Maintenance for the week of December 16:
• PC/Mac: No maintenance – December 16
• NA megaservers for patch maintenance – December 17, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for patch maintenance – December 17, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)
The issues on the North American megaservers have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!

Materials suggestion change - make them non-level specific for styles

NewBlacksmurf
NewBlacksmurf
✭✭✭✭✭
✭✭✭✭✭
With the One Tamriel update to how items drop and sets drop by zone I personally would like to see this same approach to materials. In short, removing a level tier from materials and instead allowing material type to continue driving the style.

The level should come from the amount of materials used so the adjustment would need to apply to all lesser materials but in my opinion, this completes the One Tamriel approach.

Would you enjoy materials by zone to allow more freedom with crafted item styles amongst motifs?

Basically if a player wanted to craft a certain style within a motif, they'd only need to gather that material which creates an equal value amongst all materials vs only high tier materials.

This could also extend the benefits of a crafting bag.
Edited by NewBlacksmurf on October 19, 2016 4:02PM
-PC (PTS)/Xbox One: NewBlacksmurf
~<{[50]}>~ looks better than *501

Materials suggestion change - make them non-level specific for styles 19 votes

Yes, I'd love materials to open up to allow styles
63%
NestorNewBlacksmurfAbeillephreatophileoddaviGhostwalkerLDEdziuTaleof2CitiesApheriusmr_wazzabiMic1007Jimbullbee85 12 votes
No I like things as is
31%
idknvyrGrumpStumpRacheleBurritoESOUphz 6 votes
I have a different suggestion within this idea
5%
old_mufasa 1 vote
  • Nestor
    Nestor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, I'd love materials to open up to allow styles
    I have been saying this all along. Make any material usable for any level gear. Keep the original style. For example, one of the nicest medium armor motifs is Argonian for the L20's. So, I would use that material for CP160, but it would still look like the L24. This would dramatically reduce the work needed to open up the mats for all levels since they would not have to change the artwork.

    To make the Material Passive still have a purpose, set it so that it takes like 10 times the mats if you don't have the passive unlocked, but the regular amount of mats if you do.

    Then, make all the Mat Harvest nodes random half the time, then scaled to the material level the other half. Or, make it so zones have a certain mat that populates 50% of the nodes, and the rest random.

    Will this mean that some players will make CP160 gear out of Iron or Jute? Sure, but so what.

    I for one am getting tired of the Ruby Mats, for one, they are lousy with the Dyes. I also prefer most of the Leveling armor's looks far more than the top end armor's looks, even within a motif.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, I'd love materials to open up to allow styles
    Pretty much Nestor as my personal preference involves a mixing of different tiers. I can't get away with this now that everything is scaled but I use to wear a mix in sub VR10 zones when just achievement hunting or clearing out quest logs.
    The other part time s that players often can't get other mats once they play ogress in the crafting tree.

    I really like your suggestion to lower the needed mats based on passive level
    Edited by NewBlacksmurf on October 19, 2016 4:13PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • knowledgeseeker
    Random material tier made me stop harvesting mats for endgame toons. Just need the option to make the armor have the appearance of level X.
  • Edziu
    Edziu
    ✭✭✭✭✭
    Yes, I'd love materials to open up to allow styles
    yes because for what are dwarven ore or orchalcum etc? or ebon, in TES games it always was for stle of armor (yes for lvl armor also but mainly it was with style :smiley: )

    now we have 130-150 materials on 160 cp so it can perfectly harmonize with your idea, mor mats for higher lvl and can have additional logic to this, more materials used for harder armor :smiley: less amount of materials on low lvl so less defence etc ;)
  • mr_wazzabi
    mr_wazzabi
    ✭✭✭✭✭
    Yes, I'd love materials to open up to allow styles
    With the One Tamriel update to how items drop and sets drop by zone I personally would like to see this same approach to materials. In short, removing a level tier from materials and instead allowing material type to continue driving the style.

    The level should come from the amount of materials used so the adjustment would need to apply to all lesser materials but in my opinion, this completes the One Tamriel approach.

    Would you enjoy materials by zone to allow more freedom with crafted item styles amongst motifs?

