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What's changed to armor/weaponsmithing?

doggie
doggie
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I really enjoy crafting in mmorpgs, one of the really big flaws in TESO smithing was that after the initial first few days it was basicly just a waiting game. You had reached lvl 50 in smithing, and had months of research weapons lined up. The only thing you did was that once a week/month when the timer ran out you renewed it.

I'm not against timers and such, but that was too little interaction for me. You could really tell the game was suffering from this design as there was basicly no crafting rewards from dungeons. Which is part of the loot table in other games, and part of the incentives to do dungeons.

So what's changed since then, and are there any hints for big changes to this system?
  • Kragorn
    Kragorn
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    Nothing has changed at all from the original except for the addition of tier 9 Nirnhoned traits. There are daily Writs to get stuff but the crafting itself is unchanged.
  • doggie
    doggie
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    Kragorn wrote: »
    Nothing has changed at all from the original except for the addition of tier 9 Nirnhoned traits. There are daily Writs to get stuff but the crafting itself is unchanged.

    That's too bad. Dosen't look like they have managed to change some of the basics. I remeber I enjoyed Enchanting, because it was up to how much time you put in, and you could be creative in ways to make money to buy runes from other crafters.

    The problem, once I got to the end, I had no reason to craft and sell because there was nothing for me to buy in the economy. Which in my opinion is a major flaw in a mmorpg.

    To me it seems they're fine with putting items into itemshops, but don't want players to trade rare and valuable items on traders for ingame money.
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