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Item Conversion (transmogrification)

  • AzraelKrieg
    AzraelKrieg
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    Yep
    Banana wrote: »
    giphy.gif

    Careful dude, someone might get annoyed by that gif.
    Gold Dragons Guildmaster PC-NACR2000+
    Kalthar Wolf-Brother – EP Templar - 50 Maeli Valen - EP NB - 50Naps-During-Trials – EP Templar - 50Rulnakh - EP Sorc - 50Azrael Krieg - EP NB – 50Uvithasa Telvanni – EP DK – 50More-Tail - EP Warden - 50Narile Galen - EP Sorc - 50Bone Soldier - EP Necro - 50Naps-During-Trails - EP Necro - 50
  • KanedaSyndrome
    KanedaSyndrome
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    Yep
    Let crafters change the styles of gear. Would also fix the issue with not being able to change the style of uncraftable items, at the same time giving a market for crafters as well.
    KanedaSyndrome's Suggestions For Game Improvements
    The Fortuitous Collapse of the Wave Equation
    The Best Plans Require No Action
  • Cogo
    Cogo
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    Nope
    NOOOOOOOOOOOOOOOOOOOOOOOO!
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Morvane
    Morvane
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    Yep
    Valorin wrote: »
    Hm... The whole game is set in a beautifully made and detailed world. All the NPCs also look like they are fitting in perfectly.
    I never saw an NPC with a glossy dress or robe (I want that dye, by the way...) and I also never saw an npc with a red candystick weapon.


    but we are not npc. we are "unique" :smiley:
    DC Dunmer Sorcerer since 2014
    @morvayn54, PC/EU
  • joaaocaampos
    joaaocaampos
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    Yep
    If this is something only crafters can do.
  • Melos-TheMadChimera
    Yep
    yes please and while they are at it can we finally get weapon dying?
  • CrimsonSpiral
    CrimsonSpiral
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    Yep
    Yes!
  • KimoBitz
    KimoBitz
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    Yep
    My top requested features
    1-Spellcrafting
    2-jewel crafting
    3-Transmogrification
  • Shanjijri
    Shanjijri
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    Yep
    I really want my SPC looks the Outlaw style. My Khajiit feels elegant only in Outlaw.

    yes please and while they are at it can we finally get weapon dying?
    KimoBitz wrote: »
    2-jewel crafting

    ^Yes please.
  • silvermistktralasub17_ESO
    It might be worth thinking that if they did the transmogrification, they might make it much like the imperial transmog, as in that it is unsellable afterward, due to the fact that it's a 'special item'. That is, in fact, what I would consider to be most likely in this case. Just as you almost certainly won't be able to sell the morag tong restyled items, you also will not be able to sell the items you changed into another gear appearance. This would make it more or less fair, because it means that people will still have to get their crafting level to be sufficient to know the motif, and has to acquire the motifs themselves. Not that bad of an idea, honestly, as it is both a gold sink and an effort-sink. So, unlike what several people were saying here, it almost certainly would not be sale-fodder for crafters.

    Alassirana
  • Auros
    Auros
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    Yep
    Yes, but let's make the transmog thingie something of a value: to keep the uniqueness, add some efforts (not mindless grinding of course, just for the idea of putting some efforts)

    In fact in other MMOs I've played there's cosmetically equipped item (simple slot overlay in another tab of the char UI) then you can equip there whatever you feel like, as long as 1h is 1h, 2h is 2h Bow is a bow etc.. This will create variety and people can enjoy grinding random drops in the whole world, not those mindless dungeons over and over ...