    Basically if a player wanted to craft a certain style within a motif, they'd only need to gather that material which creates an equal value amongst all materials vs only high tier materials.

    This could also extend the benefits of a crafting bag.

    This 1000%.

    The Bosmer and Argonian medium and light armour chest are great examples of armours that look much better at low levels. I also really like the low level Altmer heavy helm. This greatly increases diversity of crafted armour.

    Why waste so much design from the art team when these good looking armours are thrown away after about a week of leveling up (1 hour for power grinders :D ) ?
    Edited by mr_wazzabi on October 19, 2016 4:23PM
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • old_mufasa
    old_mufasa
    ✭✭✭✭
    I have a different suggestion within this idea
    What I would like them to do is add crafting morphs that crafters can make and sell that allows you to morph a weapon or armor to a different style...

    The mat cost could be directly related to the item level..

    This way if you get 160 gear sets but can't stand the look of you could craft morphs to change it to a different style. It would also allow you to change gear to look like lower level mat styles like Iron if you wished.

    It would also open another market for crafters as well...
    Edited by old_mufasa on October 19, 2016 4:31PM
  • Taleof2Cities
    Taleof2Cities
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, I'd love materials to open up to allow styles
    I like the gold color of this Level 36 Akaviri hickory staff over ruby ash ... agree with the OP.

    Y8L1llc.jpg
  • mr_wazzabi
    mr_wazzabi
    ✭✭✭✭✭
    Yes, I'd love materials to open up to allow styles
    @ZOS_GinaBruno @ZOS_JessicaFolsom can you pass this idea up please?

    I want my stam toons to wear cp160 hundings rage chests in the rawhide Bosmer style!
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, I'd love materials to open up to allow styles
    old_mufasa wrote: »
    What I would like them to do is add crafting morphs that crafters can make and sell that allows you to morph a weapon or armor to a different style...

    The mat cost could be directly related to the item level..

    This way if you get 160 gear sets but can't stand the look of you could craft morphs to change it to a different style. It would also allow you to change gear to look like lower level mat styles like Iron if you wished.

    It would also open another market for crafters as well...


    So not to confuse my suggestion but the logic includes a drop falling in a certain style other than a top tier but you also want to transmogrify the item. I think that's a completely different request.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • phreatophile
    phreatophile
    ✭✭✭✭✭
    Yes, I'd love materials to open up to allow styles
    Anything to be able to equip my character without the gigantic floating eyesores on the hips.
  • Nestor
    Nestor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, I'd love materials to open up to allow styles
    Nestor wrote: »
    To make the Material Passive still have a purpose, set it so that it takes like 10 times the mats if you don't have the passive unlocked, but the regular amount of mats if you do.

    Let me amend this. Use the Material Passive to allow for higher levels of gear crafting. So you would need all 10 points to make CP160, but the built in one point to make gear up to say L10 or L14. However, we pick the mats that we use for the levels we want to make gear for.

    Still have to figure out the harvest nodes under this scheme. Perhaps the certain mats drop more predominantly in certain zones with the some nodes in the zone being random is the way to go about this.

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, I'd love materials to open up to allow styles
    Nestor wrote: »
    Nestor wrote: »
    To make the Material Passive still have a purpose, set it so that it takes like 10 times the mats if you don't have the passive unlocked, but the regular amount of mats if you do.

    Let me amend this. Use the Material Passive to allow for higher levels of gear crafting. So you would need all 10 points to make CP160, but the built in one point to make gear up to say L10 or L14. However, we pick the mats that we use for the levels we want to make gear for.

    Still have to figure out the harvest nodes under this scheme. Perhaps the certain mats drop more predominantly in certain zones with the some nodes in the zone being random is the way to go about this.

    Regarding harvest nodes.

    I think the nodes should drop based on location as it did prior to One Tamriel scaling.
    I would think the initial feedback to loosing mats was based on players knowing where to go to materials.

    The dlc areas would just have a mix of all materials or more of certain types by location on the map and the terrain.

    Edited by NewBlacksmurf on October 20, 2016 7:48PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
Sign In or Register to comment.