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Two ideas how to introduce "any gear in any style" functionality into ESO (transmog)

Rinmaethodain
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I think that I don't have to explain how badly ESO is missing a way to convert any equipment into any other style. With endgame gear being in majority dropped, players have no way to influence how it looks. This defeats the purpose of crafting motifs, making them just another collectible.

In here I'm presenting two possible ways how ZOS could add such functionality, to convert item styles from one to another - commonly refereed as transmog system. The two proposed methods are meant to be working in a way that would at the same time enrich ways in which crafters can provide their services, making it accessible for everyone.

1st Method - Costume slots/Appearance Outfit slots/Alternative Slots
This one is very simple. Right now when we hit our Inventory screen we have 7 equipment slots for apparel for head, shoulders, chest, hands, waist, legs and feet. What ZOS should do is add another 7 apparel slots (so now each armour piece would have two slots). And now the way it would work is that any item placed in regular apparel slot would work just like everything works now but what would new is that any item placed in the new, secondary outfit slot would override the model of currently equipped armor piece.

This way, players would be allowed to wear literally anything they want and look just as they like while still maintaining their combat effectiveness. It's obvious, but of course, any equipment piece placed in "outfit slots" will have its stats removed and wont count towards any passives.

This method is extremely simple and at the same time greatly enriches crafting system, making equipment crafted in various styles useful once again but also, since lvl of equipment would not matter in these outfit slots, low lvl gear, lvl1 to lvl50 that for base races have some unique visuals would make a return to game. No matter what people wear, wheter its monster helmet or not, wheter its dropped or looted gear, wheter its BOP or not yet and most important, nobody is forced to start learning motifs/crafting because all anybody has to do, in order to change their own appearance is to simply buy/find/loot an item and put it on.

Below you can see a simple edit of default equipment UI - > blue equipment slots are the outfit slots. Of course nothing stops ZOS for making them also work for weapons. It would be up to ZOS to decide if there should be any limitations (like if primary slot equipment helmet is Heavy then outfit slot helmet should also be Heavy, if placing item in outfit slot binds it etc.) and wheter outfit slots would be next to regular equipment slots or maybe hidden in a secondary equipment tab.
5Jz7stu.png

2nd Method - Transformation Stones
This method is closely related to so called "transmog". The most popular transmog solution people propose is "if player knows X motif just let them convert to that style". The biggest flaw of this system is that players will be forced to learn motifs in order to transform bound equipment. This puts crafters completely out of loop, not letting them to provide that service, contributing further to marginalisation of crafters in ESO. My proposed method of "Transformation Stones" works in similar way but is designed with crafters in mind, in order to enrich ways in which they can provide services to playerbase.

Basically, crafters will be allowed to craft items called "Transformation Stones" - there will be "Minotaur Transformation Stone", "Daedric Transformation Stone", "Yokudan Transformation Stone" (...) a Transformation Stone for every craftable style in game. Such Transformation Stone, when obtained by any player, will be able to change style of any item it is applied on - the stone would be of course consumed in process. The closest similar thing to this would be how we use Glyphs to enchant equipment or Soul Gems to recharge weapons.

Right click on equipment piece -> Transform Equipment -> <Shows list of Transformation Stones in inventory> -> Consumes stone after use

In this method, once again, transforming equipment style would be available to everyone, nobody would be forced to learn motifs/crafting, crafters would be given a new functionality that would improve crafting functionality in game.

Of course, the most important part of this method is "What kind of materials would Transformation Stones use to be created". This would rest in hands of ZOS to decide on appropriate cost for being able to look fashionably, but here are few of my suggestions. Keep in mind that criteria below would rest only and only on player who wants to create the Transformation Stone:
- first and foremost, motif knowledge would be critical, if crafter wants to make Silken Ring Transformation Stone then they need to know Silken Ring style;
This means that the basic material to craft "Transformation Stones" would be the Style Material itself. Also my personal opinion here is that knowledge of full motifs would be required to show dedication to crafting and simply to limit number of unique Transformation Stones. So an example item to transform appearance would be called "Silken Ring Transformation Stone -> changes appearance of any item to a Silken Ring motif".

