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Should crating styles be removed from material tiers and unlocked as choice in the crafting UI?

NewBlacksmurf
NewBlacksmurf
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Today, when you craft items, the style changes based on the material. I believe that each material can contribute to a style within each motif but we as crafters should be able to make level min - VR16 of any material for cosmetic purposes.

I think the starting level of each material should remain so that it takes less of some materials to create VR16 gear

Example: Iron/jute should range from level 1-VR16
Spider silk should range from level 36-VR16
Etc for all crafting so that each material doesn't stop and we have more option to look different in effective gear.
***In order to progress, you still need the skill tiers within crafting **

This also removes the necessity for non-crafters to use Passives to find raw materials but increases the economy for all materials and causes ppl to have reasons to go to other zones for stylistic desires.
Edited by NewBlacksmurf on February 18, 2016 5:08PM
-PC (PTS)/Xbox One: NewBlacksmurf
~<{[50]}>~ looks better than *501

Should crating styles be removed from material tiers and unlocked as choice in the crafting UI? 98 votes

Yes, ZOS should unlock styles so that any material can make up to VR16 gear
51%
NestorwayfarerxMojmirNewBlacksmurfGlassHalfFullkendellking_chaosb14_ESOKendaricMoonshadow66TurelusDanikatRebEnodocElara_NorthwindKorprokDaraughLumikhele23eb17_ESONecreliosstarlizard70ub17_ESOVolkodav 50 votes
I have another suggestion
4%
phreatophileDedricusForztrBossdonut 4 votes
No, I like things as they are
44%
IcyDeadPeopleKallistaBlackheartAcrolasNavithralolo_01b16_ESODarlonEdenprimedennissomb16_ESOMarrazzMistUntrustedExistenzMilvanChuckyPaynesdtlcSorataArisugawadroids097Robbmrpharrlockk616PaskeMason22ValkynSketha 44 votes
  • Nestor
    Nestor
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    There are a lot of materials that I came across as leveling that I would love to keep using all the way up to VR16.
    Enjoy the game, life is what you really want to be worried about.

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    Gary Gravestink "I am glad you died, I needed the help"

  • Volkodav
    Volkodav
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    It would be nice.
  • khele23eb17_ESO
    khele23eb17_ESO
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    Agreed.
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • Merkabeh
    Merkabeh
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    I like this very much!
    Crusader of The Knights of the Alessian Order

    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!" - Sallington

    #CommunicationEquality
  • Ourorboros
    Ourorboros
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    I'm always in favor of more crafting options.
    PC/NA/DC
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  • ProfessorKittyhawk
    ProfessorKittyhawk
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    Agreed. I like the way some lower level armor looks. But once it gets up into the higher levels it just looks... meh.
  • KhajiitiLizard
    KhajiitiLizard
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    I just love the first tier heavy Khajiit chest.
  • Bossdonut
    Bossdonut
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    I have another suggestion
    I assume you mean the coloring like how rubedite swords are kind of red? Allow weapons to be dyed.
  • NewBlacksmurf
    NewBlacksmurf
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    Bossdonut wrote: »
    I assume you mean the coloring like how rubedite swords are kind of red? Allow weapons to be dyed.

    No not at all

    This has to do with choosing lesser mats in order to use that artwork on higher level gear
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Bossdonut
    Bossdonut
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    I have another suggestion
    Bossdonut wrote: »
    I assume you mean the coloring like how rubedite swords are kind of red? Allow weapons to be dyed.

    No not at all

    This has to do with choosing lesser mats in order to use that artwork on higher level gear

    I see. Might be best to just add a transmog slot like wow had.
  • NewBlacksmurf
    NewBlacksmurf
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    Bossdonut wrote: »
    Bossdonut wrote: »
    I assume you mean the coloring like how rubedite swords are kind of red? Allow weapons to be dyed.

    No not at all

    This has to do with choosing lesser mats in order to use that artwork on higher level gear

    I see. Might be best to just add a transmog slot like wow had.

    No that's not better at all. Then you'd have to make an item, and keep it in addition to paying to copy it.
    The suggestion is a lot more feasible and only requires very basic changes. No major programming or coding at all but your idea does.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • ChuckyPayne
    ChuckyPayne
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    No, I like things as they are
    When 'remove VR' is coming, the craft will rebalance. We don't know what is it mean, maybe less craft material, we will see.

