ThatNeonZebraAgain wrote: »It's all in line with the changing direction of the game away from the relatively equal playing field of P2P sub-based gameplay and toward B2P/F2P monetization gameplay. It's the same reason why there are so many new "grinds" consisting of layers of low RNG and accumulating large amounts of mats or currencies. We can expect this trend to continue and intensify with each update and DLC. While these systems are, individually, time-tested parts of pretty much all MMOs, the way they are being implemented in IC/2.1 comes off as a superficial form of increasing game difficulty at best and a thinly veiled attempt to engineer inconvenience in order to encourage more players into the Crown Store at worst (not to mention the latter is something ZOS said they weren't going to do back when they announced the B2P switch).
It really doesnt matter, you will be farming the new dungeons anyway 1000x due to the new sets being random drops +random traits
starlizard70ub17_ESO wrote: »^This^ Is the reason why I'm thinking of passing on IC and just going straight to the Orsinium grind. Why do the grind twice in a 2 - 3 month span.
Yep, I will get IC DLC with spare crowns I already have, but I don't think I'll bother with the grind for new gear until Orsinium.
Yeah crafting in eso means nothing right now, we don't have good sets to craft, we can find better sets just grinding that is very boring, actually I would love to have better crafting sets, so the motif really worth something, so you have to grind for the glass motif and the xyvkin a lot, but for what?? We cannot craft anything decent at the moment, I spent a long time working on the dwemer motif, but I only use that armor for the look every time I go to a dungeon or something I have to put another armor to play, they should look at this and improve the crafting sets so their can match the drop ones, that would be fine and would be good for them because you can spend crowns for the new motif, otherwise we don't really need more motif because there is no point in go grind for them spend crowns and everything for something you don't really use
Not to mention they crapped on all the crafters with this update making dropped gear now be equal in armor rating to crafted gear... our small little "advantage" promised to be forever that way since the early beta days is gone. That actually made me mad (rather then just confused and irritated as some of the other changes did).
RinaldoGandolphi wrote: »...
The way they set up the IPC its just a major farming operation, you will either farm PVE mobs with a group for stones, or you will kill other players who have farmed mobs for their stones...the fact you can lose your stones sometimes to deaths by other players is not meant as incentive system, or a risk system, its meant to increase the time it takes you to get the stones you need to get the gear you want.
...
So new crafted VR16 gear isnt handed to you.. big deal, it takes a little work.
All the new IC content can be done in your current VR14 gear and the benefits are minor to jump from VR14 to VR15 or VR16 gear. So guess what we have like 3 months to upgrade our gear to VR16 to be ready for the next DLC, prioritize and upgrade your weps first (if crafted) as they will have the largest impact on what you do ingame. Then slowly work to upgrade each part 1 by 1, by a mix of TV stone farm, dungeon grinds and possibly purchase some materials.
The difference in having VR14 and VR16 gear is likely not worth the grind for VR16 for many people, so take it slow and don't blow a gasket over the fact that those who grind it out quickly will have a very minor advantage over you.
It's funny how throughout most of the history in this game, people complained that there were not enough end game items to work towards or no reputation or anything to grind. Now there's a CP imbalance and too many resources required for end game gear for people to complain about.
@Iggybot not complaining here at all in the objective of my post only making a big question "What the purpose of this in crafting if not intended to be only to force players use the new content that clearly its not for everyone taste?"
Because if it is that the purpose that is wrong and since we are a few days of the official launch only trying to show ZOS that is bad move that dont gone bring the results expected.
For example i would love to put the stats of Martial Knowledge on my Dwemer Crafted Gear i so miss my Dwemer looks
Yeah crafting in eso means nothing right now, we don't have good sets to craft, we can find better sets just grinding that is very boring, actually I would love to have better crafting sets, so the motif really worth something, so you have to grind for the glass motif and the xyvkin a lot, but for what?? We cannot craft anything decent at the moment, I spent a long time working on the dwemer motif, but I only use that armor for the look every time I go to a dungeon or something I have to put another armor to play, they should look at this and improve the crafting sets so their can match the drop ones, that would be fine and would be good for them because you can spend crowns for the new motif, otherwise we don't really need more motif because there is no point in go grind for them spend crowns and everything for something you don't really use
For example i would love to put the stats of Martial Knowledge on my Dwemer Crafted Gear i so miss my Dwemer looksYeah crafting in eso means nothing right now, we don't have good sets to craft, we can find better sets just grinding that is very boring, actually I would love to have better crafting sets, so the motif really worth something, so you have to grind for the glass motif and the xyvkin a lot, but for what?? We cannot craft anything decent at the moment, I spent a long time working on the dwemer motif, but I only use that armor for the look every time I go to a dungeon or something I have to put another armor to play, they should look at this and improve the crafting sets so their can match the drop ones, that would be fine and would be good for them because you can spend crowns for the new motif, otherwise we don't really need more motif because there is no point in go grind for them spend crowns and everything for something you don't really use
Imagine this game system:
1) Collect all parts of a found set (not bought in guild store, but actually found by player), like Martial Knowledge, and the crafter can make this set for ANY style from there on;
2) Once a racial style is obtained (like Dwemer or Glass), any armor can be converted to this style, just like Imperial.
