For those of us that would rather "just play the game", but are already on ESO....so we just go ahead and research items, create potions/translate runes in order to get the achievements anyways...why not add crafting lessons to the Crown Store to cut down on the time frame?
+1For those of us that would rather "just play the game", but are already on ESO....so we just go ahead and research items, create potions/translate runes in order to get the achievements anyways...why not add crafting lessons to the Crown Store to cut down on the time frame?
Hell no!
Stopnaggin wrote: »As I've stated before, just no. They have reduced the times already. Why should those few master crafters be diminished even further? 18 months of research, tons of farming motifs, or tons of gold buying motifs. Everything does not need to come easy in the game.
I've spent, no invested, 2 years + in this game. I've watched it go to the casual crowd. While inviting new players is a good thing, handing them everything is not the way to go. Maybe MMO'S aren't your type of game. The grind is part of it. I'm proud when I achieve something in this game that takes that kind of commitment. Master crafter is close to being my next one, master angler was awsome. First HM trial clear, all milestones I can look back on and be proud. Seriously just put in the effort, stop asking for everything to be put in crown store or made easier.
disintegr8 wrote: »Crafting, farming, researching, etc, are all parts of the game, so for some people 'just play the game' means these rather than questing, dungeons, trials, etc.
You have a choice which direction you want to take in the game and I am against paying to advance any aspect of the game that someone may find boring because they would rather stick to what they think is the exciting stuff.
Stopnaggin wrote: »As I've stated before, just no. They have reduced the times already. Why should those few master crafters be diminished even further? 18 months of research, tons of farming motifs, or tons of gold buying motifs. Everything does not need to come easy in the game.
I've spent, no invested, 2 years + in this game. I've watched it go to the casual crowd. While inviting new players is a good thing, handing them everything is not the way to go. Maybe MMO'S aren't your type of game. The grind is part of it. I'm proud when I achieve something in this game that takes that kind of commitment. Master crafter is close to being my next one, master angler was awsome. First HM trial clear, all milestones I can look back on and be proud. Seriously just put in the effort, stop asking for everything to be put in crown store or made easier.
First, who is asking for existing master crafters to lose anything? I am not. When my master crafter hit maz, it did not take away from you. Its not like i get tier-10 and you drop to tier-9.
Second, the reasons i propose reducing max trait time to 1 day are two-fold.
For one, at 1 day it promotes activity... like horses or deliveries, it rewards constsnt activity with the developing characters.
By contrast, as i progressed thru equip crafting and the trait times moved in a week then a month, they became forgettable. Its was so l9ng between "time toncue new research" i never logged into a char thinking "time to craft" but once in a while looked in to see if it tripped over.
So, longer than one day reduces the draw/interest/lure factor.
For another, it way way out of sync with the other crafts. The consumables are far quicker to level, dont have anything like trait times and produce gear far superior to drops. The equip crafting not nearly producing the same superiority over drops (esp for traits where the big time drain hit.) Its nonsensical to require a lot more time, same skill spent and give less net gain over drop. In reality, you get a much bigger bang for buck from the fast leveling equip parts (better mats, cheaper quality) than you gain for the extra huge time sunk into the last couple of traits.
Stopnaggin wrote: »Stopnaggin wrote: »As I've stated before, just no. They have reduced the times already. Why should those few master crafters be diminished even further? 18 months of research, tons of farming motifs, or tons of gold buying motifs. Everything does not need to come easy in the game.
I've spent, no invested, 2 years + in this game. I've watched it go to the casual crowd. While inviting new players is a good thing, handing them everything is not the way to go. Maybe MMO'S aren't your type of game. The grind is part of it. I'm proud when I achieve something in this game that takes that kind of commitment. Master crafter is close to being my next one, master angler was awsome. First HM trial clear, all milestones I can look back on and be proud. Seriously just put in the effort, stop asking for everything to be put in crown store or made easier.
First, who is asking for existing master crafters to lose anything? I am not. When my master crafter hit maz, it did not take away from you. Its not like i get tier-10 and you drop to tier-9.
Second, the reasons i propose reducing max trait time to 1 day are two-fold.
For one, at 1 day it promotes activity... like horses or deliveries, it rewards constsnt activity with the developing characters.
By contrast, as i progressed thru equip crafting and the trait times moved in a week then a month, they became forgettable. Its was so l9ng between "time toncue new research" i never logged into a char thinking "time to craft" but once in a while looked in to see if it tripped over.
