Crafting Skill Line Concept: Inscribing

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Azurephoenix999
Azurephoenix999
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Inscribing

This will be a skill line dedicated to the storage and distribution of all information-based things in crafting. I was conversing with someone on these forums a few weeks ago about something similar, and he had the idea of making a skill line about making books. Since then I've expanded upon his idea and this is what I've come up with.

Research Tome

In this crafting line, people will be able to make tomes that store information. This information can be anything from any of the crafting skill lines; inspiration, reagent knowledge, rune translations, recipes, styles, and traits. Due to each type of information having different levels of...let's say "accessibility", the ones that are more difficult to get in the first place will have stricter requirements before a research tome can be made with them included. In addition, Scribes will only be able to make Research Tomes containing knowledge that character has already acquired.

A Research Tome's level determines how much information it can store. Each piece of information is worth a certain number of points (determined based on complexity), and each level of parchment has a maximum amount of points it can hold. As long as they stay within this limit, the Scribe can put as many pieces of information in their Tome as possible. The final level of parchment (Ruby Ash Parchment) will have a very high limit.

A Research Tome's quality determines the types of information it can store. Information that's easy to obtain normally (for example, translating runes and the effects of alchemy reagents) can be written down in lower quality Tomes, while information that's much more difficult to come by (styles and traits) will require a much higher quality of Tome in order to store the information.

A Research Tome will also require special binding material depending on what crafting line the information is from.

Lastly, it will have the name of the character that crafted it in its description.

Once crafted, this Tome can either be sold to another player, placed in the guild store, or even just given to an alt. The character who crafted it cannot use it. Upon being used by another character, that character will instantly have access to all the information in that Tome (like reading a style chapter), in addition to gaining any Inspiration that was stored inside of it.

Materials

Parchment [Level]:
  • Soggy Parchment (1-20)
  • Cheap Parchment (21-30)
  • Well-Made Parchment (31-40)
  • Fine Parchment (41-50)
  • Luxury Parchment (CP1-CP100)
  • Shadowhide Parchment (CP101-CP159)
  • Rubedo Parchment (CP160)

Binding [Crafting Line]:
  • Rare Fibre (Clothing)
  • Thin Wire (Smithing)
  • Simple Strand (Woodworking)
  • Basic Straw (Alchemy)
  • Aetherial String (Enchanting)
  • Aromatic Thread (Provisioning)

Ink [Quality]:
  • Common Ink (White) - Can make Tomes to pass on Inspiration
  • Quality Ink (Green) - Can make Tomes to pass on Rune Translations and Reagent Knowledge
  • Superb Ink (Blue) - Can make Tomes to pass on Provisioning Recipes and Crafting Styles 1-14 (minus Imperial)
  • Prime Ink (Purple) - Can make Tomes to pass on the other Crafting Styles
  • Animatic Ink (Gold) - Can make Tomes to pass on Traits (!!IMPORTANT!! Traits cannot be stored individually, they can only be stored in a set determined by the item they belong to, e.g. Heavy Shoulders. In addition, they can only be stored in said set if the character knows ALL traits for that item. This is to prevent it being used for boosting purposes. !!IMPORTANT!!)

Passives

These are the Passives associated with this skill line:
  • Writing (6 Ranks) - Each rank unlocks another type of parchment for the player to use. Final Rank unlocked at Level 50.
  • Ink Improvement (4 Ranks) - Each rank unlocks another type of ink for the player to use. Final Rank unlocked at Level 50.
  • Copier (3 Ranks) - Each rank allows the player to create an extra Tome for every one they make (same as "Chef" and "Brewer" perks in Provisioning). Final Rank unlocked at Level 40.
  • Cursive (3 Ranks) - Each rank allows the player to store more information in each Tome. Final Rank unlocked at Level 35.
  • Hireling (3 Ranks) - Because free stuff is always welcome. Final Rank unlocked at Level 45.

Crafting Station

In all towns where crafting tables are currently located, there will be a writing desk placed somewhere. That is the crafting station that will be used in conjunction with this skill line.

