clocksstoppe wrote: »you should probably be able to research drop set effects like the traits imo.
This is the exact reason that GW2 was such an epic flop. Craft your exotics and /quit because there was nothing else to do besides reskin your gear.Honestly, I would prefer that all sets not be craftable. I think the best set bonuses should be tied to drop-only items to give people an incentive to actually do dungeons and Trials when Craglorn is released. Otherwise there would be no reason to bother with actually doing the content when you could just have someone craft all the best gear for you without setting foot in a dungeon or Trials.
clocksstoppe wrote: »you should probably be able to research drop set effects like the traits imo.
/agree
I would think it would be easiest on the development side to use the existing crafting stations that are out in the wilds. Just add the other sets to a level appropriate station out in the zone. So you could craft "seducer" set and the "of the sun" set at the same station for example.
SexyVette07 wrote: »This is the exact reason that GW2 was such an epic flop. Craft your exotics and /quit because there was nothing else to do besides reskin your gear.Honestly, I would prefer that all sets not be craftable. I think the best set bonuses should be tied to drop-only items to give people an incentive to actually do dungeons and Trials when Craglorn is released. Otherwise there would be no reason to bother with actually doing the content when you could just have someone craft all the best gear for you without setting foot in a dungeon or Trials.
Its not out of the ordinary to want incentive to continue playing an MMO. After you play thegame all the way through, and theres nothing else to do, yeah, people quit.Blackhorne wrote: »SexyVette07 wrote: »This is the exact reason that GW2 was such an epic flop. Craft your exotics and /quit because there was nothing else to do besides reskin your gear.Honestly, I would prefer that all sets not be craftable. I think the best set bonuses should be tied to drop-only items to give people an incentive to actually do dungeons and Trials when Craglorn is released. Otherwise there would be no reason to bother with actually doing the content when you could just have someone craft all the best gear for you without setting foot in a dungeon or Trials.
Are the gearheads really that big a percentage of the MMO community?
For the people who actually like to play the game, the main purpose of acquiring gear is to improve your stats while playing. The incentives to do the dungeons and Trials are the dugeons and Trials.
In other words, if all of the content is nothing more than an obstacle between you and the gear you want, then this game is not really for you anyway.
SexyVette07 wrote: »Why is that an odd concept? Pretty sure millions of people do it every time a game flops...
Well, then that would make ZOS a bunch of liars. They originally stated that the player would be able to craft equipment that was as good as anything that would drop in a dungeon or in Trials. That was one of the things that initially sold me on ESO in the first place. I love the idea of taking my own equipment with me on adventures and being forced to get all the best equipment from dungeons is always the thing that kills crafting. World of Warcraft is a prime example.Honestly, I would prefer that all sets not be craftable. I think the best set bonuses should be tied to drop-only items to give people an incentive to actually do dungeons and Trials when Craglorn is released. Otherwise there would be no reason to bother with actually doing the content when you could just have someone craft all the best gear for you without setting foot in a dungeon or Trials.
SexyVette07 wrote: »This is the exact reason that GW2 was such an epic flop. Craft your exotics and /quit because there was nothing else to do besides reskin your gear.Honestly, I would prefer that all sets not be craftable. I think the best set bonuses should be tied to drop-only items to give people an incentive to actually do dungeons and Trials when Craglorn is released. Otherwise there would be no reason to bother with actually doing the content when you could just have someone craft all the best gear for you without setting foot in a dungeon or Trials.
My suggestion is to include another layer of item to the crafting system. If you deconstruct a set item you have a chance to get a component that inherits the set bonus. You then can use this component to craft a piece of armor or weapon with the set bonus. Also, the set components need to be locked to a certain type of armor/weapon (light, medium, heavy, one-hand, two-hand) and be bind on pickup if the item they were gathered from also was bind on pickup.
Hence, you still need to farm set items, deconstruct them and get lucky during the deconstruction to get the set component. This way, a player can choose any set bonus he wants for the high level armors instead of being locked to certain VR ranks in which the armor drops.
The chance that set items provide the set component needs to be adjusted so that it is not too tedious to farm the VR5/10 set items but at the other hand provides a certain time sink for easier to get set items.
If you are able to craft these at any crafting station or the special crafting stations located throughout the world is up for discussion.
The set bonuses from "hidden" crafting stations are ok but a lot of the dropped ones are better. It needs to be made to when you visit a "hidden" crafting station and access the crafting stations there you learn how to make those set items. Then you can craft the set items you learn from any crafting station, not just that one.
If you have an entire set of dropped gear you should be able to "research" that set. Then after research completes you will be able to craft for that set.
I'd even be ok with keeping the same system (like traits) where it only unlocked for the piece you researched. You obviously wouldn't need an entire set to start research this way.
They could make it another section,like the traits section, where you can select a set bonus. You just wouldn't need a special gem like traits to craft. Or if they wanted/need it to take an item make it take a soul gem or some special drop that is needed to make a set item.
SexyVette07 wrote: »Having all sets craftable would make repeating dungeons completely pointless, and give you less of a reason to keep playing. As you can see, its bad for business.
What they did say is crafted sets will have higher raw stats so they will still be competitive. The set bonuses from dropped dungeon sets will never be a part of crafting, youre wasting your time complaining about it.
That is the question. If all sets were craftable, how would the system work to implement the sets that drop and being able to craft them. This discussion is intended to be port to the Master Suggestion list I created and maintaining to send to the developers for their consideration. I am looking for suggestions on how it should be implemented. Please reply with clear and concise information. Once gathered I will poll the suggestions and port it to the Master Suggestion list. This is referring to sets that are random drops. Any set that is specific to a Trial such as the upcoming Craglorn is exempt from this. Thanks ahead of time for your feedback.