So, longer than one day reduces the draw/interest/lure factor.
For another, it way way out of sync with the other crafts. The consumables are far quicker to level, dont have anything like trait times and produce gear far superior to drops. The equip crafting not nearly producing the same superiority over drops (esp for traits where the big time drain hit.) Its nonsensical to require a lot more time, same skill spent and give less net gain over drop. In reality, you get a much bigger bang for buck from the fast leveling equip parts (better mats, cheaper quality) than you gain for the extra huge time sunk into the last couple of traits.
I'll have to disagree. It's a slap in the face to those who have previously put in the effort. If you don't check your research, that's on you. It cheapens the need for crafters for starters. You make something a 1 day research what does that do for me? Why did I spend 18 months and tons of gold to become a master crafter? So some can say they are a master crafter after 30 days? They have already added the 4th level of research and an extra 10% for eso plus.
I'm sorry but they are well on their way to killing crafting crafting as a viable profession. All this need things faster is getting old. Or maybe it's just to us old players who spent all the time doing things that are now getting easier. I remember when certain skills took alot longer to level in Cyrodill, they lowered them and yet people still complain. Yes it takes away a certain amount of prestige that was earned. So in that way it does take away from those of us who had to earn our stripes.
I agree it's out of line with say provisioning or alchemy, but really how hard is it to mix 4 ingredients together to get a potion? Enchanting still takes a bit of effort, but there again were not talking about the same investment, time or money wise. I know I have spent over 2 mil.in gold gathering or buying motifs, so I can say yep master crafter all styles.
In closing if you can't see how it cheapens the achievement of being a master crafter, then we will have to agree to disagree.
@Tai-Chi
@Stopnaggin
Put simply, i believe that the following would be good for crafting (equip):
1 - reduce trait research to 1 day max per trait or even make it a flat one day = one trait time frame from first trait to last trait (keep the same 3 traits skills max thingy)
2 - Allow trait lessons in craft store to allow you to buy a given trait for a given weapon/piece. possibly charge less for prosperous, charged, training - non-end game traits. heck, even if it excluded the BiS conmtender traits like sharp, precise, nirn and a few others, thats fine too.
None of these would make me feel my crafter's anvil isn't as hard as it used to be or that my crafter's needle isn't as long as it once was.
To the points you raised...
First off, my equip crafters finished their advancement long ago. So i literally have nothing to gain and no axe to grind here on the subject. just like i have characters who made the trek to vr16 the old way and characters who got the promotion when vet level went away and cp=lvl became account wide, i am very aware of the differences between slow and steady and quickie.
Second, while "crafting" has an impact on gameplay in that it allows you to create gear, advancing the speed with which you gain crafting does not. it makes not one point of difference in any fight whether the enemy got his gear by months of crafting research, buying quickie from crown store, or weeks of crafting research (my 1 day trait max) or with instant gratification from guild vendors. The end result is the same, all that is being made different is how long it takes to get to the point and that can vary an awful lot just by available playtime. So, sorry i dont see this as any more a "game impact" vs "convenience" than say horse skills or vampire/werewolf lines. The destination in game remains identical, just the road taken to get there. To specific reference the @sigtric #10, nobody is asking for "if i buy crown crafting its getting me better gear than if i just do crafting the old way" - only the route one takes to get to the exact same impact on gameplay include a crown store option as well as the long road. (or in my case, trait times reduced.)
How you get to a or b is convenience, not impact. What you can do once you get to A or b is impact and nobody is asking for crowing boost there.
Third, my face remained slap free for all my rank 60 horse chars when they started putting horse lessons in the crown store even though i had characters who had "spent the time" or "put in the effort" .
My face also remained slap free when they made the leapfrog vet levels 1-15 to go straight to cp160, even though i had four maybe five who had done the trek to vet16 the old way, "put in the effort" so to speak.
It would remain slap free if they reduce trait time to 1 day max or put "trait learnin'" into crown stores, even though i have full 9 trait crafters maxed etc.
The reason all these are true is that i did all these things for me and for what they allowed my characters to do and that has not changed one bit. For me it isn't any kind of "i can craft TBS and you cannot" sense of superiority thing, just a simple "can i do this or not."
