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Convert to Imperial Style, and more!

  • Shader_Shibes
    Shader_Shibes
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    This is a necro bump worthy thread though. It's r3tarded why we can't do this, even if it's just for crafted stuff.
  • NewBlacksmurf
    NewBlacksmurf
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    This is a necro bump worthy thread though. It's r3tarded why we can't do this, even if it's just for crafted stuff.

    For crafted stuff....you don't think that would have a negative impact ?
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Troneon
    Troneon
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    Guild Wars 2 lets you change styles whenever for others with the same armor / weapon pieces....

    Just sayin...since 2012...
    Edited by Troneon on February 24, 2016 2:46PM
    PC EU AD
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  • Strider_Roshin
    Strider_Roshin
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    Defeats the point of having motifs and effects the games economy drastically if this expands beyond Imperials.

    So converting drop sets and monster sets into a motif that you've learned defeats the point of motifs? Makes sense.

    Yes it does defeat the purpose of motifs, racial mats and crafting as a whole.

    -This is basically another transmogrify idea....which sounds cool until you actually look at what it changes.

    -Converting anything has an impact on the materials, motif, skill points, etc.
    In order to learn certain motif, it requires skill progression.
    In order to make certain motif, it requires mats and style items
    In order to make level effective gear with motif, it requires...skill, mats, style items
    In order to have set gear....at level, you either have to run research items, run dungeons, trials, MSA, random drops in certain level ranges, etc.

    This drastically effects everything, so instead we have costumes which seem to come every month and perhaps with these, ZOS could offer something closer to you're desires but allowing anyone other than the Imperial situation to change its appearance is not going to have a positive impact overall to the games economy which matters for gear progression and crafting progression.

    What I'm suggesting isn't that everyone can convert their gear into everything regardless of knowledge. What I'm getting at is that if you already have the knowledge to craft gear in a particular motif then you should be able to convert something you can't craft into a motif that you know. This is completely independent of crafting. This is simply having the capability to change the look of something you can't craft.

    I understand what you're suggesting and do believe it has negative impacts outside of this idea.

    ie: ZOS announces, now any set item dropped in MSA, vMSA, Craglorn, Dungeons or Dolemens, or any new similar encounter will allow anyone to change the appearance as long as they have the following:

    -Motif
    -other requirements

    It now becomes the new carrot so motif prices sky rocket, ppl farming motif grow, and the purpose of crafters drastically falls because the new LFG change is coming in a week or so, so it will be easier to obtain these types of items which then draws more focus to runs for these. Why would anyone pay a crafter to make armor if they could find a set piece and only need a motif to change its look.

    Additionally, this situation removes the requirements of leveling each crafting tree, using skill points (other than top motif) which then becomes a lets me level this up to learn the motif and then reset my skills.
    Now ppl are buying and grabbing "trash loot" to decon for progression

    It seems harmless but it touches so many other parts of crafting.....I don't agree that this is good.
    I do feel that perhaps more costumes could fall from these same type of runs and that accomplishes your idea.

    Putting trait restrictions on crafted gear would help prevent any negative impacts. For instance if you wanted to convert a Hunding's rage set that someone made for you; you'll get a pop up message that states "you need to know 6 traits for this item type in order to convert it". This way the main change you'll see in the market is the increased cost of motifs; which isn't a bad thing.



    You're missing it....
    That's crafting basically....either you're a crafter all the way or you wear the artwork on drops.
    Aside from ZOS artists work and reason.

    If someone needs to research, decon, and use skills for motifs, they just need to be a crafter. When you start mixing and matching giving access to a little of this and that for something else, you dynamically change both.

    I think this idea works best as a costume request.
    So let's use your set up.
    You find XYZ BoP set or what not but you really want it to look different, it had to be designed first by ZOS artists for each motif outcome. If they are going to do that work, it may as well be craftable.

    Now what about finding costumes or RP gear in these encounters that can be worn by anyone from level "X" and up but BoP too that can slot on top like a costume, to me (requires details and more work) but it would offer you what you desire without impacting the economy negatively.

    And I think it's another large thread too about costume options and RP gear

    Also....it's just my opinion. I could be completely off base so don't give up on your idea cause of me.

    So you're suggesting that we craft an entire set of gear that we think looks the coolest, and have the means of turning that gear layout; colors and all into a costume that only we can use?
  • NewBlacksmurf
    NewBlacksmurf
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    Defeats the point of having motifs and effects the games economy drastically if this expands beyond Imperials.

    So converting drop sets and monster sets into a motif that you've learned defeats the point of motifs? Makes sense.

    Yes it does defeat the purpose of motifs, racial mats and crafting as a whole.

