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Why do very old mmorpg's have a better wardrobe system than ESO?

  • TheRealPotoroo
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    @TheRealPotoroo
    I'm not saying that. This is what they told us and what I'm trying to share with you.

    Today a lot of the dropped sets were redone so they exist in one unique style not by material tier but they added level tiers and stats which did require redoing stuff.

    Do this. If you have a level 10-25 ish, go find a chest in X drop set. Now craft that in diff motif at the same level but before crafting look at the icons. Notice the icons change if you move material tiers whereas the dropped sets (many of them don't as they are unique)

    So...I added above....using what you and others are suggesting, brought people to ask the devs this. O K so if that's the case can we maybe craft an entire outfit of our own desire and then somehow make it a costume.

    Kinda like each person could craft an outfit for themselves but only one and save it as a disguise (not costume sorry) slot to equip. Like where disguises and tabards go.

    I think that's the only viable option as transmog seemed unlikely. In 2015 they also stopped developing the different male to female to race and all stuff and a lot of backlash came from that.
    They removed a lot of armor tier artwork as well due to performance reasons so it's why the original stuff has more variety and differing artwork but later some things like trial sets are truly unique and less artwork exists.

    You still haven't explained why any of this matters one iota. Once you separate the displayed motif from the base motif you only need to know two things, the body part and the weight. The visuals for every body part and weight in the existing available motifs already exist in game so the devs don't have to do one single thing to the artwork. If the Monster Helm of Awesomeness is a Heavy Head item then that's all you need to know. Heavy Head exists in every existing motif. Its original, unique style is completely, totally and utterly irrelevant.
    PC NA, PC EU

    "Instead of taking the best of the dolmens (predictable rotation), the best of the geysers (scalability based on number of players), and the best of the dragons (map location and health indicators) and adding them together to make a fun and dynamic world event scenario, they gave us....... harrowstorms." https://forums.elderscrollsonline.com/en/discussion/comment/6850523/#Comment_6850523
  • danno8
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    Kinda like each person could craft an outfit for themselves but only one and save it as a disguise (not costume sorry) slot to equip. Like where disguises and tabards go.

    I think that's the only viable option as transmog seemed unlikely. In 2015 they also stopped developing the different male to female to race and all stuff and a lot of backlash came from that.
    They removed a lot of armor tier artwork as well due to performance reasons so it's why the original stuff has more variety and differing artwork but later some things like trial sets are truly unique and less artwork exists.

    Only you don't "save it as a disguise" and then equip it in your single disguise slot.

    Each body part piece has it's own "cosmetic slot", seven in total, and you can equip whatever item in the game you wish in that slot for displaying purposes only.

    So you could give your CP 160 , Gold Helmet of Awesomeness to your level 1 brand new alt to wear. They can equip it cosmetically in their "cosmetic head" slot, but gain no stats, bonuses or whatever from it.

    Now if you are talking about changing the style of that Gold Helmet of Awesomeness from the default to something else, then yes that would obviously be a lot of work, and you would have to create entirely new looking items with their own item codes etc... But I don't think that's what this thread was asking for.
  • Mettaricana
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    2 things need to happen eother they add a wardrobe system into eso using crown mimics.

    Or this give crafting a huge buff and add jewelry to the table to be crafted to allow us to make our own fully crafted sets.
  • SirAndy
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    We can already equip a disguise.
    It would be easy to expand that and let us build our own "disguise" with items we can craft or buy and then allow us to put that in the disguise slot. And remove the sneaking restriction for player made disguises.
    Problem solved.

    I estimate about 1 week of coding, UI and QA for this change with no more than 3 engineers.
    shades.gif
    Edited by SirAndy on 9 June 2017 16:43
  • QuebraRegra
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    here ya go!
    somewhat different idea...

    you buy a "blank" costume, to which you can apply and save any appearance related element (costume pieces, armor, clothing, disguises, etc. The "blank" can be saved, named and used as a "custom" costume.
  • NewBlacksmurf
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    @TheRealPotoroo
    I'm not saying that. This is what they told us and what I'm trying to share with you.

    Today a lot of the dropped sets were redone so they exist in one unique style not by material tier but they added level tiers and stats which did require redoing stuff.

    Do this. If you have a level 10-25 ish, go find a chest in X drop set. Now craft that in diff motif at the same level but before crafting look at the icons. Notice the icons change if you move material tiers whereas the dropped sets (many of them don't as they are unique)

    So...I added above....using what you and others are suggesting, brought people to ask the devs this. O K so if that's the case can we maybe craft an entire outfit of our own desire and then somehow make it a costume.

    Kinda like each person could craft an outfit for themselves but only one and save it as a disguise (not costume sorry) slot to equip. Like where disguises and tabards go.

    I think that's the only viable option as transmog seemed unlikely. In 2015 they also stopped developing the different male to female to race and all stuff and a lot of backlash came from that.
    They removed a lot of armor tier artwork as well due to performance reasons so it's why the original stuff has more variety and differing artwork but later some things like trial sets are truly unique and less artwork exists.