Fourth, I am one of the most vocal proponents for equip crafting needing a serious improvement in the wake of 1T. My posts are numerous and my sig contains a list of changes i think need to be made. What i dont get is the notion that somehow you can link "making crafting quicker or more convenient in crown store or by reducing the trait time to max 1 day to them killing crafting. if anything, making crafting more advancable (get it to maybe not as fast as the consumables but at least not months maybe weeks) will encourage more people to take up crafting, not add nails to the coffins.
Fifth, you missed the point about 1 day vs weeks or month. its not about forgetting. its about getting to be so long it ceases to be of any interest on a daily basis. I literally log in every character every day because of daily deliveries. i literally log-in every character who has horse capacity lessons every day to buy that next inventory slot (or sometimes speed). I literally log-in every character every day who has Db suppliers to get my alchemy stuff. I literally login my writ characters every day ro run writs. (Every day = every day i login at all - obviously some days i cannot login like vacations or hospitals or other commitments.) These things draw me into characters access even if i dont plan to run those that day. Some days i have logged in and done just these. Many other games use the same types of mechanics, daily timers promote logging in to even just click those activities. once they move to weeks or months between access - it ceases to promote any significant increase in access, in activity.
Sixth, its not like those 8th and 9th traits are dealbreakers in power. Sure, TBS requires 9 but Hundings and Julianos are both what six? The bang for buck/time up to six traits is very very very superior to the bang for buck/time for the last three traits. Learn sharpened, precise, nirned, powered, defending and infused and that leaves you with days to weeks each for charged, training and prosperous (is that the ninth?) Does it really make sense to you to spend more time learning trained, prosperous and charged than the other six combined?
Finally to, @Tai-Chi i dont see anything naive about not feeling i have lost something just because someone else gains something similar. This isn't an ego thing for me just a functionality thing and frankly, even with functionality, i recognize in a living game things may change so the "boon" i got one day might get reduced at some later point. (Doesn't mean i wont fight to get it fixed, as i do now for crafting.)
And finally finally to @Stopnaggin we will have to agree to disagree on whether or not in a living breathing game where things change having an achievement you already acquired become acquirable by different roads somehow lessons mine or yours. When the nfl went to 16 game seasons, all those who had achieved 1000 yd rushing in shorter seasons did not suddenly lose the credibility of that achievement. if anything, theirs became MORE SIGNIFICANT, since it was acquired in a shorter time frame. (though one can argue the high value passing mode these days shifts that back some... so as in ESo, ebbs and flows.)
But to be equally clear, i am NOT in favor of allowing any "buy scroll to gain inspirations" kind of cash for "experience in skill line thing" for any skill. (but really, its not the "levels of skill" that slows down equip crafting anywhere near as much as the traits.
Here is another example, you have worked somewhere for 10 years vying for a position. Then management changes the rules and someone new who knows nothing about the business gets it.
Would you be happy? Would you feel your effort was invalidated?
Here is another example, you have worked somewhere for 10 years vying for a position. Then management changes the rules and someone new who knows nothing about the business gets it.
Would you be happy? Would you feel your effort was invalidated?
Stopnaggin wrote: »@Tai-Chi
@Stopnaggin
Put simply, i believe that the following would be good for crafting (equip):
1 - reduce trait research to 1 day max per trait or even make it a flat one day = one trait time frame from first trait to last trait (keep the same 3 traits skills max thingy)
2 - Allow trait lessons in craft store to allow you to buy a given trait for a given weapon/piece. possibly charge less for prosperous, charged, training - non-end game traits. heck, even if it excluded the BiS conmtender traits like sharp, precise, nirn and a few others, thats fine too.
None of these would make me feel my crafter's anvil isn't as hard as it used to be or that my crafter's needle isn't as long as it once was.
To the points you raised...
First off, my equip crafters finished their advancement long ago. So i literally have nothing to gain and no axe to grind here on the subject. just like i have characters who made the trek to vr16 the old way and characters who got the promotion when vet level went away and cp=lvl became account wide, i am very aware of the differences between slow and steady and quickie.
