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POLL: Player Housing Armoury? Crafting set gear in your player housing

MacCait
MacCait
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I like to make armour and weapons for members in my guild, however, it's a VERY timely process...

Currently, if you wish to make set gear, you need to travel all over the territories to a variety of locations. It's not so much of a problem if you are just making armour for yourself, but if you are making armour for several people at a time, say for a dungeon or Arena event, it's a very timely process.

What adds to this timely process is when you make a mistake and one of your team informs you that you have made an item of the wrong level for them, you then have to travel across country back to the location of that particular set gear. One of the common problems that occurs is with the level of gear changing from item to item as you scroll through making stuff, if you forget to reset the items level, you end up making the wrong level of gear.

The idea of Player Housing could be such a great addition to the game AND solve the timely issue of making multiple orders of set gear...

Introduce a Set Gear Armoury to player housing. The way it could work is that your armoury can make ANY set gear, but ONLY if you have discovered the original location in the game.

This way, an Artisan could just travel home to their house/base and make all the gear they need for their team, all in one location, and without being attacked by every creature out there while just trying to travel to set gear locations. It would mean more time playing, and less time travelling around while trying to set up your team for the coming raid.

If an Artisan wants to make more set gear in their home armory, they just need to discover the locations AND of course research all items to be able to make the gear.

Please vote If you feel you would like to see this option in player housing, or not.


If there is already a thread on this idea, forgive me for re-posting and please point me in the right direction, can't see one yet...
Edited by MacCait on March 7, 2016 7:36PM

POLL: Player Housing Armoury? Crafting set gear in your player housing 109 votes

Yes
63%
dodgehopper_ESOColoursYouHavecmanbornb14a_ESOEthromelb14_ESOHoyleguopajBrambleWhiteCoatSyndromeKaynehuskyIruil_ESOThe_SpAwNKharnisDhariusdeumerdaub17_ESObabylonAbeillecheeseaddictTriumviriNecreliosDerNachtfalter 69 votes
No
36%
eventide03b14a_ESOAcrolaschanzeb14_ESOAzzuriakrees28b14_ESOOrangeTheCatAlphashadoKendaricDhukathKnootewootDaraughgoatlyonesub17_ESOmagnusthorekKetarmishVorcilZorrashiGhost-ShotDelgentdroids097Twilix01 40 votes
  • jzholloway
    jzholloway
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    Yes
    Yes, Yes and Yes - this would be so much more convenient.
    PC/NA
  • Abeille
    Abeille
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    Yes
    I love the idea! It would be perfect for my master crafter!
    Just so that everyone knows, my Altmer still can't have black hair. About a dozen of Altmer NPCs in the game have black hair. Just saying.

    Meet my characters:
    Command: Do the thing.

    Zadarri, Khajiit Fist of Thalmor: The thing was done, as commanded.
    Durza gra-Maghul, Orc blacksmith: The thing was done perfectly, in the most efficient way.
    Tegwen, Bosmer troublemaker: You can't prove I didn't do the thing.
    Sings-Many-Songs, Argonian fisher: Sure, I'll do the thing... Eventually. Maybe.
    Aerindel, Altmer stormcaller: After extensive research, I've come to the conclusion that doing the thing would be a waste of resources.
    Liliel, Dunmer pyromancer: Aerindel said I shouldn't do the thing. Something about "resources".
    Gyda Snowcaller, Nord cryomancer: I will find a way to do it that won't waste resources and make Aerindel proud of me.
    Beatrice Leoriane, Breton vampire: I persuaded someone else into doing the thing. You are welcome, dear.
    Sahima, Redguard performer: Doing the thing sounds awfully unpleasant and really not my problem.
    Ellaria Valerius, Imperial priestess: I'll pray to the Eight for the thing to be done, if it is Their will.
  • Sausage
    Sausage
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    No
    I dont like it, it reduces zone activity, nothing is more annoying in MMOs than empty zones.
    Edited by Sausage on March 7, 2016 2:30PM
  • MacCait
    MacCait
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    Yes
    Sausage wrote: »
    I dont like it, it reduces zone activity, nothing is more annoying in MMOs than empty zones.

