Tinkering Ideas
Tinkering Ideas
I was in wrong today. I decided to collect parts to make a golem, I remember them being pretty good on OSI when they first came out, 1 slot so you could have 5 of them and I would PVM on my mule with them.
I made the golem. It takes 4 slots (so you can only have one). 194 life. resists were 45/54/29/23/39. slow wrestle, tactics, 158 magic resist. Also, since AoS arcane clothing has become pretty much useless. I say we do a few things:
Make golem a bit more intensive to make. Instead of the current recipe of one clockwork, one power crystal, 50 iron ingots, 50 bronze ingots, do something like this:
1 clockwork assembly
4 power crystals
40 gears
10 axle with gears
10 jeweled filigree
10 arcane gems
500 iron ingots
500 valorite ingots
check for 1 million gold (lore is it is for a golem permit or something)
**Controller must have atleast 100 tinkering to control
Have them still take up 4 slots, now be bondable, and give them something unique on here. Right now they just have 100wrestle,100tact,100anat max and something like 160 max resist spells.
Their phy and elemental resists need to be pump up majorly. I also think they should get some kind of cool skills. Not magery, but maybe some special Mass Physical AoE similar to how rikktor functions. Perhaps a healing method such as bushidos confidence or chivalrys close wounds. They could either be design to be super-tanks (big machines that are basically pure armor), or they could be lower life/resists pets that have tons of dmg and extra abilities and are seen as "ultra-violent"
This is just a rough outline, but golems are extremely neat but unforunately they are useless right now.
Perhaps with golems there could be other types of craftable machine-like pets. I would like to see golems and tinkering in general get a bit of a boost because it has been neglected for a while.
Also, arcane clothing needs some kind of new function, with AoS LRC, the "20 free spell" arcane clothing provide is a joke. I would love to see some new craft recipes attainable through tinkering/tailoring quest that allow for slightly special clothing, with maybe very low mods or something of that sort.
Please, Positive criticism and your opinions on my ideas is much appreciated.
Archived topic from AOV, old topic ID:3275, old post ID:20835
I made the golem. It takes 4 slots (so you can only have one). 194 life. resists were 45/54/29/23/39. slow wrestle, tactics, 158 magic resist. Also, since AoS arcane clothing has become pretty much useless. I say we do a few things:
Make golem a bit more intensive to make. Instead of the current recipe of one clockwork, one power crystal, 50 iron ingots, 50 bronze ingots, do something like this:
1 clockwork assembly
4 power crystals
40 gears
10 axle with gears
10 jeweled filigree
10 arcane gems
500 iron ingots
500 valorite ingots
check for 1 million gold (lore is it is for a golem permit or something)
**Controller must have atleast 100 tinkering to control
Have them still take up 4 slots, now be bondable, and give them something unique on here. Right now they just have 100wrestle,100tact,100anat max and something like 160 max resist spells.
Their phy and elemental resists need to be pump up majorly. I also think they should get some kind of cool skills. Not magery, but maybe some special Mass Physical AoE similar to how rikktor functions. Perhaps a healing method such as bushidos confidence or chivalrys close wounds. They could either be design to be super-tanks (big machines that are basically pure armor), or they could be lower life/resists pets that have tons of dmg and extra abilities and are seen as "ultra-violent"
This is just a rough outline, but golems are extremely neat but unforunately they are useless right now.
Perhaps with golems there could be other types of craftable machine-like pets. I would like to see golems and tinkering in general get a bit of a boost because it has been neglected for a while.
Also, arcane clothing needs some kind of new function, with AoS LRC, the "20 free spell" arcane clothing provide is a joke. I would love to see some new craft recipes attainable through tinkering/tailoring quest that allow for slightly special clothing, with maybe very low mods or something of that sort.
Please, Positive criticism and your opinions on my ideas is much appreciated.
Archived topic from AOV, old topic ID:3275, old post ID:20835
Tinkering Ideas
It's a good idea for sure. Golems have been neglected after AOS (They're only used for training now). Personally, I'm not a fan of the life bond the tinker and golem have (Which is a big turn-off for players).
Seeing as we brought back life to other monsters like fire steeds, I don't see why we couldn't do the same with golems.
Of course, the lore would have to fit into golems. For one, they wouldn't be bondable, because they are machine. However, to make up for that, we can reduce the slots and make them hit realllly hard (Being a machine of massive iron, those fists can probably break boulders in two with a flick). Adding stunning blow to them is also a valid idea.
They wouldn't be really ultra uber but helpful and better than what they are now. Seeing as they are a tinker pet, it would be neat to give them some kind of ability (Like a tinker gets a bonus by having a golem out). Could think of it as being a special "Helper".