Second, while "crafting" has an impact on gameplay in that it allows you to create gear, advancing the speed with which you gain crafting does not. it makes not one point of difference in any fight whether the enemy got his gear by months of crafting research, buying quickie from crown store, or weeks of crafting research (my 1 day trait max) or with instant gratification from guild vendors. The end result is the same, all that is being made different is how long it takes to get to the point and that can vary an awful lot just by available playtime. So, sorry i dont see this as any more a "game impact" vs "convenience" than say horse skills or vampire/werewolf lines. The destination in game remains identical, just the road taken to get there. To specific reference the @sigtric #10, nobody is asking for "if i buy crown crafting its getting me better gear than if i just do crafting the old way" - only the route one takes to get to the exact same impact on gameplay include a crown store option as well as the long road. (or in my case, trait times reduced.)
How you get to a or b is convenience, not impact. What you can do once you get to A or b is impact and nobody is asking for crowing boost there.
Third, my face remained slap free for all my rank 60 horse chars when they started putting horse lessons in the crown store even though i had characters who had "spent the time" or "put in the effort" .
My face also remained slap free when they made the leapfrog vet levels 1-15 to go straight to cp160, even though i had four maybe five who had done the trek to vet16 the old way, "put in the effort" so to speak.
It would remain slap free if they reduce trait time to 1 day max or put "trait learnin'" into crown stores, even though i have full 9 trait crafters maxed etc.
The reason all these are true is that i did all these things for me and for what they allowed my characters to do and that has not changed one bit. For me it isn't any kind of "i can craft TBS and you cannot" sense of superiority thing, just a simple "can i do this or not."
Fourth, I am one of the most vocal proponents for equip crafting needing a serious improvement in the wake of 1T. My posts are numerous and my sig contains a list of changes i think need to be made. What i dont get is the notion that somehow you can link "making crafting quicker or more convenient in crown store or by reducing the trait time to max 1 day to them killing crafting. if anything, making crafting more advancable (get it to maybe not as fast as the consumables but at least not months maybe weeks) will encourage more people to take up crafting, not add nails to the coffins.
Fifth, you missed the point about 1 day vs weeks or month. its not about forgetting. its about getting to be so long it ceases to be of any interest on a daily basis. I literally log in every character every day because of daily deliveries. i literally log-in every character who has horse capacity lessons every day to buy that next inventory slot (or sometimes speed). I literally log-in every character every day who has Db suppliers to get my alchemy stuff. I literally login my writ characters every day ro run writs. (Every day = every day i login at all - obviously some days i cannot login like vacations or hospitals or other commitments.) These things draw me into characters access even if i dont plan to run those that day. Some days i have logged in and done just these. Many other games use the same types of mechanics, daily timers promote logging in to even just click those activities. once they move to weeks or months between access - it ceases to promote any significant increase in access, in activity.
Sixth, its not like those 8th and 9th traits are dealbreakers in power. Sure, TBS requires 9 but Hundings and Julianos are both what six? The bang for buck/time up to six traits is very very very superior to the bang for buck/time for the last three traits. Learn sharpened, precise, nirned, powered, defending and infused and that leaves you with days to weeks each for charged, training and prosperous (is that the ninth?) Does it really make sense to you to spend more time learning trained, prosperous and charged than the other six combined?
Finally to, @Tai-Chi i dont see anything naive about not feeling i have lost something just because someone else gains something similar. This isn't an ego thing for me just a functionality thing and frankly, even with functionality, i recognize in a living game things may change so the "boon" i got one day might get reduced at some later point. (Doesn't mean i wont fight to get it fixed, as i do now for crafting.)
And finally finally to @Stopnaggin we will have to agree to disagree on whether or not in a living breathing game where things change having an achievement you already acquired become acquirable by different roads somehow lessons mine or yours. When the nfl went to 16 game seasons, all those who had achieved 1000 yd rushing in shorter seasons did not suddenly lose the credibility of that achievement. if anything, theirs became MORE SIGNIFICANT, since it was acquired in a shorter time frame. (though one can argue the high value passing mode these days shifts that back some... so as in ESo, ebbs and flows.)
But to be equally clear, i am NOT in favor of allowing any "buy scroll to gain inspirations" kind of cash for "experience in skill line thing" for any skill. (but really, its not the "levels of skill" that slows down equip crafting anywhere near as much as the traits.
No you and I are pretty much on the same page about crafting improvements.
On the nfl side note yes those who held records before 16 game seasons are better recognized for their acomplishments then the newer players, but to draw that comparison to eso is not apples to apples. The nfl isn't making it easier to gain rushing titles or records, they are not diluting to pool so to speak. And while you may not feel the sting of ZOS making things easier, I can't say I feel the same.
