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Why is there not a possibility to improve the level of a particular armor/weapon??

  • MrDerrikk
    MrDerrikk
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    When leveling up you don't need new armor every few levels. I go 10 levels per armor and 5 vet levels. No issue and no problems getting through the content especially since it is so nerfed.

    No need for this to be implemented. Should not be.

    I'm still going strong at VR10 with VR1-2 armor and jewelry, but that doesn't mean I don't want what the OP is saying. I want my VR16 Silks of the Sun!
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  • Robbmrp
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    I like this idea but if it's added, it shouldn't be some low level skill easily learned. This is something that only a maxed out crafter who knows all Motif's should be able to do. If you want special skills like this, you need to put in the work for it.
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  • MrDerrikk
    MrDerrikk
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    Robbmrp wrote: »
    I like this idea but if it's added, it shouldn't be some low level skill easily learned. This is something that only a maxed out crafter who knows all Motif's should be able to do. If you want special skills like this, you need to put in the work for it.

    Not all motifs, but definitely something that requires you to know all traits, all passives etc.
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  • Robbmrp
    Robbmrp
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    MrDerrikk wrote: »
    Robbmrp wrote: »
    I like this idea but if it's added, it shouldn't be some low level skill easily learned. This is something that only a maxed out crafter who knows all Motif's should be able to do. If you want special skills like this, you need to put in the work for it.

    Not all motifs, but definitely something that requires you to know all traits, all passives etc.

    What ever the requirement is, it should be really hard to get to make it worth while.
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  • Praeficere
    Praeficere
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    They've talked about this in an older ESO Live episode I believe, although I don't know which episode. If I remember right, they have in mind of it working like this:

    You can purchase an item from either the Crown Store or some where in-game with gold that will allow you to upgrade the level of a chosen piece of gear by one.
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  • Pomaikai
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    Jewelry for dropped sets would also need to be upgradeable.
  • CJohnson81
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    MrDerrikk wrote: »
    To balance this you'd have to make it use more resources than it would take to outright craft it, as that way people would still benefit from grinding out to get the VR16 sets instead of just upgrading lower level ones. I'd say double the crafting cost of an item of that level, but the VR16 crafting cost would make this very expensive indeed...

    I'm sure someone has said it, but instead of making it twice as hard to craft, I would say to limit the amount you can upgrade. I'm not precisely sure of numbers, but it would have to be something along the lines of using my existing V14 blade to make a fairly good V16 blade, but not as good as crafting a new one.
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  • mr_wazzabi
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    When leveling up you don't need new armor every few levels. I go 10 levels per armor and 5 vet levels. No issue and no problems getting through the content especially since it is so nerfed.

    No need for this to be implemented. Should not be.

    You misunderstand the point of this thread.

    At vr14, there are many set pieces that we would love to upgrade to vr16, like martial knowledge, dreugh king slayer and all trials gear.

    The op is not talking about upgrading low level gear so higher levels are easier.
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  • KewaG
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    MrDerrikk wrote: »
    To balance this you'd have to make it use more resources than it would take to outright craft it, as that way people would still benefit from grinding out to get the VR16 sets instead of just upgrading lower level ones. I'd say double the crafting cost of an item of that level, but the VR16 crafting cost would make this very expensive indeed...

    I would say that you wouldn't be able to upgrade Void Steel armor/weapons to Rubedite which would make it so that if new mats are introduced in the future then you'd have to craft/acquire new sets anyway.

    Or, in lieu of that, they could use a progression system where it takes more and more materials to make upgrades the more often its upgraded, to the point where it might be cheaper to just craft/acquire a new set anyway. Say it takes 4 pieces of Void Steel to upgrade a chest piece. The next time it would take 8 or 12 and the time after that it would be 16 or 24. Any less and you run the chance of breaking the piece and losing everything anyway. The same way as improvements currently are, with passives to reduce that amount. Something to invest the extra skill points acquire via new dlcs.

    Or, a more simple way, they can make it so that a piece can only be upgrade once!

    I like the sound of a system like this and it can be as simple or complicated as ZOS wants, it would still be widely used by many players, especially on if they're on an alt grind.
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  • ShadowMage
    ShadowMage
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    mr_wazzabi wrote: »
    Personally I would love to see two, maybe three more options for crafters becoming available...

    Style recrafting - change the appereance of any dropped armor piece to any style learned, so people can get their favorite looks without having to sacrifice their favorite sets. Should be possibly for crafters of decent skill... very decent skill... and should require some resources, style materials, tempers perhaps even the trait material... should have a destruction chance just like temper improvements, which then could be migrated by using more materials...

