Crafted armor was never meant to be the best of the best armor in this game.
Nebthet78 wrote: »
Crafted armor was never meant to be the best of the best armor in this game.
Ourorboros wrote: »Nebthet78 wrote: »
Crafted armor was never meant to be the best of the best armor in this game.
I don't know when you started playing, but before the game launched, ZOS advertised that crafted armor would be as good as dropped sets. That was a selling point to me.
I wouldn't mind the mat grind near as much if the crafted sets were as good as anything dropped.
Ourorboros wrote: »Nebthet78 wrote: »
Crafted armor was never meant to be the best of the best armor in this game.
I don't know when you started playing, but before the game launched, ZOS advertised that crafted armor would be as good as dropped sets. That was a selling point to me.
I wouldn't mind the mat grind near as much if the crafted sets were as good as anything dropped.
I've been playing since early beta.
They advertised that Crafting would be the better armor then, .. but now the crafted sets lost what ever bonus was given to them since IC was released. Which means the better, more sought out armor are the dropped sets that you have to farm.
Added numbers to explain that.I have tested out one of the crafting scales: light armour material. My character had no additional passive skills in clothing and so the item was a jute.
[1] When I added a point the visual of the jute did not change to flax but the looting of the jute changed to raw flax.
[2] I have decided to go and test it further by adding one more point. The loot did not change to raw cotton. It was still raw flax.
I personally like the fact that V15~16 mats are harder to get. It helps to provide a better sense of accomplishment when something's harder to achieve. People complain that it makes crafting more worthless, when really it puts it up more in league with the difficulty of getting dropped sets, which in turn will allow ZOS to add more interesting crafted sets. People complain that it makes it harder to try out new builds. They can just use V14 gear til they figure out what they want. Its not much of a difference in terms of power and its a lot cheaper to make. Then once you figure out what you want, you can go craft that V16 gear.
All the complaints about stuff taking too long from people that only play very little each week reminds of the downward slide MMOs have been suffering from in recent years as game developers casualize the game to death to appease those that don't want to spend much time on achieving things. Its like how WoW decided that everyone should have a legendary weapon. Its not so legendary when everyone has one, now is it? People need to accept that if you want the best that's out there, you're gonna have to put time into it. Can't use the excuse of needing it to stay competitive because those that put more time into things are still gonna beat you out anyways simply because of their skill level. Gear only takes you so far and you don't need the absolute best to do well either.
As for the people refering to things that ZOS has said in the past, well things change. Ideas that seemed great at first may not seem so great later on and thus changes will be made. Its like getting a nice new car with black leather seats because you thought it was awesome. Then the middle of summer rolls around and suddenly its not so awesome anymore.
As for the people refering to things that ZOS has said in the past, well things change. Ideas that seemed great at first may not seem so great later on and thus changes will be made. Its like getting a nice new car with black leather seats because you thought it was awesome. Then the middle of summer rolls around and suddenly its not so awesome anymore.
How can there be more "casualization" than the stupid grinding/ganking/zerging in the IC?All the complaints about stuff taking too long from people that only play very little each week reminds of the downward slide MMOs have been suffering from in recent years as game developers casualize the game to death.
BalticBlues wrote: »How can there be more "casualization" than stupid grinding in the IC?All the complaints about stuff taking too long from people that only play very little each week reminds of the downward slide MMOs have been suffering from in recent years as game developers casualize the game to death.
The IC It is meant for the most casual players who cannot understand objectives and strategic gameplay as in Cyrodiil PVP (which is a great PVP place). Because the IC desigerns did not care about giving IC objectives at all (for example "capture the flag" or "domination" modes), the only IC "objective" is to grind for mats/gear. What can be more casual than that?
Only because the IC designers failed to design real objectives and just used tedious grinding, they had to make mats extremely rare. Without being forced to grind, most people probably would not play the IC at all. However, without sufficient mats, the IC designers also killed the crafting in the game. This way, the overall effects of the IC are even more devastating.