    You still haven't explained why any of this matters one iota. Once you separate the displayed motif from the base motif you only need to know two things, the body part and the weight. The visuals for every body part and weight in the existing available motifs already exist in game so the devs don't have to do one single thing to the artwork. If the Monster Helm of Awesomeness is a Heavy Head item then that's all you need to know. Heavy Head exists in every existing motif. Its original, unique style is completely, totally and utterly irrelevant.

    Did you go to the link and look up what exists?
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • NewBlacksmurf
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    danno8 wrote: »
    Kinda like each person could craft an outfit for themselves but only one and save it as a disguise (not costume sorry) slot to equip. Like where disguises and tabards go.

    I think that's the only viable option as transmog seemed unlikely. In 2015 they also stopped developing the different male to female to race and all stuff and a lot of backlash came from that.
    They removed a lot of armor tier artwork as well due to performance reasons so it's why the original stuff has more variety and differing artwork but later some things like trial sets are truly unique and less artwork exists.

    Only you don't "save it as a disguise" and then equip it in your single disguise slot.

    Each body part piece has it's own "cosmetic slot", seven in total, and you can equip whatever item in the game you wish in that slot for displaying purposes only.

    So you could give your CP 160 , Gold Helmet of Awesomeness to your level 1 brand new alt to wear. They can equip it cosmetically in their "cosmetic head" slot, but gain no stats, bonuses or whatever from it.

    Now if you are talking about changing the style of that Gold Helmet of Awesomeness from the default to something else, then yes that would obviously be a lot of work, and you would have to create entirely new looking items with their own item codes etc... But I don't think that's what this thread was asking for.

    @danno8

    im going to further describe it as maybe I'm not being clear enough......you're crafting an entire outfit and saving all those individual pieces as one custom disguise that you can equip (the disguise) instead of needing to equip each individual items because there's no need to develop a cosmetic slot for each existing slot.

    Essentially you'd craft all white items with no trait and the level tier matter cause the materials determine the artwork but you're never going to wear it so the level iteself doesn't matter.

    Imagine if the crafting table had a manekin to put all those basic crafted individual items on. And then convert all those items into one custom disguise.

    None of this should ever touch the actual items cause as I wrote earlier the devs haven't developed all race, motif, gender and mats for each item that today cannot be converted into X style like Imperial if you own that

    Make sense?
    Edited by NewBlacksmurf on 9 June 2017 17:06
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • NewBlacksmurf
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    SirAndy wrote: »
    We can already equip a disguise.
    It would be easy to expand that and let us build our own "disguise" with items we can craft or buy and then allow us to put that in the disguise slot. And remove the sneaking restriction for player made disguises.
    Problem solved.

    I estimate about 1 week of coding, UI and QA for this change with no more than 3 engineers.
    shades.gif

    I agree
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Jeremy
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    Jeremy wrote: »
    Jeremy wrote: »
    .
    Jeremy wrote: »
    danno8 wrote: »
    Not the graphic and quality of those games tho...to be fair ESOs details and quality on high end settings blow all of those away.

    Being fair are we askingfor too much too soon?

    Well the LotRO one was uploaded in 2011, 3 years before ESO was even released. ESO frankly better have nicer graphics than a game that was released in 2007.

    LotRO graphics have actually held up pretty well over the years. The character detail levels not so much, but in so far as the environments and atmosphere, that game still does very well for over 10 years old.

    In fact, this video does a good job at showing exactly that:

    https://www.youtube.com/watch?v=Cid7dNHgoBs

    https://www.youtube.com/watch?v=9zzvDo6ZZso

    ......I don't think you understand the context.
    It's not a valuation of what's offered depending on what's available at X time of release


    it's the actual depth, layers and assets for Elder Scrolls Online is a lot more detailed than those other examples being discussed.

    People keep saying odd things like OH and that game had cloaks....well so did ESO in closed beta in addition to a lot of other features that either existed at launched or that were changed during beta testing.

    The reality is the game is far more detailed so let's understand that WoW released in 2004....years later they made changes to offer different tiers of armor which were actually the same design with minor color and a touch here and there....so Wrath of the Litch King really displayed this but what we learned is the game was very simplistic. It even took
    More time for transmog to be added. So almost 7-8 years total to let ppl copy existing artwork to visually cover another.

    LoTRO was largely a very close copy of WoW but at a later date so their designs were better and they incorporated features that WoW was developing.

    The more unique artwork you offer, the more time it takes to redo everything.

    By comparison ESO has more items to redo and the detail of each is far more than those other games therefore IF they are going to add any more cosmetic features it'll take longer to develop.

    It took almost 1 years for armor dye, and another year for costumes. You all are asking them to redo every medium, light and heavy piece in every single motif and material tier (some of which never has existed).

    It's literally hundreds of thousands of different pieces. It's gonna take time if that's what they plan to work on.

    You want them to allow any motif to apply to any armor. That's not even what those other games offered. ESO is far more customized

    Perhaps I am misunderstanding. What would be so hard about allowing a motif to apply to any armor? It is a motif. It can be crafted in any style already. Those files/appreances exsist already.