    I am sorry, but for my "career" of 1x years MMO gaming I never ever grinded group dungeon for the end-game gear. I don't care about max stats. I am quest-PvE oriented, but that's my personal opinion.
    Edited by Auros on February 27, 2017 11:59AM
  • zaria
    zaria
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    Yep
    It might be worth thinking that if they did the transmogrification, they might make it much like the imperial transmog, as in that it is unsellable afterward, due to the fact that it's a 'special item'. That is, in fact, what I would consider to be most likely in this case. Just as you almost certainly won't be able to sell the morag tong restyled items, you also will not be able to sell the items you changed into another gear appearance. This would make it more or less fair, because it means that people will still have to get their crafting level to be sufficient to know the motif, and has to acquire the motifs themselves. Not that bad of an idea, honestly, as it is both a gold sink and an effort-sink. So, unlike what several people were saying here, it almost certainly would not be sale-fodder for crafters.

    Alassirana
    No but you could make an white armor of selected style to sell, the receiver would then use his bound set armor and change the style. Set armor would continue as bound.


    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • STEVIL
    STEVIL
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    Nope
    Soella wrote: »
    STEVIL wrote: »
    no

    the only thing craft sets have that drops do not get - the only unique for crafted at all - is style control.

    dont kill off crafted sets in favor od all drop sets all the time, pls.


    Crafting need complete overhaul anyway.

    And it can be implemented in very crafting friendly way, for example - master crafter can create a special item (expensive enough) for any known motive to be sold in trade guilds.

    on the bold - no argument there but its counter productive to further empower the drops and devalue the crafteds until that is done.

    I really have not seen crafters going broke threads sufficient to make me believe crafting needs another income source more than they need crafted overhaul. Esp now, since homestead just added multiple new money streams for crafters.



    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • STEVIL
    STEVIL
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    Nope
    Yes. Please? With whipped cream and cherries on top?

    Then afterwards a buff to all current crafted sets would be nice. Something like being able to choose 2-3 choices for the 2,3 and 4 piece parts. As well as a decent buff to all the outdated and supremely weak 5 piece effects

    Why the buff to crafted? Simple, so that crafted sets don't go completely out of style and can be useful. I love crafting. Transmog is essentially re-crafting an item, but that shouldn't diminish the fact one would like to craft an item from scratch. Crafted gear and Dropped gear should be on par. Right now one has cosmetic use while the other gameplay use and they need to be balanced or else one gets left to gather dust. Right now that is happening to crafted stuff. Slowly every update crafted becomes less and less useful, even cosmetically.

    Buff crafted, introduce total cosmetic transmog/costume creation, and many people will be happy. Myself topping the list ;)

    Where we disagree is the order the changes need to be in.

    Helping the top, drops, now and reducing the bottom, crafted, now and then promising help for crafted later is imo bad since promises for tomorrow are as useful in game play as campaign promises after an election is won.



    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • purple-magicb16_ESO
    purple-magicb16_ESO
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    Yep
    Yep. But only by high level master crafters. Let's bring these guys back into the game. I remember when ppl paid for weapons/armor and these guys had a real function in the game. Then they made it easy to become a master crafter and suddenly everyone has all slots filled with master crafters in all crafts. No one has a need to hire a crafter anymore. Some guys do almost nothing else but craft in this game. Let's give them a niche.

    ...and by the way, they all thought that housing was a dead horse. Just sayin'.
    Edited by purple-magicb16_ESO on February 27, 2017 12:09PM
    I don't comment here often but when I do, I get [snip]
  • Surgee
    Surgee
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    There were so many topics about it. What's the point of adding so many new motifs if we can't use them? Crafted gear in most cases is lacking behind the dropped one. Makes the motifs useless.
  • Didgerion
    Didgerion
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    nerf mDK's please
    Yes yes yes!!!

    And can we have the armor and weapon traits alteration as well, like glyph but maybe call them T-glyphs.

    Thank you Zosi!!!


  • STEVIL
    STEVIL
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    Nope
    STEVIL wrote: »
    Sotha_Sil wrote: »
    STEVIL wrote: »
    no

    the only thing craft sets have that drops do not get - the only unique for crafted at all - is style control.

    dont kill off crafted sets in favor od all drop sets all the time, pls.

    People don't craft sets for their looks but for their stats. And in a system like transmogrification, it could require to know a motif in order to change the armor style which is NOT detrimental to the crafting system.