Wouldn't this give players not only significant flexiblity in their appearance, but increase their desire to grind for ALL racial styles as well as ALL set piece types? Top-tier crafters would be in extreme demand, and make a lot more trading income, and folks would play more areas they wouldn't have considered with the current system.
...
Imagine this game system:
1) Collect all parts of a found set (not bought in guild store, but actually found by player), like Martial Knowledge, and the crafter can make this set for ANY style from there on;
2) Once a racial style is obtained (like Dwemer or Glass), any armor can be converted to this style, just like Imperial.
Wouldn't this give players not only significant flexiblity in their appearance, but increase their desire to grind for ALL racial styles as well as ALL set piece types? Top-tier crafters would be in extreme demand, and make a lot more trading income, and folks would play more areas they wouldn't have considered with the current system.
1) Collect all parts of a found set (not bought in guild store, but actually found by player), like Martial Knowledge, and the crafter can make this set for ANY style from there on;
1) Collect all parts of a found set (not bought in guild store, but actually found by player), like Martial Knowledge, and the crafter can make this set for ANY style from there on;
I would love this system, even if the items you created were bind on pick up, so as not to completely devalue drops.
Add item sets to the research system and I'd be all over it like a nasty rash.
Imagine this game system:
1) Collect all parts of a found set (not bought in guild store, but actually found by player), like Martial Knowledge, and the crafter can make this set for ANY style from there on;
2) Once a racial style is obtained (like Dwemer or Glass), any armor can be converted to this style, just like Imperial.
Wouldn't this give players not only significant flexiblity in their appearance, but increase their desire to grind for ALL racial styles as well as ALL set piece types? Top-tier crafters would be in extreme demand, and make a lot more trading income, and folks would play more areas they wouldn't have considered with the current system.
michael217hillnub18_ESO wrote: »Imagine this game system:
1) Collect all parts of a found set (not bought in guild store, but actually found by player), like Martial Knowledge, and the crafter can make this set for ANY style from there on;
2) Once a racial style is obtained (like Dwemer or Glass), any armor can be converted to this style, just like Imperial.
Wouldn't this give players not only significant flexiblity in their appearance, but increase their desire to grind for ALL racial styles as well as ALL set piece types? Top-tier crafters would be in extreme demand, and make a lot more trading income, and folks would play more areas they wouldn't have considered with the current system.
I think this system is good except that it sounds slightly OP'd unless they bind the item to you afterward WHICH NOBODY WANTS (don't do it ZOS), so instead they should allow a style change for either a gold price at a merchant with your motif knowledge (This would actually take gold out of the economy) or have some sort of magical item either crafted (potion perhaps) that allows you to change an item's style.
Otherwise if we can freely change styles without limit what would be the point of racial motif items like nickel, copper, flint, etc besides initial crafting? They should actually be used in the process of changing styles, but... again I would like to see something to take gold out of the economy more than making the rich even more rich in guild stores.
Merlin13KAGL wrote: »It's not set up to be difficult, it's set up to be tedious and time consuming.
In the last ESO live yesterday they have that questions about the amount the mats needed for the v16 gear and its official they don't gone change it. It seems they want that players have " a comparable challenge in getting the most power gear in game".
Dam since when Craftable Gear is the most powerful gear in game if so no wanna gone farm the Dungeons and IC to get the new sets only dropped.
Bad day for Crafters.
starlizard70ub17_ESO wrote: »Merlin13KAGL wrote: »It's not set up to be difficult, it's set up to be tedious and time consuming.
^This, and it's setup to make the crown store more "convenient".
Finally some challenge... i hope they double it.
Do people really want to farm everything in a couple hours?
Hiero_Glyph wrote: »Finally some challenge... i hope they double it.
Do people really want to farm everything in a couple hours?
Grinding is a challenge? That's news to me.
The entire crafting system needs to be overhauled as just increasing the numbers of mats required only makes it a time sink, not one that requires mastering a craft.