That sounds fairly simple and cheap, for 46 crafted styles there would be 46 different Transformation Stones, but things can be complicated if ZOS wants to (and expensive for crafter):
- Transformation Stones will specify for what kind of equipment they are meant for;
- Transformation Stone will need to match equipments quality;
With these two above, now crafting Transformation Stone will consume a type specific crafting material (leather, wood, ingots, cloths) but also type specific upgrade materials of appropriate quality. In this configuration an example item could look like this: "Ancestor Silk Dro-m'Athra Epic Transformation Stone -> changes appearance of any Epic Ancestor Silk item to at Dro-m'Athra motif"

With all of that above, the number of unique Transformation Stones grows greatly but also leaves ZOS a lot of space to adjust how expensive they would meant to be (how many style mats to consume, how many tempers, how many base crafting materials. It looks great but here comes a problem:

What About Monster Sets? There is no style material for monster set, what to do? Here is my solution that unfortunately complicates some things:
- at the step where crafter is required to provide a style material, he should be asked for both "source style material" and "result style material" and is given alternative option to provide "item in source style" and "item in result style";
This means if a player wants to turn their Nord Heavy CP160 Epic Helmet into Redguard style they require a "Rubedite Ingot Nord to Redguard Epic Transformation Stone" which is crafted using Nord and Redguard style items, Rubdetie Ingots, Grain Solvents and require knowledge of both Nord and Redguard motifs.

But how does it solve a problem with transforming appearance of Monster Sets? Previously in Method 2 it (change look of Monster Sets) was impossible because Monster Sets dont have style mats but adding an option to provide a pre-made item in that style solves this issue. When some player wants to turn their CP160 Epic Blood Spawn's Visage into Mazzatun style they will require Rubedite Ingot Blood Spawn to Mazzatun Epic Transformation Stone that will use a looted Blood Spawn Heavy Helmet, Rubedite Ingots, Mazzatun style mat (or item) and Grain Solvents.
Alternatively, in order to simplify things ZOS could make it so that deconstructing Monster Sets will give special Monster Sets style materials. In this option all these useless training and prosperous Monster Helms and Shoulders find its use and people get another reason to run dungeons.

Obviously, additional things could be added here, like a new special item dropping in random chests in the world "Transformation Crystal" needed to produce "Transformation Stones". There could be a new crafting passive that would be required to make "Transformation Stones" that would be unlocked upon reaching lvl50 of craftsmanship (or maybe even 60 if added).

To sum up, these two proposed methods of allowing players to change appearance of any equipment piece would not only improve gaming experience for players who want to look pretty while murdering monsters but would also include crafters in the process at the same time not forcing anybody to invest into motif and crafting knowledge, because in both ways they key element that allows change of appearance can be traded from player to player (be it Transformation Stone or simple equipment piece to be placed in outfit slot).
Edited by Rinmaethodain on 1 May 2017 14:34
  • TheShadowScout
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    1st Method - Costume slots/Appearance Outfit slots/Alternative Slots
    Nah, I really dislike those. I love it when people appearance properly reflects the armor they are wearing... and i hate it when they have heavy armor protection bot linen clothes appereance (or worse, dancers silks...)

    Kinda wish costumes too would unequip as soon as combat starts... well, "civilian clothing" costumes anyhow, there are armor costuzmes after all... (though I kinda wish they never had made those but instead made more craftable skills and a transmogrification fuction from the start... but alas...)
    2nd Method - Transformation Stones
    -snip-
    Now here is an idea I can fully get behind!

