
Kronosphere wrote: »one thing discussed at quakecon was this new seasonal armor that will be released incrementally and get a bit better each time. i like the idea. but what i dont like is, its heavily implied this armor will be top tier. this now means every high level player is going to look exactly the same. motifs are rendered redundant and with it crafters
Kalann_Pander wrote: »Kronosphere wrote: »one thing discussed at quakecon was this new seasonal armor that will be released incrementally and get a bit better each time. i like the idea. but what i dont like is, its heavily implied this armor will be top tier. this now means every high level player is going to look exactly the same. motifs are rendered redundant and with it crafters
This is my real concern.
ZoS sold us a game in which you could craft the best gear.
As such, crafting should be a necessary step in acquiring seasonal gear. And by crafting, I don't mean just applying tempers.
Including crafting in the process would also resolve your other concern, as crafting would enable appearance variation via motif choice and dyeing.
The easiest way is to add a lootable item, which would add a "set piece trait" when applied to a piece of gear.
The previous season's gear could be acquired at a special crafting location.
Kronosphere wrote: »one thing discussed at quakecon was this new seasonal armor that will be released incrementally and get a bit better each time. i like the idea. but what i dont like is, its heavily implied this armor will be top tier. this now means every high level player is going to look exactly the same. motifs are rendered redundant and with it crafters. everyone is going to be walking around and look like 1 of 3 things (light medium and heavy variants) which imo will be horrible.
one big thing i love with mmos is making my character look and feel just right, just how i want them to be. will i now have to slap on this new armor and become a clone soldier like the rest? what do you guys think?
imo there needs to be a new crafting component or material that takes the place of the rare armor drops.
instead of beating boss, getting lucky and getting the armor, u simply get the rare material instead, and then go on to get it crafted into the rare set in the special style or any style of your choice (there are problems with this as well but this is just a quick whipped up example)
Kronosphere wrote: »yes this is exactly what we need! only problem is, how do u get a crafter to craft it without the chance they simply steal your stuff and run?
Kalann_Pander wrote: »Kronosphere wrote: »yes this is exactly what we need! only problem is, how do u get a crafter to craft it without the chance they simply steal your stuff and run?
Easy : they craft it, you trade for it, and you only apply the "set trait" object when the gear is firmly in your hands
Bad example, because
Nothing wrong with a little conformity.
[no] animal has a more distinctive coat than the zebra. Each animal's stripes are as unique as fingerprints—no two are exactly alike—although each of the three species has its own general pattern. (source)
Kronosphere wrote: »Kalann_Pander wrote: »Kronosphere wrote: »one thing discussed at quakecon was this new seasonal armor that will be released incrementally and get a bit better each time. i like the idea. but what i dont like is, its heavily implied this armor will be top tier. this now means every high level player is going to look exactly the same. motifs are rendered redundant and with it crafters
This is my real concern.
ZoS sold us a game in which you could craft the best gear.
As such, crafting should be a necessary step in acquiring seasonal gear. And by crafting, I don't mean just applying tempers.
Including crafting in the process would also resolve your other concern, as crafting would enable appearance variation via motif choice and dyeing.
The easiest way is to add a lootable item, which would add a "set piece trait" when applied to a piece of gear.
The previous season's gear could be acquired at a special crafting location.
yes this is exactly what we need! only problem is, how do u get a crafter to craft it without the chance they simply steal your stuff and run?