I was there for the Vr system, cp transition. And the reason I have no problems with that is was junk from the start. I also see the need to have a fresh player base to keep the game alive. I don't believe they need to shorten everything for the sake of bringing in people, who more than likely won't stay. I have watched Zos cave on several fronts to appease the casual base, and some I agree with, others not so much. To me if there is no journey and I can get instant gratification what's the point. I will have played myself out before I ever got started. The game as most mmos is a grind. I can't see a 10 year plan if they make it too easy to "end game".
Crafting being slow, and requiring patience and planning ahead is great. You are heading to wrong direction....snip...
is this really about the "face slap" or keeping more folks out of crafting?
Stopnaggin wrote: »@Tai-Chi
@Stopnaggin
Put simply, i believe that the following would be good for crafting (equip):
1 - reduce trait research to 1 day max per trait or even make it a flat one day = one trait time frame from first trait to last trait (keep the same 3 traits skills max thingy)
2 - Allow trait lessons in craft store to allow you to buy a given trait for a given weapon/piece. possibly charge less for prosperous, charged, training - non-end game traits. heck, even if it excluded the BiS conmtender traits like sharp, precise, nirn and a few others, thats fine too.
None of these would make me feel my crafter's anvil isn't as hard as it used to be or that my crafter's needle isn't as long as it once was.
To the points you raised...
First off, my equip crafters finished their advancement long ago. So i literally have nothing to gain and no axe to grind here on the subject. just like i have characters who made the trek to vr16 the old way and characters who got the promotion when vet level went away and cp=lvl became account wide, i am very aware of the differences between slow and steady and quickie.
Second, while "crafting" has an impact on gameplay in that it allows you to create gear, advancing the speed with which you gain crafting does not. it makes not one point of difference in any fight whether the enemy got his gear by months of crafting research, buying quickie from crown store, or weeks of crafting research (my 1 day trait max) or with instant gratification from guild vendors. The end result is the same, all that is being made different is how long it takes to get to the point and that can vary an awful lot just by available playtime. So, sorry i dont see this as any more a "game impact" vs "convenience" than say horse skills or vampire/werewolf lines. The destination in game remains identical, just the road taken to get there. To specific reference the @sigtric #10, nobody is asking for "if i buy crown crafting its getting me better gear than if i just do crafting the old way" - only the route one takes to get to the exact same impact on gameplay include a crown store option as well as the long road. (or in my case, trait times reduced.)
How you get to a or b is convenience, not impact. What you can do once you get to A or b is impact and nobody is asking for crowing boost there.
Third, my face remained slap free for all my rank 60 horse chars when they started putting horse lessons in the crown store even though i had characters who had "spent the time" or "put in the effort" .
My face also remained slap free when they made the leapfrog vet levels 1-15 to go straight to cp160, even though i had four maybe five who had done the trek to vet16 the old way, "put in the effort" so to speak.
It would remain slap free if they reduce trait time to 1 day max or put "trait learnin'" into crown stores, even though i have full 9 trait crafters maxed etc.
The reason all these are true is that i did all these things for me and for what they allowed my characters to do and that has not changed one bit. For me it isn't any kind of "i can craft TBS and you cannot" sense of superiority thing, just a simple "can i do this or not."
Fourth, I am one of the most vocal proponents for equip crafting needing a serious improvement in the wake of 1T. My posts are numerous and my sig contains a list of changes i think need to be made. What i dont get is the notion that somehow you can link "making crafting quicker or more convenient in crown store or by reducing the trait time to max 1 day to them killing crafting. if anything, making crafting more advancable (get it to maybe not as fast as the consumables but at least not months maybe weeks) will encourage more people to take up crafting, not add nails to the coffins.
Fifth, you missed the point about 1 day vs weeks or month. its not about forgetting. its about getting to be so long it ceases to be of any interest on a daily basis. I literally log in every character every day because of daily deliveries. i literally log-in every character who has horse capacity lessons every day to buy that next inventory slot (or sometimes speed). I literally log-in every character every day who has Db suppliers to get my alchemy stuff. I literally login my writ characters every day ro run writs. (Every day = every day i login at all - obviously some days i cannot login like vacations or hospitals or other commitments.) These things draw me into characters access even if i dont plan to run those that day. Some days i have logged in and done just these. Many other games use the same types of mechanics, daily timers promote logging in to even just click those activities. once they move to weeks or months between access - it ceases to promote any significant increase in access, in activity.