    And item level enhancements, so people don't have to throw away that V14 legendary weapon they worked so hard for to replace it with one of the shiny new V16 weapons, but can opt to keep it if they work harder for the option. Meaning, requiring at least as much materials as crafting it anew at the desired level would cost, again with a destruction chance that can be migrated by using more materials... but that one ought to be limited to only the master crafters (after all, recrafting some lesser material to become as good as the best material can't be easy, right?)

    Either or both options might also require use of some extra-rare material that people would to spend much time hunting down, like nirncrux or perfect roe... (or buy in the crown store for those lacking that much patience)

    Another possible recrafting option would be trait change. All too often one hears wails of vexation when people find some really nifty piece of endgame gear in one of their drops/reward packs... only to notice it comes with, say, "training" trait. Some option to change the trait with expendure of way more materials might be a good thing too...

    Great idea!
    I'd also like the ability to make v16 gear look like the low level gear. I actually really like the look of some of the lowbie armours. Examples are the bosmer light and medium chests and altmer heavy helmet.
    Yeah, I agree. There are several low level styles I'd like to be able to use with higher tier materials. I kind of figured that would go along with the style recrafting, though.
    KewaG wrote: »
    Or, in lieu of that, they could use a progression system where it takes more and more materials to make upgrades the more often its upgraded, to the point where it might be cheaper to just craft/acquire a new set anyway. Say it takes 4 pieces of Void Steel to upgrade a chest piece. The next time it would take 8 or 12 and the time after that it would be 16 or 24. Any less and you run the chance of breaking the piece and losing everything anyway. The same way as improvements currently are, with passives to reduce that amount. Something to invest the extra skill points acquire via new dlcs.
    I don't know about a progression system, but I do think it should work like the current improvement system where there's a chance to completely destroy the item. I'd go so far as to say that it shouldn't even be possible to achieve 100% chance, maybe something like 97% with all the passives. That way there's always a risk factor and a need to decide whether you want to spend the extra mats creating a new piece, or take the chance that you might fail and try improving it. I could see people getting upset if they failed on a rare dropped set that took weeks of grinding to get, but hey, IMO that's the chance you take.

    Edited by ShadowMage on November 18, 2015 5:40PM
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  • altemriel
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    KewaG wrote: »
    MrDerrikk wrote: »
    To balance this you'd have to make it use more resources than it would take to outright craft it, as that way people would still benefit from grinding out to get the VR16 sets instead of just upgrading lower level ones. I'd say double the crafting cost of an item of that level, but the VR16 crafting cost would make this very expensive indeed...

    I would say that you wouldn't be able to upgrade Void Steel armor/weapons to Rubedite which would make it so that if new mats are introduced in the future then you'd have to craft/acquire new sets anyway.

    Or, in lieu of that, they could use a progression system where it takes more and more materials to make upgrades the more often its upgraded, to the point where it might be cheaper to just craft/acquire a new set anyway. Say it takes 4 pieces of Void Steel to upgrade a chest piece. The next time it would take 8 or 12 and the time after that it would be 16 or 24. Any less and you run the chance of breaking the piece and losing everything anyway. The same way as improvements currently are, with passives to reduce that amount. Something to invest the extra skill points acquire via new dlcs.

    Or, a more simple way, they can make it so that a piece can only be upgrade once!

    I like the sound of a system like this and it can be as simple or complicated as ZOS wants, it would still be widely used by many players, especially on if they're on an alt grind.



    I don`t like the idea of a piece can be only upgraded once, more I like it that the higher level you would want to upgrade it, the more materials it would cost and then the same percentage chance mechanics like with improving items.
  • idk
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    Pomaikai wrote: »
    Jewelry for dropped sets would also need to be upgradeable.

    If you cannot craft it how could one upgrade it? Not going to happen. We were told at launch jewelry crafting would come. Of course it could still come but not yet.
  • NoMoreChillies
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    End game revolves around the same 3-4 sets everyone uses,.
    So many good lower level sets get overlooked and the variety is missing.

    Look here at all the sets nobody ever uses, all that wasted dev time creating these sets:
    http://elderscrollsonline.wiki.fextralife.com/Sets
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  • RAGUNAnoOne
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    Perhaps the research perks can have these added bonuses: at each rank you are able to improve gear up to a specific level like say 20 35 50 V16 respectively.
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  • MrDerrikk
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    End game revolves around the same 3-4 sets everyone uses,.
    So many good lower level sets get overlooked and the variety is missing.

    Look here at all the sets nobody ever uses, all that wasted dev time creating these sets:
    http://elderscrollsonline.wiki.fextralife.com/Sets

    This is the reason I would want this to exist; there are a few sets (Silks of the Sun, Martial Knowledge, Syrabane, Worm Cult, Warlock etc) that are no longer possible to be used due to them not dropping in VR16. Being able to push these up to max level somehow would make the game have a bit more variety with there being multiple good sets.

