ZOS_KaiSchober wrote: »Hallo,
Lorbeeren lassen sich sich nicht verkaufen, handeln oder verschicken, weil wir uns die Option offen halten wollen, diese später auch im Kronen-Shop zu verkaufen. Um den Tausch von echtem Geld in Gold zu vermeiden, ist jeder Gegenstand im Kronen-Shop an das Konto gebunden.
Bei den bisherigen Stilen wurde dies Problem so gelöst, dass man man im Spiel mehrere (handelbare) Splitter, Scherben oder Sonstiges sammeln musste, die sich dann zu einer (nicht-handelbarem) Handwerkszutat zusammen fügen ließen.
Bei den Lorbeeren für den Söldner-Stil haben wir uns entschieden, eben diese Materialjagd nicht einzubauen, sondern die Handwerkszutat direkt zu vergeben. Sobald ihr ein Kapitel des Söldnerstil kennt, habt ihr bereits eine gute Chance, Lorbeeren zu finden - sie steigt nicht linear auf die 14 Kapitel verteilt an.
Auch die Kapitel selbst sind einfach zu bekommen als z.B. diejenigen für Glasit.
I became super wary when motifs and style materials got implemented with massive scarcity/misery that they didn't have before, and suddenly they now sell crafting mats (style materials ) in crown store . They have already started selling items that are not cosmetic only or are of lesser quality than in game. ( no in game chest will give you 10 malachite in one go). As I said before, now that crafting mats are in crown store what will be next? V16 stacks of mats? Nirncrux? Perfect Roe? Why bother with a stack of mats when you could just buy armour for crowns..all the things that are being made hard/unpleasant to get may now end up in crown store.The more scarcity intentionally implemented in game, with the sole purpose of driving people to the cash shop, the more I want to unsubscribe and uninstall.
It's the same with the current glass materials isn't it? Crown store items are bound, the shards you find in the world aren't.
I don't see the issue here. If they're going to sell the motif in the crown store, it would be silly not to sell teh racial stones also. It's all cosmetic in the end, it's not like they're selling wood/cloth/metal.
I'll just quote myself here:The more scarcity intentionally implemented in game, with the sole purpose of driving people to the cash shop, the more I want to unsubscribe and uninstall.
Also I could have sworn that ZOS said they wouldn't make things scarce/hard to obtain/nerf drop rates in game with the sole motivation of pushing people to cash shop? I remember seeing a quote from ZOS saying this shortly after F2P. If anyone can find that quote, please post here.
Well I'm not sure how long I'll stick around with ESO now tbh.. don't like the direction it's heading in. Priority should be providing good/enjoyable content and not altering content around cash shop, in order to maximise cash shop sales.
Jennifur_Vultee wrote: »It's the same with the current glass materials isn't it? Crown store items are bound, the shards you find in the world aren't.
I don't see the issue here. If they're going to sell the motif in the crown store, it would be silly not to sell teh racial stones also. It's all cosmetic in the end, it's not like they're selling wood/cloth/metal.
Sure the shards aren't bound but once refined they resulting style material is bound.
Also I could have sworn that ZOS said they wouldn't make things scarce/hard to obtain/nerf drop rates in game with the sole motivation of pushing people to cash shop? I remember seeing a quote from ZOS saying this shortly after B2P. If anyone can find that quote, please post here.
It's the same with the current glass materials isn't it? Crown store items are bound, the shards you find in the world aren't.
I don't see the issue here. If they're going to sell the motif in the crown store, it would be silly not to sell teh racial stones also. It's all cosmetic in the end, it's not like they're selling wood/cloth/metal.
lonewolf26 wrote: »It feels super clunky to be a master crafter when you can't effectively craft for others using their materials.
I still think this solution is total BS, but I can appreciate honesty.
So. It's not hard to kill the last boss in any vet dungeon.
ThatNeonZebraAgain wrote: »Anyone, whether they have learned the glass style or not, can get Malachite shards from any chest in the world. The gold style mat itself is bound once refined from 10 shards.