    If I understeand you, that is mean I can't craft lvl10 akaviri style?
  • Bossdonut
    Bossdonut
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    I have another suggestion
    Bossdonut wrote: »
    Bossdonut wrote: »
    I assume you mean the coloring like how rubedite swords are kind of red? Allow weapons to be dyed.

    No not at all

    This has to do with choosing lesser mats in order to use that artwork on higher level gear

    I see. Might be best to just add a transmog slot like wow had.

    No that's not better at all. Then you'd have to make an item, and keep it in addition to paying to copy it.
    The suggestion is a lot more feasible and only requires very basic changes. No major programming or coding at all but your idea does.

    I don't think you had to keep it. You just had to have looted it at one point. Or maybe I'm thinking of D3. Either way both ideas would work I suppose. Perhaps when they kill vet ranks they'll allow mats to be used up to level 50.
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    No, I like things as they are
    Not sure if I understand correct, but you basicly ask for being able to craft v16 gear without using ruby ash, ancestor silk, ...?
  • Mettaricana
    Mettaricana
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    Clarification for all OP is stating crafting gear in the style tier we want regardless of material like using the appearence of a lvl 1 iron armor but having the stats of rubedite. armor appeances changes from iron> steel> orichulum> dwarven he's saying we should be able to use the iron or steel etc appearence at max level as it would add almost 4x the customization of your character and their gear. Example bosmer medium tier 1 and 2 are sexy revealing but by the time your in rubedo leather your armored to your tonsils. A primal battle axe looks way deadlier in the oriculum tier compared to the dwarven tier. Same goes for akaviri all its weapons look better at their 1-3 tiers but once you hit dwarven look like crap.
    I'm everything that doesn't belong in the pact but i'm there anyway...
  • FleetwoodSmack
    FleetwoodSmack
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    No, I like things as they are
    Not sure if I understand correct, but you basicly ask for being able to craft v16 gear without using ruby ash, ancestor silk, ...?

    That's the way it sounds. If that's the case, then it would also sound like there's really no incentive to go to Wrothgar or the Imperial City other than just for cosmetic looks or Enchanting/Style/Alchemical mats.
    Edited by FleetwoodSmack on February 19, 2016 6:48AM
    Tell me lies, tell me sweet little lies!
  • LiquidSchwartz
    LiquidSchwartz
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    Clarification for all OP is stating crafting gear in the style tier we want regardless of material like using the appearence of a lvl 1 iron armor but having the stats of rubedite. armor appeances changes from iron> steel> orichulum> dwarven he's saying we should be able to use the iron or steel etc appearence at max level as it would add almost 4x the customization of your character and their gear. Example bosmer medium tier 1 and 2 are sexy revealing but by the time your in rubedo leather your armored to your tonsils. A primal battle axe looks way deadlier in the oriculum tier compared to the dwarven tier. Same goes for akaviri all its weapons look better at their 1-3 tiers but once you hit dwarven look like crap.
    This man gets it
    May the Schwartz be with you.
    EP/XB1/NA

  • khele23eb17_ESO
    khele23eb17_ESO
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    Bossdonut wrote: »
    Bossdonut wrote: »
    I assume you mean the coloring like how rubedite swords are kind of red? Allow weapons to be dyed.

    No not at all

    This has to do with choosing lesser mats in order to use that artwork on higher level gear

    I see. Might be best to just add a transmog slot like wow had.

    No that's not better at all. Then you'd have to make an item, and keep it in addition to paying to copy it.
    The suggestion is a lot more feasible and only requires very basic changes. No major programming or coding at all but your idea does.

    TBH Id prefer a whole vanity tab. WoW transmog is somewhat annoying. Rift did it better. You basically get 2 character sheets/dolls, with the 2nd one being purely cosmetic and overwriting the looks of the first. You equip an item with the stats you want on sheet#1 and if you happen not to like its looks, you equip an item with the desired appearance on sheet#2. This can then be seen on your character in game.

    Its true you might have to craft an item... but whats the problem with crafting a non-vet white piece of gear? None at all. Whats more important... you could equip drops with looks that cant be crafted or lower level items with models no longer seen on v16 items.
    Not sure if I understand correct, but you basicly ask for being able to craft v16 gear without using ruby ash, ancestor silk, ...?

