dylanjaygrobbelaarb16_ESO wrote: »you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
if the crafters could switch traits on gear its like two birds with one stone.
Or what about this (please read the rest, before you hit me!):
Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.
But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.
Or what about this (please read the rest, before you hit me!):
Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.
But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.
khele23eb17_ESO wrote: »Or what about this (please read the rest, before you hit me!):
Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.
But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.
They will not give you an option to get what you want guaranteed on the first drop. RNG is there to provide longevity. Its a sucky, annoying way to do it but it has to be done somehow or youd get everything in a week and be done with the game.
Or what about this (please read the rest, before you hit me!):
Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.
But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.
I think it would be a good idea to implement trait-change but it always needs to be in connection with an investment. Maybe they could implement a similar procedure as researching where it would require a certain amount of time for a trait to change.
Also, it could require a (painful) amount of trait materials? Would boost economy for sure ;-)
khele23eb17_ESO wrote: »Or what about this (please read the rest, before you hit me!):
Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.
But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.
They will not give you an option to get what you want guaranteed on the first drop. RNG is there to provide longevity. Its a sucky, annoying way to do it but it has to be done somehow or youd get everything in a week and be done with the game.
dylanjaygrobbelaarb16_ESO wrote: »khele23eb17_ESO wrote: »Or what about this (please read the rest, before you hit me!):
Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.
But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.
They will not give you an option to get what you want guaranteed on the first drop. RNG is there to provide longevity. Its a sucky, annoying way to do it but it has to be done somehow or youd get everything in a week and be done with the game.
this is a false premise. people want to play with the sets they acquire not quit as soon as they get them. a huge portion of the players only play the content to get the gear in order to play the " real game" with is competing in pvp or pve leaderboards. the point of getting the gear is NOT acquiring it, its using it.
dylanjaygrobbelaarb16_ESO wrote: »The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'
you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
if the crafters could switch traits on gear its like two birds with one stone.
khele23eb17_ESO wrote: »Yep, it would be great
And not only for dropped sets, but for crafted too - for example, after nirncrux was changed it was really not cool to make new gold swords for my chars
And RNG is really strange, seems that you almost always get useless traits, but divines and sharpened is something unbelievable rare (VMSA, SO and MOL - all times taining, well-fitted and that new one with gold obtaining). It makes me really sad and i really don't want to farm it again and again
right! would be so nice. at least we can dream
dylanjaygrobbelaarb16_ESO wrote: »The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'
you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
if the crafters could switch traits on gear its like two birds with one stone.
Ep1kMalware wrote: »dylanjaygrobbelaarb16_ESO wrote: »The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'
you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
if the crafters could switch traits on gear its like two birds with one stone.
mmos are susposes to be slow progression games with varying degrees of grindyness. Sometimes drop tables love you, sometimes not. Eso takes it a step further by having item traits with so very many types. The rng features percentages of percentages of percentages and it compounds to an already frustrating issue.
it's not like other games where you may or may not get that drop you wanted this run, it's expounded by a further layer of rng that almost always guarantees that when you do finally get your drop, it will be unusable. implementing a trait change or feature would be a very effective way to solve this. or drop the items with no trait and allow you to socket(?) trait gems that will permanantly give your armour this trait. tie it into crafting, where you need that trait unlocked for that particular gear piece.
content will always have replayability if it's fun. By doing this you actually rob the content of enjoyment.
luen79rwb17_ESO wrote: »There's too many factors to weight in to this proposal that I don't believe they will consider it:
There's a risk of killing the economy because you just get one piece and change it / upgrade it, unless they make the change trait extremely expensive. Then people would complain about grind/farm and stuff.
Also there's a risk of killing the dungeon population. Once you get your single piece for everything there's a high chance those people are not gonna do the dungeon anymore. So you'll eventually have a % of the population fully geared and optimized and another % of the population stuck trying to find groups. A potential fix to this is to make gear much more rare in lootables but then again people are going to keep complaining about RNG.
Ep1kMalware wrote: »dylanjaygrobbelaarb16_ESO wrote: »The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'
you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
if the crafters could switch traits on gear its like two birds with one stone.
mmos are susposes to be slow progression games with varying degrees of grindyness. Sometimes drop tables love you, sometimes not. Eso takes it a step further by having item traits with so very many types. The rng features percentages of percentages of percentages and it compounds to an already frustrating issue.
it's not like other games where you may or may not get that drop you wanted this run, it's expounded by a further layer of rng that almost always guarantees that when you do finally get your drop, it will be unusable. implementing a trait change or feature would be a very effective way to solve this. or drop the items with no trait and allow you to socket(?) trait gems that will permanantly give your armour this trait. tie it into crafting, where you need that trait unlocked for that particular gear piece.
content will always have replayability if it's fun. By doing this you actually rob the content of enjoyment.
luen79rwb17_ESO wrote: »There's too many factors to weight in to this proposal that I don't believe they will consider it:
There's a risk of killing the economy because you just get one piece and change it / upgrade it, unless they make the change trait extremely expensive. Then people would complain about grind/farm and stuff.
