Lord_Kreegan wrote: »What you suggest is basically to make ESO just like WoW, LotRO, and other games. Why?
While I acknowledge that the crafting system in ESO is simplistic in many ways, it's consistent with the fact that there isn't a global AH. Anything you make is pretty much just for yourself or your alts; not for sale to other players. As such, the ESO crafting system isn't a bunch of professions, it's just an alternative form of obtaining "loot"... and a money sink.
Keeping that in perspective, the crafting system is satisfactory as it is.
If we ever get a global AH, then we're going to need recipes that we get as drops so we can have unique items we can build; we're going to need unique resources that are used for those unique items; etc. Right now our "unique" sets are built using the special locations with crafting stations and the "unique" resources we need are just those built-in perks on gear that we can research. It's a parallel to most crafting implementations, but not really that different.
Adding new recipes, sets, possibilities, combinations is all fine. (They are already doing this to some degree, btw)
But please no "Gathering Professions" that you have to level up by gathering.
I love the crafting system as it is! Actually the best one I've encountered in my MMO history. I never really liked crafting in other games but here I do.
The progression is fluid and you don't have to put a lot of time in it. You just continue to quest and you should have no problem to level up the crafts. What I hated most in other mmos that you had to craft 100 of this and 200 of this between leveling to keep up.
Also this is what gathering professions would come down to. I love picking up mats as a please. I really do not want to be forced into: "You have to gather 300 flowers in zone 1 to progress your profession enough to continue gathering in zone 2".
Or what if I feel like grinding one zone on an alt because I did not like the quests. You want to force me into running around the map and farm low level mats just to level up my gathering profession?
And why add something trivial to the game, where you force people to carry a axe that is worth a couple of gold pieces just to collect wood? Really no reason to do it. (Realism is no reason - 110 slots of bag space anyone?)
You can interpret this any way you want. One thing though: how come Skyrim had a more expanded crafting system? I mean you had to smelt ore there didn't you? Yep that's right an RPG and TES game "forced" you to do these "complicated things".
Adding new recipes, sets, possibilities, combinations is all fine. (They are already doing this to some degree, btw)
But please no "Gathering Professions" that you have to level up by gathering.
I love the crafting system as it is! Actually the best one I've encountered in my MMO history. I never really liked crafting in other games but here I do.
The progression is fluid and you don't have to put a lot of time in it. You just continue to quest and you should have no problem to level up the crafts. What I hated most in other mmos that you had to craft 100 of this and 200 of this between leveling to keep up.
Also this is what gathering professions would come down to. I love picking up mats as a please. I really do not want to be forced into: "You have to gather 300 flowers in zone 1 to progress your profession enough to continue gathering in zone 2".
Or what if I feel like grinding one zone on an alt because I did not like the quests. You want to force me into running around the map and farm low level mats just to level up my gathering profession?
And why add something trivial to the game, where you force people to carry a axe that is worth a couple of gold pieces just to collect wood? Really no reason to do it. (Realism is no reason - 110 slots of bag space anyone?)
Actually gathering professions would level at a much faster rate than other professions (which are leveling very very fast already).
I'd imagine only achievements being that grindy as you've described.
About inventory though, I've leveled 4 professions on my main ever since launch and never had problem with it, you just need to organize yourself and all works well. Also we are getting improvements to it in update 6.
You can interpret this any way you want. One thing though: how come Skyrim had a more expanded crafting system? I mean you had to smelt ore there didn't you? Yep that's right an RPG and TES game "forced" you to do these "complicated things".
In ESO you actually refine ore, leather, cloth-stuff and wood as well, you just press a few less buttons and do it at the same crafting station.
The biggest difference with Skyrim, is that Skyrim had a few more different environmental tools. I could argue there is still a forge near the anvils you use in ESO and "forging" leather armor did not make that much sense in Skyrim. But in neither game do you have to spend extra points in a separate gathering profession. I suppose they could add tools such as picks or whatever, but is this really such a necessary addition to the existing system?
