Gandrhulf_Harbard wrote: »Gandrhulf_Harbard wrote: »
Isn't that the place we're trying to Not go?
Boost xp so you can sell xp blockers.
Cheesy holiday games and gimmicks to get people to spend money
Store icons in the middle of your UI
Mithril coin icons over every npcs head so you can "buy" more dailies
More Mithril coin icons on your quest tracker so you can zip to the turn in
Buy everything you need to level your Legendaries in their store
LOTRO is no longer an example of anything except what we Don't want in this game.
IMO the LOTRO store model is about the best I have seen.
You can earn TP in-game just by completing deeds and key quests, so you can "buy" things from the Store with a currency you earned in-game. It is theoretically possible to unlock everything you need without spending a single $.
Yes you can buy most things via the Store, but I have most things I need and I think since the introduction of the Store I have spend maybe $10-15 and that was to buy more storage space - I'm a major hoarder.
All The Best
turbonights wrote: »Hm...gold used to buy mats used to level crafts.
Sites offering to sell you about 100k gold for 15-20 usd.
Well...it'd certainly be really easy for some people to powerlevel.
That is really strange argument since you get plenty of cooking material.
coryevans_3b14_ESO wrote: »I used to respect your opinion. If you really think this is good for TESO you may have lost me....but not for long
Gandrhulf_Harbard wrote: »coryevans_3b14_ESO wrote: »I used to respect your opinion. If you really think this is good for TESO you may have lost me....but not for long
I'm not sure it is good for TESO.
I was just defending the Store model in LOTRO as the best I have experienced.
In my LOTRO Kin there is a group of players who all have low-level Alts, all of them have the XP Disabler and they only play when they can all play together and progress equally. IIRC they are currently at about level 45. When they get to a new zone they take off the XP Disabler and level normally until that have hit the top level for that zone, then they put on the XP Disabler and continue in that zone until they have completed all the quests, all the instances and all the Deeds. Only then do they move on to the next zone and take off the XP disabler and start again.
The truth is that the moment new end-game content is added ESO will rejig the XP curve so people get to end-game quicker. Every major MMORPG in existence does that - because they want (need) players to need to spend money on that new end-game content to recoup their production costs. Its that simple.
We all know for a fact they are going to do it at some point, so why not just accept that fact and push for an XP Disabler so people can level through content without out-levelling that content. Some people will just not buy the XP disabler, but many will.
The Store is here to stay. We need to accept that and then try and shape what the Store offer so it is not too damaging to the game.
All The Best
dodgehopper_ESO wrote: »I don't agree that crafters should get regular experience, but I do think that a max level crafter (Ie you've hit 50 in your chosen profession) should do max level writs and break down max level resources. The changes they made to crafting messed with a lot of crafting characters people were playing. Now we have the choice of outlevelling pre-vet pvp or just grinding up to veteran 14 so we can craft properly again. That hardly seems fair.
@AlnilamE , I think dodge might be referring to the fact that your decon chances (as far as mat return, anyway) are partially based on your character level, not just your crafting skill level and passives.dodgehopper_ESO wrote: »I don't agree that crafters should get regular experience, but I do think that a max level crafter (Ie you've hit 50 in your chosen profession) should do max level writs and break down max level resources. The changes they made to crafting messed with a lot of crafting characters people were playing. Now we have the choice of outlevelling pre-vet pvp or just grinding up to veteran 14 so we can craft properly again. That hardly seems fair.
What are you talking about?
Agreed, but it is a bit ass backwards that you have the skill to make the high level gear (regardless of your character level), yet you somehow do not have the skill to take it apart again?That's always been like that, though. They just later added a message to let you know, but the mechanic wasn't changed.
When I first started playing, a friend who was about 20 levels above me would send me items to deconstruct, and I hardly ever got any ingots/cloth/wood out of them, just the trait/racial stones.
Personally I think the way it is now is better than the way it was in the old Elder Scrolls games. In the old games creature strength was based upon your level. If you level up by crafting too much rather than questing/fighting you would be weaker than your enemy's. With ESO, Areas have a set difficulty. If you gained Exp while crafting you would quickly out level the areas you have available quests in (resulting in gaining less exp from creatures/quests) or having your fighting skills too low for areas at your current level. Either way gaining exp through crafting creates an imbalance for the crafter.
I like having crafting exp separate from leveling (questing/fighting) exp but it would be nice if crafting skills had different skill points as well. I like having my character be a crafter but I don't want all of my skill points to go into crafting because it would take away from the strength/power/usefulness of my character. I don't have a ton of time to play so I only have 1 character and don't want to make an Alt just for crafting. Having a separate pool of skill points for crafting would allow people to have a character who is skilled at questing as well as crafting rather than having to choose a path or make Alts.
The way it works now is definitely better than the alternative but I think there is still some room for improvement. Questing and crafting are separate skills and should be treated as such
FelixTheCatt wrote: »I'd settle for being able to skip a daily writ. Yes , I know we can do this already. I'm talking skip one and maybe not get the exact same one the next day. I have one for provisioning that I don't have a recipe for yet. I abandoned it thinking i'd get a different one the next day. Nope , same one. Small complaint as I agree with the earlier comments made that the writ rewards are pretty underwhelming anyways. Still it is something that would be an easy fix i'd think.
Good call.FelixTheCatt wrote: »I'd settle for being able to skip a daily writ. Yes , I know we can do this already. I'm talking skip one and maybe not get the exact same one the next day. I have one for provisioning that I don't have a recipe for yet. I abandoned it thinking i'd get a different one the next day. Nope , same one. Small complaint as I agree with the earlier comments made that the writ rewards are pretty underwhelming anyways. Still it is something that would be an easy fix i'd think.
Slight derail here, but you can get a friend or guildie that Does have that recipe to make you a few until you find it.
Provisioning and Alchemy ones just have to be crafted, not necessary for it to be crafted by You.
Also, some guild kiosks may have some of the writ food for sale.
How about crafting giving CP XP only and make crafting more of an end game persuit?
FelixTheCatt wrote: »I'd settle for being able to skip a daily writ. Yes , I know we can do this already. I'm talking skip one and maybe not get the exact same one the next day. I have one for provisioning that I don't have a recipe for yet. I abandoned it thinking i'd get a different one the next day. Nope , same one. Small complaint as I agree with the earlier comments made that the writ rewards are pretty underwhelming anyways. Still it is something that would be an easy fix i'd think.
Slight derail here, but you can get a friend or guildie that Does have that recipe to make you a few until you find it.
Provisioning and Alchemy ones just have to be crafted, not necessary for it to be crafted by You.
Also, some guild kiosks may have some of the writ food for sale.
Rev Rielle wrote: »I personally think crafting and adventuring should be kept separate as much as possible, especially in relation to experience. In my opinion the game that has achieved this schism successfully is Everquest 2.