    What if it was made to be reasonably easy to upgrade items as a crafter (just needing lvl 50 in craft and a lot of mats) but it bound the item to you? Then there'd be a much harder to obtain way to do it (all traits in that craft, all passives, certain amount of motifs known) that doesn't bind to char and uses less mats, but due to the difficulty would only be attainable for dedicated crafters?
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  • Iluvrien
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    Perhaps the research perks can have these added bonuses: at each rank you are able to improve gear up to a specific level like say 20 35 50 V16 respectively.

    If you are talking about Trait research, then this actually is not an unreasonable idea.

    In fact it might be a good explanation for why the Trait research times increase as they do, your crafter isn't just learning how to implant that Trait into items, but also how increasingly complex items might be improved further.
  • temjiu
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    I support this idea.

    well, the idea's. I like the idea of upgrading, as well as more customization options. And I'd be willing to pay for both, whether in game or Crowns. Most f2p MMO's out there have customization options that you purchase through the stores, this would fit very smoothly in the current game design.
  • Iluvrien
    Iluvrien
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    temjiu wrote: »
    I support this idea.

    well, the idea's. I like the idea of upgrading, as well as more customization options. And I'd be willing to pay for both, whether in game or Crowns. Most f2p MMO's out there have customization options that you purchase through the stores, this would fit very smoothly in the current game design.

    Why pay, with Crowns, for something that, if it is offered in-game, should be based on in-game gold and in-game materials?

    Game mechanics, which gear improvement is, shouldn't been in the Crown store. Ever.
  • Deandril
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    MrDerrikk wrote: »
    To balance this you'd have to make it use more resources than it would take to outright craft it, as that way people would still benefit from grinding out to get the VR16 sets instead of just upgrading lower level ones. I'd say double the crafting cost of an item of that level, but the VR16 crafting cost would make this very expensive indeed...

    I would still upgrade my gold martial knowledge set. Suggesting upgrading being expensive as far as mats is a great idea since this may be a way the devs don't see this as bypassing need to buy dlcs. If they were to go for this some theory crafting build diversity would return to the game.
  • Deandril
    Deandril
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    When leveling up you don't need new armor every few levels. I go 10 levels per armor and 5 vet levels. No issue and no problems getting through the content especially since it is so nerfed.

    No need for this to be implemented. Should not be.

    This should be implemented simply for the reason that many dropped sets could be increased to max level. Level cap raises have killed many great sets.
  • altemriel
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    Iluvrien wrote: »
    temjiu wrote: »
    I support this idea.

    well, the idea's. I like the idea of upgrading, as well as more customization options. And I'd be willing to pay for both, whether in game or Crowns. Most f2p MMO's out there have customization options that you purchase through the stores, this would fit very smoothly in the current game design.

    Why pay, with Crowns, for something that, if it is offered in-game, should be based on in-game gold and in-game materials?

    Game mechanics, which gear improvement is, shouldn't been in the Crown store. Ever.

    yes, I am definitelly for in-game gold, NOT crown store, too!
  • Lancillotto
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    altemriel wrote: »
    Hallo ZOS,

    I would like to ask, why is there not a possibility to improve the level of the particular armor that I am using right now? Why do "I have to" create a new armor to match my level (to increase the armor stats) every few new levels? Why can I not just (for cost of some materials of course) improve the level of my armor that I am using now?

    Will such an option be added to the game in the future?

    @ZOS_GinaBruno

    I agree. I also would like the possibility to change the trait on an item. Like you and other people on this thread I made a post about these things looong ago, but ZOS didn't change anything so far. Maybe it was too hard to implement back then or low in their list of priorities. Maybe now it would be possible?
  • Tors
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    THis idea is a good one and worked well in other games. But conversly it has it downsides

    It would mean a complete overhaul of trhe loot system.


    Games like asherons call had a great system.

    The loot table would spit out as weapon based on a number of things

    Value of base materials (you would drop expensive items on death, you wanted cheap stuff, not gold)
    Type of weapon/Armour
    Min Damamge
    Max Damamge
    Type of damamge
    Enchantment (is there one, what type and what stength)

    There was no level prerequest, certain weapon damage levels and armour types required a certain level of skill in that weapoon or a specific attribute level.


    It worked well.

    Games Like DAOC had a % quality level that was pretty random, this meant that in order to get the perfect armour, a player wanted 100% value before they started to enchant it. THe problem was, even the best crafters would nered to make an item 10 times in order to get that 100% drop.