From there, they will select the crafting line they want to make a Tome for. Then, they will select the type of information they want. They will then select the specific information they want to include. The interface will then show the player the materials they need and whether or not the player has them. If the player has the materials AND the passives, they can craft the Research Tome.

Feedback

Any constructive feedback will be greatly appreciated, and I'll be happy to answer any of your questions provided you ask them politely.
Edited by Azurephoenix999 on November 6, 2016 8:46AM
Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • Solus
    Solus
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    Inscribing

    This will be a skill line dedicated to the storage and distribution of all information-based things in crafting. I was conversing with someone on these forums a few weeks ago about something similar, and he had the idea of making a skill line about making books. Since then I've expanded upon his idea and this is what I've come up with.

    Research Tome

    In this crafting line, people will be able to make tomes that store information. This information can be anything from any of the crafting skill lines; inspiration, reagent knowledge, rune translations, recipes, styles, and traits. Due to each type of information having different levels of...let's say "accessibility", the ones that are more difficult to get in the first place will have stricter requirements before a research tome can be made with them included. In addition, Scribes will only be able to make Research Tomes containing knowledge that character has already acquired.

    A Research Tome's level determines how much information it can store. Each piece of information is worth a certain number of points (determined based on complexity), and each level of parchment has a maximum amount of points it can hold. As long as they stay within this limit, the Scribe can put as many pieces of information in their Tome as possible. The final level of parchment (Ruby Ash Parchment) will have a very high limit.

    A Research Tome's quality determines the types of information it can store. Information that's easy to obtain normally (for example, translating runes and the effects of alchemy reagents) can be written down in lower quality Tomes, while information that's much more difficult to come by (styles and traits) will require a much higher quality of Tome in order to store the information.

    A Research Tome will also require special binding material depending on what crafting line the information is from.

    Lastly, it will have the name of the character that crafted it in its description.

    Once crafted, this Tome can either be sold to another player, placed in the guild store, or even just given to an alt. The character who crafted it cannot use it. Upon being used by another character, that character will instantly have access to all the information in that Tome (like reading a style chapter), in addition to gaining any Inspiration that was stored inside of it.

    Materials

    Parchment [Level]:
    • Soggy Parchment (1-20)
    • Cheap Parchment (21-30)
    • Well-Made Parchment (31-40)
    • Fine Parchment (41-50)
    • Luxury Parchment (CP1-CP100)
    • Nightwood Parchment (CP101-CP159)
    • Ruby Ash Parchment (CP160)

    Binding [Crafting Line]:
    ...No idea what to call them, I don't know a thing about book binding.

    Ink [Quality]:
    • Common Ink (White) - Can make Tomes to pass on Inspiration
    • Quality Ink (Green) - Can make Tomes to pass on Rune Translations and Reagent Knowledge
    • Superb Ink (Blue) - Can make Tomes to pass on Provisioning Recipes and Crafting Styles 1-14 (minus Imperial)
    • Prime Ink (Purple) - Can make Tomes to pass on the other Crafting Styles
    • Animatic Ink (Gold) - Can make Tomes to pass on Traits (!!IMPORTANT!! Traits cannot be stored individually, they can only be stored in a set determined by the item they belong to, e.g. Heavy Shoulders. In addition, they can only be stored in said set if the character knows ALL traits for that item. This is to prevent it being used for boosting purposes. !!IMPORTANT!!)

    Passives

    These are the Passives associated with this skill line:
    • Writing (6 Ranks) - Each rank unlocks another type of parchment for the player to use. Final Rank unlocked at Level 50.
    • Ink Improvement (4 Ranks) - Each rank unlocks another type of ink for the player to use. Final Rank unlocked at Level 50.
    • Copier (3 Ranks) - Each rank allows the player to create an extra Tome for every one they make (same as "Chef" and "Brewer" perks in Provisioning). Final Rank unlocked at Level 40.
    • Cursive (3 Ranks) - Each rank allows the player to store more information in each Tome. Final Rank unlocked at Level 35.
    • Hireling (3 Ranks) - Because free stuff is always welcome. Final Rank unlocked at Level 45.

