Just consider v16 gear to v15 gear to be something like legendary gear to epic gear - something you want to get eventually, but isn't really necessary to have right now, because the difference in stats is minimal.
This is what I think is going to happen:
Elite (never leave the sofa for 20hrs a day) PVP Guild members get new V16 armor first.
They are going to hammer the hell out of every other player on the board.
Whining and QQing is going to ensue because the average player is not going to be able to catch up to them for a long time to make the playing field more even.
ZOS nerfs everything.
I dont think many of you understand. its just the beggining. How long will it take to make vr 17 gear? And then?.
This is what I think is going to happen:
Elite (never leave the sofa for 20hrs a day) PVP Guild members get new V16 armor first.
They are going to hammer the hell out of every other player on the board.
Whining and QQing is going to ensue because the average player is not going to be able to catch up to them for a long time to make the playing field more even.
I dont think many of you understand. its just the beggining. How long will it take to make vr 17 gear? And then?.
I expect orsinium to bring 2 more veteran levels, and use the same principle - easy to craft v17, hard to craft v18.This is what I think is going to happen:
Elite (never leave the sofa for 20hrs a day) PVP Guild members get new V16 armor first.
They are going to hammer the hell out of every other player on the board.
The difference in stats between v15 and v16 gear is minimal. If someone gets hammered, it won't be because of the gear.Whining and QQing is going to ensue because the average player is not going to be able to catch up to them for a long time to make the playing field more even.
On the other hand, you are probably right about this. Average players will blame that minimal gear difference for their deaths, instead of, well, them being average
I dont think many of you understand. its just the beggining. How long will it take to make vr 17 gear? And then?.
I expect orsinium to bring 2 more veteran levels, and use the same principle - easy to craft v17, hard to craft v18.This is what I think is going to happen:
Elite (never leave the sofa for 20hrs a day) PVP Guild members get new V16 armor first.
They are going to hammer the hell out of every other player on the board.
The difference in stats between v15 and v16 gear is minimal. If someone gets hammered, it won't be because of the gear.Whining and QQing is going to ensue because the average player is not going to be able to catch up to them for a long time to make the playing field more even.
On the other hand, you are probably right about this. Average players will blame that minimal gear difference for their deaths, instead of, well, them being average
Well vr 17 will be "easy" compared to vr 18 but it surely will be much harder to get than vr 16 right?
I dont think many of you understand. its just the beggining. How long will it take to make vr 17 gear? And then?.
I expect orsinium to bring 2 more veteran levels, and use the same principle - easy to craft v17, hard to craft v18.This is what I think is going to happen:
Elite (never leave the sofa for 20hrs a day) PVP Guild members get new V16 armor first.
They are going to hammer the hell out of every other player on the board.
The difference in stats between v15 and v16 gear is minimal. If someone gets hammered, it won't be because of the gear.Whining and QQing is going to ensue because the average player is not going to be able to catch up to them for a long time to make the playing field more even.
On the other hand, you are probably right about this. Average players will blame that minimal gear difference for their deaths, instead of, well, them being average
Well vr 17 will be "easy" compared to vr 18 but it surely will be much harder to get than vr 16 right?
No, i mean v17 will cost slightly more than current v15, and v18 slightly more tha current v16.(different material of course)
It will give players an immediate power boost, along with a long-term goal of another (eventual) increase, just like IC does.
I dont think many of you understand. its just the beggining. How long will it take to make vr 17 gear? And then?.
I expect orsinium to bring 2 more veteran levels, and use the same principle - easy to craft v17, hard to craft v18.This is what I think is going to happen:
Elite (never leave the sofa for 20hrs a day) PVP Guild members get new V16 armor first.
They are going to hammer the hell out of every other player on the board.
The difference in stats between v15 and v16 gear is minimal. If someone gets hammered, it won't be because of the gear.Whining and QQing is going to ensue because the average player is not going to be able to catch up to them for a long time to make the playing field more even.
On the other hand, you are probably right about this. Average players will blame that minimal gear difference for their deaths, instead of, well, them being average
Well vr 17 will be "easy" compared to vr 18 but it surely will be much harder to get than vr 16 right?
No, i mean v17 will cost slightly more than current v15, and v18 slightly more tha current v16.(different material of course)
It will give players an immediate power boost, along with a long-term goal of another (eventual) increase, just like IC does.
I highly doubt that but we will see, dont we?
I dont think many of you understand. its just the beggining. How long will it take to make vr 17 gear? And then?.
I expect orsinium to bring 2 more veteran levels, and use the same principle - easy to craft v17, hard to craft v18.This is what I think is going to happen:
Elite (never leave the sofa for 20hrs a day) PVP Guild members get new V16 armor first.
They are going to hammer the hell out of every other player on the board.
