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Game Mechanics [QOL]The Trinket Toolbelt+

Discussion in 'General Suggestions' started by Lavamancer, Apr 5, 2024.

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  1. Lavamancer

    Lavamancer Killed Siegfried 3 times HERO

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    Argument:


    Trinkets individually provide small bonuses, though adding up their effects, it starts to become noticeable. With that said, they shouldn't just be ignored, left aside, in a cluttered inventory. Instead, their functionality can be more impactfully integrated with the game itself if they were merged into one inventory slot, so as to not waste valuable inventory space, while making their usage itself far more practical.

    Implementation:

    This toolbelt will be merged with the 9th inventory slot, where we have the soul points, and accessed by shift-left-clicking. Slots will be unlocked much like tome slots, and the interface will be similarly stylized. The maximum number of slots should be about 10. Every trinket inside the toolbelt will provide a minor passive bonus (e.g. 2% xp bonus) depending on the trinket it's associated with, possibly accompanied by a slight debuff depending on the trinket (for trinkets with both negative and positive effects). However, these passive effects should ideally be limited to non-combat effects (e.g. gathering, xp, speed) and again, be minor.

    Activating the trinkets

    The trinkets' abilities will be activated by simply right clicking the 9th slot, that way several trinkets can be activated before a boss, or before a war starts.

    Trinkets can still be separately placed and used in the regular inventory, though the maximum number of non-toolbelt trinkets active at a time should be separately limited.

    Expansion

    With these changes, trinkets are better integrated into the game, which allows for neat associated mechanics, like trinkets obtained outside of festivals.

    New trinkets:

    Milestone trinkets:


    Blood trinket:
    5% xp bonus for 3 minutes per number of digits in your kill count
    Duration: 5 minutes
    Cooldown: 5 minutes

    Passive in toolbelt: 1% xp bonus per number of digits in your kill count

    Ring of the Farmer / Miner / Lumberjack / Fisherman

    Those are the boosts per ring, which can stack. Combined, these would be massive boosts. I personally think this would be a good impact on professions, but I assume there would be a lot of criticism against it. Feedback is much appreciated.
    Earned at lvl 80 for the respective profession, upgraded at lvls 100, 120 and 130.

    2%-4%-6%-8% gathering xp
    2%-4%-6%-8% gathering speed
    Duration: 5 minutes
    Cooldown: 5 minutes

    Passive:

    1%-2%-3%-4% gathering xp
    1%-2%-3%-4% gathering speed

    Combined and at max level, they would provide a 48% xp and speed bonus when active and 16% when inactive, so definitely major. This would come as a buff to proffing.

    There are of course many other possible trinkets, but I won't take too long with that.

    Conclusion

    With all of this said, trinkets are definitely a promising method for adding endgame content without too drastically redefining the game, but simultaneously providing QOL buffs in certain areas.
    Feedback is welcome, if possible, with a detailed explanation.
     
    luckeyLuuk likes this.
  2. King__Bob

    King__Bob Well-Known Adventurer CHAMPION

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    I don't really think trinkets should be more impactful. Imo they should stay as basically just novelty collectors stuff as the only way to obtain them is through festivals and having them be a more important part of the endgame would be detrimental.
     
  3. Lex!

    Lex! :] CT Manager QA GM CMD CHAMPION

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    you can only use one utility & one mobility trinket at a time, so something like this does not feel necessary
     
  4. Deusphage

    Deusphage gruesome grue Modeler CHAMPION Builder

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    Creator Karma:
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    Gadget creep moment. This is a no
     
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