Giles.floydub17_ESO 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.
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.
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.
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...
Giles.floydub17_ESO 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.
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...
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.mr_wazzabi wrote: »TheShadowScout 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.
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.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.
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.
NoMoreChillies wrote: »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
RAGUNAnoOne wrote: »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.
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.
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...
Giles.floydub17_ESO 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.
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.
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
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
usmcjdking wrote: »This is how it SHOULD work for dropped sets.
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
Giles.floydub17_ESO 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.
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO 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.