As for arcane clothing, yes it has become used a lot less throughout the years which is in part, due to LRC. I don't agree with OSI's move to allow lrc to be 100%. Although it's certainly helpful for casting templates, it removed reagents (For those who played pre-aos shards, reagents were heavily tied into casting lore and essential to mages so OSI pretty much destroyed their lore right there). 50% - 60% lrc would have sufficed. Reagents are easy to get and 60% lrc would mean that you would have a decent chance of avoiding exhaustion of reagents but at the same time, would still need to have reagents (Which are pretty useless these days).
Arcane clothing has essentially become warrior gear as warriors don't rely heavily on LRC such as different casting classes but they may still want to cast some reagent spells (Thinking mostly about necromancer warriors or people casting recall). For these reasons, arcane clothing kind of got lost and went the way of the dodo. There's no real bonuses you can give to arcane clothing to make it better. You can't add SDI/LMC to it as gear already provides that. The one thing that made it unique is no longer unique because of the availability of LRC. If you have a good idea to boost it, I'd like to hear it.
Archived topic from AOV, old topic ID:3275, old post ID:20838
Seeing as we brought back life to other monsters like fire steeds, I don't see why we couldn't do the same with golems.
Of course, the lore would have to fit into golems. For one, they wouldn't be bondable, because they are machine. However, to make up for that, we can reduce the slots and make them hit realllly hard (Being a machine of massive iron, those fists can probably break boulders in two with a flick). Adding stunning blow to them is also a valid idea.
They wouldn't be really ultra uber but helpful and better than what they are now. Seeing as they are a tinker pet, it would be neat to give them some kind of ability (Like a tinker gets a bonus by having a golem out). Could think of it as being a special "Helper".
As for arcane clothing, yes it has become used a lot less throughout the years which is in part, due to LRC. I don't agree with OSI's move to allow lrc to be 100%. Although it's certainly helpful for casting templates, it removed reagents (For those who played pre-aos shards, reagents were heavily tied into casting lore and essential to mages so OSI pretty much destroyed their lore right there). 50% - 60% lrc would have sufficed. Reagents are easy to get and 60% lrc would mean that you would have a decent chance of avoiding exhaustion of reagents but at the same time, would still need to have reagents (Which are pretty useless these days).
Arcane clothing has essentially become warrior gear as warriors don't rely heavily on LRC such as different casting classes but they may still want to cast some reagent spells (Thinking mostly about necromancer warriors or people casting recall). For these reasons, arcane clothing kind of got lost and went the way of the dodo. There's no real bonuses you can give to arcane clothing to make it better. You can't add SDI/LMC to it as gear already provides that. The one thing that made it unique is no longer unique because of the availability of LRC. If you have a good idea to boost it, I'd like to hear it.
Archived topic from AOV, old topic ID:3275, old post ID:20838
Tinkering Ideas
Agreed on all points. I'd like to see the golem take the place of the ancient wyrm. It has a lot of room as a gold/item sink, will force tinkering into a pvm template, has a less obstructing model and is simply cool to have. I think that the 500 valorite could be replaced with any other material to give it special abilities and retain the color of the secondary material. Even wood, like bloodwood for life leech, or cloth like the ice color, which wouldn't give it abilities but would make for a sharp looking golem.
Archived topic from AOV, old topic ID:3275, old post ID:20839
Archived topic from AOV, old topic ID:3275, old post ID:20839
Tinkering Ideas
Keeping with the lore, it would have to be metal (Wood on a golem does not mix). But I have thought about the possibility of using metals to give your golem nicer colors. Sure beats having to mine valorite just for bods. I kind of liked the cloth idea, but like before, it doesn't mix with golems (But perhaps something else could apply colored cloth).jrhather wrote:Agreed on all points. I'd like to see the golem take the place of the ancient wyrm. It has a lot of room as a gold/item sink, will force tinkering into a pvm template, has a less obstructing model and is simply cool to have. I think that the 500 valorite could be replaced with any other material to give it special abilities and retain the color of the secondary material. Even wood, like bloodwood for life leech, or cloth like the ice color, which wouldn't give it abilities but would make for a sharp looking golem.