    Crafting Station

    In all towns where crafting tables are currently located, there will be a writing desk placed somewhere. That is the crafting station that will be used in conjunction with this skill line.

    From there, they will select the crafting line they want to make a Tome for. Then, they will select the type of information they want. They will then select the specific information they want to include. The interface will then show the player the materials they need and whether or not the player has them. If the player has the materials AND the passives, they can craft the Research Tome.

    Feedback

    Any constructive feedback will be greatly appreciated, and I'll be happy to answer any of your questions provided you ask them politely.

    https://en.wikipedia.org/wiki/Bookbinding

    Might help with the binding portion. Probably some kind of cloth/silk or hair of some kind. Wasnt horse hair used in something? Not sure
    The-Pumpkin-King // Stamblade

    https://www.twitch.tv/beenerschnitzel

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    My PC: http://pcpartpicker.com/b/GGWXsY
  • NewBlacksmurf
    NewBlacksmurf
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    Personal opinion

    Well thought out
    Seems very WoW-ish from inscription but whatever

    -Objection:
    The game doesn't need new crafting skill lines, it needs to revamp what exists.

    Blacksmithing and woodwork (combine)
    Leave cloth and leather alone

    Alchemy....needs some love and a lot of meaningful changes
    Provisioning...maybe alchemy can just be in this

    Enchanting - this is where your idea fits in perfectly
    (Jewelry and books perhaps)

    The reason to combine BS and WW is to open skills for your idea but under enchanting.
    Edited by NewBlacksmurf on November 3, 2016 5:02PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Azurephoenix999
    Azurephoenix999
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    Solus wrote: »
    https://en.wikipedia.org/wiki/Bookbinding

    Might help with the binding portion. Probably some kind of cloth/silk or hair of some kind. Wasnt horse hair used in something? Not sure

    Don't worry, I've just edited the post with some stuff for the binding.

    What do you think of the idea as a whole?
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • TheShadowScout
    TheShadowScout
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    I like this idea... but then, I would ;)
    I'll repost what I stated on that idea before:
    Spoiler
    The basic premise, of character-generated tomes however, that is something I do find interesting.

    After all, we do on occasion find style tomes in the world, do we not? Who wrote those? Who's to say our master crafters cannot write them as well?

    But that is also the limit of the amount of information any such "research tome" should convey - one style. And similar for other things...

    And naturally, there should be a crafting skill involved. Making books used to be a full time craft, art even, back in times equivalent to tamriels tech development... and the advancement in skill would decide on how much info they can pack into one tome... naturally the scribe would have to research all that infor themselves, and only could make tomes for completed research collections...

    So, a new crafting skill, "Scribe", "Scrivener" "Calligrapher" or "Bookbinder" or whatever... and different inks dependent on what level of skill or amount of information you want to put into your research book (like, an common racial style motiv would use the blue ink, a rare style the purple ink, and a collection of any super rare style would require the gold ink - just like the complete style books of the sort are rated in game...) and also parchament comparable to the amount of info (so a single recipe or the used of one alchemy reagent could be made with one page of parchament, but a style book might need twenty or more pages...)

    And then the idea could be expanded to other info...
    ...books containing all trait research on ONE item type (like, sword, or sash, or frost staff... if the scribe has researched ALL the traits for one item, they can make the book with blue ink, or at higher skill an collection tome for a whole crafting skill with gold ink)
    ...books containing all the alchemy uses of ONE ingredient (would be green ink, since its little info, with another collection tome of all ingredients if the scribe has them all researched and uses gold ink)
    ...books containing all the recipes of ONE grouping (like, "Common [green] meat dishes" or "uncommon [blue] drinks" made with blue or purple ink... again, a gold ink tome can be made if the scribe learned ALL possible recipes; but also single recipes can be made with the equivalent ink and a single page of parchament)
    ...books containing all the translations of ONE rune (with green ink, purple ink for an entire rune group, and gold ink for a tome with all the runes)

    Eidetic memory would be more of an issue. Since those are -already- books... still, there could be "collection" tomes, if the scribe managed to get all the info themselves... in fact, making those could be the very first step for a scribe, green ink and plain parchment to copy a single book or recipe before they work up their way to pen collections and more complex crafting instructions...