    The ability to make transformation stones would be -perfect- a perk for master crafters to spend a skill point on!
    I'd love to see this introduced for each and every learnable style... (not for monster stuff though - those who want those looks, should have to go and get those helmets/shoulders)

    And the "transformation crystal" resource could be rare (like nirncrux or perfect roe rare) to get in-game, so the profit loving suits at ZOS can then sell it in the crown store for more crowns spent... see ZOS? The idea would add -profit-! Make it, make it now! ;)
  • Dragonking06
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    I really don't care HOW ZoS does it! I just NEED something like this so freaking bad! COME THE *** ON ZOS!! How many threads about this has there been?! Everyone wants this. Yet you remain silent @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_RichLambert!! Give us something, ANYTHING to show you at least acknowledge that you know this is something players want!!!
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  • Ishrii
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    Darg, I support you! Smash that awesome button :o
    Please please zos make crafters and motifs feel important!
  • max_only
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    There's no incentive for Zos in your suggestion.

    The second one "transformation stones" will need to be powered by "mimic stones" from the cash shop in order to incentivize Zos.

    Also it should only be available to Master Crafters.

    And to stop people from ruining the economy all items that are morphed should stay or become bound.
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  • Daemons_Bane
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    The better system would be the first suggestion, which is quite close to what a lot of us proposes.. The way you describe it, system 2 is immensively inferior.. System 1 seems to allow the use of ANY level of armor, allowing for soooo many more options.. Add in the "invisible armor" tokens and we are pretty much good to go
  • Rinmaethodain
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    The better system would be the first suggestion, which is quite close to what a lot of us proposes.. The way you describe it, system 2 is immensively inferior.. System 1 seems to allow the use of ANY level of armor, allowing for soooo many more options.. Add in the "invisible armor" tokens and we are pretty much good to go

    I also like the first one better. Its much more simple both in execution and implementation. Im pretty sure that all the pieces to make it happen are already in game, they just need to be put in places:
    - costume apparel like disguises already is able to override equipment appearance
    - ZOS already shown us they can add new inventory slots just fine (just like they added poison next to weapons)
  • Auroan
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    Been waiting years for them to implement this feature. Completely possible and honestly, no reason why they shouldn't do it. However, they're probably waiting for the right time to announce and implement it. Gotta keep people in their seats and feed them something to look forward to in the future, you know? First option is simple and easy, but second option could also help put more gold in the economy as well. I like both and don't care what they do, as long as they do it. Made an Artorias and Faraam set from the Dark Souls series, but can't even effectively wear it since they're crafted with trash v14 mats and "meta" says I have to wear certain pieces with poopy styles D:

    Screenshot_20170421_215546_zps9uvmq2dg.png

    Screenshot_20170421_224800_zpsal1g37qu.png
    Edited by Auroan on 1 May 2017 17:24
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  • Rinmaethodain
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    Yeah there is so many nice styles, and not only crafting motifs but special items. With Method 1 you could be wearing these special seducer sets, or item that drop in not yet obtainable Ashlander style, so many possibilities.
  • HatchetHaro
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    I really like the amount of thought put into this. Kudos to you, OP!

    I personally prefer the first idea; the same mechanic was implemented in Starbound and I really enjoyed that. This idea could actually make crafters relevant again, and offers quite a bit of flexibility in style and armor weight.

    The second idea is really well thought out, and it would even further benefit crafters. However, I feel that it may be too complex for ZOS to handle.
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  • exeeter702
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    The second method is the one that most believe should be implemented.

    Your first method won't work because it would create a dead end for crafters, as players would simply craft the style dirt cheap and then never need it again. There needs to be an ongoing economy for crafters to fulfill the demand. So transforming gear peices with a per use consumable system would fit best to maintain supply and demand.
  • acw37162
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    Transformation stone Available via writ voucher and/or crown store would appeal to crafters and to the marketing departments sense of Trumpensian Capitalism.
  • kargen27
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    I would like to have the ability to morph two weapons or pieces of armor into one. You would get the trait of one and the style of the other. Would have to be the same type and level.

    As example if I get a dropped heavy chest level 160 epic that is divines and Argonian I could take a heavy chest level 160 epic with the glass style and morph the two together. The end result would be a 160 level heavy chest piece of armor with the divine trait and glass style.

    This wouldn't work to change the trait on a desired weapon or armor piece though. It would only allow style changes and the weapon with the desired style is destroyed during the process.