    It wouldn't be hard. In fact the coding for it already exists because you can presently convert items into the imperial style. So why not just let players who craft convert their armor/weapons into what ever style they have available?

    Good question. And if there is a good answer I can't think of one.

    This should have been done years ago IMHO. If not included at release then at least promptly added later.

    @Jeremy
    Cause this code everyone keeps saying exists doesn't apply to any world drop set.

    Texhnicallly it only applies to very few items which is why it's most most unused feature.

    Not sure ppl know this
    The other biggie is ppl want this but also want to be able to change colors and stuff and don't realize each material tier has its own artwork butsome items only drop in one motif type so it has to be redone approx 155 times in WW, BS and Cloth

    But that misses my point. The code that allows players to convert items into a different style is already written - so all it would have to be is expanded to include more items. That would likely require a lot of man hours, but it wouldn't be particularly difficult to do.

    This seems to be more of an issue with the developers simply being disinterested. Because they could do it if they chose to.

    As far as motif types that only come in a single artwork tier - that should just make them easier to work with, not more difficult. Because no one is asking them to create a new appearance for every tier. We'd be content with just being able to change the appearance of gear into the current artwork available for those motifs.

    There's no code for the items people are asking for the feature to apply to. That's all.
    If things with this developer worked as intended...sure but from experience it's not how they code as ppl asked many times why sets and such can't be changed in the paid cosmetic Imperial feature at launch......they still have allowed it so it must be something significant to it
    Jeremy wrote: »
    .
    Jeremy wrote: »
    danno8 wrote: »
    Not the graphic and quality of those games tho...to be fair ESOs details and quality on high end settings blow all of those away.

    Being fair are we askingfor too much too soon?

    Well the LotRO one was uploaded in 2011, 3 years before ESO was even released. ESO frankly better have nicer graphics than a game that was released in 2007.

    LotRO graphics have actually held up pretty well over the years. The character detail levels not so much, but in so far as the environments and atmosphere, that game still does very well for over 10 years old.

    In fact, this video does a good job at showing exactly that:

    https://www.youtube.com/watch?v=Cid7dNHgoBs

    https://www.youtube.com/watch?v=9zzvDo6ZZso

    ......I don't think you understand the context.
    It's not a valuation of what's offered depending on what's available at X time of release


    it's the actual depth, layers and assets for Elder Scrolls Online is a lot more detailed than those other examples being discussed.

    People keep saying odd things like OH and that game had cloaks....well so did ESO in closed beta in addition to a lot of other features that either existed at launched or that were changed during beta testing.

    The reality is the game is far more detailed so let's understand that WoW released in 2004....years later they made changes to offer different tiers of armor which were actually the same design with minor color and a touch here and there....so Wrath of the Litch King really displayed this but what we learned is the game was very simplistic. It even took
    More time for transmog to be added. So almost 7-8 years total to let ppl copy existing artwork to visually cover another.

    LoTRO was largely a very close copy of WoW but at a later date so their designs were better and they incorporated features that WoW was developing.

    The more unique artwork you offer, the more time it takes to redo everything.

    By comparison ESO has more items to redo and the detail of each is far more than those other games therefore IF they are going to add any more cosmetic features it'll take longer to develop.

    It took almost 1 years for armor dye, and another year for costumes. You all are asking them to redo every medium, light and heavy piece in every single motif and material tier (some of which never has existed).

    It's literally hundreds of thousands of different pieces. It's gonna take time if that's what they plan to work on.

    You want them to allow any motif to apply to any armor. That's not even what those other games offered. ESO is far more customized

    Perhaps I am misunderstanding. What would be so hard about allowing a motif to apply to any armor? It is a motif. It can be crafted in any style already. Those files/appreances exsist already.

    It wouldn't be hard. In fact the coding for it already exists because you can presently convert items into the imperial style. So why not just let players who craft convert their armor/weapons into what ever style they have available?

    Good question. And if there is a good answer I can't think of one.

    This should have been done years ago IMHO. If not included at release then at least promptly added later.

    @Jeremy
    Cause this code everyone keeps saying exists doesn't apply to any world drop set.

    Texhnicallly it only applies to very few items which is why it's most most unused feature.

    Not sure ppl know this
    The other biggie is ppl want this but also want to be able to change colors and stuff and don't realize each material tier has its own artwork butsome items only drop in one motif type so it has to be redone approx 155 times in WW, BS and Cloth

    But that misses my point. The code that allows players to convert items into a different style is already written - so all it would have to be is expanded to include more items. That would likely require a lot of man hours, but it wouldn't be particularly difficult to do.

    This seems to be more of an issue with the developers simply being disinterested. Because they could do it if they chose to.

    As far as motif types that only come in a single artwork tier - that should just make them easier to work with, not more difficult. Because no one is asking them to create a new appearance for every tier. We'd be content with just being able to change the appearance of gear into the current artwork available for those motifs.