    Mages guild books on the other hand cannot ever be allowerd to be player-copied due to guildline progression issues. Prolly have some spell on them to prevent the knowledge to be copied, I wager... ;)

    And naturally, all those scribe made books should be tradable between players. I mean, style tomes are, so why should player-made tomes not be?? As long as the good inks are difficult enought to get... I see no problem, when people have to work their ass off to make a book, these books will be rare and costly enough that other players may think twice about taking that shortcut...

    Which of course means... the really good stuff like gold-quality ink would have to be super-duper rare. Since it could be used to make an style tome worth 5000 crowns... it would be just as rare and hard to get as the gold crafting tome in-game. Or cost 5000 crowns in the crown store itself. And that in turn means, even the purple ink would be very hard to get, and only drop rarely from the most challenging of content. And the blue ink would still be on the rare side, being about as common as blue style books in world. Green ink May be common, and show up in treasure chests or purchasable from some select vendors... there may also be daily scribe requests that reward ink and parchment bundles... (stuff like: Copy "Almalexia and the Mudcrab" and deliver to Mournhold...)

    Some things for this take on it...

    Pachment levels - may be iffy, since more then half the suggested knowledge is non-level specific. Sure, recipes have levels, and so do translated potency runes... but traits and reagents are all level-free... as are many styles, though some have restrictions (can't learn stuff like daedric with a beginner crafter for example). I suppose some level value could be added to other information though...

    Inks... need to reflect the value of the information. Thus no purple crafting books (like, say, barbaric or primal) made with blue ink. No gold crafting books (imperial, dwemer, etc.) with purple ink. On the other hand, green provisioning recipes would only need green ink... while gold recipes would (duh) require gold ink. Et cetera.

    Binding maybe should not be a seperate line, but a passive perk for the main crafting line. As in, first you can scribble single cooking recipe pages, then you unlock the perk, now you can also make multi-page recearch books. Wouldn't need extra material, we also don't count the small stuff that goes into a sword for example (grip and such)

    Oh, and I definitely would place the writing desk crafting stations with the enchanter or alchemist stations, in mage-themed shops or the mages guild, not the general gear crafting places. (could be a theme... alchemy and dye station in one corner, enchanter and scribe station in the other... something along those lines)
    The game doesn't need new crafting skill lines, it needs to revamp what exists.
    Nah, I don't tink so.

    What exists is fine... sure, some imrpovements could be made... I for one would love to have a more detailed crafting sysem, with some blacksmith stuff also requiring wood (axe/mace handle) or leather (straps, grip bindings); while some clothier may need a bit of metal (buckles, studs, chainmail bits for medium armor, whatever), and woodworker may need metal (staff tips, shield buckles) or leather (bow grip wrappings and strings, though come to think of it... latter would more likely be guts, right?).

    And I definitely would also love to see jewelry crafting, either on its own, or added to enchanting...

    And of course, woodworking really should have more to craft...

    But generally, I like the way things are in the crafting department,
  • NewBlacksmurf
    NewBlacksmurf
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    @TheShadowScout

    What ideas do you have to insert more skill points. The reason I'm suggesting to merge is because if you adding a skill line, you also have to add content to support those new skills.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • idk
    idk
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    ESO doesn't need an additional crafting line to manage the other crafting lines. The current system works fine. Additionally, no to selling advanced crafting. It's simple enough as it is though takes time and dedication to keeping up with it until finished where researching comes into play.
  • Azurephoenix999
    Azurephoenix999
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    I like this idea... but then, I would ;)
    I'll repost what I stated on that idea before:
    Spoiler
    The basic premise, of character-generated tomes however, that is something I do find interesting.

    After all, we do on occasion find style tomes in the world, do we not? Who wrote those? Who's to say our master crafters cannot write them as well?