Crafters can only hope that Orsinium will restore the damage the IC did to the game.
Hardcore gamers also do things "at their own pace".Casual is doing game content at your own pace
BalticBlues wrote: »Hardcore gamers also do things "at their own pace".Casual is doing game content at your own pace
The word "pace" is more individual; the word "casual" is more general. Wikipedia says,
"A casual game is a video game targeted at or used by a mass audience of casual gamers.
Casual games [...] are typically distinguished by their simple rules"
[...]
The word "casual" indicates that the games are produced for the casual consumer,
who comes across the game and can get into gameplay almost immediately."
This is exactly what the IC is. Where Cyrodiil requires a thorough understanding of complex PvP rules, the IC simply says "kill all enemies". I have no problem with a simplistic DLC like that, but the IC also is killing crafting by creating an artificial deficiency of mats to make the tedious grinding worthwhile. It is this game damaging approach I cannot forgive.
Thankfully, Orisinium looks much more like the quality we know from ESO.
That crafters will find exactly the material required for their level is just great.
I hope that there also will be enough material to reduce tedious grinding.
The way mats are distributed in all other zones (except of the IC) I find perfectly balanced.
With such a balanced distribution, Orisinium could fix the serious damage the IC did to crafting.
newtinmpls wrote: »I guess my question to ZoS is who are they targeting these nodes and materials for?
ZOS_GinaBruno wrote: »This is the official feedback thread for crafting node scaling found in Orsinium. Specific feedback the team is looking for includes:
- Is it clear that crafting nodes are scaling to the passive, and do you find that more enjoyable that scaling to your level?
- Do Veteran Rank 15 and above materials still feel rare?
- Do you feel you could obtain the Ancient Orc and Akiviri chapters and style items fairly reasonably?
- What are your overall thoughts about the new crafted item sets? Is it fun?
ZOS_GinaBruno wrote: »This is the official feedback thread for crafting node scaling found in Orsinium. Specific feedback the team is looking for includes:
- Is it clear that crafting nodes are scaling to the passive, and do you find that more enjoyable that scaling to your level?
- Do Veteran Rank 15 and above materials still feel rare?
- Do you feel you could obtain the Ancient Orc and Akiviri chapters and style items fairly reasonably?
- What are your overall thoughts about the new crafted item sets? Is it fun?
BalticBlues wrote: »
Thankfully, Orisinium looks much more like the quality we know from ESO.
That crafters will find exactly the material required for their level is just great.
I hope that there also will be enough material to reduce tedious grinding.
The way mats are distributed in all other zones (except of the IC) I find perfectly balanced.
With such a balanced distribution, Orisinium could fix the serious damage the IC did to crafting.
I am terrified that this new content release will make the Imperial City, especially the sewers, useless and abandoned. Increasing commonness of materials and falling prices of items purchased via tel var stones are driving people out of the sewers already. It's going to be even worse once Orsinium and these nodes come up..
I am terrified that this new content release will make the Imperial City, especially the sewers, useless and abandoned. Increasing commonness of materials and falling prices of items purchased via tel var stones are driving people out of the sewers already. It's going to be even worse once Orsinium and these nodes come up..
Nodes should scale to your crafting skill - not to the (may or may not unlocked because of skillpoint shortage) passives.
Working with mats - of course, crafting passives are the gateway. But for harvesting... no.
This just stinks.
Pangnirtung wrote: »newtinmpls wrote: »I guess my question to ZoS is who are they targeting these nodes and materials for?
ZOS is contradicting itself. They have a CP cap and system in place to catch up.
That is for the "casual" gamer but to contradict themselves they put in things like Rubedite where the only reasonable way to get the material is to put in lots and lots of hours.
It makes no sense to me.
I have not done anywhere near enough PTS grinding to ascertain whether the new motifs are too easy or too hard to acquire. The amount of AP needed for Akavirii seems high, but then again PvP afficienados need a source of Gold and a reason to actually want AP again, so I'm ok with it at this time.