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An idea about improving the tradeskill trophy.....

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  • An idea about improving the tradeskill trophy.....

    To me the tradeskill trophy is just that. A trophy with the only effect on it being 5% bonus to a particular tradeskill.

    If you get to 250 in a skill, the most you can get is 252, which is the same if you buy a geerlok worth about 200pp for the bazaar.

    Doesn't this sound funny? That it costs a fortune to make the seals, they fail quite a lot when making the trophy and all you get is the same effect as a geerlok (ignoring all the stats of cause)

    So why don't they extend the effectiveness of the 5% bonus? To say - Extend the skill to an uncapped value. e.g. If you are 250 skill it actually gives you 262 skill instead of the 252 you have.

    This ability would be unique to tradeskill trophy's only, making them more of an essential purchase than just as a decrative toy.

    What do you think?

    My Magelo
    Grandmistress Baker of Antonius Bayle, And owner of the Grandmasters Spoon

  • #2
    Not sure what good that change would do - better have trophy, while equipped, cut fail chances by 25% or so.

    As to debating monetary value of a trophy, the first one is totally worth it. GM Carry-all is an awesome bag, and ability to summon more 100% WR giant 10-slotters is great when farming components. Subsequent trophies are indeed a waste in my book, and are purely vanity items. My personal preference would be that containers summoned by trophies allowed combines of that tradeskill. Thus, GM hammer would summon 'Grandmaster's Forge' - a norent 10-GIANT-slot, 100% container, allowing any kind of smithing combines, including cultural.
    Bregalad Alcarin, High Elf Coercer, Xev <In Via Dämnum>

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    • #3
      The main reason I like the trophies is it validates the user's skill. Yeah someone could blow 100k or so and make one with 0 skill, but I think having a trophy equipped gives the other person a calmer feeling about someone's skill.

      E.G. I ask you to do a combine for me and offer 2k. I would be MUCH happier seeing you equip a trophy. At least then I know you have a higher skill in it and arn't goign to be some 0 skill idiot running off with my stuff.

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      • #4
        failure reduction

        an effect of lowering fails by 25% would be a great added bonus- even a lower percentage if that much is overpowering.
        the stats and the wr bag still seem like a good return on investment for many classes.

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        • #5
          I would like to see a quest that involved all 7 GM Trophys. You make a 8 slot bag that has components that span the 7 tradeskills (Tailoring makes the bag, Smithing makes the eyelets for the draw string, Jewlry makes a decorative design so on and so on) and then when you finish you put your 7 trophys in it and hit combine then you get ONE item that has "Tradeskills +5%" and then that could take you to the 262 cap like the first poster said....but hey thats just me.
          Saladas "Ranch" Dressing
          Bard of the 65th Bling
          Druzzil Ro
          Proud Member of The Shadow Congress

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          • #6
            An idea I stole re: trophies

            Heres an idea I stole.

            How about this...

            Add a quest to modify a trophy into an item with 9 unique 'Augment' slots, say Type99 (Trophy only)

            To get this item you hand in an existing trophy (plus whatever other items SoE want) and he returns 2 items:

            1: A Grandmasters trophy: (Add stats here) with 10 Type99 Aug slots.

            2: A Master <tradeskillname>'s Seal: (Add stats here, e.g. +10% to skill, -5% failure, whatever...)

            The NPC then tells you that if you give him your 'Grandmasters trophy' and another regular trophy he will make you a 'Masters Seal' for that trade which you can add to your Grandmasters trophy.

            The 10 skills would be the 8 'regular' trades plus any 2 from 'Tinkering', 'Poison making', 'Alchemy' and 'Spell Research' (I don't think it's possible to get more than 2 from that list ?)

            The reason for using Aug's is that I heard that it wasnt possible to add more than one skill modifier onto an item, so here you can have general stats on the base item, and trade specific mods on the aug.

            What do people think ?

            Never happen, but it's nice to dream :P

            Ang.

            Edit: I can't count :P
            Last edited by Angahran; 02-26-2004, 07:51 AM.
            Angahran Frosthair
            85th Circle Knight of Innoruuk
            Bertox.

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            • #7
              Make the final combine a low trivial rate with a required skill of 245+ for the combine?

              Could have saved me 8K..
              Draggar De'Vir
              92 Assassin - Povar




              Xzorsh
              57 Druid of Tunare - Povar
              47 Druid of Tunare - Lockjaw

              Hark! Who is that, prowling along the fields! It is Draggar De'VIr, hands clutching two hardened pitas! He cries gutterally: "In the name of Thor the Mighty, I hereby void your warranty, and send you back to God!!!"

              "No one can predict the future, so we all should eat our desserts first!" - Gaye from 'The Maelstorm's Eye" (Cloakmaster's Cycle book 3)

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              • #8
                From looking at the item information on Lucy, it looks like there is a hard limit in the item database of 5 augment slots per item, although they seem to only be using 3 max at the current time (see the slot 1,2,3 solvents on the Magus)

                They have stated that there is not a way currently in code to do a % mod to multiple tradeskills on a single base item. I think the closest you could get is to have 1 tradeskill mod on the base item, then 1 tradeskill mod on each augment.

                I do not believe there is a way currently in code to do a reduction in failure percentage.

                Some concerns are that coding an additional augment type that would only be used for tradeskill trophies probably won't happen.
                Putting 3 of a current augment type on a tradeskill trophy could be exploitable especially if they were type 3s since someone could aug the trophy with other existing augments. Making the tradeskill augments an existing type such as 1 or 2 would allow the person to put them into other items instead of the trophy.
                Thorvari - Walkers
                Feral Lord - Vazaelle

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                • #9
                  I agree that one important symbol of a trophy is the ability to equip it to validate your skill in a given trade.

                  After a little more thought on the Augment issue, one augment type that they could use is type 6. This augment slot type is used for weapon damage mods only so far as I know, and since the Trophies are not weapons, then having someone add multiple damage augments to a trophy would be useless.
                  Thorvari - Walkers
                  Feral Lord - Vazaelle

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