    There's no code for the items people are asking for the feature to apply to. That's all.
    If things with this developer worked as intended...sure but from experience it's not how they code as ppl asked many times why sets and such can't be changed in the paid cosmetic Imperial feature at launch......they still have allowed it so it must be something significant to it

    There is something significant to it. I said it would likely take a lot of man hours.

    They would have to add all the different items/motifs to the code. My point was the foundation is already there. They would just have to expand on it. But the basic system is already there.

    So they could do it if they wanted to.

    I see what you're thinking but that's not what ppl are asking for.

    The code that exists is to change not set and non drop items

    Ppl want to change specific drop set items.
    This means those items that drop in limited motifs first have to be created for all motif and material types. That's 56+ motif per material (10) x's three (WW, BS, Cloth)

    Sorry but I still don't understand your point.

    What people are asking for (or at least what I am asking for) is simply the option to convert armor and weapons into other available styles that we have collected via motifs. Similar to how we can currently convert weapons and armor into the Imperial Style so long as we have the imperial motif.

    There is already a light/medium/heavy version of every crafting motif in the game. No new artwork would be necessary regardless if it is a set item or a dropped item.

    For example: I run a dungeon and get a Grothdarr Helmet but I rather not look like something out of a horror movie. So I then convert it into another existing style of helmet that I have available from my collection of motifs. All you would be doing is replacing an existing graphic with an existing graphic. There would be no need to design any new graphics. All it would take is the expansion of the existing code to allow for more items and styles to be converted.
    Edited by Jeremy on 9 June 2017 17:32
  • NewBlacksmurf
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    @Jeremy

    Sorry if I'm unclear I prob skip important things in writing comments.

    In 2014 the devs shared that "converting items to Imperial style" wouldn't and could not work for unique items or certain sets because it wasn't developed.

    I know it seems like...just use X existing artwork, but that's not how it works according to the devs. Shrug....

    So ....in my above reply to someone else, it seems more likely that the allow us to craft basic traitless and lacking set items of our known motif and material style artwork. Each item and possibly save all those as one disguise.

    Then just have one custom disguise in our inventory to equip and I equip as we choose.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Jeremy
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    @Jeremy

    Sorry if I'm unclear I prob skip important things in writing comments.

    In 2014 the devs shared that "converting items to Imperial style" wouldn't and could not work for unique items or certain sets because it wasn't developed.

    I know it seems like...just use X existing artwork, but that's not how it works according to the devs. Shrug....

    So ....in my above reply to someone else, it seems more likely that the allow us to craft basic traitless and lacking set items of our known motif and material style artwork. Each item and possibly save all those as one disguise.

    Then just have one custom disguise in our inventory to equip and I equip as we choose.

    That doesn't make any sense to me. So if the developers said that it was likely a cop out because I see no reason why they couldn't swap the way one armor looks for another. That's just basic game design and they already do this on the game anyway every time a player puts on a disguise.

    So I wouldn't put much stock in that explanation because it sounds like a poor excuse to me.
    Edited by Jeremy on 9 June 2017 17:41
  • SirAndy
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    Then just have one custom disguise in our inventory to equip and I equip as we choose.
    Exactly.
    No need for transmorphification of this to that with this and that and the extra coding nightmare that would come with that.

    Simply build your own disguise out of items you bought or crafted. One complete custom outfit that takes up just one slot.
    cheer.gif
    Edited by SirAndy on 9 June 2017 17:41
  • Ubung
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    Out of all the ideas for a version of transmog the LOTR method would suit me best. Its easy to work with as you just put the item you want cosmetics from in the cosmetics slot.
  • NewBlacksmurf
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    Jeremy wrote: »
    @Jeremy

    Sorry if I'm unclear I prob skip important things in writing comments.

    In 2014 the devs shared that "converting items to Imperial style" wouldn't and could not work for unique items or certain sets because it wasn't developed.

    I know it seems like...just use X existing artwork, but that's not how it works according to the devs. Shrug....

    So ....in my above reply to someone else, it seems more likely that the allow us to craft basic traitless and lacking set items of our known motif and material style artwork. Each item and possibly save all those as one disguise.

    Then just have one custom disguise in our inventory to equip and I equip as we choose.

    That doesn't make any sense to me. So if the developers said that it was likely a cop out because I see no reason why they couldn't swap the way one armor looks for another. That's just basic game design and they already do this on the game anyway every time a player puts on a disguise.

    So I wouldn't put much stock in that explanation because it sounds like a poor excuse to me.

    @Jeremy

    Pretty sure it wasn't a cop out.
    Months later they removed tiers of armor due to performance....

    Months after that they limited each type and it's why we now have barrel chest looks for female armors.

    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Jeremy
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    SirAndy wrote: »
    Then just have one custom disguise in our inventory to equip and I equip as we choose.
    Exactly.
    No need for transmorphification of this to that with this and that and the extra coding nightmare that would come with that.

    Simply build your own disguise out of items you bought or crafted. One complete custom outfit that takes up just one slot.
    cheer.gif

    Maybe.