Sixth, its not like those 8th and 9th traits are dealbreakers in power. Sure, TBS requires 9 but Hundings and Julianos are both what six? The bang for buck/time up to six traits is very very very superior to the bang for buck/time for the last three traits. Learn sharpened, precise, nirned, powered, defending and infused and that leaves you with days to weeks each for charged, training and prosperous (is that the ninth?) Does it really make sense to you to spend more time learning trained, prosperous and charged than the other six combined?
Finally to, @Tai-Chi i dont see anything naive about not feeling i have lost something just because someone else gains something similar. This isn't an ego thing for me just a functionality thing and frankly, even with functionality, i recognize in a living game things may change so the "boon" i got one day might get reduced at some later point. (Doesn't mean i wont fight to get it fixed, as i do now for crafting.)
And finally finally to @Stopnaggin we will have to agree to disagree on whether or not in a living breathing game where things change having an achievement you already acquired become acquirable by different roads somehow lessons mine or yours. When the nfl went to 16 game seasons, all those who had achieved 1000 yd rushing in shorter seasons did not suddenly lose the credibility of that achievement. if anything, theirs became MORE SIGNIFICANT, since it was acquired in a shorter time frame. (though one can argue the high value passing mode these days shifts that back some... so as in ESo, ebbs and flows.)
But to be equally clear, i am NOT in favor of allowing any "buy scroll to gain inspirations" kind of cash for "experience in skill line thing" for any skill. (but really, its not the "levels of skill" that slows down equip crafting anywhere near as much as the traits.
No you and I are pretty much on the same page about crafting improvements.
On the nfl side note yes those who held records before 16 game seasons are better recognized for their acomplishments then the newer players, but to draw that comparison to eso is not apples to apples. The nfl isn't making it easier to gain rushing titles or records, they are not diluting to pool so to speak. And while you may not feel the sting of ZOS making things easier, I can't say I feel the same.
I was there for the Vr system, cp transition. And the reason I have no problems with that is was junk from the start. I also see the need to have a fresh player base to keep the game alive. I don't believe they need to shorten everything for the sake of bringing in people, who more than likely won't stay. I have watched Zos cave on several fronts to appease the casual base, and some I agree with, others not so much. To me if there is no journey and I can get instant gratification what's the point. I will have played myself out before I ever got started. The game as most mmos is a grind. I can't see a 10 year plan if they make it too easy to "end game".
uhh adding two more games to the season made it easier to gain 1000 yds in a season - you had two more games to do it in.
runners whp previously only made 900yds could not make 1000 yds with the exact same effort per game that failed to get them 1000 before.
But, in fact, the main difference is it is an actual accomplishment in the NFl.
For crafting in ESo, we are literally talking about "running out the clock." trait research is logging in an clicking a few things and then waiting for a calendar/clock to run down. Its not like beating vmsa or vmol which at least have some degree of difficulty.
What you are so literally wrapping your "slap in the face" diminishing your achievement ego around is you have spent more time (offline out of game or online in game) than the other guy.
Now if that works for you, great, but there is no way that a month wait for a trait research promotes more interest in crafting and less interest in crafting is not good for crafting IMO.
Would you be Ok if you got an extra "participation trophy" achievement added when they reduce it - for you and everyone else already with the maxed when the change hits? that way you even get something the new guys cannot have... unless they too grind it out old school.
is this really about the "face slap" or keeping more folks out of crafting?
Stopnaggin wrote: »Stopnaggin wrote: »@Tai-Chi
@Stopnaggin
Put simply, i believe that the following would be good for crafting (equip):
1 - reduce trait research to 1 day max per trait or even make it a flat one day = one trait time frame from first trait to last trait (keep the same 3 traits skills max thingy)
2 - Allow trait lessons in craft store to allow you to buy a given trait for a given weapon/piece. possibly charge less for prosperous, charged, training - non-end game traits. heck, even if it excluded the BiS conmtender traits like sharp, precise, nirn and a few others, thats fine too.
None of these would make me feel my crafter's anvil isn't as hard as it used to be or that my crafter's needle isn't as long as it once was.
To the points you raised...