    Some people DO use crafted sets for their looks - as well as their stats.

    Some people DO shy away from certain dropped sets for their looks - in spite of their stats.

    Allowing drop sets to choose their styles/looks from the many motifs available (a feature currently only found on crafted sets) will shift the play of drops and crafted in only one direction - more drops used, fewer crafted used.

    Drops got an amazing boost in 1T - how much more do they need before enough is enough?





    People use crafted set because they are good, cheap and easy to get. Some are almost BIS, like TBS, so if people have to choose between farming BSW for 20 hours or just go craft a set of TBS in 5 minutes, a lot of people (maybe except for the top 0.5% who do competitive raiding) will just go for the crafted set. 1% more DPS ain't going to make you a better DD. Some are versatile and can be used for multiple builds effectively: Kagrenac, Julianos, Seducer, Night Mother's Gaze etc. Some are very unique that cannot be replaced by dropped set in any way: Clever Alchemist, Eternal *unt etc. A lot of people don't care about styles of crafted sets, because they use costume anyway. Good sets like TBS, Julianos, Kagrenac, Night Mother's Gaze, Clever Alchemist, Seducer, Tava's Favor, Eternal *unt etc will stay as strong as ever, they are not going to go away.

    The few of us who shy away from certain dropped sets in spite of the stats will scream in joy if we can change the style of those sets.

    Master crafters will get more "jobs" because only they can change the style of the gear.

    So, who loses? No one. Well, maybe only you, for some unknown reasons.

    The wall of assumptions all to show how so few will be affected by this new change undercuts the foundation of how much it is needed.

    And again, its not about crafters "jobs".

    See more negative crafting threads about the drop in desirability and usefulness of crafted sets than how one goes broke crafting.

    Homestead added plenty of craft for gold play... long as you dont care what the job is, just the gold, chairs and table can make your crafting great again.

    But if one of the things you value is having crafted sets be more than just convenient fillers until folks get the right drop sets, giving up the only unique element crafting brings is losing.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Necrelios
    Necrelios
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    Yep
    I get really angry whenever I find all these new gear sets that won't let me convert them to Imperial Style. It's bad. Things around the house get broken. So anyways, I'll just save myself the aggravation by passing on the collectors edition of Morrowind since the current system is mostly useless.
    Terms & Conditions ["We revoke permission to fictional legal constructs or private/public persons for selling of any private data, censorship, surveillance, personage or conversion as a trespass of law. We prohibit the practice of "procedural law" or corporate statues in place of divine law."]
  • zaria
    zaria
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    Yep
    Didgerion wrote: »
    Yes yes yes!!!

    And can we have the armor and weapon traits alteration as well, like glyph but maybe call them T-glyphs.

    Thank you Zosi!!!
    Yes, you know how insane valuable that item would be :)
    5000 crafting writs would be very cheap.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Vahrokh
    Vahrokh
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    Yep
    I have played 2005 MMOs that had such kind of feature, I don't see why ESO can't implement something more serious than "costumes".

    I hate the looks of monster gear and mix-match "BiS" sets, but if I don't use it then I nerf my group / trial people.
    I have an handful of costumes but they are few and to be honest, I don't like them.
  • KimoBitz
    KimoBitz
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    Yep
    just posted a comment to boost this thread to the top XD
  • Draconerus
    Draconerus
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    Yep
    This should of been in the game long ago.
    Draconerus
    Argonian - Templar Healer
    Da Funk - Officer
  • brantkin
    brantkin
    Yep
    To all the people saying it would impact their sales for costumes, not really. All they would have to do is balance costumes and the transmog sets. It would just make them want to develop better looking costumes. Cause tbh most of these costumes they sell look like ass to me and i won't buy them. However if they added a transmog stone, id buy it in a heart beat or 10, 20 etc lmao. And im sure there are many more like me that would rather buy transmog stones than those ugly costumes.