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  • altemriel
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    Tors wrote: »
    THis idea is a good one and worked well in other games. But conversly it has it downsides

    It would mean a complete overhaul of trhe loot system.


    Games like asherons call had a great system.

    The loot table would spit out as weapon based on a number of things

    Value of base materials (you would drop expensive items on death, you wanted cheap stuff, not gold)
    Type of weapon/Armour
    Min Damamge
    Max Damamge
    Type of damamge
    Enchantment (is there one, what type and what stength)

    There was no level prerequest, certain weapon damage levels and armour types required a certain level of skill in that weapoon or a specific attribute level.


    It worked well.

    Games Like DAOC had a % quality level that was pretty random, this meant that in order to get the perfect armour, a player wanted 100% value before they started to enchant it. THe problem was, even the best crafters would nered to make an item 10 times in order to get that 100% drop.

    Painfuil



    sorry, but I don`t understand what you mean, what is loot system and loot tables? I am a newbie to MMOs
  • VerboseQuips
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    usmcjdking wrote: »
    This is how it SHOULD work for dropped sets.

    I couldn't agree more.

    Also, I hope they will add unique looks for dropped sets. But then, if you especially like the look of some dropped set, then it'd be a shame if the said dropped set was capped at some given level, hence making the ability to upgrade the level of an item even more needed.
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    Alt 2: An Imperial dragonknight named Gaius Tullius Hastifer
    Alt 3: An Argonian vampire/nightblade named Observe-le-Xanmeer
    Alt 4: A Nord werewolf/dragonknight named Sigurd Hurlevent
    Alt 5: A Breton sorcerer named Gilian Sorril (he's Erwann's younger brother)
    Alt 6: A Khajiit nightblade named Jolan-dar
    Alt 7: A Nord warden named Sigurmar Hurlevent (he's Sigurd's younger brother)
    Alt 8: An Altmer templar named Oioriel
    Alt 9: An Argonian stamina Warden named Danse-avec-les-Rainettes
    Alt 10: A Redguard templar named Neemokh af-Corelanya
    Alt 11: A Nord stamina sorcerer named Olga Écoute-Vent
    Alt 12: A Breton magicka Warden named Ian Sorril
    Alt 13: A Dunmer magicka necromancer named Ilmoran Dren
    Alt 14: An Orc stamina necromancer named Norgol gro-Borziel
    Alt 15: A Nord magicka necromancer named Thorgen Givresang
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  • NewBlacksmurf
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    If ZOS were to implement this, the game would further remove the point of making items to sale or trade or even to go find items. If you think of it you can't trade bound items to have them upgraded so it would require for some items, the individual person to level crafting and that seems to make people feel "forced"

    I do see the benefits but I don't think its the best decision for ZOS to do this.

    Edited by NewBlacksmurf on November 19, 2015 4:49PM
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  • olsborg
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    For gods sake never make this possible. I deconstructed like 8 gold sets that was v14 when IC came out, it would hurt too much.

    -Obviously im kidding and think crafters should be able to craft some kind of level increase tool that they could sell to people.

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  • MrGigglypants
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    altemriel wrote: »
    Hallo ZOS,

    I would like to ask, why is there not a possibility to improve the level of the particular armor that I am using right now? Why do "I have to" create a new armor to match my level (to increase the armor stats) every few new levels? Why can I not just (for cost of some materials of course) improve the level of my armor that I am using now?

    Will such an option be added to the game in the future?

    @ZOS_GinaBruno

    its essentially item quality
  • idk
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    Deandril wrote: »
    When leveling up you don't need new armor every few levels. I go 10 levels per armor and 5 vet levels. No issue and no problems getting through the content especially since it is so nerfed.

    No need for this to be implemented. Should not be.

    This should be implemented simply for the reason that many dropped sets could be increased to max level. Level cap raises have killed many great sets.

    The gear grind is a big part of any MMO and a big reason this should not be implemented. If it ever was it should be absurdly expensive and challenging to be able in the first place and BoP.
  • altemriel
    altemriel
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    Deandril wrote: »
    When leveling up you don't need new armor every few levels. I go 10 levels per armor and 5 vet levels. No issue and no problems getting through the content especially since it is so nerfed.

    No need for this to be implemented. Should not be.

    This should be implemented simply for the reason that many dropped sets could be increased to max level. Level cap raises have killed many great sets.

    The gear grind is a big part of any MMO and a big reason this should not be implemented. If it ever was it should be absurdly expensive and challenging to be able in the first place and BoP.



    yes but not everyone likes grinding, some of us like to explore new locations and quests and not do the same over and over. so this option would be for us and you can grind if you want ;o)
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