    But giving players who craft the option to convert their items into different styles would enhance game play and give more value to both crafting and motif collecting - which is something this game could benefit from right now.

    And the coding nightmare has already started - because the structure of the code that would allow for players to convert certain items into the Imperial Style has already been written. So they would just have to build on that. That would make more sense to me than trying to incorporate a new system and a new interface to manage it only to accomplish what is basically the same goal.
    Edited by Jeremy on 9 June 2017 17:51
  • NewBlacksmurf
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    SirAndy wrote: »
    Then just have one custom disguise in our inventory to equip and I equip as we choose.
    Exactly.
    No need for transmorphification of this to that with this and that and the extra coding nightmare that would come with that.

    Simply build your own disguise out of items you bought or crafted. One complete custom outfit that takes up just one slot.
    cheer.gif

    @SirAndy

    And this would make everyone happy cause you could craft white items to sale and trade for ppls disguises so in addition to freedom, it opens up more.
    Edited by NewBlacksmurf on 9 June 2017 17:50
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • TheRealPotoroo
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    You still haven't explained why any of this matters one iota. Once you separate the displayed motif from the base motif you only need to know two things, the body part and the weight. The visuals for every body part and weight in the existing available motifs already exist in game so the devs don't have to do one single thing to the artwork. If the Monster Helm of Awesomeness is a Heavy Head item then that's all you need to know. Heavy Head exists in every existing motif. Its original, unique style is completely, totally and utterly irrelevant.

    Did you go to the link and look up what exists?

    I know the site. It shows what I'm talking about, to whit, every item of artwork we need for trasnsmog to be a thing already exists.
    Edited by TheRealPotoroo on 9 June 2017 18:03
    PC NA, PC EU

    "Instead of taking the best of the dolmens (predictable rotation), the best of the geysers (scalability based on number of players), and the best of the dragons (map location and health indicators) and adding them together to make a fun and dynamic world event scenario, they gave us....... harrowstorms." https://forums.elderscrollsonline.com/en/discussion/comment/6850523/#Comment_6850523
  • Jeremy
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    Jeremy wrote: »
    @Jeremy

    Sorry if I'm unclear I prob skip important things in writing comments.

    In 2014 the devs shared that "converting items to Imperial style" wouldn't and could not work for unique items or certain sets because it wasn't developed.

    I know it seems like...just use X existing artwork, but that's not how it works according to the devs. Shrug....

    So ....in my above reply to someone else, it seems more likely that the allow us to craft basic traitless and lacking set items of our known motif and material style artwork. Each item and possibly save all those as one disguise.

    Then just have one custom disguise in our inventory to equip and I equip as we choose.

    That doesn't make any sense to me. So if the developers said that it was likely a cop out because I see no reason why they couldn't swap the way one armor looks for another. That's just basic game design and they already do this on the game anyway every time a player puts on a disguise.

    So I wouldn't put much stock in that explanation because it sounds like a poor excuse to me.

    @Jeremy

    Pretty sure it wasn't a cop out.
    Months later they removed tiers of armor due to performance....

    Months after that they limited each type and it's why we now have barrel chest looks for female armors.

    Sounds like a cop out to me.

    The Imperial Motif was already developed - so it makes no sense that they couldn't allow players to convert a set item to look like an Imperial Item because it wasn't developed.

    As far as removing tiers of armor due to performance, that's a whole different issue. Plus I'm not asking for more tiers of armor to be added.
    Edited by Jeremy on 9 June 2017 18:00
  • Jeremy
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    [/quote]

    I know the site. It shows what I'm talking about, to whit, every item of artwork we need for trasnsmog to be a thing already exists. [/quote]
    You still haven't explained why any of this matters one iota. Once you separate the displayed motif from the base motif you only need to know two things, the body part and the weight. The visuals for every body part and weight in the existing available motifs already exist in game so the devs don't have to do one single thing to the artwork. If the Monster Helm of Awesomeness is a Heavy Head item then that's all you need to know. Heavy Head exists in every existing motif. Its original, unique style is completely, totally and utterly irrelevant.

    Did you go to the link and look up what exists?

    I know the site. It shows what I'm talking about, to whit, every item of artwork we need for trasnsmog to be a thing already exists.

    Exactly.

    That's basically what I've been trying to say.

    Edited by Jeremy on 9 June 2017 18:06
  • NewBlacksmurf
    NewBlacksmurf
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    You still haven't explained why any of this matters one iota. Once you separate the displayed motif from the base motif you only need to know two things, the body part and the weight. The visuals for every body part and weight in the existing available motifs already exist in game so the devs don't have to do one single thing to the artwork. If the Monster Helm of Awesomeness is a Heavy Head item then that's all you need to know. Heavy Head exists in every existing motif. Its original, unique style is completely, totally and utterly irrelevant.

    Did you go to the link and look up what exists?

    I know the site. It shows what I'm talking about, to whit, every item of artwork we need for trasnsmog to be a thing already exists.