    Also transmog stones can sell more of than costumes, you can only buy lets see like 10? 15? costumes at around 500~700 crowns each i wanna say. If they sold transmog stones in the store for around 100 each, that's lets see 2~4 just for weapons alone. Then another 6, so 10 just right there for 1k crowns, and that's not including if you change sets etc or have to replace your gear when leveling new toons etc.

    How many chars on average do most accounts have, imma go with at least 2 or 3 characters and i feel that's on the low end. That's around 1k per character, vs the 500 or 700 crowns for an account bound costume. And if you bought a costume chances are you are staying with that costume and your not gonna be swapping much. And keep in mind these are only on the low end of things.

    So as you can see if they balance it right and make transmog stones really rare or maybe a chance when crafting armor/sets with that style you have a chance at getting that transmog stone. The ones sold in the cash shop would be like the crown mimic stones where they work for every style, but the transmog stones you get from crafting can only be gotten when crafting that specific style of weapon/armor.

    Now how again does this hurt there sells? If anything the costume system should be ditched in favor of this new system as there's potential for more money. More so when they nerf certain sets or builds causing everyone to abandon that build and sets for new ones. The fact of the matter is the costume design and cash shop just isn't as good in terms of making money, or pleasing the fans . This change/system pleases everyone and makes the devs more money, the only reason not to add it are either they are lazy or objectively bad reasons and opinions.

    Another thought that crossed my mind is, if they converted to this new system, they also save money but not having to design costumes as much and focus more on the armors you can find and obtain in the game. Or they could keep adding in more armor motifs from the cash shop instead. So again even if it hurts that costumes why stick with them? Even though both systems can exist, all that would happen is they make more money with less time and effort while also pleasing fans.
    Edited by brantkin on May 19, 2017 8:05PM
  • Rinmaethodain
    Rinmaethodain
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    Nope
    Voted nope because idea proposed by OP is too simple and it forces people to learn motifs if they want to make use of restyle feature.

    The only and only viable way of introducing "transmog"/item restyle MUST include master crafters in the process. It has to be implemented in a way that will be valuable addition to crafting system and at the same time it does not force anybody into crafting and is freely accessible to everyone (via trading with players).

    1st Method - Costume slots/Appearance Outfit slots/Alternative Slots
    This one is very simple. Right now when we hit our Inventory screen we have 7 equipment slots for apparel for head, shoulders, chest, hands, waist, legs and feet. What ZOS should do is add another 7 apparel slots (so now each armour piece would have two slots). And now the way it would work is that any item placed in regular apparel slot would work just like everything works now but what would new is that any item placed in the new, secondary outfit slot would override the model of currently equipped armor piece.

    This way, players would be allowed to wear literally anything they want and look just as they like while still maintaining their combat effectiveness. It's obvious, but of course, any equipment piece placed in "outfit slots" will have its stats removed and wont count towards any passives.

    This method is extremely simple and at the same time greatly enriches crafting system, making equipment crafted in various styles useful once again but also, since lvl of equipment would not matter in these outfit slots, low lvl gear, lvl1 to lvl50 that for base races have some unique visuals would make a return to game. No matter what people wear, wheter its monster helmet or not, wheter its dropped or looted gear, wheter its BOP or not yet and most important, nobody is forced to start learning motifs/crafting because all anybody has to do, in order to change their own appearance is to simply buy/find/loot an item and put it on.

    Below you can see a simple edit of default equipment UI - > blue equipment slots are the outfit slots. Of course nothing stops ZOS for making them also work for weapons. It would be up to ZOS to decide if there should be any limitations (like if primary slot equipment helmet is Heavy then outfit slot helmet should also be Heavy, if placing item in outfit slot binds it etc.) and wheter outfit slots would be next to regular equipment slots or maybe hidden in a secondary equipment tab.
    5Jz7stu.png

    2nd Method - Transformation Stones
    This method is closely related to so called "transmog". The most popular transmog solution people propose is "if player knows X motif just let them convert to that style". The biggest flaw of this system is that players will be forced to learn motifs in order to transform bound equipment. This puts crafters completely out of loop, not letting them to provide that service, contributing further to marginalisation of crafters in ESO. My proposed method of "Transformation Stones" works in similar way but is designed with crafters in mind, in order to enrich ways in which they can provide services to playerbase.