    Hmmm would it though?

    You would still have people in those areas playing the content in those areas. Plus, as the game director Matt Firor recently pointed out in an interview, this isn't really an MMO, but more of a unique online RPG: http://metro.co.uk/2016/03/03/the-elder-scrolls-online-interview-making-games-of-this-type-is-really-really-hard-5730186/?hootPostID=34f57f59cdb3f4770edfc2f3a7b9940e

    When I travel to set gear locations, which is frequently, I rarely see people at the locations anyway.
  • Voxicity
    Voxicity
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    ✭✭✭✭✭
    Yes
    MacCait wrote: »
    Sausage wrote: »
    I dont like it, it reduces zone activity, nothing is more annoying in MMOs than empty zones.

    Hmmm would it though?

    You would still have people in those areas playing the content in those areas. Plus, as the game director Matt Firor recently pointed out in an interview, this isn't really an MMO, but more of a unique online RPG: http://metro.co.uk/2016/03/03/the-elder-scrolls-online-interview-making-games-of-this-type-is-really-really-hard-5730186/?hootPostID=34f57f59cdb3f4770edfc2f3a7b9940e

    When I travel to set gear locations, which is frequently, I rarely see people at the locations anyway.

    It's a massively multiplayer online game though. Regardless of what he's saying trying to stick out from the crowd and be fancy and special, it's still an MMO in terms of the genre.

    Edited by Voxicity on March 7, 2016 2:48PM
  • Gedalya
    Gedalya
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    Yes
    Sausage wrote: »
    I dont like it, it reduces zone activity, nothing is more annoying in MMOs than empty zones.

    I think that is a short sighted perspective; the game needs to continue to evolve. Right now there have been a number of things that have encouraged players back to zones they may have finished:
    1. Justice System
    2. Thieves Guild
    3. Group Dungeons (although I usually port in with my groups)
    4. Crafting
    5. Harvesting
    6. Fishing (Master Angler Achievement)

    I can agree that impacting one of these could have negative results; but we really need more dynamic reasons to revisit such as the first two. I would love to see more NPC group/Guild expansions in this area to encourage revisiting; also if I remember correctly the proposed spell-crafting would encourage travel all over Tamriel. As for housing, I can't wait; and I really really love examples of housing that have interactive components. I don't want just some purely decorative housing for this great game. Just my two cents.
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  • MacCait
    MacCait
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    Yes
    Vox wrote: »
    [It's a massively multiplayer online game though. Regardless of what he's saying trying to stick out from the crowd and be fancy and special, it's still an MMO in terms of the genre.

    Fair enough...

    What do you think of the idea Vox?
  • therrieur
    therrieur
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    No
    I'd rather have guild housings, where the guild has to buy the ability to craft sets via gold.
  • Voxicity
    Voxicity
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    ✭✭✭✭✭
    Yes
    MacCait wrote: »
    Vox wrote: »
    [It's a massively multiplayer online game though. Regardless of what he's saying trying to stick out from the crowd and be fancy and special, it's still an MMO in terms of the genre.

    Fair enough...

    What do you think of the idea Vox?

    It's definitely convenient. I crafted my brother a set wrongly twice so had to run all over which gets annoying. And yeah as long as you've discovered the original location in the game I don't see why not :)
  • crowfl56
    crowfl56
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    No
    Their is NO need for stupid player housing of any sort.

    Waste of time and gold, and the biggest reason people want housing is for more inventory stash.

    Learn to manage your inventory please.

    Screw housing.
  • Knootewoot
    Knootewoot
    ✭✭✭✭✭
    ✭✭✭
    No
    Sausage wrote: »
    I dont like it, it reduces zone activity, nothing is more annoying in MMOs than empty zones.

