Item Conversion (transmogrification)

  • cabbageub17_ESO
    cabbageub17_ESO
    ✭✭✭
    Yep

    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!

    This is basically how LOTRO works.
  • Morvane
    Morvane
    ✭✭✭✭
    Yep
    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

    as to me idea with gear transform stones sounds good
    DC Dunmer Sorcerer since 2014
    @morvayn54, PC/EU
  • Avran_Sylt
    Avran_Sylt
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    Add in Gear Set Ciphers:

    Dungeon Set Ciphers: Drop From Vet HM Dungeon Bosses (Lower Chance) and Dungeon Chests (Higher Chance)
    Overland Set Ciphers: Drop From Chests (Higher Chance)

    Use Gear Set Ciphers with a player owned Crafting Station (attuned or unattuned), any station can have up to [x] Ciphers but these cannot be removed.

    This Crafting Station now has a new tab called: Re-Craft

    Any item can be re-crafted to any style as long as you have the style material, resources, and the learned Cipher (or learned number of Traits). Traits cannot be re-crafted, so you gotta grind that gear first.
  • Gothlander
    Gothlander
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    Is this coming in next patch? Transmog would be great!
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    TESO needs a wardrobe system badly. Something similar to WoW's tmog system would make this game one of the best mmorpg out there!
  • Morvane
    Morvane
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    Yep
    Gothlander wrote: »
    Is this coming in next patch? Transmog would be great!

    oh, sure
    DC Dunmer Sorcerer since 2014
    @morvayn54, PC/EU
  • Vrienda
    Vrienda
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    Yep
    Oh hell yes.

    Morag Tong and Imperial are nice and all, but I've collected so many motifs over the years that I desperately want to use.
    Desperate for Roleplaying servers to bring open world non-organised RP to Elder Scrolls Online. Please ZOS.
  • KanedaSyndrome
    KanedaSyndrome
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    Yep
    I specifically didn't get the style converter for Morag Tong since transmog doesn't work for dropped dungeon gear and monster sets.
    KanedaSyndrome's Suggestions For Game Improvements
    The Fortuitous Collapse of the Wave Equation
    The Best Plans Require No Action
  • idk
    idk
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    nerf mDK's please
    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.
  • Morvane
    Morvane
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    Yep
    I specifically didn't get the style converter for Morag Tong since transmog doesn't work for dropped dungeon gear and monster sets.
    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.

    now perk from collectors editions is useless
    usefull only for new comers, like marketing course
    Edited by Morvane on June 3, 2017 6:45PM
    DC Dunmer Sorcerer since 2014
    @morvayn54, PC/EU
  • Ruckly
    Ruckly
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    Nope
    I think we should get bound armor spells instead. So if we want this piece of armor or that piece of armor all we have to do is cast the spell and it is bound for an hour. This way we don't have to farm or level crafting. The bound armor should have points which we can allocate to this or that stat. We should be able to choose what the set bonuses are. The armor should appear like bound armor so magical glowing armor you would expect from the spell.
  • Ulo
    Ulo
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    Yes I would love to see it, just have to make sure it's properly implemented. Don't make it a cash grab crown store thing, give crafters an involved role and optionally tie it into achievements like dyes. Maybe, plenty of possibilities and I would love to see at least something to happen.
  • Banetek
    Banetek
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    Auros wrote: »
    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.

    Welcome to the 0.01% of mmo players worldwide.. Every other type of person wants good gear except maybe Rpers who only gear up for glam and rp cybering in riften.
  • nhisso
    nhisso
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    Yep
    1 of many bad decisions by zeni. Almost every other mmo offers transmog for most items. I swear, sometimes it feels like zeni purposely goes against things just to be stubborn.
    Give us 1h skill line
    Give us transmog
    Give us 5 weap and 5 class skills at SAME TIME
    Give us previous costumes in crown store
    Let us access storage from our homes even if bank and home share it.
    Give us proper elemental spells on a proper mage class (staff is b.s. and does not count) like NPCs have.
    And fix at least some of the bugs that have existed since early access
  • RoyalPink06
    RoyalPink06
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    Yep
    For the love of stendarr, please yes. If you know the style, you should be able to convert to it. And please let us do each piece individually.
    NA PS4
  • essi2
    essi2
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    Yep
    This will never happen, ZOS are selling this ability already for Imperial and Morag Tong style.
    "The Heritance are racists yes? Idiots. But dangerous, destabilizing racist idiots." - Razum-dar