    That's the way it sounds. If that's the case, then it would also sound like there's really no incentive to go to Wrothgar or the Imperial City other than just for cosmetic looks or Enchanting/Style/Alchemical mats.

    I believe the idea is to be able to craft v16 gear with the looks of lev1 or lev 30.
    Edited by khele23eb17_ESO on February 19, 2016 7:23AM
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • FleetwoodSmack
    FleetwoodSmack
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    No, I like things as they are
    Bossdonut wrote: »
    Bossdonut wrote: »
    I assume you mean the coloring like how rubedite swords are kind of red? Allow weapons to be dyed.

    No not at all

    This has to do with choosing lesser mats in order to use that artwork on higher level gear

    I see. Might be best to just add a transmog slot like wow had.

    No that's not better at all. Then you'd have to make an item, and keep it in addition to paying to copy it.
    The suggestion is a lot more feasible and only requires very basic changes. No major programming or coding at all but your idea does.

    TBH id prefer a whole vanity tab too. Like in Rift. You basically get 2 character sheets, with the 2nd one being purely cosmetic and overwriting the looks of the first. You equip an item with desired stats on sheet#1 and if you dont like its looks on sheet#2 you equip an item with the desired appearance which then shows in game.

    Its true you might have to craft an item... but whats the problem with crafting a non-vet white piece of gear? None at all. Whats more important... you could equip drops with looks that cant be crafted or lower level items with models no longer seen on v16 items.
    Not sure if I understand correct, but you basicly ask for being able to craft v16 gear without using ruby ash, ancestor silk, ...?

    That's the way it sounds. If that's the case, then it would also sound like there's really no incentive to go to Wrothgar or the Imperial City other than just for cosmetic looks or Enchanting/Style/Alchemical mats.

    I believe the idea is to be able to craft v16 gear with the looks of lev1 or lev 30.

    By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy. :)
    Tell me lies, tell me sweet little lies!
  • khele23eb17_ESO
    khele23eb17_ESO
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear

    By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy. :)

    Ambigous phrasing, but its not a new request so Im quite sure its just about looks like in previous threads about this issue.
    Edited by khele23eb17_ESO on February 19, 2016 7:23AM
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • FleetwoodSmack
    FleetwoodSmack
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    No, I like things as they are

    By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy. :)

    Ambigous phrasing, but its not a new request so Im quite sure its just about looks like in previous threads about this.
    Today, when you craft items, the style changes based on the material. I believe that each material can contribute to a style within each motif but we as crafters should be able to make level min - VR16 of any material for cosmetic purposes.

    I think the starting level of each material should remain so that it takes less of some materials to create VR16 gear

    Example: Iron/jute should range from level 1-VR16
    Spider silk should range from level 36-VR16

    Etc for all crafting so that each material doesn't stop and we have more option to look different in effective gear.
    ***In order to progress, you still need the skill tiers within crafting **

    This also removes the necessity for non-crafters to use Passives to find raw materials but increases the economy for all materials and causes ppl to have reasons to go to other zones for stylistic desires.

    I bolded the parts in question. This says to me that there's no reason to use Rubedite, Ancestral Cloth, or Ruby Ash unless you want it for the looks. I'm not arguing with the fact that it'd be nice to have some homespun Argonian gloves that look a tad like Henna on a character's hands that were v16. However I would want them to be Ancestral Silk and not be made out of Jute. ;)
    Tell me lies, tell me sweet little lies!
  • khele23eb17_ESO
    khele23eb17_ESO
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear

    By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy. :)

    Ambigous phrasing, but its not a new request so Im quite sure its just about looks like in previous threads about this.
    Today, when you craft items, the style changes based on the material. I believe that each material can contribute to a style within each motif but we as crafters should be able to make level min - VR16 of any material for cosmetic purposes.

    I think the starting level of each material should remain so that it takes less of some materials to create VR16 gear

    Example: Iron/jute should range from level 1-VR16
    Spider silk should range from level 36-VR16

    Etc for all crafting so that each material doesn't stop and we have more option to look different in effective gear.
    ***In order to progress, you still need the skill tiers within crafting **

    This also removes the necessity for non-crafters to use Passives to find raw materials but increases the economy for all materials and causes ppl to have reasons to go to other zones for stylistic desires.