Archived topic from AOV, old topic ID:3275, old post ID:20843
Tinkering Ideas
Ahem. Tinkers work with metal as well as wood. It shouldn't be hard to craft something out of wood as a skeleton and metal as the protective armor...or use the wood as filigree that can hold the enchantments needed to sustain the golem, same deal with cloth. Could be enchanted to the strength of steel...Seer Death wrote:Keeping with the lore, it would have to be metal (Wood on a golem does not mix). But I have thought about the possibility of using metals to give your golem nicer colors. Sure beats having to mine valorite just for bods. I kind of liked the cloth idea, but like before, it doesn't mix with golems (But perhaps something else could apply colored cloth).jrhather wrote:Agreed on all points. I'd like to see the golem take the place of the ancient wyrm. It has a lot of room as a gold/item sink, will force tinkering into a pvm template, has a less obstructing model and is simply cool to have. I think that the 500 valorite could be replaced with any other material to give it special abilities and retain the color of the secondary material. Even wood, like bloodwood for life leech, or cloth like the ice color, which wouldn't give it abilities but would make for a sharp looking golem.
Maybe the maker would have to have magery to make anything but a basic golem, or better yet, magery/carp/tink for a wood based, magery/tailor/tink for cloth, necro/carp/tink for bone based... etc etc etc
Archived topic from AOV, old topic ID:3275, old post ID:20847
Tinkering Ideas
Touchee. Although I see your point about a shell made from wood/bone etc, according to golem lore:jrhather wrote: Ahem. Tinkers work with metal as well as wood. It shouldn't be hard to craft something out of wood as a skeleton and metal as the protective armor...or use the wood as filigree that can hold the enchantments needed to sustain the golem, same deal with cloth. Could be enchanted to the strength of steel...
Maybe the maker would have to have magery to make anything but a basic golem, or better yet, magery/carp/tink for a wood based, magery/tailor/tink for cloth, necro/carp/tink for bone based... etc etc etc
"Built from metal, these hulking brutes are the resulting abomination of a marriage between machination and magic. Initially created for sinister purposes, these “iron men” are formidable foes, able to deliver stunning blows that can render their victims immobile. Their hard, metallic exterior protects them from most magic spells, and provides a stalwart barrier against weapons. They are not invincible, but they are certainly a challenge to defeat. Only the hardiest of adventurers should even attempt to cross a golem’s path. "
So they're magical metallic beings of pure strength. Although tinkers can work with numerous materials, their primary is metal and their secondary use of resources involve cloths and wood. Also, tinkering itself does not have the option for changing the wood's color, only metal.
Your idea of different types of golems is better suited. For example: a type of carpenter pet of some sort. Perhaps it would be powered by water and fire to create steam (Like a treefellow type of golem).
Archived topic from AOV, old topic ID:3275, old post ID:20851
Tinkering Ideas
I really like the idea of making them non-bondable but Big walking Hulks that can Beat the hell out of mobs and have some neat abilities.
Archived topic from AOV, old topic ID:3275, old post ID:20853
Archived topic from AOV, old topic ID:3275, old post ID:20853
Tinkering Ideas
In the end, its up to you. Here's some 'true' golem lore...Seer Death wrote:Touchee. Although I see your point about a shell made from wood/bone etc, according to golem lore:jrhather wrote: Ahem. Tinkers work with metal as well as wood. It shouldn't be hard to craft something out of wood as a skeleton and metal as the protective armor...or use the wood as filigree that can hold the enchantments needed to sustain the golem, same deal with cloth. Could be enchanted to the strength of steel...
Maybe the maker would have to have magery to make anything but a basic golem, or better yet, magery/carp/tink for a wood based, magery/tailor/tink for cloth, necro/carp/tink for bone based... etc etc etc
"Built from metal, these hulking brutes are the resulting abomination of a marriage between machination and magic. Initially created for sinister purposes, these “iron men” are formidable foes, able to deliver stunning blows that can render their victims immobile. Their hard, metallic exterior protects them from most magic spells, and provides a stalwart barrier against weapons. They are not invincible, but they are certainly a challenge to defeat. Only the hardiest of adventurers should even attempt to cross a golem’s path. "
So they're magical metallic beings of pure strength. Although tinkers can work with numerous materials, their primary is metal and their secondary use of resources involve cloths and wood. Also, tinkering itself does not have the option for changing the wood's color, only metal.
Your idea of different types of golems is better suited. For example: a type of carpenter pet of some sort. Perhaps it would be powered by water and fire to create steam (Like a treefellow type of golem).
"Curious Expeditions (http://curiousexpeditions.org/2007/08/t ... ard_1.html) has come across the grave of Rabbi Judah Lew ben Bezalel, called the "Maharal," creator of the golem of Prague:
In 1580 the Jewish community was under attack, and was about to be accused of a ritual child murder, a common way a arousing public hatred against Jews and inciting a mob to anti-Jewish violence. It was also an excuse often used to expel the entire Jewish community from a city. Worried, the Maharal asked God what to do. That night in his dreams he was given instructions on how to create a Golem: a creature made of clay.
