Greetings again, ZOS!
All told, it’s been roughly a year (
give or take a few months) since I drafted up my last
Player Suggestion. Given that, as of One Tamriel’s launch, most of what I suggested was put in-game – even if by sheer coincidence. Because of this, I cannot help but feel a strong sense of hope that your team reads these suggestion threads and relays them to the development team to see where they might fit, if even feasible to do so.
With that said, in the spirit of civil discussion and being able to suggest things using the proper channels, I would like to put forth another slew of suggestions your way to see if they are at all feasible to integrate into the game.
This suggestion comes in three main parts:
•
Weapon Gilding (
Weapon Dye)
•
A Transmogrification/Transmutation System
•
Trait Rerolling on Crafted, Dropped Gear (
Set or Otherwise)
First off, let’s start with the most basic:
Weapon Gilding:
(
or allowing players to dye their weaponry)
What is Weapon Gilding—or the term
Gilding, in general?
Gilding is a term in metallurgy and blacksmithing which relates to using any particular soft metal (
i.e. gold, copper, bronze, brass) to ‘color’ another metal object by way of using crushed granules of the soft metal and applying it to the surface of the metal object they'd like to color, and then heating it for the ‘essence’ of those soft metal granules to stick to it.
In contemporary settings, some blacksmiths (
like those in Man-At-Arms: Reforged, to those who are familiar) use a brass wire-wheel as an example to apply a brassy color to their otherwise plain steel creations.
Another method in blacksmithing is applying black oxide to a metal to give it a darker grey, perhaps even black color.
While yet another way is simply heating a metal to a certain temperature until they retain a color different from the plain white-grey of steel.
What does this all mean? Simply, weapon dyeing is not impossible. I’m not particularly sure at this point if this is in the works with your development team. If it is, then it’s all well and good and this can certainly be ignored as being a redundancy. If not, I’ve simply given some ways for it to be done without having to break the lore of the game – which I understand is very dear to most if not all of us.
A last thing on this subject, I understand that the reason why ZOS didn’t want to entertain the idea of dyeing weapons:
it’s because you don’t want players running around using hot pink blades, swords, hammers and the like.
But for that, I offer a counter-argument: With the addition of
VR16's
Rubedite and
Ruby Ash, players are already running around with bright red metal and wood, so I – in civil fashion – would like to call that argument out, as you sort of shot yourself in the foot with that. (
It's all good, though. )
As for why this might be a thing: We can already dye our armor, clothing, costumes, and shields. Weapons are the only thing that we can’t. I personally feel it would be good continuity to do so.
Moving on to the next point:
A Transmogrification/Transmutation System:
In the first place, what does Transmogrification mean in the context of an MMORPG? Well,
Transmogrification is the system by which the game allows a player to swap the appearance of a certain item (
albeit with some limitations and within reason) to that of another.
This thought occurs to me as a roleplayer, rather than simply as one who enjoys the game’s content. So, in all honesty, I don’t imagine this will affect the PvE/PvP crowd much, but it may also benefit them. Because who doesn’t want to look good while running dungeons and trials and smacking around your enemy Alliance, right?
I don’t mean to make comparison, but a number of MMORPGs (
and I do understand that Matt Firor has made the distinction that ESO is an RPG, plain and simple) are already making use of transmogrification systems.
Some in the form of:
• Costume tabs where you can set an outfit out of collected appearances once unlocked;
• An NPC who can change the appearance of a worn item for in-game currency (
i.e. gold);
• An item in the hands of the player that can be used to transmute the appearance of a worn item to one you have already collected;
• And then some.
If this idea is at all feasible, I would like to suggest that this be added to the game. How this might be done, I can only guess as your development teams are the experts on the matter. However, I can certainly provide examples, some of which include:
• Make a ‘
Convert to Another Motif’ function, not unlike those afforded by Digital Imperial Edition players who get the option to
Convert to Imperial Style;
• Make it so that those who have certain motifs unlocked can simply change their items to look like another by using the crafting stations, with a style material (
and another material cost, if your developers deem it fit) as the reagent;
• On that same vein, it does not impede any mechanics in the game and allows for crafting to remain relevant as some motifs require that you have raised a crafting skill passive to Rank 10, which requires that you max out the crafting line, anyway.
I predict that it will at least allow players a level of freedom to express themselves in that they want to play content in the game, thus needing to make use of certain set items out in the world. However, they might not approve of the appearance of these items and would prefer that they looked like something else. In a game like ESO, that boasts a wide array of racial motifs, I feel that it would make sense to allow a player to diversify their ensemble as they see fit.
With that, I feel Transmogrification could enhance the game, rather than impede or hamper it. I’d like to believe that I speak on behalf of many players when I say that adventurers like to look impressive while delving dungeons and facing down the dastardly denizens of the dark.
On to my last point:
Trait Rerolling on Crafted, Dropped Gear:
(
Set or Otherwise)
For this note, I would first like to firmly say that ZOS gave the players much freedom and power in the form of allowing us to upgrade our gear, even up to the Epic and Legendary levels through the use of Tempers.
I daresay that being able to reroll traits on gear should be a small issue, if it would ever become one at all.
Let me give you an example:
Say you’ve been farming a particular dungeon, and the item you wanted finally dropped to complete your set. Only one problem: the trait is Well-Fitted or Prosperous, rather than Divine that you were looking for. Even a minute detail like that can be frustrating for anyone.
With that said, I propose being able to reroll traits on items.
How can it be done? Again, I’m no expert on the matter; I leave that to the developers at ZOS. However, I can again provide an example and suggestion:
• Through crafting, with one catch being you must have that trait you want to add researched before you are able to reroll the said trait onto the item in question;
• and you must have a trait material;
• Another is the same suggestion, only that you need to have both the trait you want to add and the trait already on the item before you can reroll it.
With a system like this in place, I feel that it does not impede the game’s content and relevance of gear from dungeons and the world itself. In fact, I feel that it simply hopes to mitigate the level of frustration a player might feel when they find a set piece they need, but has a trait different than the one they were looking for and hoping on. One will still need to farm and conquer these dungeons, but you won’t need to break your back looking for an item with a specific trait anymore.
You only need to reroll the trait and you're good to go.
In any case, I think I’ve rambled on long enough. I leave this thread in the hands of my fellow players and see what they have to say on the matter. If you have anything you'd like to clarify or add, please feel free. This thread is for open discussion.
Whatever you think, whatever you feel – let’s be heard!
Thank you very much, guys!
[T]7