    @TheRealPotoroo

    O K so you understand that the artwork has to be applied to each set and with race, gender and material type which hasn't been done.....Right

    So according to the devs that's why convert to style doesn't work for a lot of items....so it actually would require that they do all of that for any transmog or convert to work.

    Now....see above

    Wouldn't it make more sense to allow ppl to custom craft items due to what artwork does exist and instead convert those crafted items into a disguise to have one customized disguise to equip in the disguise slot instead of trying to ask them to develop any convert or transmog feature?

    Asking
    Edited by NewBlacksmurf on 9 June 2017 18:06
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Jeremy
    Jeremy
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    [/quote]

    I know the site. It shows what I'm talking about, to whit, every item of artwork we need for trasnsmog to be a thing already exists. [/quote]
    You still haven't explained why any of this matters one iota. Once you separate the displayed motif from the base motif you only need to know two things, the body part and the weight. The visuals for every body part and weight in the existing available motifs already exist in game so the devs don't have to do one single thing to the artwork. If the Monster Helm of Awesomeness is a Heavy Head item then that's all you need to know. Heavy Head exists in every existing motif. Its original, unique style is completely, totally and utterly irrelevant.

    Did you go to the link and look up what exists?

    I know the site. It shows what I'm talking about, to whit, every item of artwork we need for trasnsmog to be a thing already exists.
    You still haven't explained why any of this matters one iota. Once you separate the displayed motif from the base motif you only need to know two things, the body part and the weight. The visuals for every body part and weight in the existing available motifs already exist in game so the devs don't have to do one single thing to the artwork. If the Monster Helm of Awesomeness is a Heavy Head item then that's all you need to know. Heavy Head exists in every existing motif. Its original, unique style is completely, totally and utterly irrelevant.

    Did you go to the link and look up what exists?

    I know the site. It shows what I'm talking about, to whit, every item of artwork we need for trasnsmog to be a thing already exists.

    @TheRealPotoroo

    O K so you understand that the artwork has to be applied to each set and with race, gender and material type which hasn't been done.....Right

    So according to the devs that's why convert to style doesn't work for a lot of items....so it actually would require that they do all of that for any transmog or convert to work.

    Now....see above

    Wouldn't it make more sense to allow ppl to custom craft items due to what artwork does exist and instead convert those crafted items into a disguise to have one customized disguise to equip in the disguise slot instead of trying to ask them to develop any convert or transmog feature?

    Asking

    But the artwork has already been designed for every race, gender, and material type. When a motif is released it already has a light/medium/heavy version of the armor for every race and gender.

    As far as I know, there is no race or gender specific motifs.

    Besides - the same issue would be there for a customized disguise as well if that was truly an issue. Because a customized disguise is really no different than a converting an item into a different motif style. It's basically the same thing.



    Edited by Jeremy on 9 June 2017 18:16
  • JWKe
    JWKe
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    Because people who don't know what they're doing make this game.
  • NewBlacksmurf
    NewBlacksmurf
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    Jeremy wrote: »

    I know the site. It shows what I'm talking about, to whit, every item of artwork we need for trasnsmog to be a thing already exists. [/quote]
    You still haven't explained why any of this matters one iota. Once you separate the displayed motif from the base motif you only need to know two things, the body part and the weight. The visuals for every body part and weight in the existing available motifs already exist in game so the devs don't have to do one single thing to the artwork. If the Monster Helm of Awesomeness is a Heavy Head item then that's all you need to know. Heavy Head exists in every existing motif. Its original, unique style is completely, totally and utterly irrelevant.

    Did you go to the link and look up what exists?

    I know the site. It shows what I'm talking about, to whit, every item of artwork we need for trasnsmog to be a thing already exists.
    You still haven't explained why any of this matters one iota. Once you separate the displayed motif from the base motif you only need to know two things, the body part and the weight. The visuals for every body part and weight in the existing available motifs already exist in game so the devs don't have to do one single thing to the artwork. If the Monster Helm of Awesomeness is a Heavy Head item then that's all you need to know. Heavy Head exists in every existing motif. Its original, unique style is completely, totally and utterly irrelevant.

    Did you go to the link and look up what exists?

    I know the site. It shows what I'm talking about, to whit, every item of artwork we need for trasnsmog to be a thing already exists.

    @TheRealPotoroo

    O K so you understand that the artwork has to be applied to each set and with race, gender and material type which hasn't been done.....Right

    So according to the devs that's why convert to style doesn't work for a lot of items....so it actually would require that they do all of that for any transmog or convert to work.

    Now....see above

    Wouldn't it make more sense to allow ppl to custom craft items due to what artwork does exist and instead convert those crafted items into a disguise to have one customized disguise to equip in the disguise slot instead of trying to ask them to develop any convert or transmog feature?

    Asking

    But the artwork has already been designed for every race, gender, and material type. When a motif is released it already has a light/medium/heavy version of the armor for every race and gender.

    As far as I know, there is no race or gender specific motifs.

    Besides - the same issue would be there for a customized disguise as well if that was truly an issue. Because a customized disguise is really no different than a converting an item into a different motif style. It's basically the same thing.