    "Wood Elves aren't made of wood, Sea Elves aren't made of water. M'aiq still wonders about High Elves" - M'aiq the Liar

    ** Leyawiin Layabouts (PC-EU) - Leyawiin Layabouts (PC-NA) **

    *** https://www.youtube.com/@essi2 - https://www.twitch.tv/essi2 ***
  • Zolron
    Zolron
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    Nope
    Sure...as soon as they add jewelry crafting for existing sets...otherwise NO, only uniqueness crafting has at the moment.
  • Grinzzer62
    Yep
    Just do transmog like wow did except have to motif to transmog item
  • SlappyThePoptart
    SlappyThePoptart
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    Yep
    I want to be able to change items to my own race's style. That would be enough.
    For the Aldmeri Pact of Daggerfall!
  • Ubung
    Ubung
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    Yep
    Out of all the ideas for how to implement transmog my favourite is the extra slots for each gear / weapon. Though i would happily accept some of the other ideas just to get transmog in the game.
  • newtinmpls
    newtinmpls
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    Nope
    STEVIL wrote: »
    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.


    Guilty on both counts. I have a few sorcs who just need to look civilized and "robe" like; but want specific looks, so in both cases I use the "jack" for the top, and the "daedric" light pants 'cause it is actually a skirt.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • Morvane
    Morvane
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    Yep
    85% voted YES so its not hopeless
    DC Dunmer Sorcerer since 2014
    @morvayn54, PC/EU
  • Haxer
    Haxer
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    nerf mDK's please
    Yes!

    The motif system is terrible. Even I purchase a motif, I still can't actually use my purchase thanks to the crafting ingredients needed. I bought Theives guild motif with Crowns, and didn't realize until after that Chalk or whatever made it impossible to actually use. Even if I collected a handful, I'd be stuck saving them because my crafted pieces would be useless in a level or two anyway.

    Pay exhorbant prices for Motif's. Never even get to use it. Won't make that mistake again! If it's not a conversion (i.e. something I can actually use) then I'm not buying it again. Got burned hard on that one.

    The current system discourages buying motifs. It's really. Really dumb.
    www.dragontears.boards.net
  • Morvane
    Morvane
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    Yep
    I specifically didn't get the style converter for Morag Tong since transmog doesn't work for dropped dungeon gear and monster sets.

    yeah at least they must delete restrict from converting drop sets items than go to conversion question
    DC Dunmer Sorcerer since 2014
    @morvayn54, PC/EU
  • slumber_sandb16_ESO
    slumber_sandb16_ESO
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    Yep
    Yes. Yes. Yes. Yes. Yes. So much yes. Include monster sets in it too. Visual customization is a HUGE deal in an mmo to a lot of people, being this limited in armour looks is a bad thing.
  • Morvane
    Morvane
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    Yep
    fresh blood. the question still the same during expansions
    why no reaction?
    p.s thnx for trait changes, this is ur next step.

    https://forums.elderscrollsonline.com/en/discussion/378568/motif-transmutation#latest
    DC Dunmer Sorcerer since 2014
    @morvayn54, PC/EU
  • Raudgrani
    Raudgrani
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    Nope
    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.
  • Morvane
    Morvane
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    Yep
    Morvane 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.
    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

    as to me idea with gear transform stones sounds good

    ah, havent noticed but now we can see transform stones (traits changes) in live
    DC Dunmer Sorcerer since 2014
    @morvayn54, PC/EU
  • Sotha_Sil
    Sotha_Sil
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    Yep
    Raudgrani wrote: »
    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.

    The immersion ? what an argument!
    Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
  • zaria
    zaria
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    Yep
    Raudgrani wrote: »
    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.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
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