The difference in stats between v15 and v16 gear is minimal. If someone gets hammered, it won't be because of the gear.Whining and QQing is going to ensue because the average player is not going to be able to catch up to them for a long time to make the playing field more even.
On the other hand, you are probably right about this. Average players will blame that minimal gear difference for their deaths, instead of, well, them being average
Well vr 17 will be "easy" compared to vr 18 but it surely will be much harder to get than vr 16 right?
No, i mean v17 will cost slightly more than current v15, and v18 slightly more tha current v16.(different material of course)
It will give players an immediate power boost, along with a long-term goal of another (eventual) increase, just like IC does.
I highly doubt that but we will see, dont we?
I'm just assuming that ZOS will keep using the same philosophy they used with imperial city - one easy upgrade, one difficult upgrade. But yes, time will tell.
This is what I think is going to happen:
Elite (never leave the sofa for 20hrs a day) PVP Guild members get new V16 armor first.
They are going to hammer the hell out of every other player on the board.
Whining and QQing is going to ensue because the average player is not going to be able to catch up to them for a long time to make the playing field more even.
ZOS nerfs everything.
This is what I think is going to happen:
Elite (never leave the sofa for 20hrs a day) PVP Guild members get new V16 armor first.
They are going to hammer the hell out of every other player on the board.
Whining and QQing is going to ensue because the average player is not going to be able to catch up to them for a long time to make the playing field more even.
ZOS nerfs everything.
But the difference in power between v16 and v15 is minimal. They will do better, but not by a lot, all other things being equal.
Contraptions wrote: »These are my educated guesses on the future of crafting:
v17/v18 may come with Orsinium. (base assumption)
If v17/v18 gear (assuming it exists) is going to come out with Orsinium, I really don't see how v16 costing 10X more than v15 gear is going to continue being feasible.
If v17 white gear is going to be better than v16 white gear, one of two scenarios is the case:
- It costs more than 150 ingots to make, with v18 needing more
- ZOS will just add a new tier of material (this seems more likely)
But if that's the case, then v16 is completely useless since people will just pursue the easier to craft v17 gear.
Prediction: ZOS will probably nerf the materials needed for v16 along with the introduction of v17/v18.
But then, if v17/18 materials are found in Orsinium only, then IC becomes useless since for a PVE-based crafter since it will be adequate to stick with v14 gear for trials/DSA until you acquire v17 materials in Orsinium. Ruby Ash/Corundum etc. will be far less desirable since it is no longer the top tier of materials. Since I don't think ZOS wants to make content that is only relevant for 3 months, I don't think new materials will come. So what my prediction is for the future of crafting, assuming there is a level cap increase with Orsinium:
- v18 level cap
- Ruby Ash etc. will be expanded to fit v15-18, with v18 costing a stupidly high amount compared to v17. v16 amounts are nerfed to normal levels.
If there isn't a level cap increase, then... top end PVE will be tied to PVP. Oh joy. UNLESS gathering nodes is possible in Orsinium. (it better be)
Just some quibbling.
I dont think many of you understand. its just the beggining. How long will it take to make vr 17 gear? And then?.
I expect orsinium to bring 2 more veteran levels, and use the same principle - easy to craft v17, hard to craft v18.This is what I think is going to happen:
Elite (never leave the sofa for 20hrs a day) PVP Guild members get new V16 armor first.
They are going to hammer the hell out of every other player on the board.
The difference in stats between v15 and v16 gear is minimal. If someone gets hammered, it won't be because of the gear.Whining and QQing is going to ensue because the average player is not going to be able to catch up to them for a long time to make the playing field more even.
On the other hand, you are probably right about this. Average players will blame that minimal gear difference for their deaths, instead of, well, them being average
Well vr 17 will be "easy" compared to vr 18 but it surely will be much harder to get than vr 16 right?
No, i mean v17 will cost slightly more than current v15, and v18 slightly more tha current v16.(different material of course)
It will give players an immediate power boost, along with a long-term goal of another (eventual) increase, just like IC does.
I highly doubt that but we will see, dont we?
I'm just assuming that ZOS will keep using the same philosophy they used with imperial city - one easy upgrade, one difficult upgrade. But yes, time will tell.
rfennell_ESO wrote: »Just consider v16 gear to v15 gear to be something like legendary gear to epic gear - something you want to get eventually, but isn't really necessary to have right now, because the difference in stats is minimal.
Fair point, I doubt I have any real issues with the gearing change past the fact I sort of like being able to make new sets at full power whenever I want at a whim.
If the intent is to radically change the way things were, it ought be expressed and a why ought be given. Because this is a radical change to crafting of gear for sure, so just a hint of "why" isn't too much to expect.