    This. Already there is almost no need to go to the lower level zones. With the above idea there totally no need to go back to the old zones.
    ٩(͡๏̯͡๏)۶
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  • Voxicity
    Voxicity
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    ✭✭✭✭✭
    Yes
    crowfl56 wrote: »
    Their is NO need for stupid player housing of any sort.

    Waste of time and gold, and the biggest reason people want housing is for more inventory stash.

    Learn to manage your inventory please.

    Screw housing.

    I want housing so me and my partner can customize it and have fun that way.

    If someone wants inventory space and they're not stupid, they'll make a guild and spam invite players in the starter zones and after a while you'll have 9 other inactive members in the guild and are free to 500 more bank slots.

    Edited by Voxicity on March 7, 2016 2:48PM
  • ral
    ral
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    No
    It's a good idea but not something I want the devs to waste their time on. I'm a crafter and I have make v16 mistakes before. But running around from kagrenacs to Magnus to imperial city for crafting is actually part of my charge fee. Let your guild members know the burden of a crafter and they need to support you.
  • shepardTHEweak
    shepardTHEweak
    ✭✭✭
    Yes
    love the idea and would like to see it in game
  • MacCait
    MacCait
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    Yes
    ral wrote: »
    It's a good idea but not something I want the devs to waste their time on. I'm a crafter and I have make v16 mistakes before. But running around from kagrenacs to Magnus to imperial city for crafting is actually part of my charge fee. Let your guild members know the burden of a crafter and they need to support you.

    I run a small social community guild, currently I don't charge for making gear within my guild, just Mats.

    In terms of wasting time on, I think its just a piece of code. It does not require any animation. The in-game set gear locations already have the set up. You would just need a menu for list of gear in your home armoury, then pick which gear you wish to make. The list would only expand once you have discovered the original location and learnt the secrets of that location. So it seems to me it would just be a small piece of code.
    Edited by MacCait on March 7, 2016 3:07PM
  • Inarre
    Inarre
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    No
    I can see the benefit of convenience, but i kind of like the experience of going to special places to get special benefits to gear. It makes your gear seem special, like it "absorbs" power from the area.

    If you just make it at home its easy and doesnt seem so special... Not to mention crafters might earn less as well because people realise all you must do is sit in your house and make gear rather than put the effort in to chart which area gives the bonus and travel there (even if its risky like imperial city gear sets) and make it.

    I guess people might think im crying about immersion but do you really savour a mr big from the corner store or belgian chocolate?
  • jzholloway
    jzholloway
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    Yes
    Yes, Yes and Yes - this would be so much more convenient.
    PC/NA
  • magnusthorek
    magnusthorek
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    No
    The problem is real and although the proposed solution might sound plausible, as it was exposed, it's very lore-unfriendly. See.. The special crafting around the world are unique for a reason, there are one of them for each alliance (except for those of Imperial City).

    Allowing the player to have a... "pocket version" of them take out this uniqueness of the stations.

    I'm not full or criticisms only, though. Allow me to elaborate the idea slightly better.

    Set bonus crafting stations have a trait researching requirement. Players patient enough to research them all are allowed to craft gear in one or more of these stations. But how can they do that in a lore-friendly context? IMHO, something very reasonable is that by researching the number of traits required, the player learns all intrinsic characteristics of the set bonus which allow their creations.

    It's not something tied to the station themselves, they're all the same in a fancy location. Nor it's something with a magical aura around the place.

    So, instead of having one crafting station for each set bonus cluttering a house armory like those god houses mods in Skyrim, with all Mundus Stones together in one place, we would have only a small forge, with one of each crafting stations together (saving time to run around their places in cities) BUT, differently of the basic ones, these would be "special" in the meaning of having a different UI, allowing us to create set bonuses based upon the number of traits we have already researched.