    I bolded the parts in question. This says to me that there's no reason to use Rubedite, Ancestral Cloth, or Ruby Ash unless you want it for the looks. I'm not arguing with the fact that it'd be nice to have some homespun Argonian gloves that look a tad like Henna on a character's hands that were v16. However I would want them to be Ancestral Silk and not be made out of Jute. ;)

    Obviously.

    Me... Id like to have a separate sheet/doll for my char's appearance.
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • FleetwoodSmack
    FleetwoodSmack
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    No, I like things as they are

    By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy. :)

    Ambigous phrasing, but its not a new request so Im quite sure its just about looks like in previous threads about this.
    Today, when you craft items, the style changes based on the material. I believe that each material can contribute to a style within each motif but we as crafters should be able to make level min - VR16 of any material for cosmetic purposes.

    I think the starting level of each material should remain so that it takes less of some materials to create VR16 gear

    Example: Iron/jute should range from level 1-VR16
    Spider silk should range from level 36-VR16

    Etc for all crafting so that each material doesn't stop and we have more option to look different in effective gear.
    ***In order to progress, you still need the skill tiers within crafting **

    This also removes the necessity for non-crafters to use Passives to find raw materials but increases the economy for all materials and causes ppl to have reasons to go to other zones for stylistic desires.

    I bolded the parts in question. This says to me that there's no reason to use Rubedite, Ancestral Cloth, or Ruby Ash unless you want it for the looks. I'm not arguing with the fact that it'd be nice to have some homespun Argonian gloves that look a tad like Henna on a character's hands that were v16. However I would want them to be Ancestral Silk and not be made out of Jute. ;)

    Obviously.

    Me... Id like to have a separate sheet/doll for my char's appearance.

    Very much so. That'd make things way more efficient. Especially if you get a set like Martial Knowledge. Great set. Hated the way it looked. So instead, I just wore the Evening Dress from the CS because I literally hated it -that- much. Wore that for the longest time until I ground out enough cloth, ingots, and wood to make my v16 gear. Much more happier with it now (other than glass being fickle to dye with other styles).
    Tell me lies, tell me sweet little lies!
  • NewBlacksmurf
    NewBlacksmurf
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    Clarification for all OP is stating crafting gear in the style tier we want regardless of material like using the appearence of a lvl 1 iron armor but having the stats of rubedite. armor appeances changes from iron> steel> orichulum> dwarven he's saying we should be able to use the iron or steel etc appearence at max level as it would add almost 4x the customization of your character and their gear. Example bosmer medium tier 1 and 2 are sexy revealing but by the time your in rubedo leather your armored to your tonsils. A primal battle axe looks way deadlier in the oriculum tier compared to the dwarven tier. Same goes for akaviri all its weapons look better at their 1-3 tiers but once you hit dwarven look like crap.
    Bossdonut wrote: »
    Bossdonut wrote: »
    I assume you mean the coloring like how rubedite swords are kind of red? Allow weapons to be dyed.

    No not at all

    This has to do with choosing lesser mats in order to use that artwork on higher level gear

    I see. Might be best to just add a transmog slot like wow had.

    No that's not better at all. Then you'd have to make an item, and keep it in addition to paying to copy it.
    The suggestion is a lot more feasible and only requires very basic changes. No major programming or coding at all but your idea does.

    TBH Id prefer a whole vanity tab. WoW transmog is somewhat annoying. Rift did it better. You basically get 2 character sheets/dolls, with the 2nd one being purely cosmetic and overwriting the looks of the first. You equip an item with the stats you want on sheet#1 and if you happen not to like its looks, you equip an item with the desired appearance on sheet#2. This can then be seen on your character in game.

    Its true you might have to craft an item... but whats the problem with crafting a non-vet white piece of gear? None at all. Whats more important... you could equip drops with looks that cant be crafted or lower level items with models no longer seen on v16 items.
    Not sure if I understand correct, but you basicly ask for being able to craft v16 gear without using ruby ash, ancestor silk, ...?

    That's the way it sounds. If that's the case, then it would also sound like there's really no incentive to go to Wrothgar or the Imperial City other than just for cosmetic looks or Enchanting/Style/Alchemical mats.

    I believe the idea is to be able to craft v16 gear with the looks of lev1 or lev 30.