If the why is to make gear more exclusive, heh that's not going to be progress as it will only make the rich richer. The "hardcore" pvpers of really high rank got there because they play this game a lot (they will claim it's all about skill and try and defer the playtime argument with nonsense, but that to be expected considering the source). They will all be geared out max in no time, and the "normal" population will be at an even bigger disadvantage to people already holding a massive advantage in both CP, Alliance rank abilities and sheer amount of time they have playing.
The simple distilled point being this will only increase the divide that needs to be decreased.
The nine traits are high end crafting, base materials not. So overall i consider this is dumbing down crafting because the throttle is now at base materials.Partly agree with this. There should be more difficult high end crafting. I just don't consider throttling vr16 base materials as high end crafting.You can listen to feedback and still ignore it.
Sadly, too true. I was referring to how they say, when they make changes that they've "listened to feedback", meaning they actually DO what the majority of feedback suggests. But you are correct, listening and doing are two different things.
Also, @DDuke , do you think perhaps WoW has lost subscribers because there are many, many more choices for MMOs these days and that many players find better gaming in newer games? In the WoW glory days there were few options for MMOs, but in the past few years there has been an MMO explosion. I know I have co-workers who played WoW for years, have gone back recently to check out the game again, but say that graphics and game-play are no longer competitive with the newer MMOs. Their opinion was not based on the 'ease' of changes, but based on how WoW is extremely dated.
Further, you do realize that the majority of online gamers today are casual players, right? The 'old-school' type of MMO player from WoW's glory days are long gone. Yet, you still have many MMOs that have changed to draw in casual players and are still going after many years, even though many disgruntled players had warned of their impending doom years ago.
Oh, and when I say MAJORITY, I have determine that from both common sense and the pages of pages of comments I read from overwhelming opinions in one direction. YOUR view seems to be in quite the minority from what I've been reading, and I wonder how many people "in game" actually know what the upcoming changes are going to bring? Further, adding this much MAT requirement for VR16 gear would MEAN SOMETHING if it didn't offer such miniscule results. So you talk 'high end crafting', but that really should only mean something if you get something that is of 'high value' in comparison to that which is below it. IMO, and in the opinion of most comments in the forum, there is a HUGE disparity between the two.
If you want to determine majority view on a topic with good certainty, make an unbiased poll and calculate margin of error. Otherwise, you're just guessing.
Also you'll have to determine whether players actually know what's best for them (touched on this in my previous post).
If you want to know why all modern MMOs have such a low player retention rate & why they haven't been successful, you'll need to look no further.
...and before you bring up WildStar: you do need to capture the audience in the first place. You provide enough content for casual players to enjoy (which WildStar didn't) and then hook them with the end game.
You cave in to the "I want everything now!!" demographic, and they'll leave the game just as soon as they've got what they screamed for and get bored.
And yes, I do agree the results should be more meaningful (this has been requested for hardmode Trials gear as well, the stat difference is absolutely miniscule compared to normal mode versions).
edit: oops was supposed to quote the previous duke's message "want everything now". Please forum, slow down.
It's a modified version of the token system that made WoW so successful built into crafting. you've also got the 9 trait set requirements which is definitely time and resource consuming for a crafter to reach, so overall it is "high end" crafting as gear progression.
So basically you've got a mixed token system that allows any playstyle to make regular and consistent progress toward end-game gear progression, while rewarding group PvE and PvP with the highest rate of progression.
This is exactly the right formula for end-game progression in an MMO.
That's exactly what i mean. I've played since beta and have all professions on six alts, all traits styles etc and can craft everything. Now this dlc wants to limit crafting *white* gear, not legendary gear nor enchants nor slotting gems or other fancy trinkets. I would prefer to have it relatively cheap to craft and hard to improve. Now the cheap part is getting just tedious because there is no progression to crafting in this dlc.The nine traits are high end crafting, base materials not. So overall i consider this is dumbing down crafting because the throttle is now at base materials.Partly agree with this. There should be more difficult high end crafting. I just don't consider throttling vr16 base materials as high end crafting.You can listen to feedback and still ignore it.
Sadly, too true. I was referring to how they say, when they make changes that they've "listened to feedback", meaning they actually DO what the majority of feedback suggests. But you are correct, listening and doing are two different things.
Also, @DDuke , do you think perhaps WoW has lost subscribers because there are many, many more choices for MMOs these days and that many players find better gaming in newer games? In the WoW glory days there were few options for MMOs, but in the past few years there has been an MMO explosion. I know I have co-workers who played WoW for years, have gone back recently to check out the game again, but say that graphics and game-play are no longer competitive with the newer MMOs. Their opinion was not based on the 'ease' of changes, but based on how WoW is extremely dated.