    Basically, crafters will be allowed to craft items called "Transformation Stones" - there will be "Minotaur Transformation Stone", "Daedric Transformation Stone", "Yokudan Transformation Stone" (...) a Transformation Stone for every craftable style in game. Such Transformation Stone, when obtained by any player, will be able to change style of any item it is applied on - the stone would be of course consumed in process. The closest similar thing to this would be how we use Glyphs to enchant equipment or Soul Gems to recharge weapons.

    Right click on equipment piece -> Transform Equipment -> <Shows list of Transformation Stones in inventory> -> Consumes stone after use

    In this method, once again, transforming equipment style would be available to everyone, nobody would be forced to learn motifs/crafting, crafters would be given a new functionality that would improve crafting functionality in game.

    Of course, the most important part of this method is "What kind of materials would Transformation Stones use to be created". This would rest in hands of ZOS to decide on appropriate cost for being able to look fashionably, but here are few of my suggestions. Keep in mind that criteria below would rest only and only on player who wants to create the Transformation Stone:
    - first and foremost, motif knowledge would be critical, if crafter wants to make Silken Ring Transformation Stone then they need to know Silken Ring style;
    This means that the basic material to craft "Transformation Stones" would be the Style Material itself. Also my personal opinion here is that knowledge of full motifs would be required to show dedication to crafting and simply to limit number of unique Transformation Stones. So an example item to transform appearance would be called "Silken Ring Transformation Stone -> changes appearance of any item to a Silken Ring motif".

    That sounds fairly simple and cheap, for 46 crafted styles there would be 46 different Transformation Stones, but things can be complicated if ZOS wants to (and expensive for crafter):
    - Transformation Stones will specify for what kind of equipment they are meant for;
    - Transformation Stone will need to match equipments quality;
    With these two above, now crafting Transformation Stone will consume a type specific crafting material (leather, wood, ingots, cloths) but also type specific upgrade materials of appropriate quality. In this configuration an example item could look like this: "Ancestor Silk Dro-m'Athra Epic Transformation Stone -> changes appearance of any Epic Ancestor Silk item to at Dro-m'Athra motif"

    With all of that above, the number of unique Transformation Stones grows greatly but also leaves ZOS a lot of space to adjust how expensive they would meant to be (how many style mats to consume, how many tempers, how many base crafting materials. It looks great but here comes a problem:

    What About Monster Sets? There is no style material for monster set, what to do? Here is my solution that unfortunately complicates some things:
    - at the step where crafter is required to provide a style material, he should be asked for both "source style material" and "result style material" and is given alternative option to provide "item in source style" and "item in result style";
    This means if a player wants to turn their Nord Heavy CP160 Epic Helmet into Redguard style they require a "Rubedite Ingot Nord to Redguard Epic Transformation Stone" which is crafted using Nord and Redguard style items, Rubdetie Ingots, Grain Solvents and require knowledge of both Nord and Redguard motifs.

    But how does it solve a problem with transforming appearance of Monster Sets? Previously in Method 2 it (change look of Monster Sets) was impossible because Monster Sets dont have style mats but adding an option to provide a pre-made item in that style solves this issue. When some player wants to turn their CP160 Epic Blood Spawn's Visage into Mazzatun style they will require Rubedite Ingot Blood Spawn to Mazzatun Epic Transformation Stone that will use a looted Blood Spawn Heavy Helmet, Rubedite Ingots, Mazzatun style mat (or item) and Grain Solvents.
    Alternatively, in order to simplify things ZOS could make it so that deconstructing Monster Sets will give special Monster Sets style materials. In this option all these useless training and prosperous Monster Helms and Shoulders find its use and people get another reason to run dungeons.

