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.)
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.
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.
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.