    A person wouldn't need to create the weapon themselves. A crafter could do it for them. This would make crafting a bit more viable and non crafters would have access to being able to change styles.
    and then the parrot said, "must be the water mines green too."
  • ParaNostram
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    Method two actually sounds absolutely amazing. I mean method one can work but it feels like a UI clustermess.

    That being said, this has to be the most well thought out with visual aid post I have seen in a while! You, OP, have restored my faith in the forums.
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  • Daemons_Bane
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    IF, and I say IF, method 2 lets us decide for ourselves what level of item we want to use, then maybe I can see it working.. I still prefer method 1, as I have seen that it can work.. And work very well actually
  • DanaDark
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    I do not know really.

    The visual look of your character offers a significant source of feedback to people in different settings. PVPers would go insane as robe wearing sorcerers disguise themselves as tanks and vice versa.

    Any appearance swapping of items should have to remain between the similar types. So heavy armor to heavy armor etc.
  • WhitePawPrints
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    Transformation Stones is an idea that I can support.

    I agree that these should be crafted with the style material and requirement of motif knowledge but I hope for some added layers of complexity. An idea is location requirements based on the Lore of racial controlled-cities.

    For example:
    Altmer - Skywatch (Auridon), Vulkhel Guard (Auridon), Haven (Grahtwood), Veyln Harbor (Malabal Tor)
    Bosmer - Elden Root (Grahtwood), Silvernar (Malabal Tor),
    Khajiit - Mistral (Khenarthi's Roost), Rawl'Kha (Reaper's March), Dune (Reaper's March),
    Breton - Daggerfall (Glenumbra), Wayrest (Stormhaven), Evermore (Bangkorai)
    Redguard - Sentinel (Alki'r Desert), Stros M'Kai,
    Orc - Orisinum (Wrothgar), Betnikh
    Nord - Winterhold (Eastmarch), Riften (The Rift),
    Dunmer - Stormhaven , Mournhold,
    Argonian - Stormhaven
    Imperial - ...

    I know I missed several cities where crafting stations are located, but I don't remember the names of all the cities.

    For the rarer styles, this becomes a little more creative and will a lot of the crafting stations not in the cities.
    Deadric - Coldharbour Overland Stations
    Ancient Elf - Aleylid Ruin Stations
    Barbarian - The Rift Overland Stations (where Reachmen are nearby)
    Dwemer - Fighter's Guild Crafting Stations, Any Stations in Dwemer Ruins
    Glass - Mage's Guild Crafting Stations
    Celestial - In-Trial Stations / Same with Dro M'athra
    Dark Brotherhood, Assassin's League - Dark Brotherhood Sanctuary
    Order Hour - Kvatch
    Minotaur - Anvil
    Abah's Watch - Abah's Landing
    Theives Guild - Theives' Den (Are there stations in there? Maybe put some in for this idea then?)
    Ebony - A Homestead Station
    Faction Styles (Aldmeri Dominion, Ebonheart Pact, Daggerfall Covenant) - Cyrodil Stations at Faction Base)
    Xivikyn - Imperial City Stations
    Akiviri - ...
    Draugr - Any Station in Nord Crypts
    Yokudan - Craglorn Stations
    Hollowjack/Skinchanger - ...

    I honestly would like to see more stations added in areas with unique sets (completely different discussion there), that would make this idea a little more viable because obviously there are no immediate solutions for some of the rare styles. A little more creativity could probably find them a home. Lore-wise, the idea is that the tools at these locations are specifically designed to build these styles of materials, so that's why travelling would be required.

    I don't think Monster Sets should be capable of being transmogrified. As ugly as they are, they are unique rewards.
  • starr_stealer
    starr_stealer
    Soul Shriven
    The ability to "restyle" armor really needs to happen, after all any warrior would indeed customize their armor, show personality, stand out from the crowd. Put fear into the enemies.

    As already stated, for the most part, crafted gear doesn't hold much merit compared to dropped gear. And style is relative to ones personal taste. For example I find Burning Spellweave ugly simple because Daedric Breeches are only robes, EWWW! I want pants ZoS, real pants! Which means either I just deal with the ugly look, or I have to use a Costume, which honestly I don't like any of those either, again its all down to personal taste.

