Insomnia rex wrote: »Galenus_of_Pergamon wrote: »I_killed_Vivec wrote: »Interesting questions... I don't know the answers, but I have a few ideas...
1. I bet it's not even 50%, or if it is...
2. ... the number you will be linked to the drop rate. And I wouldn't be surprised if the trait you want determines the number you need. You want Sharpened? That will cost.
3. I thought that they were going to be tradeable. But I can see that they would make them bound to add extra spice to the grind...
4. If crystals are bound, and gear is bound, then the character that has the goods has to be the crafter. That might hurt a few people who want nirn... but I can't see how else it works, without making crystals and gear transferable. And how does that work unless you can sell them?
I think that the main opportunity that ZoS sees is crystals in the Crown Store "for your convenience". If that is the case then crystals will be bound, with a low drop rate/high consumption rate. That way they can sell them for cash without people complaining they are destroying the economy because they weren't tradeable in the first place.
Of course I've made all that up, so it might be nonsense, but it does seem to follow ZoS's approach to useful items - see psijic and aetherial potions.
You raise insightful points by basing your hypotheses off of ZoS' prior trends regarding Mythical Ambrosia. This does start to sound like a cash for convenience ploy.
My biggest fear would be that transmutation crystals have a 100% drop rate, only one crystal is consumed per transmutation of gear/weapon, transmutation crystals are unbound and salable, and transmuted gear is unbound and salable. This seems it would disrupt the economy drastically. Hopefully I am being overly-paranoid as usual.
Your biggest fear is my best case scenario. I think it would disrupt the economy in a similar way in which the economy is missing out on billions because of pirates.
I also think we are ignoring another aspect of this new system: a LOT of people will test a LOT of new builds.
Most of my guild mates, for example (me included) never even bother to test "off meta" stuff simply because it might be an infinite amount of farming time to get the right pieces for something that might not work at all. And usually you can't even farm all "meta" stuff before a new patch arrives and changes everything.
I honestly think Transmutation will draw interest in a lot of new people to test more obscure sets and combinations, instead of just going to Alcast, Gilliam or NOS to copy their builds.
This, even the popular overland sets are not idiotic expensive, 30k or something for necropotente divine robe, if you go infused you get for 5k or something. Weapons is another issue and they will be affected no matter the drop rate.Why in bloody blazes are people hoping for bad drop rates? Are you fools so captivated by this game's cancerous RNG grind that you actually want more of it instead of relief?
Next, the effect it has on the economy is overstated. Most BiS sets in PvE are bound or crafted. And for the few overland sets that aren't trash, selfishly trying to protect your gold grind ignores how most people can't afford to fork out half a million for gear.
Make the stones BoP. Make them guaranteed drops. The more stones someone uses, the better chance of success (like improvement tempers--you can use one, but risk failing and destroying the item, or you can use several and have guaranteed success). Make the item bound after transmuting. This would encourage people to participate in endgame PvE/PvP content (the only place where traits matter anyway) and provide relief from the cancerous RNG of this game.
And if it pops the quarter-million-gold-per-item weapon market, then good riddance--that sort of thing was never healthy for the game.
Why in bloody blazes are people hoping for bad drop rates? Are you fools so captivated by this game's cancerous RNG grind that you actually want more of it instead of relief?
Next, the effect it has on the economy is overstated. Most BiS sets in PvE are bound or crafted. And for the few overland sets that aren't trash, selfishly trying to protect your gold grind ignores how most people can't afford to fork out half a million for gear.
Make the stones BoP. Make them guaranteed drops. The more stones someone uses, the better chance of success (like improvement tempers--you can use one, but risk failing and destroying the item, or you can use several and have guaranteed success). Make the item bound after transmuting. This would encourage people to participate in endgame PvE/PvP content (the only place where traits matter anyway) and provide relief from the cancerous RNG of this game.
And if it pops the quarter-million-gold-per-item weapon market, then good riddance--that sort of thing was never healthy for the game.