CirithValaria wrote: »MaximusDargus wrote: »
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.
Damn I love that!
MaximusDargus wrote: »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.
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
KanedaSyndrome wrote: »I specifically didn't get the style converter for Morag Tong since transmog doesn't work for dropped dungeon gear and monster sets.
Giles.floydub17_ESO wrote: »I agree that it does not make sense that the style converter that ESO proudly states as a perk for the Imperial and Morrowind Collectors edition does not work on the sets they also proudly design for the game.
To me it really appears as a cheap gimmick and would be great if they made it function as one would expect. @ZOS_GinaBruno @ZOS_JessicaFolsom Can you please forward this on to the powers to be so hopefully these features can work as expected. Thanks.
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.
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.
KanedaSyndrome wrote: »I specifically didn't get the style converter for Morag Tong since transmog doesn't work for dropped dungeon gear and monster sets.
MaximusDargus wrote: »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.
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
as to me idea with gear transform stones sounds good
I think it would be against the "immersion" of the game. And, as long as people ain't using costumes, it's a way to get a hint of their build. So no.
You can already use all sort of costumes. In fact lots uses costumes to hide ugly gear.I think it would be against the "immersion" of the game. And, as long as people ain't using costumes, it's a way to get a hint of their build. So no.