    With the dropped gear being the main gear that players wear for endgame content, motifs are just collective factors as stated. Its not something to really drive us to acquire them. And those that worked to become Master Crafters in everything, barely get to put our hard work into practical use. Crown Store only motifs, skip those, you'll never use them.

    --

    The OP idea #2 is pretty solid, in regards to Master Crafters providing a "service", because right now, the most we do, is make Training gear for a leveling character, yawn. Crafting an item that is used to restyle gear does indeed sound like the best route.

    ZoS, you could also add these items to the Crown Store, a way for non crafter to get this feature, or maybe even access a motif you don't have yet. (I know a lot of Users would have mixed feeling about that, but its a cash shop, it should have small advantages here and there, its just looks after all). It would be a One-Time use item, to change the look of a single piece of gear.

    Restyling Gear could become a new crafting passive. We could make a "restyling bundle" of some sort, and add a right-click option to gear for "apply style bundle". The style we can change to would depend on the motifs we have collected. And the "look" of the change would be based on the armor weight. For example you can't make a Light look like Heavy.

    And maybe limit the feature to JUST dropped gear, not a way to work around the lack of a motif for crafted gear.


    Something as simple as above, would be your best case in how to implement the feature. Adding more UI gear spots doesn't seem like a good route, too much clutter and complexity. Modifying the gear piece itself would much better workflow.

    --

    But in the end, ZoS, find a way to give us this feature. Don't limit our ability to personalize our looks to just Costumes. We go for the best gear for our character based on their role. That gear doesn't always look good. If Costumes is all you're going to give us, add Costumes for every craftable style in the game. Each Costume should have a version for each armor weight.

    p.s.

    ZoS, add real pants for Daedric Breeches, seriously, I want pants. These robe pants, they are so ugly, disgustingly ugly.
  • Aliyavana
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    1st Method - Costume slots/Appearance Outfit slots/Alternative Slots
    Nah, I really dislike those. I love it when people appearance properly reflects the armor they are wearing... and i hate it when they have heavy armor protection bot linen clothes appereance (or worse, dancers silks...)

    Kinda wish costumes too would unequip as soon as combat starts... well, "civilian clothing" costumes anyhow, there are armor costuzmes after all... (though I kinda wish they never had made those but instead made more craftable skills and a transmogrification fuction from the start... but alas...)
    2nd Method - Transformation Stones
    -snip-
    Now here is an idea I can fully get behind!

    The ability to make transformation stones would be -perfect- a perk for master crafters to spend a skill point on!
    I'd love to see this introduced for each and every learnable style... (not for monster stuff though - those who want those looks, should have to go and get those helmets/shoulders)

    And the "transformation crystal" resource could be rare (like nirncrux or perfect roe rare) to get in-game, so the profit loving suits at ZOS can then sell it in the crown store for more crowns spent... see ZOS? The idea would add -profit-! Make it, make it now! ;)

    No, I can wear costumes that look like heavy armor and wear no armor at all... I like to mix and match armor and you don't have to it you don't want to but you can't force us to not use it... I want to wear some light armor mixed with heavy armor on my medium stamina character as medium armor dyes terribly and doesn't fit the rp vision I'm going for
    Edited by Aliyavana on 2 May 2017 00:21
  • STEVIL
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    @MaximusDargus

    Well this seems fine as long as we can rename all the equip crafting to "alterations" cut their skill cost and time by 90% and admit crafted sets have no place other than convenience in ESO.

    Right now the only, i repeat on;y, unique capability you can get from crafted sets is, you guessed it, style control.

    Right now the only, i repeat only, unique capabilities you can get from drop sets are:
    jewelry for every 5 pc set
    two piece body sets aka monster sets
    one to two piecer weapons sets aka malelstrom and master
    three piece jewelry/weapon sets

    and yet we need thread after thread coming up with ways for 20sp per line plus tons of time to learn trait equipment crafting to be losing its one unique element to drop sets too?