    But that is also the limit of the amount of information any such "research tome" should convey - one style. And similar for other things...

    And naturally, there should be a crafting skill involved. Making books used to be a full time craft, art even, back in times equivalent to tamriels tech development... and the advancement in skill would decide on how much info they can pack into one tome... naturally the scribe would have to research all that infor themselves, and only could make tomes for completed research collections...

    So, a new crafting skill, "Scribe", "Scrivener" "Calligrapher" or "Bookbinder" or whatever... and different inks dependent on what level of skill or amount of information you want to put into your research book (like, an common racial style motiv would use the blue ink, a rare style the purple ink, and a collection of any super rare style would require the gold ink - just like the complete style books of the sort are rated in game...) and also parchament comparable to the amount of info (so a single recipe or the used of one alchemy reagent could be made with one page of parchament, but a style book might need twenty or more pages...)

    And then the idea could be expanded to other info...
    ...books containing all trait research on ONE item type (like, sword, or sash, or frost staff... if the scribe has researched ALL the traits for one item, they can make the book with blue ink, or at higher skill an collection tome for a whole crafting skill with gold ink)
    ...books containing all the alchemy uses of ONE ingredient (would be green ink, since its little info, with another collection tome of all ingredients if the scribe has them all researched and uses gold ink)
    ...books containing all the recipes of ONE grouping (like, "Common [green] meat dishes" or "uncommon [blue] drinks" made with blue or purple ink... again, a gold ink tome can be made if the scribe learned ALL possible recipes; but also single recipes can be made with the equivalent ink and a single page of parchament)
    ...books containing all the translations of ONE rune (with green ink, purple ink for an entire rune group, and gold ink for a tome with all the runes)

    Eidetic memory would be more of an issue. Since those are -already- books... still, there could be "collection" tomes, if the scribe managed to get all the info themselves... in fact, making those could be the very first step for a scribe, green ink and plain parchment to copy a single book or recipe before they work up their way to pen collections and more complex crafting instructions...

    Mages guild books on the other hand cannot ever be allowerd to be player-copied due to guildline progression issues. Prolly have some spell on them to prevent the knowledge to be copied, I wager... ;)

    And naturally, all those scribe made books should be tradable between players. I mean, style tomes are, so why should player-made tomes not be?? As long as the good inks are difficult enought to get... I see no problem, when people have to work their ass off to make a book, these books will be rare and costly enough that other players may think twice about taking that shortcut...

    Which of course means... the really good stuff like gold-quality ink would have to be super-duper rare. Since it could be used to make an style tome worth 5000 crowns... it would be just as rare and hard to get as the gold crafting tome in-game. Or cost 5000 crowns in the crown store itself. And that in turn means, even the purple ink would be very hard to get, and only drop rarely from the most challenging of content. And the blue ink would still be on the rare side, being about as common as blue style books in world. Green ink May be common, and show up in treasure chests or purchasable from some select vendors... there may also be daily scribe requests that reward ink and parchment bundles... (stuff like: Copy "Almalexia and the Mudcrab" and deliver to Mournhold...)

    You're actually the guy I was referencing in the first paragraph. The whole reason I did this post was because of your idea.

    I agree with you on your points though. If info is declared within the game as being a certain quality (ie recipes and styles), then it should be impossible to put it into a tome that's anything under that quality.

    So the quality needs work, as for how the levels work, each piece of information would be worth a certain amount of points, based on how difficult it is to obtain that information in-game, the amount of points wouldn't be based on the level of whatever items it may or may not be associated with.

    Example, learning the reagent effects for Alchemy is easy, so it would be worth less points. Trait research is easily the most difficult, so this would be worth the most.

    Say all four effects of a single reagent are worth 40 points, and all the traits on a single item were worth 990 points, then a measly piece of parchment with a maximum capacity of 200 points would be able to hold all the effects for 5 reagents, but would be incapable of handling the traits.