    You all understand.
    I'm not sure what's confusing others unless they aren't crafters
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • NewBlacksmurf
    NewBlacksmurf
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear

    By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy. :)

    Ambigous phrasing, but its not a new request so Im quite sure its just about looks like in previous threads about this.
    Today, when you craft items, the style changes based on the material. I believe that each material can contribute to a style within each motif but we as crafters should be able to make level min - VR16 of any material for cosmetic purposes.

    I think the starting level of each material should remain so that it takes less of some materials to create VR16 gear

    Example: Iron/jute should range from level 1-VR16
    Spider silk should range from level 36-VR16

    Etc for all crafting so that each material doesn't stop and we have more option to look different in effective gear.
    ***In order to progress, you still need the skill tiers within crafting **

    This also removes the necessity for non-crafters to use Passives to find raw materials but increases the economy for all materials and causes ppl to have reasons to go to other zones for stylistic desires.

    I bolded the parts in question. This says to me that there's no reason to use Rubedite, Ancestral Cloth, or Ruby Ash unless you want it for the looks. I'm not arguing with the fact that it'd be nice to have some homespun Argonian gloves that look a tad like Henna on a character's hands that were v16. However I would want them to be Ancestral Silk and not be made out of Jute. ;)


    Yes that is one result of this....not sure why you would want to be forced to obtain a meaningless type of material for the same results unless you didn't want to obtain X amount more in another material.

    As a crafter I'd like to be able to make gear and use the artwork of another material.
    I don't think it makes sense to transmogrify something because there are materials for this now, it's just that the material tier stops allowing us to make better gear with higher levels. Obviously somethings would differ like durability or something but the look or artwork is what needs to be unlocked.

    I'm fine with using ancestor silk if Incan choose the artwork of a lesser tier material but then you have to deal with ppl asking to make this look like that. The suggestion prevents a situation of ....if we can do this, then why not add XYZ too.

    As simple as I can put it. Let ppl make armor up to the max level of any material as long as they have the crafting skills to do so.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Metamon
    Metamon
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    Hell yes, give me a reason to use all of my old materials
  • Forztr
    Forztr
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    I have another suggestion
    I know the original motifs have different looks for the level but thought the more recent ones it was the same whatever you made it out of other than maybe the color?

    One way you could do it in the current system is have the look based on the number of style stones you used. So for example a Iron looking peice would be 1 style stone but a fancy one could be 5 style stones.
  • NewBlacksmurf
    NewBlacksmurf
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    Yes, ZOS should unlock styles so that any material can make up to VR16 gear
    Forztr wrote: »
    I know the original motifs have different looks for the level but thought the more recent ones it was the same whatever you made it out of other than maybe the color?

    One way you could do it in the current system is have the look based on the number of style stones you used. So for example a Iron looking peice would be 1 style stone but a fancy one could be 5 style stones.

    Materials and the motif actually all have different looks.
    All motifs allow the level 1-vr16 ranges.
    This is about the materials that stops and won't allow you to make higher level stuff. (Even if you have the crafting skills unlocked).

    I don't agree that using more stones offers what I'm after. All that need to happen, is that ZOS extend all material tiers to VR16 associated with material increases by tier.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Shogunami
    Shogunami
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    Not exactly sure what I think, but I do know that something needs to be done. It's kind of boring to see that all players have the same looking gear if they are V1 or whatever and above. Sure, different motifs look different but players would be able to look even more like they want if they could mix and match lower tiers with higher tiers.

    This problem won't go away with the removal of VR, everyone will still look the same'ish :p
    -
    "I think Orcs first turned a bear head into food because it looks amazing." -Orzorga.
  • FleetwoodSmack
    FleetwoodSmack
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    No, I like things as they are

    By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy. :)

    Ambigous phrasing, but its not a new request so Im quite sure its just about looks like in previous threads about this.
    Today, when you craft items, the style changes based on the material. I believe that each material can contribute to a style within each motif but we as crafters should be able to make level min - VR16 of any material for cosmetic purposes.

    I think the starting level of each material should remain so that it takes less of some materials to create VR16 gear

    Example: Iron/jute should range from level 1-VR16
    Spider silk should range from level 36-VR16

    Etc for all crafting so that each material doesn't stop and we have more option to look different in effective gear.
    ***In order to progress, you still need the skill tiers within crafting **

    This also removes the necessity for non-crafters to use Passives to find raw materials but increases the economy for all materials and causes ppl to have reasons to go to other zones for stylistic desires.

