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Any changes to crafting planned?

Huggernaut
Huggernaut
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@ZOS_GinaBruno has anything been said that I'm not aware of?

I have no issues with the majority of crafting. What I do have an issue with is being limited to 3 research slots, and then having those slots tied up for 24 and then 30 days at a time learning the last 2 traits in each category (x6 for wood & x14 for heavy, med, light armor); that's not even counting the other 7 traits with variable amounts of time that add up to not an insignificant amount of time in their own right.

That is an astoundingly absurd amount of time to ask people to wait in order to craft gear.

Yes, I am aware people can always pay others for this service, but that is besides the point. You should be able to be self sufficient. If you go out and gather your own mats, and level your crafting out until 50, you should have every right to expect to be able to craft your own gear and not have to wait 6 months before that is even feasible.

It's already bad enough we have to spend 6 months of real time leveling a mount, that can be dealt with to some extent (still think it's absurd personally), but crafting is major function of this game.
  • Troneon
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    They will probably put everything crafting related in the crown store and bring out a new DLC, right before that they will nerf all crafting gear into the ground again to make sure you buy the new stuff....

    Oh wait sorry they already did that. :wink:

    So much for what they said about crafting at launch...
    Edited by Troneon on September 25, 2015 11:52AM
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  • newtinmpls
    newtinmpls
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    MMOrpg ... everything is subject to change.
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  • daemonios
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    So what next, more research slots or even full traits in the Clown Store?

    Leveling a crafting profession is actually working pretty well. You need to increase your level through inspiration (there are a few imbalances there since the beginning, you can max your provisioning in no time, while enchanting takes a LOT of glyph deconstruction) and in the case of gear crafting, you need to research the traits. I think it's about right the way it is, especially considering that (i) there is no RNG involved (imagine if you could "fail" a trait research) and (ii) you can play the game while researching. Even better, you can spread your crafting professions between several characters and you'll get there in 1/3 of the time. I did that initially, so I have 1 max-level, 8-trait clothier, 1 woodworker and 1 blacksmith. Only after that did I decide to have 1 character with 9 traits in every craft, which I'm just about finishing now.

    A max-level, 9-trait crafter should be no different from a VR16 character. Some time should have to be invested in getting there. But that's just my opinion.
  • Huggernaut
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    Ya as I said, I have no issues with leveling the crafter to 50. I just think there is far too much time investment needed for learning 9 traits.

    More slots wouldn't solve the issue, simply think they need to reduce all the research timers by 50%. Simple as that.

    But hey, maybe that's just me.
  • 13igTyme
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    daemonios wrote: »
    So what next, more research slots or even full traits in the Clown Store?

    Leveling a crafting profession is actually working pretty well. You need to increase your level through inspiration (there are a few imbalances there since the beginning, you can max your provisioning in no time, while enchanting takes a LOT of glyph deconstruction) and in the case of gear crafting, you need to research the traits. I think it's about right the way it is, especially considering that (i) there is no RNG involved (imagine if you could "fail" a trait research) and (ii) you can play the game while researching. Even better, you can spread your crafting professions between several characters and you'll get there in 1/3 of the time. I did that initially, so I have 1 max-level, 8-trait clothier, 1 woodworker and 1 blacksmith. Only after that did I decide to have 1 character with 9 traits in every craft, which I'm just about finishing now.

    A max-level, 9-trait crafter should be no different from a VR16 character. Some time should have to be invested in getting there. But that's just my opinion.

    Don't give them any ideas. Next thing you know they'll be based of percentage and you have to stay at the crafting station until it's done.
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  • ZOS_Julien
    Hello there,

    Thread moved to Crafting section.
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  • whyB
    whyB
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    keep it as is, in my opinion. Anything worth having, takes time / effort to get
  • BenevolentBowd
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    To items that come to mind that have been mentioned are
    1. Crafting item preview UI
    2. Crafting Mat bag for ESO Plus members
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  • ianshere82b14_ESO
    I am surprised that no companies copied the SWG resource/crafting system (pre-NGE) since many MMO players considered it to be the best system ever. No items were locked behind a raid/dungeon, or had anything to do with combat for that matter. Crafters could be crafters and were not forced into specific content simply because thats where the item they needed was located. As a noob you had to sample resources by hand in small amounts, over time you gained the ability to place machines that could do alot of the heavy lifting for you, create better stations for crafting bonuses, food bonuses, etc. It was a progression in and of itself. Of course if you had lots of money you could cut corners and purchase some of these things and get a crafter up relatively fast, but yea...
  • Akrasjel
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    You should be able to be self sufficient.
    Being self sufficient kills trade... we don't want that.
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  • Asmael
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    I wouldn't mind having a way to get an item that decreases research time by a certain amount, like a book reducing the remaining duration of a specific research by 50% on use. At least you'd have something to do if you really want to reduce the time it takes. You'd still need to get over 60 books just to reduce the duration of each 15/30 days reserches.

    Of course you could trade them for a nice price.
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  • Rosveen
    Rosveen
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    Huggernaut wrote: »
    That is an astoundingly absurd amount of time to ask people to wait in order to craft gear.
    There are two 9 trait sets in the game. Most of the best sets sit at 6 or fewer traits. Do you really feel you can't craft until you've finished all possible research? Because that's what's absurd.
  • Nestor
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    Rosveen wrote: »
    There are two 9 trait sets in the game. Most of the best sets sit at 6 or fewer traits.

    There is no gear related reason to go above 6 traits. IN fact some of the most powerful crafted sets in the game can be made only knowing 2 or 3 traits. Sure there are some nice 4 to 6 trait sets, but I still use Ashen Grip and Seducer on my VR Ranked characters.

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  • EddieHavok
    It would be nice to add a new passive that reduces research or even a consumable that allows for instant knowledge on an item, to allow for another venue when your current slots are filled. I would like to be able to queue them up so they can run on their own with little interaction on my part. Having to run to a city when the timer runs out every time or forget that I have a slot open feels like wasted time.
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