    When 1T hit drop sets got:
    Every set uppers to gear cap max.
    every 5pc got weapons
    every 5 pc got jewels
    drop rates got codified and raised across the board except maybe VMA and such where it got raised but still is not great.

    and so after all that increase for drop sets you know what the hue and cry is?
    We got so many drop sets now we want them made even better and the last reason to want crafted sets has to go."

    So let me ask, if all the drop set users got out of 1T wasn't enough... whats next after you get this?

    Well obvious trait-on-demand... but after that what?

    Drop always in gold from overland wolves?
    Maybe thats not good enough - how about every drop is a complete set in gold?

    Obviously, i am against giving away the last and only remaining unique element crafted sets bring to the table - style control.


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  • kargen27
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    DanaDark wrote: »
    I do not know really.

    The visual look of your character offers a significant source of feedback to people in different settings. PVPers would go insane as robe wearing sorcerers disguise themselves as tanks and vice versa.

    Any appearance swapping of items should have to remain between the similar types. So heavy armor to heavy armor etc.

    There are Orcs running around in Cyradiil wearing towels and/or wedding dresses. Large fat male Orcs. Maybe if they could change armor styles they would put away the dress? Sure, some of them can pull off the look but others...
    and then the parrot said, "must be the water mines green too."
  • Rinmaethodain
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    DanaDark wrote: »
    I do not know really.

    The visual look of your character offers a significant source of feedback to people in different settings. PVPers would go insane as robe wearing sorcerers disguise themselves as tanks and vice versa.

    Any appearance swapping of items should have to remain between the similar types. So heavy armor to heavy armor etc.

    Maybe this argument was valid several months ago, but now with galore of costumes with tanks running around with bath towels and wedding dresses, people commonly using polymorphs and skeletons to make themselves as least noticeable as possible its not a case.

    Tho the part about Heavy Armor being only replacable in Method 1 by other Heavy Armor is perfectly fine. Same with weapons, obviously replacing say staff with 2hander should not be possible but changing style of weapon for other style form weapon of same type is OK.

    Method 2 solves that issue, since its restyling so armor/weapon will always remain in same type.
  • Faulgor
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    Also my personal opinion here is that knowledge of full motifs would be required to show dedication to crafting and simply to limit number of unique Transformation Stones

    No, stop. That's the same nonsense they did with the master writs.
    Just because I have different characters for different crafts doesn't mean I'm less dedicated.
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  • Zvorgin
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    STEVIL wrote: »
    @MaximusDargus

    Well this seems fine as long as we can rename all the equip crafting to "alterations" cut their skill cost and time by 90% and admit crafted sets have no place other than convenience in ESO.

    Right now the only, i repeat on;y, unique capability you can get from crafted sets is, you guessed it, style control.

    Right now the only, i repeat only, unique capabilities you can get from drop sets are:
    jewelry for every 5 pc set
    two piece body sets aka monster sets
    one to two piecer weapons sets aka malelstrom and master
    three piece jewelry/weapon sets

    and yet we need thread after thread coming up with ways for 20sp per line plus tons of time to learn trait equipment crafting to be losing its one unique element to drop sets too?

    When 1T hit drop sets got:
    Every set uppers to gear cap max.
    every 5pc got weapons
    every 5 pc got jewels
    drop rates got codified and raised across the board except maybe VMA and such where it got raised but still is not great.

    and so after all that increase for drop sets you know what the hue and cry is?
    We got so many drop sets now we want them made even better and the last reason to want crafted sets has to go."

    So let me ask, if all the drop set users got out of 1T wasn't enough... whats next after you get this?

    Well obvious trait-on-demand... but after that what?

    Drop always in gold from overland wolves?
    Maybe thats not good enough - how about every drop is a complete set in gold?

    Obviously, i am against giving away the last and only remaining unique element crafted sets bring to the table - style control.


    If you give the master crafters the power to change styles only then you aren't denigrating the crafted sets, you are empowering crafters.

