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Motif farming FIX= Deconstruct chance for motif instead

  • Laurelinde
    This sounds like a great idea to me! I haven't found any motifs from drops so far, having played since early access (although not 'farming' or playing every day.) And anything that thwarts the bots is great.
    Bright-Marsh-Iris / Ebonheart Pact EU
  • ArRashid
    ArRashid
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    I like your idea
    Especially because I refuse to try and farm them around houses.. they are NOT WORTH THE EFFORT - unless you want them to sell them. Compared to (sometimes beautiful) racial armors with 4 tiers of weapon and 4 tiers of armor models, these "RARE" *** only have 3 tiers of weapons and 1 tier of armor, as far as I know. And they even look bad... seriously, the only Primitive armor piece worth even considering are heavy shoulders, and even those have some pretty weird colors most of the time. It's only good for swords and axes, which look neat.

    Not to mention you can only learn the "rare" motif if you already have rank 8 (I think) of woodcrafting, clothing or blacksmithing, which is about VR1 level. I've bought an ancient elf one from a guildie to make weapons on my lvl 35 character (abandoned my NB at VR2 for being bugged beyond oblivion) and was disgusted by that... good lord..
  • crazycam366b14_ESO
    I think motifs drop rate should be the way it was at launch but they should be BOUND.
  • Rammi
    Rammi
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    The problem with the idea is it removes one of the key elements of the game which is rewarding and what makes ESO a more rounded game world, Exploration.

    If you remove rare items that can be found through exploration that the fun and mystery of exploring is mitigated. Although I think the suggestions helps address the problem at hand it does so at the impact of a core element of the game. I would rather limit what you can find instead of changing how the system works today.

    I like the idea of only allowing a motif to drop one per character per day, to prevent farming. Keep the drop rate low and you solve both issues in my mind.
    The Champion System should have rewarded Champion Points based off of achievements and feats earned through excelling at end game content not grinding your life away vs mobs in order to stay competitive. This system is uncreative and is a great example of extremely lazy system design. Yes, you should be embarrassed
  • Sonoshi
    Sonoshi
    Soul Shriven
    The problem with the current drop rate at the moment, is that some of the very few people who do get them...are asking astronomical amounts of gold for them. 45-50k for Primal/Barbaric, 65k+ for Ancient Elf, and anywhere from 100-500k for Daedric. It's an incentive for sure, for people to buy 100k for $10USD. It also encourages the bots, both gold-seller and farming. Even players are botting now.

    I like the idea of eliminating the motifs all together, and replacing it with a decon bar that fills as you deconstruct items of that style.

    I also like the idea of making them a BOUND quest reward. Can even make the quest difficult for the 11-14 ones, requiring a group or a multi-step spanning over many zones to complete. Still rewarding, but less frustrating for crafters.

    I do not think that either of these fixes would detract from any key elements, or discourage anyone from wanting to explore. Plenty of reason to search every barrel, sack, wardrobe, desk, etc anyway. I just don't particularly like doing so for one particular item, for two weeks, 6+ hours a day and finding nothing but beetles and lockpicks. (Not actually what I do, but that seems to be what people expect to be tolerable to get even a Breton motif.)
    Edited by Sonoshi on 22 May 2014 17:08
  • Rammi
    Rammi
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    Sonoshi wrote: »
    The problem with the current drop rate at the moment, is that some of the very few people who do get them...are asking astronomical amounts of gold for them. 45-50k for Primal/Barbaric, 65k+ for Ancient Elf, and anywhere from 100-500k for Daedric. It's an incentive for sure, for people to buy 100k for $10USD. It also encourages the bots, both gold-seller and farming. Even players are botting now.

    I like the idea of eliminating the motifs all together, and replacing it with a decon bar that fills as you deconstruct items of that style.

    I also like the idea of making them a BOUND quest reward. Can even make the quest difficult for the 11-14 ones, requiring a group or a multi-step spanning over many zones to complete. Still rewarding, but less frustrating for crafters.

    I do not think that either of these fixes would detract from any key elements, or discourage anyone from wanting to explore. Plenty of reason to search every barrel, sack, wardrobe, desk, etc anyway. I just don't particularly like doing so for one particular item, for two weeks, 6+ hours a day and finding nothing but beetles and lockpicks. (Not actually what I do, but that seems to be what people expect to be tolerable to get even a Breton motif.)

    At the same time who wants to spend a bunch of time grinding items to deconstruct? No need to answer.

    The point is we all like and enjoy different play styles. guess its up to ZOS to decide, My opinion is making this a mechanical grind is not fun and will impact the feel I get when I play this game if i can no longer find rare items when I explore.

    Edited by Rammi on 22 May 2014 18:49
    The Champion System should have rewarded Champion Points based off of achievements and feats earned through excelling at end game content not grinding your life away vs mobs in order to stay competitive. This system is uncreative and is a great example of extremely lazy system design. Yes, you should be embarrassed
  • Iluvrien
    Iluvrien
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    ✭✭
    Rammi wrote: »
    The problem with the idea is it removes one of the key elements of the game which is rewarding and what makes ESO a more rounded game world, Exploration.

    If you remove rare items that can be found through exploration that the fun and mystery of exploring is mitigated. Although I think the suggestions helps address the problem at hand it does so at the impact of a core element of the game. I would rather limit what you can find instead of changing how the system works today.

    I like the idea of only allowing a motif to drop one per character per day, to prevent farming. Keep the drop rate low and you solve both issues in my mind.