Also there's a risk of killing the dungeon population. Once you get your single piece for everything there's a high chance those people are not gonna do the dungeon anymore. So you'll eventually have a % of the population fully geared and optimized and another % of the population stuck trying to find groups. A potential fix to this is to make gear much more rare in lootables but then again people are going to keep complaining about RNG.
dylanjaygrobbelaarb16_ESO wrote: »Ep1kMalware wrote: »dylanjaygrobbelaarb16_ESO wrote: »The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'
you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
if the crafters could switch traits on gear its like two birds with one stone.
mmos are susposes to be slow progression games with varying degrees of grindyness. Sometimes drop tables love you, sometimes not. Eso takes it a step further by having item traits with so very many types. The rng features percentages of percentages of percentages and it compounds to an already frustrating issue.
it's not like other games where you may or may not get that drop you wanted this run, it's expounded by a further layer of rng that almost always guarantees that when you do finally get your drop, it will be unusable. implementing a trait change or feature would be a very effective way to solve this. or drop the items with no trait and allow you to socket(?) trait gems that will permanantly give your armour this trait. tie it into crafting, where you need that trait unlocked for that particular gear piece.
content will always have replayability if it's fun. By doing this you actually rob the content of enjoyment.
exactly my thoughts. they could even make the drops more rare if you could at least guarantee that when you finally find something you want you can trait craft so its guaranteed to be usable.
for example, people who have capped cp and spend 100 hrs grinding for something specific then it drops in training, and for a moment they HATE the game. that is not something you want, players to yell jesus *** christ when trying to enjoy a game they are REGULARLY PAYING FOR
Ep1kMalware wrote: »dylanjaygrobbelaarb16_ESO wrote: »Ep1kMalware wrote: »dylanjaygrobbelaarb16_ESO wrote: »The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'
you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
if the crafters could switch traits on gear its like two birds with one stone.
mmos are susposes to be slow progression games with varying degrees of grindyness. Sometimes drop tables love you, sometimes not. Eso takes it a step further by having item traits with so very many types. The rng features percentages of percentages of percentages and it compounds to an already frustrating issue.
it's not like other games where you may or may not get that drop you wanted this run, it's expounded by a further layer of rng that almost always guarantees that when you do finally get your drop, it will be unusable. implementing a trait change or feature would be a very effective way to solve this. or drop the items with no trait and allow you to socket(?) trait gems that will permanantly give your armour this trait. tie it into crafting, where you need that trait unlocked for that particular gear piece.
content will always have replayability if it's fun. By doing this you actually rob the content of enjoyment.
exactly my thoughts. they could even make the drops more rare if you could at least guarantee that when you finally find something you want you can trait craft so its guaranteed to be usable.
for example, people who have capped cp and spend 100 hrs grinding for something specific then it drops in training, and for a moment they HATE the game. that is not something you want, players to yell jesus *** christ when trying to enjoy a game they are REGULARLY PAYING FOR
I don't regularly pay for anything but my living expenses. zos finances the game, I only paid 60$ up front. Although I do plan xon getting eso+ for costume dying, zenimax needs to bait me into further cash, making me hate the game won't do that.
I predict a future crown store purchase similar to the mimic stone. many ei=will rage, but I'll probably bite.
I guess the main point in that statement was: I can play infinitely without paying a dime. add trait change or token systems to eso+ . then you get a happy customer instead of angry people that go play something that doesn't make them angry.
dylanjaygrobbelaarb16_ESO wrote: »Ep1kMalware wrote: »dylanjaygrobbelaarb16_ESO wrote: »Ep1kMalware wrote: »dylanjaygrobbelaarb16_ESO wrote: »The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'
you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
if the crafters could switch traits on gear its like two birds with one stone.
mmos are susposes to be slow progression games with varying degrees of grindyness. Sometimes drop tables love you, sometimes not. Eso takes it a step further by having item traits with so very many types. The rng features percentages of percentages of percentages and it compounds to an already frustrating issue.
it's not like other games where you may or may not get that drop you wanted this run, it's expounded by a further layer of rng that almost always guarantees that when you do finally get your drop, it will be unusable. implementing a trait change or feature would be a very effective way to solve this. or drop the items with no trait and allow you to socket(?) trait gems that will permanantly give your armour this trait. tie it into crafting, where you need that trait unlocked for that particular gear piece.
content will always have replayability if it's fun. By doing this you actually rob the content of enjoyment.
exactly my thoughts. they could even make the drops more rare if you could at least guarantee that when you finally find something you want you can trait craft so its guaranteed to be usable.
for example, people who have capped cp and spend 100 hrs grinding for something specific then it drops in training, and for a moment they HATE the game. that is not something you want, players to yell jesus *** christ when trying to enjoy a game they are REGULARLY PAYING FOR
I don't regularly pay for anything but my living expenses. zos finances the game, I only paid 60$ up front. Although I do plan xon getting eso+ for costume dying, zenimax needs to bait me into further cash, making me hate the game won't do that.
I predict a future crown store purchase similar to the mimic stone. many ei=will rage, but I'll probably bite.
I guess the main point in that statement was: I can play infinitely without paying a dime. add trait change or token systems to eso+ . then you get a happy customer instead of angry people that go play something that doesn't make them angry.
sure YOU can play(the vanilla game) without paying past the box fee, but zos does not finance the ongoing content lol! the players do by creating the revenue for the company, a company will only invest so much in a product it has to start making profit, and the profit from the ongoing content is from dlc/crown/sub. if 100% of the playerbase stoped buying crowns and subbing then the game would die and fast.
dylanjaygrobbelaarb16_ESO wrote: »The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'
you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
if the crafters could switch traits on gear its like two birds with one stone.
Training prosperous should be crafted traots only!!
dylanjaygrobbelaarb16_ESO wrote: »The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'
you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
if the crafters could switch traits on gear its like two birds with one stone.