    -This is basically another transmogrify idea....which sounds cool until you actually look at what it changes.

    -Converting anything has an impact on the materials, motif, skill points, etc.
    In order to learn certain motif, it requires skill progression.
    In order to make certain motif, it requires mats and style items
    In order to make level effective gear with motif, it requires...skill, mats, style items
    In order to have set gear....at level, you either have to run research items, run dungeons, trials, MSA, random drops in certain level ranges, etc.

    This drastically effects everything, so instead we have costumes which seem to come every month and perhaps with these, ZOS could offer something closer to you're desires but allowing anyone other than the Imperial situation to change its appearance is not going to have a positive impact overall to the games economy which matters for gear progression and crafting progression.

    What I'm suggesting isn't that everyone can convert their gear into everything regardless of knowledge. What I'm getting at is that if you already have the knowledge to craft gear in a particular motif then you should be able to convert something you can't craft into a motif that you know. This is completely independent of crafting. This is simply having the capability to change the look of something you can't craft.

    I understand what you're suggesting and do believe it has negative impacts outside of this idea.

    ie: ZOS announces, now any set item dropped in MSA, vMSA, Craglorn, Dungeons or Dolemens, or any new similar encounter will allow anyone to change the appearance as long as they have the following:

    -Motif
    -other requirements

    It now becomes the new carrot so motif prices sky rocket, ppl farming motif grow, and the purpose of crafters drastically falls because the new LFG change is coming in a week or so, so it will be easier to obtain these types of items which then draws more focus to runs for these. Why would anyone pay a crafter to make armor if they could find a set piece and only need a motif to change its look.

    Additionally, this situation removes the requirements of leveling each crafting tree, using skill points (other than top motif) which then becomes a lets me level this up to learn the motif and then reset my skills.
    Now ppl are buying and grabbing "trash loot" to decon for progression

    It seems harmless but it touches so many other parts of crafting.....I don't agree that this is good.
    I do feel that perhaps more costumes could fall from these same type of runs and that accomplishes your idea.

    Putting trait restrictions on crafted gear would help prevent any negative impacts. For instance if you wanted to convert a Hunding's rage set that someone made for you; you'll get a pop up message that states "you need to know 6 traits for this item type in order to convert it". This way the main change you'll see in the market is the increased cost of motifs; which isn't a bad thing.



    You're missing it....
    That's crafting basically....either you're a crafter all the way or you wear the artwork on drops.
    Aside from ZOS artists work and reason.

    If someone needs to research, decon, and use skills for motifs, they just need to be a crafter. When you start mixing and matching giving access to a little of this and that for something else, you dynamically change both.

    I think this idea works best as a costume request.
    So let's use your set up.
    You find XYZ BoP set or what not but you really want it to look different, it had to be designed first by ZOS artists for each motif outcome. If they are going to do that work, it may as well be craftable.

    Now what about finding costumes or RP gear in these encounters that can be worn by anyone from level "X" and up but BoP too that can slot on top like a costume, to me (requires details and more work) but it would offer you what you desire without impacting the economy negatively.

    And I think it's another large thread too about costume options and RP gear

    Also....it's just my opinion. I could be completely off base so don't give up on your idea cause of me.

    So you're suggesting that we craft an entire set of gear that we think looks the coolest, and have the means of turning that gear layout; colors and all into a costume that only we can use?

    No.

    I think people should wear what they find or what they have crafted, or what they pay for via in game systems, etc.

    As far as the style piece of your idea, I think it makes sense for ZOS to offer a costume drop in diff motif styles that you can equip... lets say that aligns whith what styles you desire.
    Basically giving you the looks without hurting the economy or crafting progression as well as messing with skills and such.

    Maybe an unlock-able costume situation based on encounters and such
    Edited by NewBlacksmurf on February 24, 2016 3:45PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    This seems like something that should have been implemented at launch. For anyone saying that it will ruin crafting, I dont think you understand crafting in this game. This is purely cosmetic and you would need to learn the motif and hopefully spend a few mats. In no way does it "destroy" crafting. People will still need to research traits, or pay other people that have for their services. This just gives some flexibility when trying to make your character look better, which is important to a lot of folks.

    Also, crafting is all but dead anyways. I am not saying it is not useful, but the idea of getting rich as a crafter died a long time ago. I have been 9-trait across the board for months, and so have at least 10 people in every guild I am in. Crafters these days work for pitiful tips that are never worth the time. When I craft something, it's to be nice. If I want to make gold, I farm like everyone else.
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  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Well making it Imperial or your race should be fine right? You can already make things Imperial and you never "learned" your own race style so it have no impact on motifs sells.

    It also keeps to the original point on changing things to your race.
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