    As for lower level crafters not being able to learn certain styles (like daedric), I personally think that should be changed. They should be able to learn the style, but not be able to craft anything with it. At least this way nothing can get in the way of the motif's consumption.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • AzuraKin
    AzuraKin
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    *** no, its already easy as *** to lvl crafting lines, learn traits. all this would do is make motiffs even brand new motiffs worthless for time immemorial.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • Azurephoenix999
    Azurephoenix999
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    ESO doesn't need an additional crafting line to manage the other crafting lines. The current system works fine. Additionally, no to selling advanced crafting. It's simple enough as it is though takes time and dedication to keeping up with it until finished where researching comes into play.

    I personally hate the research system in this game. You just click a button and wait, you're not actively researching anything and it takes FOREVER.

    Yeah, I get that it's supposed to reward people with patience and stuff, but once you're on 8/9 on every item, it takes approx.a full year to get from there to the end. That's too much waiting, it's boring, and it sucks. If you actually had to do stuff, it'd at least be challenging in some way, but it's not.

    Clicking a button and waiting sucks, and I think the research system should be revamped.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • Vanthras79
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    What do you think the market would be for these if they were sell-able?
    Norion Germain - Telvanni Wizard, Covenant Battle Mage, Mage's Guild Magister, Resident of Daggerfall Overlook, Lord of Tel Galen, Psijic Monk, Antiquarian, Breton Scholar, and Traveler.

  • Azurephoenix999
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    AzuraKin wrote: »
    *** no, its already easy as *** to lvl crafting lines, learn traits. all this would do is make motiffs even brand new motiffs worthless for time immemorial.

    Someone comes to the table with an idea to make crafting less time consuming for new players, and the first thing you do is curse at them, tell them it's already easy enough and proceed to say that this would make motifs worthless.

    1) Yes, it is easy. Overwhelmingly easy. You know how to research a trait, right? You click a button and wait. That's literally all there is to it. Nothing you can do to speed up the process, nothing you can do to make the process more interesting, you just have to sit there and wait until you can start researching something else.

    It's not only something that's not to my personal taste, it's also objectively bad. It's not interactive in the slightest, and that's a sign of poor game design.

    If people could put effort into their research for it to be less time consuming, the game would be much better.

    2) As for it making new motifs worthless, not really the case. Firstly, in order to put a new style into a research tome, they'd need to know the style first. Then, they'd need to gather mats to make the tome, and they'd need to level up the skill line, unlock the passives, do you see where I'm going with this?

    Most people, when they get the new motif, would either keep it for personal use or just sell it on. What I'm suggesting would require a lot of personal investment. Besides, it makes sense from an in-game perspective as well. You find these motifs all over the place, but have you ever stopped to ask who made them? They must've come from somewhere, and I think that this would be a good opportunity for players to make their own.

    Buying and selling information is a trade in the real world, I'll have you know.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • Azurephoenix999
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    Vanthras79 wrote: »
    What do you think the market would be for these if they were sell-able?

    That would depend entirely on what the research tomes contained. Inspiration ones would be valuable to new players, reagent ones probably not so much...

    ...trait ones would be worth a mint though.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • Solus
    Solus
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    Don't worry, I've just edited the post with some stuff for the binding.

    What do you think of the idea as a whole?

    I like it, I want all the styles, but I really dont want to do everything required to get the styles, (RNG to maybe get the one you want this day, meh) and having this alternative would allow people to make money in a different way, and give access to those styles for people that just want to outright buy them, or have a friend make them.

    With your proposed structure, it wouldnt be easy to just pump out a bunch of these. So if people flip out about it taking away from those who farm these styles, it wouldnt. It would open more doors than it would close in my opinion.
    The-Pumpkin-King // Stamblade

    https://www.twitch.tv/beenerschnitzel

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    My PC: http://pcpartpicker.com/b/GGWXsY
  • idk
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    I personally hate the research system in this game. You just click a button and wait, you're not actively researching anything and it takes FOREVER.

    Yeah, I get that it's supposed to reward people with patience and stuff, but once you're on 8/9 on every item, it takes approx.a full year to get from there to the end. That's too much waiting, it's boring, and it sucks. If you actually had to do stuff, it'd at least be challenging in some way, but it's not.

