This is the list of questions I plan to ask at the Fan Faire in April. I have also sent this list in to the Developer's Corner. The questions are arranged in categories, and within categories, they're sorted by most to least important.
Past commentary has been removed to a new post lower in the thread.
Game mechanics
Requested enhancements
Previously promised or discussed
Wishlist
Tradeskill quests
General
Tradeskill super-trophies
Are there any plans to add some kind of super trophy for multi-tradeskill GM's? Here are some ideas on what could be done in this vein.
Note that I personally don't agree with the implications of some of these questions, but I'm listing them here for completeness.
Past commentary has been removed to a new post lower in the thread.
Game mechanics
- Is there a greater chance of getting a skill-up with a sucessful combine than with a failed combine?
- Is the chance for a skill-up greater for combines with trivials closer to your skill? i.e., Will you skill up from 0-20 in brewing in fewer combines (on average) making MHB (triv 248) or Short Beers (triv 31)? This also relates to the tradeskill "con colors" in the new UI.
- In the far past, Block to Large Brick to Small Brick conversions used to yield two of the smaller item when combined with a Chisel in a Forge. (People who were grouped with the smith would see the message for two items being made.) Due to limitations of the game engine at the time, though, the smith would only get one resulting item. The recipe was changed to yield only one result (and thus one message). Later on, the game engine was changed to allow duplicate results. Is it possible to change these combines so that they again yield two of the result? This applies to all types of ore, including store-bought Medium and High Quality ore, velium, acrylia, mithril, and others, including enchanted variants.
- Can there be some exceptions made for the quest recipies not being learnable? (e.g. Enchanted Velium Bits, Vial of Velium Vapors subcombines)
- Can the AutoInventory button on the new UI be made to put all the items back in your bags (for combines that return tools or have multiple yields)? Alternately, could an "Autoinventory All" button be added?
Requested enhancements
- A few months ago, the number of slots on a vendor was reduced from 100 (of which 20 were "under the counter") to 80. This took away the ability of players to "vendor mine" which served as both a plat sink and a way to increase the flow of usable items (particularly tradeskill supplies). Are there any plans to restore those extra slots?
- Given the number of drops added to spiderlings for newbie quests, the effective drop rate of spiderling silk has decreased hugely over the last year or so. Could the drop rate be increased?
- You can currently break down Fine Steel weapons to get various quantities of High Quality ore. Could a similar conversion be added to convert Velium weapons to assorted blocks, bricks, and pieces of velium ore?
- Could we please get bazaar tokens for non-weight-reducing bags? Examples include the reinforced jewelry kit, the black marble mortar and pestle, and the Deluxe Sewing Kit.
Previously promised or discussed
- The disparity in the number of tempers and blocks of ore needed for plate vs. chain armor has long vexed smiths, particularly when dealing with very rare components like elemental smithing. At the last Fan Faire, it was stated you would be reviewing this disparity. Has anything come about on this front?
- Alternately, for elemental combines, could each armor use two tempers? One would be made with more common components, and used to make the subombines for elemental armors. The current tempers (rare) would be used in the final combine of the armor. This is a parallel to cultural smithing, which uses two different tempers.
- Could the existing tradeskill trophys be adjusted so that each yields a unique 100% WR bag? Thus, a person with three trophys could get three different 100% WR bags that don't poof on logging. This was mentioned as being possible in the past.
- What happened to Froglok cultural smithing? The cultural forge is in Gukta, and Absor (Alan VanCouvering) posted shortly after LoY came out that Froglok cultural was complete. In fact, he thought it had already gone live. Any news on this front?
- Also at the last Fan Faire, you mentioned that you would be investigating the PoJ prisoner who discusses making an arrow. His text sounds a great deal like the description of a tradeskill combine, yet no recipe (or even matching components) have yet been found. Is this in fact a valid recipe? What hints or advice can you provide us regarding it?
Wishlist
- The drop rate for the rare parts of elemental armors are incredibly low, and what few items drop are typically horded by upper-end guilds. Could the drop rate be increased so as to allow a greater flow of the items into the general (non-uberguild) market?
- Are there any alternative ways planned to help tradeskiller find rare items on vendors? For example, it's often been suggested that when selling an item to a "full" vendor, it shouldn't automatically disappear. Rather, the oldest player-sold item would poof and the item being sold would appear at the top of the list. This would allow vendors to keep a "rotating stock" of player-sold items.
- Is it possible to make recipes yield different amounts based on the skill of the tradeskiller? e.g., allowing 6 or 7 arrows per combine rather than the normal 5 if your skill is far above the trivial.
- Will Half-elves and Vah Shir be receiving any kind of cultural armor? It doesn't have to be diety-specific, just race-specific.
- Will frogloks receive LoY-style cultural robes?
- Will cultural armor be added for Iksar Monks, Necromancers, and Beastlords?
- Could we get a "master recipe book" that allows us to see all our learned recipes at once, regardless of tradeskills? This would only apply for items that don't appear in tradeskill containers by default.
