogues the option to have trap scavenge turned on or off.
    This. I just discard the trap parts when I need to but that is really annoying.

  6. #6
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    Quote Originally Posted by SaisMatters View Post
    meh, you can get alot of ingredient bags in this game. Especially if your tr-ing, so a new bag isn't such a big deal to me.
    I vote to get rid of trap parts completely since the whole mechanic of the thing is worthless.
    Think like a fresh brand new player just starting the game. No deep pockets filled with gold. Scrounging for gold just to buy the larger Collectibles Bags and Gem Bags. And now getting overwhelmed with all the crafting essences as well.
    Add in Trap Parts for new rogues and it's a bit much.

    The Ingredient Bags you speak about being available - the Tiny one is completely filled by Trap Parts. Other character classes get to use it for regular ingredients.
    The Small comes close to being filled with Crafting Essences - especially if you create shards. Exclusive - can only buy one.
    The Large earned with 100 Favor from the Twelve - that's around level 18 or so. And you are Shrouding before that point - and that is a ton of more ingredients - that now have no place to go since the Tiny Bag is filled. Or you can buy one on the AH for around 500k. Again - not a level of gold most characters get before 18.

    And while you find it worthless, I like it and want it expanded. A Mechanic should be able to do at least 1 trap a quest.

    If they do a Trap Parts BAG - then if you get rid of the Bag or put it in the Bank, then you cannot collect parts when you disable a trap. So ppl who don't want to make traps won't have them clogging up Ingredients Bags. They shouldn't go into the Backpack - it's either the Trap Parts Bag or nothing.

  7. #7
    Community Member Kominalito's Avatar
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    you know what makes turbine money? space enhancing.
    you changed, bro...

  8. #8
    Community Member SaisMatters's Avatar
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    Quote Originally Posted by Belegdur View Post
    Think like a fresh brand new player just starting the game. No deep pockets filled with gold. Scrounging for gold just to buy the larger Collectibles Bags and Gem Bags. And now getting overwhelmed with all the crafting essences as well.
    Add in Trap Parts for new rogues and it's a bit much.

    The Ingredient Bags you speak about being available - the Tiny one is completely filled by Trap Parts. Other character classes get to use it for regular ingredients.
    The Small comes close to being filled with Crafting Essences - especially if you create shards. Exclusive - can only buy one.
    The Large earned with 100 Favor from the Twelve - that's around level 18 or so. And you are Shrouding before that point - and that is a ton of more ingredients - that now have no place to go since the Tiny Bag is filled. Or you can buy one on the AH for around 500k. Again - not a level of gold most characters get before 18.

    And while you find it worthless, I like it and want it expanded. A Mechanic should be able to do at least 1 trap a quest.

    If they do a Trap Parts BAG - then if you get rid of the Bag or put it in the Bank, then you cannot collect parts when you disable a trap. So ppl who don't want to make traps won't have them clogging up Ingredients Bags. They shouldn't go into the Backpack - it's either the Trap Parts Bag or nothing.
    Believe me in a few months you'll have nothing but cash. If you start TRing you'll get a Lrg Ing bag every life. Plus you can farm Planar Shards in the Subterranean and turn them in for a LRG Ing bag. You can buy med ingredient bags too I believe(have to double check this). Theyre not that expensive. Like everything it takes time to aquire but you will aquire it.

  9. #9
    The Hatchery
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    Traps need to be made useful first.

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