    [/quote]

    @Jeremy

    No.
    Don't confuse the basic armor with each set armor, trial and dungeon or world set drop.

    Those are unique meaning those don't drop in all motif styles and material tier types.

    Basic armor is extremely different from a set drop because those drops only come in few options.
    Edited by NewBlacksmurf on 9 June 2017 18:27
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • NewBlacksmurf
    NewBlacksmurf
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    JWKe wrote: »
    Because people who don't know what they're doing make this game.

    You get an awesome .....prob more to it tho like monetizing was maybe a plan all along under costumes or something
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • TheRealPotoroo
    TheRealPotoroo
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    No.
    Don't confuse the basic armor with each set armor, trial and dungeon or world set drop.

    Those are unique meaning those don't drop in all motif styles and material tier types.

    Basic armor is extremely different from a set drop because those drops only come in few options.

    So what? Transmog won't change the item's body part and weight so that drop sets only come in a few options doesn't matter one iota. A dropped heavy head piece is still a heavy head piece and every existing motif has all the head piece equivalents. Etc. Jesus wept, it's not that hard a concept: the heavy head piece looks like this but afterwards it's going to look like that. It's the same heavy head piece - it just looks different.
    PC NA, PC EU

    "Instead of taking the best of the dolmens (predictable rotation), the best of the geysers (scalability based on number of players), and the best of the dragons (map location and health indicators) and adding them together to make a fun and dynamic world event scenario, they gave us....... harrowstorms." https://forums.elderscrollsonline.com/en/discussion/comment/6850523/#Comment_6850523
  • danno8
    danno8
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    danno8 wrote: »
    Kinda like each person could craft an outfit for themselves but only one and save it as a disguise (not costume sorry) slot to equip. Like where disguises and tabards go.

    I think that's the only viable option as transmog seemed unlikely. In 2015 they also stopped developing the different male to female to race and all stuff and a lot of backlash came from that.
    They removed a lot of armor tier artwork as well due to performance reasons so it's why the original stuff has more variety and differing artwork but later some things like trial sets are truly unique and less artwork exists.

    Only you don't "save it as a disguise" and then equip it in your single disguise slot.

    Each body part piece has it's own "cosmetic slot", seven in total, and you can equip whatever item in the game you wish in that slot for displaying purposes only.

    So you could give your CP 160 , Gold Helmet of Awesomeness to your level 1 brand new alt to wear. They can equip it cosmetically in their "cosmetic head" slot, but gain no stats, bonuses or whatever from it.

    Now if you are talking about changing the style of that Gold Helmet of Awesomeness from the default to something else, then yes that would obviously be a lot of work, and you would have to create entirely new looking items with their own item codes etc... But I don't think that's what this thread was asking for.

    @danno8

    im going to further describe it as maybe I'm not being clear enough......you're crafting an entire outfit and saving all those individual pieces as one custom disguise that you can equip (the disguise) instead of needing to equip each individual items because there's no need to develop a cosmetic slot for each existing slot.

    Essentially you'd craft all white items with no trait and the level tier matter cause the materials determine the artwork but you're never going to wear it so the level iteself doesn't matter.

    Imagine if the crafting table had a manekin to put all those basic crafted individual items on. And then convert all those items into one custom disguise.

    None of this should ever touch the actual items cause as I wrote earlier the devs haven't developed all race, motif, gender and mats for each item that today cannot be converted into X style like Imperial if you own that

    Make sense?

    This is essentially the same thing but just a slightly different implementation.

    I would be fine with it as long as you can save more than 1 "costume". Although I would prefer having a new UI element with costume tabs that didn't take inventory space. It's also a good way for ZoS to monetize the system. More slots to sell.

    I also need to point out that your are creating seven "cosmetic slots", but with your implementation they are only available at the "manikin" rather than just a UI screen accessible from your standard inventory UI.
    Edited by danno8 on 9 June 2017 21:41
  • Mettaricana
    Mettaricana
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    Jeremy wrote: »
    SirAndy wrote: »
    Then just have one custom disguise in our inventory to equip and I equip as we choose.
    Exactly.
    No need for transmorphification of this to that with this and that and the extra coding nightmare that would come with that.

    Simply build your own disguise out of items you bought or crafted. One complete custom outfit that takes up just one slot.
    cheer.gif

    Maybe.

    But giving players who craft the option to convert their items into different styles would enhance game play and give more value to both crafting and motif collecting - which is something this game could benefit from right now.

    And the coding nightmare has already started - because the structure of the code that would allow for players to convert certain items into the Imperial Style has already been written. So they would just have to build on that. That would make more sense to me than trying to incorporate a new system and a new interface to manage it only to accomplish what is basically the same goal.

    Seriously just copy paste and teplace whatever code for imperial was with say hollowjack and put a lock on pages not known bam got something to work with if they wanna monetize it allow one free blank costume slate for reaching lvl 50 and then each additional sold for like 1k crowns bam they have made custom costumes and gotten paid more times than 90%of the crap costumes they released lately
    Edited by Mettaricana on 9 June 2017 21:46
  • Lavennin
    Lavennin
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    Jeremy wrote: »
    danno8 wrote: »
    Not the graphic and quality of those games tho...to be fair ESOs details and quality on high end settings blow all of those away.