First off, my equip crafters finished their advancement long ago. So i literally have nothing to gain and no axe to grind here on the subject. just like i have characters who made the trek to vr16 the old way and characters who got the promotion when vet level went away and cp=lvl became account wide, i am very aware of the differences between slow and steady and quickie.
Second, while "crafting" has an impact on gameplay in that it allows you to create gear, advancing the speed with which you gain crafting does not. it makes not one point of difference in any fight whether the enemy got his gear by months of crafting research, buying quickie from crown store, or weeks of crafting research (my 1 day trait max) or with instant gratification from guild vendors. The end result is the same, all that is being made different is how long it takes to get to the point and that can vary an awful lot just by available playtime. So, sorry i dont see this as any more a "game impact" vs "convenience" than say horse skills or vampire/werewolf lines. The destination in game remains identical, just the road taken to get there. To specific reference the @sigtric #10, nobody is asking for "if i buy crown crafting its getting me better gear than if i just do crafting the old way" - only the route one takes to get to the exact same impact on gameplay include a crown store option as well as the long road. (or in my case, trait times reduced.)
How you get to a or b is convenience, not impact. What you can do once you get to A or b is impact and nobody is asking for crowing boost there.
Third, my face remained slap free for all my rank 60 horse chars when they started putting horse lessons in the crown store even though i had characters who had "spent the time" or "put in the effort" .
My face also remained slap free when they made the leapfrog vet levels 1-15 to go straight to cp160, even though i had four maybe five who had done the trek to vet16 the old way, "put in the effort" so to speak.
It would remain slap free if they reduce trait time to 1 day max or put "trait learnin'" into crown stores, even though i have full 9 trait crafters maxed etc.
The reason all these are true is that i did all these things for me and for what they allowed my characters to do and that has not changed one bit. For me it isn't any kind of "i can craft TBS and you cannot" sense of superiority thing, just a simple "can i do this or not."
Fourth, I am one of the most vocal proponents for equip crafting needing a serious improvement in the wake of 1T. My posts are numerous and my sig contains a list of changes i think need to be made. What i dont get is the notion that somehow you can link "making crafting quicker or more convenient in crown store or by reducing the trait time to max 1 day to them killing crafting. if anything, making crafting more advancable (get it to maybe not as fast as the consumables but at least not months maybe weeks) will encourage more people to take up crafting, not add nails to the coffins.
Fifth, you missed the point about 1 day vs weeks or month. its not about forgetting. its about getting to be so long it ceases to be of any interest on a daily basis. I literally log in every character every day because of daily deliveries. i literally log-in every character who has horse capacity lessons every day to buy that next inventory slot (or sometimes speed). I literally log-in every character every day who has Db suppliers to get my alchemy stuff. I literally login my writ characters every day ro run writs. (Every day = every day i login at all - obviously some days i cannot login like vacations or hospitals or other commitments.) These things draw me into characters access even if i dont plan to run those that day. Some days i have logged in and done just these. Many other games use the same types of mechanics, daily timers promote logging in to even just click those activities. once they move to weeks or months between access - it ceases to promote any significant increase in access, in activity.
Sixth, its not like those 8th and 9th traits are dealbreakers in power. Sure, TBS requires 9 but Hundings and Julianos are both what six? The bang for buck/time up to six traits is very very very superior to the bang for buck/time for the last three traits. Learn sharpened, precise, nirned, powered, defending and infused and that leaves you with days to weeks each for charged, training and prosperous (is that the ninth?) Does it really make sense to you to spend more time learning trained, prosperous and charged than the other six combined?
Finally to, @Tai-Chi i dont see anything naive about not feeling i have lost something just because someone else gains something similar. This isn't an ego thing for me just a functionality thing and frankly, even with functionality, i recognize in a living game things may change so the "boon" i got one day might get reduced at some later point. (Doesn't mean i wont fight to get it fixed, as i do now for crafting.)
And finally finally to @Stopnaggin we will have to agree to disagree on whether or not in a living breathing game where things change having an achievement you already acquired become acquirable by different roads somehow lessons mine or yours. When the nfl went to 16 game seasons, all those who had achieved 1000 yd rushing in shorter seasons did not suddenly lose the credibility of that achievement. if anything, theirs became MORE SIGNIFICANT, since it was acquired in a shorter time frame. (though one can argue the high value passing mode these days shifts that back some... so as in ESo, ebbs and flows.)
