Good point, @smercgames_ESO. I wonder if repairing of weapons and armor should be shifted to player crafters and away from merchants?
Second, to the OP, I think things will get much more interesting to you in the VR levels. The problem is, of course no one wants to buy anything pre-50, as you level every few hours. I have focused on crafting, above other skills lines, since day one - and even I pre-50 didn't craft a single armor for myself. It didn't make any sense to do so.
The moment you enter the first VR zone though, you will see tons of crafters in zone buy/selling supplies, armors, mats, etc. At that point it makes sense to craft armor, as you will be the same (or close) levels for days or even weeks. Also, gold becomes much less an issue, but that does assume your out killing mobs some.
I do agree that we need more ways to provide value however under a Closed Market System, even if there were "added value" we would have a monopoly on goods from guild alliances.
smercgames_ESO wrote: »You can't shift repairing to crafters because then no money exits the game and the amount of gold keeps getting higher and higher and higher. The only other thing I spend gold on are respecs and bag space. Force crafters to buy certain pieces for crafting from NPCs to help remove some gold. Force all players to have to replace gear that has been patched up too many times so then they are forced to turn to crafters to consistantly make new gear for them. Now I despise the business classes I took and I am no expert on the subject but I coulda sworn hearing "supply and demand" alot and right now you have infinite supply with very limited demand (like I said, once they get geared up they no longer have a demand for more gear).
I pre-50 didn't craft a single armor for myself. It didn't make any sense to do so.
Kalann_Pander wrote: »
smercgames_ESO wrote: »Depends how fast you knockout content. People who concentrated on leveling over exploring probably didn't even have enough traits researched by the time they got to VR content to make any worthwhile sets. Even now looking at the sets when I'm VR 6 I have no clue what crafted set to use besides Nightmother's Gaze. (Medium armor DW NB)
DewiMorgan wrote: »Unfortunately, this idea fails because we have 8 alts, and we can just have multiple alts morph their skills to cover all specializations - unless each siege engine requires 9 specialist parts, which would be silly. So, I'm not sure how to get around that limitation, but I'm sure sparter people than I could work out a way.
Kalann_Pander wrote: »
I think being able to distinguish oneself from other crafters by something other than price would be a lot of fun. Not because I want customers herded to me, but because it would add a bit of realism and pride to crafting.
- Research should lead to a very small chance of being able to combine multiple traits on crafted items. If I chose to re-research two traits in bow, for example, I should get an ever increasing chance of being able to create an item that has both those traits. This would reward crafters who have been focused on crafting since day one and allow them to differentiate their crafted items from other people's.
I'd agree that provisioning should maybe be a bit slower, but that may be jealousy talking. My boyfriend is at 50 Provisioning and I'm at 17 Blacksmithing.
- I'd slow down all the crafting skills - maybe not to the slow speed of the enchanting skill, but slower. Provisioning and alchemy need to be made significantly slower to level up.
- I'd add a research component to provisioning that would increase the likelihood of finding rare ingredients - like tomatoes, pepper and onions. Breaking provisioning down into components similar to how enchanting is broken down would support this.
I don't have the first idea what hearthfire is, but this would lead to immoral levels of fun for me. Although it might cause strife in my home as I would mostly cease adventuring altogether. I'd also like to see crafting levels separated entirely from adventuring levels. I don't think it's unreasonable to be a master craftsman that isn't all that great at killing things. Maybe grant crafting only skill points as crafting levels are achieved and limit adventuring skill points to anything that isn't crafting?
- Assuming that there is a hearthfire style update coming at some point, they should add a farming skill tree that would allow players to research and produce raw provisioning mats - and the ability to pay/research to upgrade your farming technology.
- I think it would be cool if through a farming mechanism you could also raise livestock for leather - but also maybe being able to raise horses that you could pre-level up (research and what not applied again) and sell to adventurers.
- Also assuming a hearthfire style upgrade, it would be cool if you could setup your own crafting workshops that you could research and create your own combinations of set bonuses.