Having separate gathering professions is not "complicated," it is just a tedious thing that judging by the posts thusfar, most people are happier without.
1. Summary
1.1 Professions in ESO
Right now we have 6 Crafting Professions:
- Alchemy
- Blacksmithing
- Clothing
- Enchanting
- Provisioning
- Woodworking
I'll be talking more about the Blacksmithing, Clothing and Woodworking. The reason I am specifically mentioning Blacksmithing, Clothing and Woodworking is because of the identical crafting process with these three professions (Also I am not very familiar /experienced with the other 3 professions). They all share the same 5 "activities", which all show up as separate tabs in the crafting window every time a player interacts with the appopriate crafting station:
- Item Creation
- Item Improvement
- Deconstruction
- Refinement
- Research
2. Expanding / Improvement Potential
2.1 Blacksmithing
By now everyone is used to running around exploring (mostly around mountains), for the all kinds of mining nodes. Going back to crafting station refining all the ore, and crafting items in whatever way you want etc. I have to say the concept is great, however it feels somewhat very basic and easy. If Crafting is letting us to create items as powerful as if we were doing Trials, it needs to be made harder. A great way for that is to intruduce professions tied to Blacksmithing - such as Mining etc.
For now I've got only 1 complain about Blacksmithing itself, and I'd like to direct you to this topic:
http://forums.elderscrollsonline.com/discussion/121362/master-crafter-new-perk-for-crafting
2.1.1 Mining
I was really surprised when I Beta tested ESO. Mostly because I didn't expect to be mining without actually having to buy a pickaxe, or without even having to learn "how to mine". It's not that I hate the existing system, but it feels like it's severely lacking, this is how I would like to see it changed:
- Mining Profession has been added
- Mining Trainers are now scattered around the Zones (in short caves). Guards are now giving you directions
- You can mine as long as you have Pickaxe in your inventory (You can buy it from any mining trainer)
- You can level it while mining nodes. However it stops leveling at max level for that ore (Example: Iron is currently level 1-14. If your Mining is at level 14, it stops progressing from mining Iron)
- Smithing profession is added as well
- Refining ore is now leveling your Smithing. Your Mining trainer can teach you how to refine any material (as long as your Smithing level is high enough).
- New Achievements have been added associated with Mining and Smithing.
2.2 Woodworking
The concept is fine as it is. However it should get some improvements, I'm thinking in a similar way as Blacksmithing (above). About the Woodworking itself I'd like it to be tied more to Player Housing (when it finally gets implemented).
So I'm directing you to this awesome topic:
http://forums.elderscrollsonline.com/discussion/136476/housing-system-a-vision/p1
2.2.1 Woodcutting
- Woodcutting Profession has been added
- Woodcutting Trainers are now scattered around the Zones (at lumbermills, sorry Bosmers you are out of this)
- You can cut wood as long as you have appropriate Axe in your Inventory (You can buy it from any Woodcutting trainer)
- You can level it while cutting wood. However it stops leveling at max level for that wood. (Example: Sanded Maple is currently level 1-14. If your Woodcutting is at level 14, it stops progressing from cutting Sanded Maple
- New Achievements have been added associated with Woodcutting
2.3 Clothing
It's not good, it really isn't. Some designes are just weird at best. I don't get it why the need to put Light and Medium Armor into same profession? Also it's kinda hard navigating through the UI to get to the Medium Armor when crafting.
I mean there are 15 items in this profession, which you can craft (Compared to only 6 at Woodworking station and 14 at Blacksmithing station, which is split into 7:7 between Apparel and Weapon category anyway. So my proposal is to just add a whole new profession for Medium Armor lovers.
2.3.1 Leatherworking
- Leatherworking Profession has been added
- Leatherworking Stations have been added
- Medium Armor apparel has been moved from Clothing to Leatherworking Station
- There are now new NPCs associated with this profession
- Crafting Writs are now associated with this profession
2.3.1.1 Skinning
Because every master Leatherworker needs to master the "art" of Skinning!
