Here is a summary of the discussions that took place about Tradeskill super-trophies at the Fan Faire. I passed these by Maddoc again, and he asked me to remind folks that while the concept is under discussion, it's not guaranteed to happen. This is just something they're considering, not something they've promised us. It could very well never make it into the game.
At one of the tradeskill panels, I mentioned the idea of a tradeskill super-trophy, and the devs asked to discuss it with me after the panel. We met up shortly afterwards and brainstormed some ideas.
For your reference, here's the original question as I sent it to the devs.
The developers didn't seem to be against the idea of a tradeskill super-trophy. Rather, they seemed to question the need for and value of it. In short, what value would it bring to the game? We discussed a few ideas on how to make it popular for tradeskillers.
First, we discussed what it could and could not do. Probably the most requested feature is some way to increase tradeskill levels beyond a modified 252 or reduce failures like the Jewel Crafting Mastery AA. I proposed both these ideas, but it turns out that going past 252 on a tradeskill would require some significant recoding to the game, and the JCM ability cannot be turned into an item ability or a buff that could be placed as a clicky on the super-trophy. Personally, I would much rather have one of these two abilities than any other on a super trophy, but I understand that it's much easier to work within the existing system rather than push for major changes.
Once we had gotten past that idea, we looked at what else could be done with the super trophy. The idea of changing existing trophies to yield different 100% WR bags has been bounced around a bit, but it seemed the devs were not too happy at having to create multiple different 100% WR bags (one per trophy) and then modify the existing trophies and quests to accommodate them. Instead, we discussed allowing the super-trophy to summon a new, non-lore 100% WR bag. That would allow you to summon up to eight 100% WR bags from the super-trophy. This would only require the creation of one new bag, and the existing trophies would not be changed.
Of course, tradeskillers would want some form of tradeskill mod on the super-trophy. Again, it's not possible to have multiple tradeskill mods on one item without lots of new coding, but we did discuss a few ideas on how to achieve this within the existing game. One person suggested creating seven super-trophies, and right-clicking on each one would consume it and summon the next in the sequence (sort of like the Vibrating Gauntlets of Infuse; when you right-click the gauntlets, you get a Vibrating Hammer of Infuse, and you can right-click that to get back the gauntlets). The devs seemed to find this idea unnecessarily complex. Instead, the idea I suggested above (of placing the trophy alone in a tradeskill container and combining to get back the trophy plus a no-drop, no-rent, lore item with a mod for that tradeskill) seemed much more to their liking. The nature of the mod is still open for debate, but it's safe to assume it would be at least 5% like the existing trophies. Again, I would wish for something a bit more dramatic, but I'm not sure what we could do without major coding.
This brings us to the stats on the super-trophy. Maddoc seemed to be happy with doubling the stats on a normal trophy, which currently has STR: +10 CHA: +50 WIS: +10 INT: +10. I would personally be much happier if the super-trophy also added something to all stats, plus some HP, mana, and resists. That would make it more attractive to players of all classes, and more likely to be equipped all the time. (Compare the Blessed Coldain Prayer Shawl, which is arguably easier to achieve than all seven trophies.) Since you can equip three normal trophies at once for stats (one each in primary, secondary, and range), giving up seven trophies for just double the stats of one original seems a bit miserly.
These ideas weren't fleshed out too much at the Fan Faire, and Maddoc specifically requested that I post my ideas and what we discussed here for more feedback. So, what do you think?
At one of the tradeskill panels, I mentioned the idea of a tradeskill super-trophy, and the devs asked to discuss it with me after the panel. We met up shortly afterwards and brainstormed some ideas.
For your reference, here's the original question as I sent it to the devs.
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 tradeskill 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 trophies plus some other item, yielding back six normal trophies 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 Jewel Crafting 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.
First, we discussed what it could and could not do. Probably the most requested feature is some way to increase tradeskill levels beyond a modified 252 or reduce failures like the Jewel Crafting Mastery AA. I proposed both these ideas, but it turns out that going past 252 on a tradeskill would require some significant recoding to the game, and the JCM ability cannot be turned into an item ability or a buff that could be placed as a clicky on the super-trophy. Personally, I would much rather have one of these two abilities than any other on a super trophy, but I understand that it's much easier to work within the existing system rather than push for major changes.
Once we had gotten past that idea, we looked at what else could be done with the super trophy. The idea of changing existing trophies to yield different 100% WR bags has been bounced around a bit, but it seemed the devs were not too happy at having to create multiple different 100% WR bags (one per trophy) and then modify the existing trophies and quests to accommodate them. Instead, we discussed allowing the super-trophy to summon a new, non-lore 100% WR bag. That would allow you to summon up to eight 100% WR bags from the super-trophy. This would only require the creation of one new bag, and the existing trophies would not be changed.
Of course, tradeskillers would want some form of tradeskill mod on the super-trophy. Again, it's not possible to have multiple tradeskill mods on one item without lots of new coding, but we did discuss a few ideas on how to achieve this within the existing game. One person suggested creating seven super-trophies, and right-clicking on each one would consume it and summon the next in the sequence (sort of like the Vibrating Gauntlets of Infuse; when you right-click the gauntlets, you get a Vibrating Hammer of Infuse, and you can right-click that to get back the gauntlets). The devs seemed to find this idea unnecessarily complex. Instead, the idea I suggested above (of placing the trophy alone in a tradeskill container and combining to get back the trophy plus a no-drop, no-rent, lore item with a mod for that tradeskill) seemed much more to their liking. The nature of the mod is still open for debate, but it's safe to assume it would be at least 5% like the existing trophies. Again, I would wish for something a bit more dramatic, but I'm not sure what we could do without major coding.
This brings us to the stats on the super-trophy. Maddoc seemed to be happy with doubling the stats on a normal trophy, which currently has STR: +10 CHA: +50 WIS: +10 INT: +10. I would personally be much happier if the super-trophy also added something to all stats, plus some HP, mana, and resists. That would make it more attractive to players of all classes, and more likely to be equipped all the time. (Compare the Blessed Coldain Prayer Shawl, which is arguably easier to achieve than all seven trophies.) Since you can equip three normal trophies at once for stats (one each in primary, secondary, and range), giving up seven trophies for just double the stats of one original seems a bit miserly.
These ideas weren't fleshed out too much at the Fan Faire, and Maddoc specifically requested that I post my ideas and what we discussed here for more feedback. So, what do you think?
Comment