Many of us agree that having Crafting Stations within player homes would be a detriment town functionality. There are also those of us who feel that having crafting stations within player homes is a must to make player homes a viable addition to ESO.
TL/DR Personal Crafting stations should be different from town crafting stations by requiring additional skill and resources of the player.
Topics:
- How Personal Crafting Stations are the Same
- How Personal Crafting Stations are Different
- Crafting Skills
How Personal Crafting Stations are the Same
It is my personal belief that Crafting Stations CAN be included in player homes, but not exactly how they exist in towns. They should provide many of the same core functions that town crafting stations provide.
Personal Crafting Stations should offer…
- The same crafting ability
- The same research ability
- The same deconstructing ability
- The same access to materials in the bank
This is so a player using a personal crafting station has all the same capabilities that a person using a crafting station in a town will have. At this point you’re probably thinking that there is nothing that can be changed to make personal crafting stations different. While the functions should be the same, personal crafting stations should differ in their effectiveness.
How Personal Crafting Stations are Different
In towns, players have one benefit they would not have in their personal crafting station, the Craftsman. The Craftsaman is there to upkeep the crafting station and is able to provide more capable crafting stations than those players should be able to have in their homes. As such, the player crafting stations should differ in five ways:
Personal Crafting Stations should…
- Differ visually
- Yield less material
- Require more material
- Result in longer research times
- Consume resources
Visual Difference - All
Personal crafting tables should look a little different from the crafting stations found in towns. They should be smaller and should be more compact. A smaller forge for a blacksmith, perhaps a vertical tanning station for clothier, a smaller woodworking table, etc. This would also enable players more possibilities when placing them inside/outside their homes.
Less Material Yield – Blacksmith / Woodworking / Clothier
Since the personal crafting stations aren’t of the same quality as those that can be found in towns, the yield from deconstruct should be less than if the player were to deconstruct their material in town. This could be accompanied by the chances of getting rare materials being lowered. The result would be players would have a reason to deconstruct rare pieces in town instead of at their personal crafting stations so they have a greater chance of obtaining rare materials.
More Material Required – All
Just as a player will generate less materials from deconstructing, constructing should cost more when making items on a personal crafting station. This would likely be the greatest incentive to crafting in towns rather than crafting using personal stations. This doesn’t, however, mean that this increased cost of crafting shouldn’t be able to be mitigated. More on that below in the Crafting Skills section.
Longer Research – Blacksmith / Woodworking / Clothier
Since players aren’t using a crafting station that is overseen by a professional craftsman it should take them longer to research items. Pretty straight forward. This DOES mean, however, that a player should be able to research on a public table and then research separately on their private table. It’s a limitation with a benefit!
Consuming Resources – All
Now, let’s get all minecrafty here. Personal crafting stations should require a consumable craft-specific resource. Each activity on that station should consume a certain amount of that resource. Each station should contain a slot for the crafting resource. If the crafting station contains none of the needed resource, then the station cannot be used.
Each crafting station should have its own consumable resources.
- Blacksmith Forge = EmberCoal
- Woodworking Station = Carpenter’s Oil
- Clothier Station = Surfacing Wax
- Alchemy Station = Tinder / Emulsifyer / Bottles
- Cooking Fire = Potable Water / Firewood / Kindling
- Enchanting table = Candles / Enchanting Crystal / Incense
The resources should be manually placed in a slot in the personal crafting station, this means the resource cannot be placed in and used from the bank. The resources should all stack in piles of 200. The resource should stay in the station after the player finishes using it meaning a player can fill up a resource and leave it until they run out of the resource.
Each resource can be obtained using different means. ZOS could choose to have the resources craftable to where players need to farm the resource out in the wild, they could be purchasable from the Craftsman, or they could be bought in stacks through the Crown Store.
Crafting Skills
Just as the stablemaster can help a player by providing riding lesson, each Craftsman can provide lessons to increase a crafting skill. Each Craft should have 4 crafting skills
Blacksmithing / Woodworking / Clothier Skills
- Deconstruction (max level = same yield as town crafting)
- Construction (max level = same requirements as town crafting)
- Research (max level = As fast as town crafting)
- Efficiency (level increase = Less resourced needed per use)
Alchemy / Enchanting / Provisioning Skills
- Construction (max level = same requirements as town crafting)
- Efficiency (level increase = Less of resource 1 needed per use)
- Ingenuity(level increase = Less of resource 2 needed per use)
- Creativity (level increase = Less of resource 3 needed per use)
Each Crafting Skill could be set to 50 or 100 and as players increase their crafting skills, they get closer to the abilities that crafting stations in towns enjoy. At max level, the capabilities of personal crafting stations should equal the capabilities of town crafting stations.
Note that personal crafting stations should
ALWAYS require the consumption of the crafting resource.
You’ll also notice that since Alchemy, Enchanting, and Provisioning are less complex crafting skills than Blacksmithing, Woodworking, and Clothier I added more consumable resources required to use their personal crafting stations. This could be changed so that each crafting station only have 1 consumable resource. In the end I chose to have multiple crafting resources to be able to have 4 Crafting Skills available for each craft. This would have to be a design decision made by ZOS. I can personally see the reasons for having it either way.
The core concept here is that personal crafting stations can not only add functionality to personal homes but could add extended gameplay through resource management. With this concept the personal crafting stations would be difficult enough to maintain and level that many players would just use town crafting stations while others who want personal crafting stations would be empowered to do so.
Thoughts? Differing opinions? Tweaks?
What ESO really needs is an Auction Horse.
That's right...
Horse.
Click
HERE to discuss.
Want more crazy ideas? Check out my
Concept Repository!