Seriously though, to me not including skinning as a profession right from the launch was a big surprise. I consider it even worse than mining where you get that "mining animation" out of nowhere, at least you get some animation!! What happens right now? You kill an animal, the said animal drops it's skin in your face? I mean come on, you can do better than that!!
- Skinning Profession has been added
- Skinning Trainers are now scattered around the Zones (at Hunting Grounds)
- You can skin animals as long as you have appropriate Skinning Dagger in your Inventory (You can buy it from any Skinning trainer)
- You can level it while skinning animals. It keeps leveling based on the level of the animals you are skinning (Example: If your Skinning level is 10, and you are skinning a level 9 animal, you won't be progressing it.)
- New Achievements have been added associated with Skinning
3. That's it! Share your thoughts!
I would like to say this didn't just come out of my head, it took me some time analyzing what all these changes would do to ESO. I've come to a conclusion that perhaps ESO really needs to expand it's profession system. Yes I know this would require some big overhaul of the existing system, but I've come to think it would be worth it in the end.
Big Thanks to everyone who spent their time reading through all of this. Let me know what you think!
Adding new recipes, sets, possibilities, combinations is all fine. (They are already doing this to some degree, btw)
But please no "Gathering Professions" that you have to level up by gathering.
I love the crafting system as it is! Actually the best one I've encountered in my MMO history. I never really liked crafting in other games but here I do.
The progression is fluid and you don't have to put a lot of time in it. You just continue to quest and you should have no problem to level up the crafts. What I hated most in other mmos that you had to craft 100 of this and 200 of this between leveling to keep up.
Also this is what gathering professions would come down to. I love picking up mats as a please. I really do not want to be forced into: "You have to gather 300 flowers in zone 1 to progress your profession enough to continue gathering in zone 2".
Or what if I feel like grinding one zone on an alt because I did not like the quests. You want to force me into running around the map and farm low level mats just to level up my gathering profession?
And why add something trivial to the game, where you force people to carry a axe that is worth a couple of gold pieces just to collect wood? Really no reason to do it. (Realism is no reason - 110 slots of bag space anyone?)
Actually gathering professions would level at a much faster rate than other professions (which are leveling very very fast already).
I'd imagine only achievements being that grindy as you've described.
About inventory though, I've leveled 4 professions on my main ever since launch and never had problem with it, you just need to organize yourself and all works well. Also we are getting improvements to it in update 6.
"Would level faster" - how do you know this, are you a dev?
Just give me one valid reason why they should add gathering professions - how would it improve the crafting system as it is?
I also have no problem with inventory management and enough space. I was just referring to that there is no need to purchase gather equipment because of realism. Just like our inventory is not realistic.
Adding new recipes, sets, possibilities, combinations is all fine. (They are already doing this to some degree, btw)
But please no "Gathering Professions" that you have to level up by gathering.
I love the crafting system as it is! Actually the best one I've encountered in my MMO history. I never really liked crafting in other games but here I do.
The progression is fluid and you don't have to put a lot of time in it. You just continue to quest and you should have no problem to level up the crafts. What I hated most in other mmos that you had to craft 100 of this and 200 of this between leveling to keep up.
Also this is what gathering professions would come down to. I love picking up mats as a please. I really do not want to be forced into: "You have to gather 300 flowers in zone 1 to progress your profession enough to continue gathering in zone 2".
Or what if I feel like grinding one zone on an alt because I did not like the quests. You want to force me into running around the map and farm low level mats just to level up my gathering profession?
And why add something trivial to the game, where you force people to carry a axe that is worth a couple of gold pieces just to collect wood? Really no reason to do it. (Realism is no reason - 110 slots of bag space anyone?)
Actually gathering professions would level at a much faster rate than other professions (which are leveling very very fast already).
I'd imagine only achievements being that grindy as you've described.