    Clicking a button and waiting sucks, and I think the research system should be revamped.

    @Azurephoenix999

    If it's taking you a full year to research the 9th trait on everything then your doing it wrong. 3 x 30 days means 9 items are complete in 3 months. Do the math from there.

    Beyond that, I respect you don't like the research system, however most are fine with it. It's a clean straight forward system. Certainly more straight forward than learning a completely separate craft that is wholly unrelated in order to level up the crafting one really wants to do.

    Additionally, one should not be able to just purchase maxed crafting.
  • Azurephoenix999
    Azurephoenix999
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    @Azurephoenix999

    If it's taking you a full year to research the 9th trait on everything then your doing it wrong. 3 x 30 days means 9 items are complete in 3 months. Do the math from there.

    Beyond that, I respect you don't like the research system, however most are fine with it. It's a clean straight forward system. Certainly more straight forward than learning a completely separate craft that is wholly unrelated in order to level up the crafting one really wants to do.

    Additionally, one should not be able to just purchase maxed crafting.

    Yep, you're right, I messed up on that. The whole research thing is a full year, not just the last trait. Still, I do think it takes too long, considering the time spent doing literally nothing.

    As for being able to purchase maxed crafting, why not? Most styles can be straight up bought, so can everything else. The only reason people are against traits being subject to something like this is because they are easily the most time consuming. However, I don't consider that to be a valid reason, as while they are the most time consuming, it requires little to no effort to accomplish.

    If the method of conducting research actually involved doing stuff, like tasks we had to complete or items we had to find, then I'd understand, but it isn't.


    It's like walking up to someone and saying "hey, if you visit (insert random location here) every so often, I'll give you $1 million this time next year." There are people who work their asses off every day, yet this guy is going to get paid a life changing sum for doing something so unbelievably minor. If you ask me, that doesn't seem fair.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • TheShadowScout
    TheShadowScout
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    What ideas do you have to insert more skill points. The reason I'm suggesting to merge is because if you adding a skill line, you also have to add content to support those new skills.
    I do not see any need to add more skill points, people can already get a lot of skill points, they ought to bloody well have to think about what they want to spend them on, instead of being able to buy everything. ;)
    AzuraKin wrote: »
    *** no, its already easy as *** to lvl crafting lines, learn traits. all this would do is make motiffs even brand new motiffs worthless for time immemorial.
    That would depend on how hard the inks were to get, would it not? if a purple ink to multiply a purple crafting book was easily farmable, then yeah, it would inpact the worth of that book severely. If the purple ink was actually just as hard to get as the crafting book... things would remain pretty much as they are, except that the farmerd could now also farm for inks...

    In the end, such books will give those with lots of in-game gold and little patience something to buy to use as "shortcut", and those with lots of farming patience and crafting skills one more thing to sell.
    That's it.
  • WhiteCoatSyndrome
    WhiteCoatSyndrome
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    Materials

    Parchment [Level]:
    • Soggy Parchment (1-20)
    • Cheap Parchment (21-30)
    • Well-Made Parchment (31-40)
    • Fine Parchment (41-50)
    • Luxury Parchment (CP1-CP100)
    • Nightwood Parchment (CP101-CP159)
    • Ruby Ash Parchment (CP160)

    Point of order: parchment is properly made of animal hides. So Nightwood and Ruby Ash probably shouldn't be components.
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works
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  • Azurephoenix999
    Azurephoenix999
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    Point of order: parchment is properly made of animal hides. So Nightwood and Ruby Ash probably shouldn't be components.

    Ah, right. So maybe Shadowhide and Rubedo Parchment instead?
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • TheShadowScout
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    Ah, right. So maybe Shadowhide and Rubedo Parchment instead?

    Either that, or Papyrus which would be plant-ish again. Or mixed, some of the things to scribe on could be parchment made from hides (though generally hides thinner then those used for clothing leather - calf, sheep, goat...), others papysus made from plant matter...
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