Even for the holiest of men creating life is forbidden by Jewish law, but in this case an exception was to be made. The task would be a dangerous one. He was to use the "Shem Hameforash", the true name of God, a word so powerful that it could easily kill its speaker. After purifying himself, the Maharal went to the river, and by torchlight sculpted a giant body out of the river clay. After performing the complicated rituals from his dream, he wrote the word Emet, meaning God's truth, across the muddy forehead. The Golem's fiery eyes snapped opened to his master.
The Golem is soulless and unintelligent, a brute enforcer. It is said the Golem successfully defended the Jewish community against its aggressors, but that as it grew larger and larger it began attacking Gentiles and terrifying Prague. In some tales the Golem turns even on the Jews and its own creator. Eventually the Maharal was forced to destroy the creature by wiping off the first letter written on its forehead, changing the word from Emet, or God's truth, to the word Met or death. However the body of the Golem was to be stored in the attic of the Synagogue in Prague. Perhaps the Golem still resides there today, waiting for the word, waiting to be summoned."
Archived topic from AOV, old topic ID:3275, old post ID:20854
Tinkering Ideas
It's fair that way I think. Bonding a machine is not possible as they are inanimate objects charmed through magic and don't possess feelings or love like living creatures so you can't "bond" with something like that. All they are able to do is be controlled by their masters. Also, I have no idea how a metallic being could leave a ghost as they have no soul.d. wrote:I really like the idea of making them non-bondable but Big walking Hulks that can Beat the hell out of mobs and have some neat abilities.
That being said, I'd imagine a huge metallic being to put the melee hurt on and be rather resistant to attacks and magic (Possibly reflecting magic because of the metalic surface) but pretty slow and unable to repair their own damage. I'd see golems being rather resistant to magic, possibly reflecting them and highly resistant to poison (Because it's not a living creature, poison has no biological impact on them). I see them being weak to fire though, as they were forged and tinkered through the aid of heat (Well not "really" but you got to assume that in order to make a golem, there would have had to be heat to fuse together the parts) and that same heat has the possibility to melt.
Anyways, that's my personal understanding/lore of golem creatures. Anyone care to add their input or talk about their understandings of golems?
Archived topic from AOV, old topic ID:3275, old post ID:20855
Tinkering Ideas
That's some interesting lore and some of it does tie in with the Ultima lore for metallic golems. Having played many rpg games (Thinking primarily of FF right now), there's different types of golems of different materials. I'd expect a clay golem to be more vulnerable to hard hitting attacks whereas a metal golem would absorb them better (Can of like smashing a hammer on a clay pot vs smashing a hammer on a metal pot or anvil). That was quite an interesting read on the origin though.jrhather wrote: In the end, its up to you. Here's some 'true' golem lore...
Archived topic from AOV, old topic ID:3275, old post ID:20858
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Tinkering Ideas
Actually when properly forged, worked metal it more resistant to heat that unworked metal, not to mention that you have to heat Iron to well over 1,000 degrees Fareheit to work it effectivily, this is while smithy forges and such can only use coal for more intensive work and still need vast amounts of Charcoal to to basic work. This is pretty heat resistant. I don't see many forms of fire used in combat reaching a forges inensity or duration (It gernerally takes minute or more depending on the amount of metal before its heated into pliability). Maybe when people can cast Flamestrikes that last for 2 mins dealing constant heat damage it would affect a golem XD
Generally Acid is considred to be the downfall of golems, maybe in UO this would be HIGH levels of poisin (IE DP and LP), Although golem still shoudl be immune to any lesser form of poisin. Although thats for lack of a better idea.
Archived topic from AOV, old topic ID:3275, old post ID:20892
Generally Acid is considred to be the downfall of golems, maybe in UO this would be HIGH levels of poisin (IE DP and LP), Although golem still shoudl be immune to any lesser form of poisin. Although thats for lack of a better idea.
Archived topic from AOV, old topic ID:3275, old post ID:20892
I'm as Cool as the Harrower. Tentacle Rape!