Here is where we disagree. I simply loathe the idea of forced interaction. I'll trade if I want to, and if I don't want to, I don't want forced artificial scarcity to force me to do so. Why make it difficult for a single player to do anything? I don't do provisioning because I don't want to. I don't need a game mechanic to make it difficult so I won't do it. I understand that this herding mechanic is prevalent within the genre, but really, truly, why? Just because other people do it? That's not a reason. What is the true reason that people aren't supposed to do for themselves? To force them to interact with the other players? What is the reason to force people to interact with the other players? Because they won't do it if you don't force them? If they won't interact with other players without something to force them to do so, then they obviously don't want to interact with other players, yes? This not being a crime, what is the point of forcing them to interact with people if they don't want to? Particularly after months and months of advertising this game as "Play the way you want".
- I think there would need to be a trading mechanic to help facilitate some of this. If done right, the crafting/farming/mining would take a fair amount of time - enough that it would be impractical for a single player to be able to make it work without having to buy and sell some aspect of the each process. This could facilitate players becoming solely trading oriented. Maybe adding the ability to buy and upgrade warehouses in cities, buy/earn preferential trading status with guilds and set up store fronts for their warehouses. The warehouse would require the same kind of research and what not to increase its ability to store specific types of materials, etc.
This would be really, really cool. I'd actually have a reason to go to Cyrodiil besides Skyshard hunting.
- I'd add the ability to craft PvP items. Crafting siege weaponry, with all the associated research and material farming requirements could be fun.
Here is where we disagree. I simply loathe the idea of forced interaction. I'll trade if I want to, and if I don't want to, I don't want forced artificial scarcity to force me to do so. Why make it difficult for a single player to do anything? I don't do provisioning because I don't want to. I don't need a game mechanic to make it difficult so I won't do it. I understand that this herding mechanic is prevalent within the genre, but really, truly, why? Just because other people do it? That's not a reason. What is the true reason that people aren't supposed to do for themselves? To force them to interact with the other players? What is the reason to force people to interact with the other players? Because they won't do it if you don't force them? If they won't interact with other players without something to force them to do so, then they obviously don't want to interact with other players, yes? This not being a crime, what is the point of forcing them to interact with people if they don't want to? Particularly after months and months of advertising this game as "Play the way you want".
- I think there would need to be a trading mechanic to help facilitate some of this. If done right, the crafting/farming/mining would take a fair amount of time - enough that it would be impractical for a single player to be able to make it work without having to buy and sell some aspect of the each process. This could facilitate players becoming solely trading oriented. Maybe adding the ability to buy and upgrade warehouses in cities, buy/earn preferential trading status with guilds and set up store fronts for their warehouses. The warehouse would require the same kind of research and what not to increase its ability to store specific types of materials, etc.
tdilloncub18_ESO wrote: »An economy is desperately needed but until the bots are fixed, no idea for a true economy will be able to take hold.
ESO has an economy. A growing one with that. Trade guilds are a great idea. It shows people that numbers not always means everything. The good tradeguilds do what every good guild does. Checks and controls who may or may not enter the guild.
I am in 2 trade guilds where I pretty much sale daily.
I also use zone chat for business quite alot and I am not alone.
This create a very player driven economy and interacts between people.
Everquest showed, without having it in mind I think, that this is a FEATURE for a game. It adds to what you choose to do.
Why make it impractical to do on one's own? Why require trade for some aspect? Plenty of artisans are hermit types who feel the only way to get anything done right is to do it themselves.I think there would need to be a trading mechanic to help facilitate some of this. If done right, the crafting/farming/mining would take a fair amount of time - enough that it would be impractical for a single player to be able to make it work without having to buy and sell some aspect of the each process.
I was, however, addressing the first half of the paragraph with this. The part where you saidWhy make it impractical to do on one's own? Why require trade for some aspect? Plenty of artisans are hermit types who feel the only way to get anything done right is to do it themselves.I think there would need to be a trading mechanic to help facilitate some of this. If done right, the crafting/farming/mining would take a fair amount of time - enough that it would be impractical for a single player to be able to make it work without having to buy and sell some aspect of the each process.
You know what else would be cool? VR Crafting levels. That would be a great way to implement your trait mixing idea, the idea you had about special crafting materials and probably some other nifty value added type stuff. Instead of forced item scarcity let the acquisition of these things be based upon skill in the craft to which they relate, ya know?