    Obviously, additional things could be added here, like a new special item dropping in random chests in the world "Transformation Crystal" needed to produce "Transformation Stones". There could be a new crafting passive that would be required to make "Transformation Stones" that would be unlocked upon reaching lvl50 of craftsmanship (or maybe even 60 if added).

    To sum up, these two proposed methods of allowing players to change appearance of any equipment piece would not only improve gaming experience for players who want to look pretty while murdering monsters but would also include crafters in the process at the same time not forcing anybody to invest into motif and crafting knowledge, because in both ways they key element that allows change of appearance can be traded from player to player (be it Transformation Stone or simple equipment piece to be placed in outfit slot).

    https://forums.elderscrollsonline.com/en/discussion/340849/two-ideas-how-to-introduce-any-gear-in-any-style-functionality-into-eso-transmog
  • Ihatenightblades
    Ihatenightblades
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    Yep
    Have no idea why we dont have this already this would be YUGE ( President Trump Voice)

    this is honestly the most requested option we have proposed to ZoS

    We talked bout dueling for over a year and we got it :)

    We talked about a new pvp small scale game mode and we got it :)

    Now this and we all good ;)
  • nimander99
    nimander99
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    Yep
    And be able to transmog set pieces as well. Currently the transmog only applies to random drop gear or non set crafted gear. It should apply too all gear regardless if it is a Set piece or Monster piece.
    I AM UPDATING MY PRIVACY POLICY

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    "MOAARRR!!!" = CS exclusive motifs,
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  • QuebraRegra
    QuebraRegra
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    Yep
    in 2017 there aught to be a an appearance change option for gear... like an half-arssed MMO has offered for years. Many different ideas on how to implement, but the bottom line is that it needs-be implemented ASAP.

    Alas the crown store...
  • CirithValaria
    CirithValaria
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    1st Method - Costume slots/Appearance Outfit slots/Alternative Slots
    This one is very simple. Right now when we hit our Inventory screen we have 7 equipment slots for apparel for head, shoulders, chest, hands, waist, legs and feet. What ZOS should do is add another 7 apparel slots (so now each armour piece would have two slots). And now the way it would work is that any item placed in regular apparel slot would work just like everything works now but what would new is that any item placed in the new, secondary outfit slot would override the model of currently equipped armor piece.

    This way, players would be allowed to wear literally anything they want and look just as they like while still maintaining their combat effectiveness. It's obvious, but of course, any equipment piece placed in "outfit slots" will have its stats removed and wont count towards any passives.

    This method is extremely simple and at the same time greatly enriches crafting system, making equipment crafted in various styles useful once again but also, since lvl of equipment would not matter in these outfit slots, low lvl gear, lvl1 to lvl50 that for base races have some unique visuals would make a return to game. No matter what people wear, wheter its monster helmet or not, wheter its dropped or looted gear, wheter its BOP or not yet and most important, nobody is forced to start learning motifs/crafting because all anybody has to do, in order to change their own appearance is to simply buy/find/loot an item and put it on.

    Below you can see a simple edit of default equipment UI - > blue equipment slots are the outfit slots. Of course nothing stops ZOS for making them also work for weapons. It would be up to ZOS to decide if there should be any limitations (like if primary slot equipment helmet is Heavy then outfit slot helmet should also be Heavy, if placing item in outfit slot binds it etc.) and wheter outfit slots would be next to regular equipment slots or maybe hidden in a secondary equipment tab.
    5Jz7stu.png

    Damn I love that!

