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Idea for how to handle crafting mats in 1T

TheShorion
TheShorion
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So with the announcement of One Tamriel (1T) the crafting system is going to need a little bit of a rehaul.

The current system where the material determins the level make sense when you are being guided through the zones. Once all the boarders open up there needs to be more freedom in how you collect the mats.

Here is a suggestion that seems to make sense to me.

First off get rid of trait gems. They would be useless for the following scenarios. Instead you could use the gems for jewelry crafting :D (or just delete them.

Instead the proposed system would have the item traits based off of what material you decide to use. For example Steel would privide the Sturdy trait.

The power level of the crafted item comes from how much of the material you decide to use. CP 1-10 gear would require 4 steel for instance. CP 160 gear would require the same amounts that we see today. However the amount of materials needed would gradually increase as you make more powerful items.

How the resources are distributed would also have to be looked at. Steel might only spawn in Mountainous areas, but it would spawn in all Mountainous areas in tamriel.

This would provide players the freedom of going where they want with out feeling like they have to stay in a certain area because that's where the materials are. Also this would promote exploration if anything.

Some more examples

Cotton would only grow in grassy fields

Wolves would carry a specific hide

Oak would only spawn under oak trees

With the changes I do feel like you would promote more of the go anywhere you want that tamriel one is providing without feeling penalized



Edited by TheShorion on June 18, 2016 6:06PM
  • JoshenReborn
    JoshenReborn
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    I think the current system is going to be just fine. There is still level 1-50 progression and the story is still linear from location to location so it makes sense for certain level mats to be in certain areas, even though you can choose to bounce around.

    What will really need a rehaul is the current guild trader system. Best case scenario we can have all active guild stores searchable from all traders. Worst case scenario is they triple the amount of NPC's we currently have and leave the system as is. I truly, truly hate the guild trader system in this game.
  • TheShorion
    TheShorion
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    TheY are removing levels 1-50 with the next update. Champion points will determine how powerful you are. You can also quest anywhere in tamriel once you leave the the starting prison. Factions in pve are also being removed. So you are going to have the entire population of tamriel farming the same materials. Which will be interesting to say the least
    Edited by TheShorion on June 18, 2016 5:37PM
  • TheShorion
    TheShorion
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    Bump for edit
    Edited by TheShorion on June 18, 2016 11:54PM
  • Taleof2Cities
    Taleof2Cities
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    I think the current system is going to be just fine. There is still level 1-50 progression and the story is still linear from location to location so it makes sense for certain level mats to be in certain areas, even though you can choose to bounce around.

    What will really need a rehaul is the current guild trader system. Best case scenario we can have all active guild stores searchable from all traders. Worst case scenario is they triple the amount of NPC's we currently have and leave the system as is. I truly, truly hate the guild trader system in this game.

    The guild trader system works fine for those who are 'smart shoppers' and those who can be somewhat independent in gathering their own supplies (don't have a heavy reliance on purchasing everything they need with gold).

    But, don't want to derail the discussion, here, and there are other threads for that subject ...

    Edited by Taleof2Cities on June 18, 2016 6:53PM
  • TheShorion
    TheShorion
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    Bump
  • TheShorion
    TheShorion
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    Up
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