    I bolded the parts in question. This says to me that there's no reason to use Rubedite, Ancestral Cloth, or Ruby Ash unless you want it for the looks. I'm not arguing with the fact that it'd be nice to have some homespun Argonian gloves that look a tad like Henna on a character's hands that were v16. However I would want them to be Ancestral Silk and not be made out of Jute. ;)


    Yes that is one result of this....not sure why you would want to be forced to obtain a meaningless type of material for the same results unless you didn't want to obtain X amount more in another material.

    As a crafter I'd like to be able to make gear and use the artwork of another material.
    I don't think it makes sense to transmogrify something because there are materials for this now, it's just that the material tier stops allowing us to make better gear with higher levels. Obviously somethings would differ like durability or something but the look or artwork is what needs to be unlocked.

    I'm fine with using ancestor silk if Incan choose the artwork of a lesser tier material but then you have to deal with ppl asking to make this look like that. The suggestion prevents a situation of ....if we can do this, then why not add XYZ too.

    As simple as I can put it. Let ppl make armor up to the max level of any material as long as they have the crafting skills to do so.

    First, I'm going to address the bolded part. The reason why I'm full-heartedly against your idea is because of the progression. People could farm iron (which is pretty darn common in the game, along with anything below v15-v16 mats) instead of Rubedite, which is one heck of a grind if you don't want to buy it. With that, you're looking at a few things.
    1. People would use Iron v16 gear in PvE and PvP without having to wait (or spend a heck of a lot of gold) to get to the current meta. There's a reason why people are on the leaderboards. It's because they took the time to get there. Sure, some of them may be FOTM builds, but a lot of people have kept that upkeep on their toons. How do you think those people would feel? I guarantee that a lot of them would feel that their progression was cheapened. That's exactly how a lot of people in PvP feel about the AP changes in the upcoming patch.

    2. Higher leveled players would farm lower leveled areas thus pushing OTHERS out of their own crafting needs in the current leveled tiers. There's a reason why the current system works so well. Why on NIRN would a v16 farm a bunch of low leveled materials with the current system? It's easier for me to farm it on my alts of the same level.

    3. The market for the current v15- v16 items would drop DRASTICALLY, destabilize, and sinks the incentive for DLC. Which leads into the next point.

    4. DLC such as Orsinium and Imperial City are completely useless other than for questing/skillpoints/skyshards, dailies, certain style motifs, enchanting runes, and alchemical waters. Most people would just go for the questing/skillpoints/skyshards/dailies and leave. Why do you think the Imperial City's not so popular anymore? Because why go there to farm for materials when you have Wrothgar? Sure if you like to PvP, however a lot of PvE'ers don't like to PvP.

    I could go on, but I think people can get the picture. This would impact more than just the trading economy.

    Myself, as a crafter AS WELL, see more harm in this idea than good. Just because there's materials for this NOW doesn't mean that something like a transmogrifying system can or cannot make sense. To me, that type of system makes more sense (in the aspect that it won't overstep the current system in place) than what you're proposing. Not only does that system have a benefit of customization, it also keeps the economy in a stable place (and the progression) thus making the majority happy. Not just the few. Polls on the forums, don't reflect the actual majority.

    On the other hand, making it where you can make v15-v16 matted items look like lower leveled item tiers would also be more useful than the proposed idea because again; It doesn't throw high end materials out the window in the current economy. Players would still have that progression and again... That majority (or much of it) would be happy. Again, polls on the forum don't represent the actual majority. A simple request should NOT be that much of a burden as opposed to tossing a lot of people's reasons for playing out the window. If you think so, then I don't think that you're taking the community at large (not just crafters into consideration).

    In closing, I do agree with you. There should be ways to get the look of lower tiered items on v15-v16 items.. But I'd rather not trash the progression of the game out the window because it's a huge reason why a lot of people stick with any game so long. Without that, I can see a lot of long-time playing people being more than a little upset that their dedication of going through all of the grinds/farming, crafting, and content completion is going out the window. I'd rather stick with the ideas that'd benefit the majority of the community and build on that rather than giving those dedicated people the proverbial middle finger.
    Edited by FleetwoodSmack on February 19, 2016 10:56AM
    Tell me lies, tell me sweet little lies!
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