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    @Cirith-Valar'ia & @Lilith-Valar'ia (in-game)
    | hardcore-casual | pc-eu / ps4-eu | pve | pvp | player since early beta | subscriber since early-launch |
    | The Sanctum Sanctorum - founder & guild master |

    Characters:
    @Cirith-Valar'ia(pc-eu)
    Cirith Valar'ia | Dunmer (F) | Lady of Light, Templar DD (stamina) | (ex)VR 16 | Aldmeri Dominion (Master Crafter - all crafts, traits & styles.)
    Nezghul Sithis | Breton (F) | Winter Ward, Warden Tank (magic) | lvl 50 | Aldmeri Dominion
    Hakrate Hecate | Orc (F) | Dying Light, Templar DD (stamina, PvP) | lvl 50 | Aldmeri Dominion
    Tummien-Vesien-Tulkki | Argonian (M) | Blood Shield, Nightblade Tank (magic) | (ex)VR 16 | Ebonheart Pact
    Valonkantaja | Argonian (F) | Healer of the Hist, Templar Healer | (ex)VR 16 | Ebonheart Pact
    Tulenvalaja | Argonian (M) | Guardian of the Hist, Dragonknight DD (magic) | (ex)VR 16 | Ebonheart Pact
    Kuolon-Raatojen-Kaitsija | Argonian (M) | Corpsekeeper of the Hist, Necromancer Tank (magic) | lvl 20 | Ebonheart Pact
    Kal-Mah | Argonian (F) | Spawn of Wamasu, Sorcerer Tank (magic) | (ex)VR 16 | Ebonheart Pact
    Puutiainen | Bosmer (F) | Horny Ravager, Sorcerer DD (stamina) | (ex)VR 16 | Daggerfall Covenant
    Musta-Surma | Khajiit (F) | Nightpawler, Nightblade DD - thief/murderer (stamina) | (ex)VR 16 | Daggerfall Covenant
    T'Sok Shiar | Altmer (F) | Touched by Daedra, Sorcerer DD (magic) | (ex)VR 1 | Daggerfall Covenant (Master Cook - all recipes.)
    S'auron | Khajiit (M) | Poison Paw, Dragonknight DD (stamina) | lvl 50 | Daggerfall Covenant
    (1100CP)

    @Lilith-Valar'ia(pc-eu)
    Lilith Valar'ia | Dunmer (F) | Phœnix, Dragonknight Healer | lvl 25 | Aldmeri Dominion
    Stormpaw | Khajiit (F) | Cpt. Pirate Puss, Sorcerer DD (stamina) | lvl 25 | Aldmeri Dominion
    Iliath Valar'ia | Dunmer (F) | Storm Ward, Sorcerer Tank (magic) | lvl 25 | Aldmeri Dominion
    Haudantakainen | Argonian (M) | Pale Avenger, Nightblade DD (magic) | lvl 25 | Ebonheart Pact
    Kira Tal'Shiar | Breton (F) | Warrior of Light, Templar DD (magic) | lvl 10 | Ebonheart Pact
    Sunpaw | Khajiit (M) | Crescent Moon Guardian, Templar Tank (stamina, PvP) | lvl 40 | Daggerfall Covenant
    Shangri Shadowtusk | Orc (F) | Shadowtusk, Nightblade DD (stamina) | lvl 50 | Daggerfall Covenant
    (180CP)

    @CirithValaria(ps4-eu)
    Topaz-dar | Khajiit (F) | Mysticat, Sorcerer DD (stamina) | lvl 5 | Aldmeri Dominion
    Her-Frozen-Heart | Argonian (F) | Frozen Shield, Warden Tank (magicka) | lvl 5 | Daggerfall Covenant
    Neazgûl | Redguard (F) | Bear Matron, Warden DD (stamina) | lvl 50 | Daggerfall Covenant
    (160CP)
  • Easily_Lost
    Easily_Lost
    ✭✭✭✭✭
    Yep
    Just think of how many whiners there will be if they add it the Crown Store.
    PC - NA - AD
    started April 2015
    PVE & Solo only

    Meet the LOST family: CP 1250+
    Easily Lost Crafter - lvl 50 - Sorcerer Orc ( knows all traits and most styles )
    Easily Lost-W - lvl 50 - Warden Imperial
    Forever Lost - lvl 50 Sorcerer


    CROWN CRATES: It doesn't affect gameplay, it's not mandatory, it's cosmetic only. If it helps to support the game and ZOS, I support it! Say YES to crown crates.
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