    To not break the purpose of the already existing crafting stations, these special versions could be:

    - Expensive, they would much more than a simple crafting station afterall
    - Require the player to have all traits researched, reinforcing the purpose of all the time spent
    - Require the player to have visited the original stations at least once, in all 3 factions (and maybe receiving something someone - or something - inside them), reinforcing the Exploration concept
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  • MacCait
    MacCait
    ✭✭✭✭✭
    Yes
    The problem is real and although the proposed solution might sound plausible, as it was exposed, it's very lore-unfriendly. See.. The special crafting around the world are unique for a reason, there are one of them for each alliance (except for those of Imperial City).

    Allowing the player to have a... "pocket version" of them take out this uniqueness of the stations

    Hmmm... I didn't think the crafting stations where 'lore' based. As I understood it they where from this game only, not other games. And within this game I had thought upon it almost as studying with a new teacher... i.e. you learn how to craft that particular style by visiting that location and learning the secrets of that location. I didn't think the location itself was lore based... otherwise how would you explain the fact that they appear in each faction? When you learn something from a teacher or place, that knowledge is now within you... it is not state dependant or only recalled when you visit that area again.

    I think if the developers where open to and liked the idea (or perhaps they have already come up with or considered this idea themselves), they could find a way to balance it.

    I'm not sure it poses any threat to either lore or balance though. Set gear is already limited to crafting by first having to spend time researching items. So a new player could not just use their home armoury, they would first need to research all traits on items (a lengthy amount of time playing the game), AND be of sufficient level to have reached all the areas discovering the secret locations. This seems to me to already be balanced. The only people using it would be Artisans/Crafters who have invested the time and energy actually reaching the level needed to be able to craft the set gear in the first place.
    Edited by MacCait on March 7, 2016 3:39PM
  • magnusthorek
    magnusthorek
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    No
    I don't know if the existing rafting stations are lore-based or not, I'm not that kind of player who reads and theorizes about everything. But it's a common sense expect they're, somehow, lore-friendly.

    I mean, Torug's Pact, for example, before Orsinium it didn't mean anything to me, and then we start hering and reading this name here and there by NPCs or locations (Torug's Arc) which makes me believe that Torug was once a living person, maybe an Orc for what could I tell.
    I am the very model of a scientist Salarian, I've studied species Turian, Asari, and Batarian.
    I'm quite good at genetics (as a subset of biology) because I am an expert (which I know is a tautology).
    My xenoscience studies range from urban to agrarian, I am the very model of a Scientist Salarian.
  • Alphashado
    Alphashado
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    ✭✭
    No
    While it sounds like a great idea, it would not be healthy for an MMO. Characters should be out in the game interacting with the world, not camped in their homes because everything they could possibly need or want is found in their living room.

    I don't play WoW anymore, I haven't in many years, but one thing I constantly hear WoW players gripe about now is how they never see anyone out in the world anymore because a recent expansion put everything in their keeps. Even resource nodes.
  • Sausage
    Sausage
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    No
    MacCait wrote: »
    Sausage wrote: »
    I dont like it, it reduces zone activity, nothing is more annoying in MMOs than empty zones.

    Hmmm would it though?

    You would still have people in those areas playing the content in those areas. Plus, as the game director Matt Firor recently pointed out in an interview, this isn't really an MMO, but more of a unique online RPG: http://metro.co.uk/2016/03/03/the-elder-scrolls-online-interview-making-games-of-this-type-is-really-really-hard-5730186/?hootPostID=34f57f59cdb3f4770edfc2f3a7b9940e

    When I travel to set gear locations, which is frequently, I rarely see people at the locations anyway.

    Matt can say whatever he wants, but as long time MMORPG gamer, empty zones feels absolutely horrible, thats why Guild Traders were invented, and spreaded everywhere so people travel between the zones thus increasing zone activity.