Tradeskill quests
- Currently, if a melee class player wanted to obtain the Phylactery, they would have to do the full Grand Robe of the Oracle quest. However, the robe they obtain is useless to them, if they obtain it at all. The Token of Service cannot be multi-quested with another player. In short, melee classes get half the rewards from this quest that a caster class would get. Are there plans to add an item equivalent to the Grand Robe or Tunic for melee classes? Alternately, could the Token of Service be made tradable or MQ'able so as to provide some measure of compensation for melee classes that undertake the quest?
- Any there any plans for more Coldain Prayer Shawl / Aid Grimel type quests? Ideally, ones that require very high tradeskill levels, but no flagging requirements or access to restricted zones (since not everyone can get flagged).
General
- Will there ever be recipes (not quests) for new items that require more than one skill over 200 (because of nodrop subcombines)? Currently there is no significant need/use for the New Tanaan Crafting Mastery AA other than the Aid Grimel quest, that couldn't be handled just as well by several characters without the AA.
Tradeskill super-trophies
Are there any plans to add some kind of super trophy for multi-tradeskill GM's? Here are some ideas on what could be done in this vein.
- A tradeskill super-trophy is defined as a trophy you can only obtain once you have all seven tradekill trophies (excluding alchemy, poison making, tinkering, and research), or one that requires 250 in all seven general tradeskills, or both.
- One possibility is a combine that requires all seven trophys plus some other item, yielding back six normal trophys and one super trophy with increased stats or abilities.
- Another option is for a no-fail combine of all seven trophies in a quest container to yield the super-trophy. The super-trophy could be combined by itself in a forge to yield a no-drop, no-rent, lore item with a bonus to smithing; it could be combined in a tailoring kit or loom to yield a tailoring-boosting item, and so on.
- Perhaps this super trophy could allow the wielder to exceed the 252 cap on tradeskills -- if it were a 10% mod for a 250 tradeskiller, the wielder's effective skill would be 275 rather than 252.
- Another popular option is to have the super-trophy reduce fail rates, much like the enchanter Jewelcrafting Mastery AA. This reduces enchanters' lock on one tradeskill while still giving them an advantage -- the super-trophy requires being a GM in all seven tradeskills, whereas enchanters can get the same benefit purely with AA's.
- Alternately, a single super-trophy with multiple tradeskill mods on it would also be nice.
Note that I personally don't agree with the implications of some of these questions, but I'm listing them here for completeness.
- Are there any plans to add additional tinkered items to the game? A Collapsible Brew Barrel seems to be a very popular option.
- Previously, it was mentioned that some tinkering components could be made stackable. Is this still in the works?
- Are there any plans to make Shawl, Oracle Robe, or Solstice earring quests with rewards aimed primarily at melee and hybrid classes? Currently, all three of these quests provide rewards that are far more valuable to casters than to melee, and the Aid Grimel quest requires extensive flagging that not all players can get.
- Will Celestial Essence still be makable in a Marble Mortar and Pestle? With or without the new UI?
- Are there any plans to improve the GM paths for smithing and tailoring?
- Is it possible to implement a way to increase the yeild on some recepes and tradeskill recpes that are made from rare and/or hard to get supplies?
- Will there be added Cultural Specific armor for Iksar Monk , Necromancer and Beastlord?
- Will the Iksar Necromancer skullcap quests ever be finsihed so that the reward is appropriate for the amount of work that goes into making it, and more in line with the final items recieved for the Shaman/Monk and Shadow Knight Iksar's?
- Could there be implented a quest that rewards people for improveing there faction with other races or races in general?
- Why is LDoN Deep Cavern armor made using swamp temper made from pondweed, instead of from Deep Cavern Fungus? Did you put pondweed in the recipe by mistake?
- How come halberds, axes, and scimitars were skipped in the new GoD weapon recipes, after being in all the other smithed weapon sets?
- Is there a cap (hard or soft) on the additional chance for skill ups from having Int/Wis >255? >280? >305?
- Can NPC vendor decide not to try to resell loot whose only purpose in life is to be sold back to vendors? That is, is it possible to delete items with no quest or tradeskill use (so-called cash drops) from vendor inventories as soon as they are sold?
- Would it be possible to just make foraging automatic (ie every two minutes a new foraged items is dropped in your inventory). Maybe as an AA purchase.
- Is it possible to have the forage engine check to see if you already have something that's lore before attempting to give you another lore item (e.g. Ripened Heartfruit) and give you something else instead?
- Is there a plan to un-nerf fletching and pottery? They are not easy tradeskills to learn by far.
- There needs to be some additional path to at least low 200s. The drop rate of superb and flawless rockhopper hides is simply too low to make them a viable skill up method.
- Is it possible to add a Magus in the Abysmal Sea? (On the ship, of course).
- What is the purpose of the GoD tradeskill recipes? Almost all of the stuff made is almost totally useless considering the cost required and the recommended levels. In addition, the drop rate on most of the tradeskill items is horrible, meaning that it is not a viable skill up mechanism either.
- Can we get quest NPC's who only offer tradeskill quests if you have your GM trophy? "Show me the proof of your skill."
- Please take Nitram Anizok, and move him to PoT. (Leaving a non-merchant NPC to trigger the Xanamech event). Or make the items that ONLY he sells stack. Or make him near non-See Invis, KoS mobs.
- Will pottery ever get some new (and accessible) recipes? It has been skipped in LoY and LDoN expansions.
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