Tinkering Ideas
Hmm, that's a good point about the heat solidifying the metal. Yes, acid is a good example, but their poison is meant to be resisted. All I could think of is water that would rust and like you said, acid to corrode. Maybe energy would flow through them and mess up their internals (Kind of like electricity can fry your machines during surges).Plastic Man wrote:Actually when properly forged, worked metal it more resistant to heat that unworked metal, not to mention that you have to heat Iron to well over 1,000 degrees Fareheit to work it effectivily, this is while smithy forges and such can only use coal for more intensive work and still need vast amounts of Charcoal to to basic work. This is pretty heat resistant. I don't see many forms of fire used in combat reaching a forges inensity or duration (It gernerally takes minute or more depending on the amount of metal before its heated into pliability). Maybe when people can cast Flamestrikes that last for 2 mins dealing constant heat damage it would affect a golem XD
Generally Acid is considred to be the downfall of golems, maybe in UO this would be HIGH levels of poisin (IE DP and LP), Although golem still shoudl be immune to any lesser form of poisin. Although thats for lack of a better idea.
Archived topic from AOV, old topic ID:3275, old post ID:20908
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Tinkering Ideas
The problem is we dont exactly have Electricity damage in UO its "Energy" damage, while it encompasses electrical damage it also include the concept of pure "magical" damage, which golems in lore not only resist well but generally have a chance to reflect BACK on the caster or source.Seer Death wrote: Hmm, that's a good point about the heat solidifying the metal. Yes, acid is a good example, but their poison is meant to be resisted. All I could think of is water that would rust and like you said, acid to corrode. Maybe energy would flow through them and mess up their internals (Kind of like electricity can fry your machines during surges).
Archived topic from AOV, old topic ID:3275, old post ID:20910
I'm as Cool as the Harrower. Tentacle Rape!
Tinkering Ideas
That's true as well. There's not a damage type that does water or acid damage either.Plastic Man wrote: The problem is we dont exactly have Electricity damage in UO its "Energy" damage, while it encompasses electrical damage it also include the concept of pure "magical" damage, which golems in lore not only resist well but generally have a chance to reflect BACK on the caster or source.
Their lowest is definitely not phys or fire. Maybe cold or energy. Hell, maybe they have no real elemental weakness but a weakness in fighting some kind of monster or creature.
Archived topic from AOV, old topic ID:3275, old post ID:20912
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Tinkering Ideas
I can imagine AI being pretty effective on them. lol
Archived topic from AOV, old topic ID:3275, old post ID:20916
Archived topic from AOV, old topic ID:3275, old post ID:20916
I'm as Cool as the Harrower. Tentacle Rape!
Tinkering Ideas
hmm direct damage could do insane amounts to them. After all, they are pretty much all armor lol.Plastic Man wrote:I can imagine AI being pretty effective on them. lol
Archived topic from AOV, old topic ID:3275, old post ID:20918
Tinkering Ideas
who cares about their resists. I want a lumbering Brute, with thundering footsteps crushing all mobs in it's path with mass dmg =p.
Archived topic from AOV, old topic ID:3275, old post ID:20953
Archived topic from AOV, old topic ID:3275, old post ID:20953
Tinkering Ideas
lol everyone within a 12 tile range gets the message "The earth shakes as though something huge were walking through it"d. wrote:who cares about their resists. I want a lumbering Brute, with thundering footsteps crushing all mobs in it's path with mass dmg =p.
Archived topic from AOV, old topic ID:3275, old post ID:20959
Tinkering Ideas
The number 12!! i see it everywhere!!Seer Death wrote:lol everyone within a 12 tile range gets the message "The earth shakes as though something huge were walking through it"d. wrote:who cares about their resists. I want a lumbering Brute, with thundering footsteps crushing all mobs in it's path with mass dmg =p.
Archived topic from AOV, old topic ID:3275, old post ID:20960
Tinkering Ideas
I'm thinking champs.d. wrote:who cares about their resists. I want a lumbering Brute, with thundering footsteps crushing all mobs in it's path with mass dmg =p.
Archived topic from AOV, old topic ID:3275, old post ID:20961
Tinkering Ideas
I just want golems to be as pimp as when they first came out. They used to take 1 slot, I would have 5 of them /w my tinker and just go plow through stuff on OSI.
Anyone else remember when pack beetles first came out? They took 1 slot, hit harder than drakes, and hit twice as fast, ran super fast, and had 350 life. I remember taming 5 of them ASAP with damien when they came out and just pvm'd 24/7 until they nerfed them. Made a lot of money lol.
Archived topic from AOV, old topic ID:3275, old post ID:20963
Anyone else remember when pack beetles first came out? They took 1 slot, hit harder than drakes, and hit twice as fast, ran super fast, and had 350 life. I remember taming 5 of them ASAP with damien when they came out and just pvm'd 24/7 until they nerfed them. Made a lot of money lol.
Archived topic from AOV, old topic ID:3275, old post ID:20963