    Being fair are we askingfor too much too soon?

    Well the LotRO one was uploaded in 2011, 3 years before ESO was even released. ESO frankly better have nicer graphics than a game that was released in 2007.

    LotRO graphics have actually held up pretty well over the years. The character detail levels not so much, but in so far as the environments and atmosphere, that game still does very well for over 10 years old.

    In fact, this video does a good job at showing exactly that:

    https://www.youtube.com/watch?v=Cid7dNHgoBs

    https://www.youtube.com/watch?v=9zzvDo6ZZso

    ......I don't think you understand the context.
    It's not a valuation of what's offered depending on what's available at X time of release


    it's the actual depth, layers and assets for Elder Scrolls Online is a lot more detailed than those other examples being discussed.

    People keep saying odd things like OH and that game had cloaks....well so did ESO in closed beta in addition to a lot of other features that either existed at launched or that were changed during beta testing.

    The reality is the game is far more detailed so let's understand that WoW released in 2004....years later they made changes to offer different tiers of armor which were actually the same design with minor color and a touch here and there....so Wrath of the Litch King really displayed this but what we learned is the game was very simplistic. It even took
    More time for transmog to be added. So almost 7-8 years total to let ppl copy existing artwork to visually cover another.

    LoTRO was largely a very close copy of WoW but at a later date so their designs were better and they incorporated features that WoW was developing.

    The more unique artwork you offer, the more time it takes to redo everything.

    By comparison ESO has more items to redo and the detail of each is far more than those other games therefore IF they are going to add any more cosmetic features it'll take longer to develop.

    It took almost 1 years for armor dye, and another year for costumes. You all are asking them to redo every medium, light and heavy piece in every single motif and material tier (some of which never has existed).

    It's literally hundreds of thousands of different pieces. It's gonna take time if that's what they plan to work on.

    You want them to allow any motif to apply to any armor. That's not even what those other games offered. ESO is far more customized

    Perhaps I am misunderstanding. What would be so hard about allowing a motif to apply to any armor? It is a motif. It can be crafted in any style already. Those files/appreances exsist already.

    It wouldn't be hard. In fact the coding for it already exists because you can presently convert items into the imperial style. So why not just let players who craft convert their armor/weapons into what ever style they have available?

    Good question. And if there is a good answer I can't think of one.

    This should have been done years ago IMHO. If not included at release then at least promptly added later.

    @Jeremy
    Cause this code everyone keeps saying exists doesn't apply to any world drop set.

    Texhnicallly it only applies to very few items which is why it's most most unused feature.

    Not sure ppl know this
    The other biggie is ppl want this but also want to be able to change colors and stuff and don't realize each material tier has its own artwork butsome items only drop in one motif type so it has to be redone approx 155 times in WW, BS and Cloth

    You are...assuming that items are items and not code. It's like, you assume a material tier 3 Necropotence light glove dyed red needs to somehow exist as a unique piece. The answer is most likely no.

    Look, I've not done complex video game coding, just simple indie stuff, but I wouldn't implement the system as you described. The art goes after the the choices (for lack of better wording) and is decided and generated based on the color, slot and motif, with set and other values be separate and irrelevant in this case. (I really suck at wording stuff).

    So say, when you transmog a unique piece from Daedric to Bosmer. Only a piece of data is changed (from Daedric to Bosmer). And when the game tries to generate art for said piece, it sees Bosmer and generates a Bosmer piece, instead of Daedric. Same goes for dye/material. (I'm oversimplifying things here, but hopefully being somewhat understandable.)

    For motifs that lack some mat tiers, simply don't show the mat tiers. It's already done in that way; all overland sets can be dropped as any level, and usually have less dramatic changes across the tiers for lack of unique art.
    Edited by Lavennin on 9 June 2017 22:35
  • Hluill
    Hluill
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    Gotcha...guess you all know how it works.
    Guess ZOS is just being mean

    Let's compare
    screenshot00192.jpg

    priest.png

    CliQFWXVAAA4uB4.jpg:large


    You're telling me that of the 56+ different motifs (some we can get) and the three different categories each with 10 different mat types where some have different artwork per mat....that transmog would be some huge undertaking

    Sure, Let's take low-setting screenshots of other games and compare them to a mega-setting picture in my favorite to use as an argument. Pretty low and deceitful. I also think it's interesting the focus ranges and screens selected.

    Look, I understand your point that implementing cosmetic slots isn't as easy as waving a magic wand. But a big game like this should have had a better plan for gear appearances. A lot of the armor designs just plain look like garbage. It's as simple as that.

    Black-handed Hluill and his daughter Leyek of House Numaril.
  • Cêltic421
    Cêltic421
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    Because ZoS is to lazy to implement a system. And if they did it would be broken anyways.
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