    I would agree with you if this was actually the case. Most of the locations in which motifs seem to have appeared for myself, and those others who mention such things in-game and on these forums, is in Desks, Nightstands and Wardrobes in major settlements.

    As such, I am not sure how this impacts on an existing trend towards exploration when what it would actually be removing is the need to wander through everybody's houses in town opening all of their drawers and wardrobes (something that I actually find mildly distasteful as I don't think of my character as a thief).

    Now, if the drop locations were far flung halls or monasteries or ancient libraries or repositories of knowledge then I would agree with your point wholeheartedly. In fact, if they can't (or won't) integrate the deconstruct-to-learn system then this is the kind of thing I would like to see replace it. Something that actually does reward exploration rather than just taking a light-fingered approach to life.
  • Siluen
    Siluen
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    All of a sudden getting a motif book out of deconstructing an item would be a bit weird in my oppinion. I do like the idea, but perhaps it makes more sense to slowly learn a racial style when deconstructing items of that style. So basically making learning a style an 'experience bar' of it's own. It is not that much of a stretch to learn how to craft a certain style from continuously studying and taking it apart. Bit like an anatomy class for gearitems. :smiley:
  • Shaun98ca2
    Shaun98ca2
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    Siluen wrote: »
    All of a sudden getting a motif book out of deconstructing an item would be a bit weird in my oppinion. I do like the idea, but perhaps it makes more sense to slowly learn a racial style when deconstructing items of that style. So basically making learning a style an 'experience bar' of it's own. It is not that much of a stretch to learn how to craft a certain style from continuously studying and taking it apart. Bit like an anatomy class for gearitems. :smiley:

    You wouldn't get a "book" out of deconstructing. It would be closer to deconstructing to learn how to create the armor so what would do is fill a percentage towards learning.

    With that they can put books around to also gain experience towards learning the style as well.
  • Siluen
    Siluen
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    Shaun98ca2 wrote: »
    It would be closer to deconstructing to learn how to create the armor so what would do is fill a percentage towards learning.

    That's basically exactly what I continued my post with. ;)

  • Gwarok
    Gwarok
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    @Inco : +1 Insightful on your deconstruction idea. I hope @ZOS looks at the feedback in this thread and takes these ideas mentioned by you and other posters into consideration.
    Edited by Gwarok on 23 May 2014 09:51
    "Strive for balance of all things. When the scales tip to one side or the other, someone or somethings gets short-changed. When someone gets short-changed, unpredictability and strife unbalance the world around us...To achieve freedom from greed, from want, and from strife, all parties in any exchange MUST find balance." -House Hlaalu's Philosophy of Trade

    "I am ALWAYS very busy, so I KNOW what's best. You need to stay away from the waterfall. TRUST ME, you're better off keeping busy than playing in the stream....Do you know how to swim, Little Scrib?"

    "I am but a simple farmer". -Rags'nar LodesBroke

    #SKOOMA!

    (Juliet):
    ...it is nor hand, nor foot,
    Nor arm, nor face, nor any other part
    Belonging to a man.
    O, be some other name!
    What's in a name?
    That which we call a rose?
    By any other name would smell as sweet.
    Retain that dear perfection to which he owes...
    (Act II, Scene II -William Shakespeare's: Romeo & Juliet -1595 A.D.)



  • Haxnschwammer
    Haxnschwammer
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    Funny thing is when I started playing I thought the suggested 'get knowledge by deconstructing' was already there. I even told other people to deconstruct other peoples items to easily get different motifs. It didn't work and after a while I was asked if it is realy true. well, I had admit it's not working. I did suggest it to ZOS because I thought it would be a good thing. But I never heard back from them. That was still in early access days, would have been time enough to implement this. Maybe it's just on long feature list with low priority...
    Once I was a healer. Then I took a Wrobel to the knee.

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • Tarukmockto
    Tarukmockto
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    Perhaps the racial deconstruction experience could be tied to deconstructing one of each item of that race. When you have deconstructed them all, you earn the racial ability.

    What I mean is deconstruct 1 each of helmet, chest, legs, gloves, boots, shoulders and belt for armor. If you want it to be really hard, then you have to do all the items for each type of armor, light, medium and heavy.

    Then 1 each of bow, staves (frost, flame, lightning & restore), sword, dagger, hammer, axe, greatsword, maul and battle axe.
    NA - DC - DK - PC
  • Inco
    Inco
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    Appears Craglorn has a better ROI on motifs. Just doing the Celestrial Mage our group picked up like 3 common motifs out of random barrels, urn's and sacks. Was kind of crazy actually after seeing it nerfed to the ground a while back. No RARE's, but all Common's.
  • kimboh
    kimboh
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    A good idea or maybe motifs could be a reward for completing an optional achievement or quest chain, for a faction or race you learn to craft their style.
    Edited by kimboh on 27 May 2014 23:20
    Status: offline
    <l Cygnus X|VR14|Sorc l>
    <| Romulus Prime|VR12|Temp |>
    <| Qwoptus |lvl30|DK|>
    <| DC|EU |>
  • Polychrome
    Polychrome
    Soul Shriven
    Maybe they could just put them in bookcases around various zones for anyone to find or pick up, and are added to your lorebook like the current ones are when you use them. That way they're not "tradable", can't be farmed, but can be had with a bit of effort by anyone who needs them. Racial motifs could be found in cities, whereas the "rare" ones could be found in certain higher level instances.

    Or at least that's my silly little level 11 opinion on this. If they are had through deconstruction, I would say you would have to deconstruct items of the style you are after to get it.
    Edited by Polychrome on 28 May 2014 01:26
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