    I think all styles should be able to be modified if the crafter has the number of traits unlocked and all dropped sets should be considered 9 trait.
  • KerinKor
    KerinKor
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    I really don't care HOW ZoS does it! I just NEED something like this so freaking bad! COME THE *** ON ZOS!! How many threads about this has there been?! Everyone wants this. Yet you remain silent @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_RichLambert!! Give us something, ANYTHING to show you at least acknowledge that you know this is something players want!!!
    Given ZOS obviously see cosmetic costumes as a revenue earner in the Store I don't expect them to ever provide players with what they expect in a modern MMO: the ability to somehow decide what gear they want to wear as cosmetic outfits, and the ESO one-piece-for-all-slots isn't anything like it.
  • Magdalina
    Magdalina
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    max_only wrote: »
    There's no incentive for Zos in your suggestion.

    There is actually incentive with the motifs sold in crown store, including crown store exclusive motifs. If only people could use these on actually useful gear, how many more would buy these?
  • Daemons_Bane
    Daemons_Bane
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    The " lack of incentive " excuse is just people with a lack of imagination
  • Carbonised
    Carbonised
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    Whether cosmetic slots or transmog mechanics, this needs to go in game, and it needs to be priority 1 along with weapon dye.

    @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_MattFiror
  • ParaNostram
    ParaNostram
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    Carbonised wrote: »
    Whether cosmetic slots or transmog mechanics, this needs to go in game, and it needs to be priority 1 along with weapon dye.

    @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_MattFiror

    inb4 people who want more content to do complain about prioritizing this over content
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • notimetocare
    notimetocare
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    1st Method - Costume slots/Appearance Outfit slots/Alternative Slots
    Nah, I really dislike those. I love it when people appearance properly reflects the armor they are wearing... and i hate it when they have heavy armor protection bot linen clothes appereance (or worse, dancers silks...)

    Kinda wish costumes too would unequip as soon as combat starts... well, "civilian clothing" costumes anyhow, there are armor costuzmes after all... (though I kinda wish they never had made those but instead made more craftable skills and a transmogrification fuction from the start... but alas...)
    2nd Method - Transformation Stones
    -snip-
    Now here is an idea I can fully get behind!

    The ability to make transformation stones would be -perfect- a perk for master crafters to spend a skill point on!
    I'd love to see this introduced for each and every learnable style... (not for monster stuff though - those who want those looks, should have to go and get those helmets/shoulders)

    And the "transformation crystal" resource could be rare (like nirncrux or perfect roe rare) to get in-game, so the profit loving suits at ZOS can then sell it in the crown store for more crowns spent... see ZOS? The idea would add -profit-! Make it, make it now! ;)

    Because master crafters are rolling in extra skill points lol
  • Rinmaethodain
    Rinmaethodain
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    1st Method - Costume slots/Appearance Outfit slots/Alternative Slots
    Nah, I really dislike those. I love it when people appearance properly reflects the armor they are wearing... and i hate it when they have heavy armor protection bot linen clothes appereance (or worse, dancers silks...)

    Kinda wish costumes too would unequip as soon as combat starts... well, "civilian clothing" costumes anyhow, there are armor costuzmes after all... (though I kinda wish they never had made those but instead made more craftable skills and a transmogrification fuction from the start... but alas...)
    2nd Method - Transformation Stones
    -snip-
    Now here is an idea I can fully get behind!

    The ability to make transformation stones would be -perfect- a perk for master crafters to spend a skill point on!
    I'd love to see this introduced for each and every learnable style... (not for monster stuff though - those who want those looks, should have to go and get those helmets/shoulders)

    And the "transformation crystal" resource could be rare (like nirncrux or perfect roe rare) to get in-game, so the profit loving suits at ZOS can then sell it in the crown store for more crowns spent... see ZOS? The idea would add -profit-! Make it, make it now! ;)

    Because master crafters are rolling in extra skill points lol

    Well everythig comes at a cost, if crafters are made to squeeze more and more SP into crafting rather than fighting capabilities, this feature would be less likely seen as "freebie".
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