But to be equally clear, i am NOT in favor of allowing any "buy scroll to gain inspirations" kind of cash for "experience in skill line thing" for any skill. (but really, its not the "levels of skill" that slows down equip crafting anywhere near as much as the traits.
No you and I are pretty much on the same page about crafting improvements.
On the nfl side note yes those who held records before 16 game seasons are better recognized for their acomplishments then the newer players, but to draw that comparison to eso is not apples to apples. The nfl isn't making it easier to gain rushing titles or records, they are not diluting to pool so to speak. And while you may not feel the sting of ZOS making things easier, I can't say I feel the same.
I was there for the Vr system, cp transition. And the reason I have no problems with that is was junk from the start. I also see the need to have a fresh player base to keep the game alive. I don't believe they need to shorten everything for the sake of bringing in people, who more than likely won't stay. I have watched Zos cave on several fronts to appease the casual base, and some I agree with, others not so much. To me if there is no journey and I can get instant gratification what's the point. I will have played myself out before I ever got started. The game as most mmos is a grind. I can't see a 10 year plan if they make it too easy to "end game".
uhh adding two more games to the season made it easier to gain 1000 yds in a season - you had two more games to do it in.
runners whp previously only made 900yds could not make 1000 yds with the exact same effort per game that failed to get them 1000 before.
But, in fact, the main difference is it is an actual accomplishment in the NFl.
For crafting in ESo, we are literally talking about "running out the clock." trait research is logging in an clicking a few things and then waiting for a calendar/clock to run down. Its not like beating vmsa or vmol which at least have some degree of difficulty.
What you are so literally wrapping your "slap in the face" diminishing your achievement ego around is you have spent more time (offline out of game or online in game) than the other guy.
Now if that works for you, great, but there is no way that a month wait for a trait research promotes more interest in crafting and less interest in crafting is not good for crafting IMO.
Would you be Ok if you got an extra "participation trophy" achievement added when they reduce it - for you and everyone else already with the maxed when the change hits? that way you even get something the new guys cannot have... unless they too grind it out old school.
is this really about the "face slap" or keeping more folks out of crafting?
Ok so you suggest, on your analogy, lets make every yard gained 5 yards, seems fair right. That way you know the other running backs in the league wouldn't have to work as hard. That way they can all have their participation trophy.
And yeah it should be something certain people are interested in, if you want to craft take the time to do it. It's not for everyone, and the whole make my life easier crowds are the ones yelling the loudest. If the game becomes so easy it will die sooner rather than later. Most people, us non passive aggressive types, will move on to something that offers a challange, then you will have the players that want life easy move on to the next easy game.
Since 1t I have seen more people crying about changes to make the game easier, why? This isn't a Lego game. It's supposed to be an MMO RPG yes? Supposed to put in some kind of effort yes? Nope let's make everything so easy to accommodate the loudest people in the room. Hard to belive I know, but some of us actually enjoy the fact that we put in such effort, no actually stuck it out to finish. While it may not mean anything to you it does to others. But to tell the truth all this want everything easy crowd is getting rather tiresome.
Making a powerful crafter account as a whole takes easily a year, so this is just a dumb answer.
There is no planning ahead required while an 11 day or 22 day timer clicks down that couldn't be done or needed if it were a one day timer.
Nor imo is it patience to go do other things for 22 days - it's just doing other things.
But if patience is such a plus and others want years, let's make patience an actual part of the active play for crafting.
Make crafting an item take the same time it takes to research the traits for the set. So each piece of TBS takes as long to craft as researching the ninth trait did, so what 22 days.
That way everybody praising patience and how it helps crafting for new crafter to show patience can get the warm fuzzy patience brings every time they craft.
Making a powerful crafter account as a whole takes easily a year, so this is just a dumb answer.
There is no planning ahead required while an 11 day or 22 day timer clicks down that couldn't be done or needed if it were a one day timer.
Nor imo is it patience to go do other things for 22 days - it's just doing other things.
But if patience is such a plus and others want years, let's make patience an actual part of the active play for crafting.
Make crafting an item take the same time it takes to research the traits for the set. So each piece of TBS takes as long to craft as researching the ninth trait did, so what 22 days.
That way everybody praising patience and how it helps crafting for new crafter to show patience can get the warm fuzzy patience brings every time they craft.
Then I'll also be able to buy maelstrom weapons along with an insurance policy to guarantee sharpened at extra cost of course