    Matt must be trolling Cyrodil isnt MMO-content? Seriously? if 200 player on your screen isnt MMO-content I dont know what is. Maybe he hints about the direction of the genre with that.
    Edited by Sausage on March 7, 2016 4:56PM
  • MacCait
    MacCait
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    Yes
    So it seems so far, the argument or concern against this idea is that it would mean less people in the world or at said locations...

    In terms of an interesting debate, I'm not sure it's a valid cause for concern... I only say this as I really cannot see how it would mean less people being out in the world? Or even how it could possibly cause people to sit in their base?

    On the contrary, I think it would mean there would be more time to play, rather than time wasted traveling from location to location to make gear, especially when doing so for a group of players before an event, and when those players are all sitting by waiting until you have managed to finish crafting all the gear.

    As Gedalya pointed out in their post above, "Right now there have been a number of things that have encouraged players back to zones they may have finished", to which are listed in their above post.

    I think this is a very different game to games in the standard MMO format, it's certainly more balanced and offers a variety of playstyle that comes down to personal choice that other MMO's do not offer.

    So let me ask this... If the developers chose to implement this idea to Player Housing, would those who vote 'No' then say 'oh well' and use their base to craft the gear? OR would you choose to still travel from location to location crafting gear, even when you need to craft 4 or more sets of gear at a time? As playstyle is a choice, the choice would be yours.



    Edited by MacCait on March 7, 2016 5:00PM
  • DMBCML
    DMBCML
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    Yes
    Sausage wrote: »
    I dont like it, it reduces zone activity, nothing is more annoying in MMOs than empty zones.

    People who are only there because they have to craft gear aren't going to remain and play in the area once they are done. They are going to move on to whatever they were doing before they went to craft.
  • Runs
    Runs
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    Yes
    For the people bringing up how this would take away from the zones... I can't quite understand how. As a crafter, the ONLY reason I am going to said zone at said time is to craft said gear. It's not a hey while I'm here I will screw off with the lowbies. Yeah there are times I do that, but never when I'm looking to craft. So I fail to see how this would take away from zone activity.

    Now... If there was an open world pvp server, then I would completely agree keep them as they are. But right now they are nothing more than an added waste of time.
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  • MacCait
    MacCait
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    Yes
    As we are offline and I have more time on the forum, I thought I'd add another insight to this discussion... It strikes me that this idea so far has lots of pro's and as of yet I can't see a downside (cons). In terms of the 'against' argument being a reduction of population in areas, I think there are valid arguments that counteract that concern and show it to be of no concern at all. I was also thinking that the idea of crafting discovered set gear in the convenience of your own player housing is of no real differnce to the convenience afforded by the arrival of the new 'assistants' in the recent update.

    People are not social when they are at banks and merchants. Players have an objective to put stuff in or take stuff out of the bank, and then they are on their merry way. It would not lessen the game in any way or deprive areas of zone activity. I can only see the upside of more game time.
  • Twilix01
    Twilix01
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    No
    I really don't want ESO's housing to be like garrisons in WoW where you can do so much in your home it's not worth leaving.
  • Cerridwen
    Cerridwen
    Soul Shriven
    Yes
    I think this a great idea. I disagree with the thought that it would reduce zone activity as there is hardly anyone at the set gear locations anyway. I also disagree the thought that people wouldn't leave their housing. There is plenty to do in open world the keep the game active and social.
  • opaj
    opaj
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    Yes
    I'd actually like to see new gear sets that you can craft only in your home. Some of the quirkier gear sets, not anything that would replace the more common "most wanted" sets.
  • Daraugh
    Daraugh
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    No
    Since you can already access everything in your bank, it's just a hop to a wayshrine a a ride to the station. An extra 30 seconds?

    I'd rather see a bonus to deconstruction at home crafting stations, since as a vanilla station that's all I'd ever use them for. An extra 10% chance of dropping x amount more mats from the item you're breaking. Maybe a small bonus to research time started at your home station, knock a day off the timer if you start the clock at home.
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