The issue here with Merc motif is that it isn't just that it will be sold in Crown Store, but that your crafter must be able to run undaunted dailies. Again, this issue isn't having to get it from dungeons, but that, because of skill point scarcity (which used to be more of a problem than it is today) and time investment over the last year to achieve 8+ researched traits on people's dedicated master crafters, many people do not have crafting characters that are also leveled "adventuring" characters. This means that, while you can get the motif from your adventuring char's dungeon runs, you will never get the style mat unless you waste learning the style on your adventuring character. As such, this is vastly different than any other crafting mechanic, and not in a good way. It's just a senseless mechanic that needlessly undermines the choices people have made about their characters and crafting progression.
ThatNeonZebraAgain wrote: »It's the same with the current glass materials isn't it? Crown store items are bound, the shards you find in the world aren't.
I don't see the issue here. If they're going to sell the motif in the crown store, it would be silly not to sell teh racial stones also. It's all cosmetic in the end, it's not like they're selling wood/cloth/metal.
No. Anyone, whether they have learned the glass style or not, can get Malachite shards from any chest in the world. The gold style mat itself is bound once refined from 10 shards.
The issue here with Merc motif is that it isn't just that it will be sold in Crown Store, but that your crafter must be able to run undaunted dailies. Again, this issue isn't having to get it from dungeons, but that, because of skill point scarcity (which used to be more of a problem than it is today) and time investment over the last year to achieve 8+ researched traits on people's dedicated master crafters, many people do not have crafting characters that are also leveled "adventuring" characters. This means that, while you can get the motif from your adventuring char's dungeon runs, you will never get the style mat unless you waste learning the style on your adventuring character. As such, this is vastly different than any other crafting mechanic, and not in a good way. It's just a senseless mechanic that needlessly undermines the choices people have made about their characters and crafting progression.
MSchroeder wrote: »There’s been a lot of discussion about the Mercenary motif since it appeared on the PTS yesterday, and we’d like to clear up some misconceptions and answer some questions.
First, we’ve seen your concerns about the time and effort it’s going to take to obtain all the chapters of the motif. We’re aware that some of you feel that the other recently-released motifs are too grueling to get, so we wanted Mercenary to be more easily obtained. Bronze chests will drop a chapter 40% of the time; Silver chests, 50% of the time; Gold chests, 60% of the time.
We’ve also seen some confusion when we say that the Laurels (the style item required to craft a piece of gear in the Mercenary style) are Bind on Pickup. To be clear, when we say ‘Bind on Pickup’, we mean it binds to your account, not your character. This means that any of your characters can earn a Laurel, bank it, and let any of your other characters use it.
Finally, we’ve seen lots of talk about how the Laurels will only drop for characters who know at least one chapter of the style. One thing we didn’t mention in the patch notes, however, is that this is not a simple 0%-100% scale – while knowing zero chapters of the style does mean you won’t ever see a Laurel, having just one chapter means that final bosses from Veteran Dungeon will have a 50% chance to drop a Laurel for you. From there, it scales up linearly to 100% (approx. +4% per chapter). Note that the drop rate of Laurels from final bosses in Normal Dungeons Laurel is always 1/4th of their Veteran counterparts.
If you’re concerned that you now have to get your crafting character suited up and ready for dungeons, consider this: With just one chapter under your belt – likely obtained after only a day’s worth of Pledges – your most Undaunted character will be getting a Laurel about every other run through a Veteran Dungeon.
ThatNeonZebraAgain wrote: »The issue here with Merc motif is that it isn't just that it will be sold in Crown Store, but that your crafter must be able to run undaunted dailies. Again, this issue isn't having to get it from dungeons, but that, because of skill point scarcity (which used to be more of a problem than it is today) and time investment over the last year to achieve 8+ researched traits on people's dedicated master crafters, many people do not have crafting characters that are also leveled "adventuring" characters. This means that, while you can get the motif from your adventuring char's dungeon runs, you will never get the style mat unless you waste learning the style on your adventuring character. As such, this is vastly different than any other crafting mechanic, and not in a good way. It's just a senseless mechanic that needlessly undermines the choices people have made about their characters and crafting progression.
Scyantific wrote: »Well at least they're being honest about money taking a priority over everything else.