Further, you do realize that the majority of online gamers today are casual players, right? The 'old-school' type of MMO player from WoW's glory days are long gone. Yet, you still have many MMOs that have changed to draw in casual players and are still going after many years, even though many disgruntled players had warned of their impending doom years ago.
Oh, and when I say MAJORITY, I have determine that from both common sense and the pages of pages of comments I read from overwhelming opinions in one direction. YOUR view seems to be in quite the minority from what I've been reading, and I wonder how many people "in game" actually know what the upcoming changes are going to bring? Further, adding this much MAT requirement for VR16 gear would MEAN SOMETHING if it didn't offer such miniscule results. So you talk 'high end crafting', but that really should only mean something if you get something that is of 'high value' in comparison to that which is below it. IMO, and in the opinion of most comments in the forum, there is a HUGE disparity between the two.
If you want to determine majority view on a topic with good certainty, make an unbiased poll and calculate margin of error. Otherwise, you're just guessing.
Also you'll have to determine whether players actually know what's best for them (touched on this in my previous post).
If you want to know why all modern MMOs have such a low player retention rate & why they haven't been successful, you'll need to look no further.
...and before you bring up WildStar: you do need to capture the audience in the first place. You provide enough content for casual players to enjoy (which WildStar didn't) and then hook them with the end game.
You cave in to the "I want everything now!!" demographic, and they'll leave the game just as soon as they've got what they screamed for and get bored.
And yes, I do agree the results should be more meaningful (this has been requested for hardmode Trials gear as well, the stat difference is absolutely miniscule compared to normal mode versions).
edit: oops was supposed to quote the previous duke's message "want everything now". Please forum, slow down.
It's a modified version of the token system that made WoW so successful built into crafting. you've also got the 9 trait set requirements which is definitely time and resource consuming for a crafter to reach, so overall it is "high end" crafting as gear progression.
So basically you've got a mixed token system that allows any playstyle to make regular and consistent progress toward end-game gear progression, while rewarding group PvE and PvP with the highest rate of progression.
This is exactly the right formula for end-game progression in an MMO.
Base materials isn't the limiting factor for new players, only for those who have played for a while. If you're new, you'll be lucky to get 9 trait crafting research done for a handful of items before the next DLC.
This is what I think is going to happen:
Elite (never leave the sofa for 20hrs a day) PVP Guild members get new V16 armor first.
They are going to hammer the hell out of every other player on the board.
Whining and QQing is going to ensue because the average player is not going to be able to catch up to them for a long time to make the playing field more even.
ZOS nerfs everything.
HeroOfNone wrote: »My concern is if vet levels are going to be removed later, vet 17 and 18 could be around the corner. If we're setting v16 at 150 now, we'd introduce a new material or require more later. Setting the v16 lower now means it can still be viable later to use a high amount at v18
Currently
V15 = 15 ores/skins/wood/cloth
V16 = 150 ores/skins/wood/cloth
Proposed
V15 = 30 ores/skins/wood/cloth
V16 = 75 ores/skins/wood/cloth
Down the road...
V17 = 105
V18 = 150
The down the road would give us ample time to collect and will still be a viable resource to trade for the potential of new levels.
This assumes of course the Vet ranks will increase or they will replace it but still require an equivalent V17 and v18 gear set with the next dlc.
HeroOfNone wrote: »
Proposed
V15 = 30 ores/skins/wood/cloth
V16 = 75 ores/skins/wood/cloth
Down the road...
V17 = 105
V18 = 150
The down the road would give us ample time to collect and will still be a viable resource to trade for the potential of new levels.
This assumes of course the Vet ranks will increase or they will replace it but still require an equivalent V17 and v18 gear set with the next dlc.
As a min-maxer, I will be making V16 gear, I imagine more people will as well
It is also good to see them addressing the long standing issue of crafted gear being ridiculously easy to craft. The effort (time spent) acquiring these sets is almost non-existent compared to dropped sets (which are also worse than crafted ones in most cases).
Only complaint I have is the ridiculously small power difference.
I would expect atleast a noticeable difference between VR15 & VR16 gear...
Oh, and in the future it'd be nice to have even rarer materials that require you to complete actual difficult objectives in PvE (or rank high in PvP) and special (more powerful) gear you can craft with those materials.
Pangnirtung wrote: »This is what I think is going to happen:
Elite (never leave the sofa for 20hrs a day) PVP Guild members get new V16 armor first.
They are going to hammer the hell out of every other player on the board.
Whining and QQing is going to ensue because the average player is not going to be able to catch up to them for a long time to make the playing field more even.
ZOS nerfs everything.
ZOS caters to the high end player and PVPers.
I will never put the time in required to get this stuff and I have been playing since beta. There are other things in my life that take priority but ZOS in all of its wisdom seems to be catering to all of the high enders. I will not subscribe and to this date have not bought anything from the crown store until that changes.