About inventory though, I've leveled 4 professions on my main ever since launch and never had problem with it, you just need to organize yourself and all works well. Also we are getting improvements to it in update 6.
"Would level faster" - how do you know this, are you a dev?
Just give me one valid reason why they should add gathering professions - how would it improve the crafting system as it is?
I also have no problem with inventory management and enough space. I was just referring to that there is no need to purchase gather equipment because of realism. Just like our inventory is not realistic.
I'm not a dev, I wrote this topic as I feel it should be. But if you check pretty much any game, all gathering professions are leveling at a much faster rate than the "Main" professions. And well the "Main" professions in ESO are leveling really really fast already.
1. Immersion
2. Much more things to do
3. A fair reason why crafting should be competitive with Endgame. (Right now it's not)
Because running trials and doing quests is a fair and hard for PvE endgame rewards? As most people said already the craft system is "fine" as it is.Adding new recipes, sets, possibilities, combinations is all fine. (They are already doing this to some degree, btw)
But please no "Gathering Professions" that you have to level up by gathering.
I love the crafting system as it is! Actually the best one I've encountered in my MMO history. I never really liked crafting in other games but here I do.
The progression is fluid and you don't have to put a lot of time in it. You just continue to quest and you should have no problem to level up the crafts. What I hated most in other mmos that you had to craft 100 of this and 200 of this between leveling to keep up.
Also this is what gathering professions would come down to. I love picking up mats as a please. I really do not want to be forced into: "You have to gather 300 flowers in zone 1 to progress your profession enough to continue gathering in zone 2".
Or what if I feel like grinding one zone on an alt because I did not like the quests. You want to force me into running around the map and farm low level mats just to level up my gathering profession?
And why add something trivial to the game, where you force people to carry a axe that is worth a couple of gold pieces just to collect wood? Really no reason to do it. (Realism is no reason - 110 slots of bag space anyone?)
Actually gathering professions would level at a much faster rate than other professions (which are leveling very very fast already).
I'd imagine only achievements being that grindy as you've described.
About inventory though, I've leveled 4 professions on my main ever since launch and never had problem with it, you just need to organize yourself and all works well. Also we are getting improvements to it in update 6.
"Would level faster" - how do you know this, are you a dev?
Just give me one valid reason why they should add gathering professions - how would it improve the crafting system as it is?
I also have no problem with inventory management and enough space. I was just referring to that there is no need to purchase gather equipment because of realism. Just like our inventory is not realistic.
I'm not a dev, I wrote this topic as I feel it should be. But if you check pretty much any game, all gathering professions are leveling at a much faster rate than the "Main" professions. And well the "Main" professions in ESO are leveling really really fast already.
1. Immersion
2. More things to do
3. A fair reason why crafting should be competitive with PvE Endgame. (Right now it's not fair, as it's very easy)
Lord_Kreegan wrote: »What you suggest is basically to make ESO just like WoW, LotRO, and other games. Why?
While I acknowledge that the crafting system in ESO is simplistic in many ways, it's consistent with the fact that there isn't a global AH. Anything you make is pretty much just for yourself or your alts; not for sale to other players. As such, the ESO crafting system isn't a bunch of professions, it's just an alternative form of obtaining "loot"... and a money sink.
Keeping that in perspective, the crafting system is satisfactory as it is.
If we ever get a global AH, then we're going to need recipes that we get as drops so we can have unique items we can build; we're going to need unique resources that are used for those unique items; etc. Right now our "unique" sets are built using the special locations with crafting stations and the "unique" resources we need are just those built-in perks on gear that we can research. It's a parallel to most crafting implementations, but not really that different.
You can interpret this any way you want. One thing though: how come Skyrim had a more expanded crafting system? I mean you had to smelt ore there didn't you? Yep that's right an RPG and TES game "forced" you to do these "complicated things".
PS: I wrote the reasons above as to why we need to expand this system, which I'm pretty sure is only a matter of time but whatever..