wolfdoggie_ESO wrote: »Current RNG system doesn't award hard work so why? It's pure luck that you get those sets. I rather just skip the whole thing and craft everything instead of that eternal frustration till something is improved about it.
Im sorry "hard work" ....? Isnt this a video gamed played for fun.........
Since when did any games become "hard work" ?
Rng is rng praise him and you shall be rewarded.
Daemons_Bane wrote: »Daemons_Bane wrote: »If it could be done all over:
2d) Gold tempers drop in vet trials at a % chance, 100% from vet trial bosses.
2e) Tempers of all kinds are also rewarded in PvP at whatever levels are commiserate with PvE diffculty.
2f) Possibly tempers as quest rewards.
There ya go. All gear is crafted by crafters with the best sets still requiring a certain number of researched traits. Thus crafters supply the best sets and all are on equal footing except with regards to time spent researching.
I would be strongly against that.. Why would I, as a crafter, have to be forced into trials/PvP to get a better chance for my gold tempers?
If you are going to quote me, why don't you quote the whole thing?
4) Tempers are NOT BoP and can be sold.
If crafters can sell to trial runners/PvP, why can't they turn around and sell to crafters?
I qouted the parts I needed
I know that you want them to be sellable.. But I would be against a system that makes it that much harder for me to get them, since I have absolutely 0 interest in trials and/or PvP.. As it is now, I can get them by doing what I've done the whole time.. Crafting
Daemons_Bane wrote: »Daemons_Bane wrote: »If it could be done all over:
2d) Gold tempers drop in vet trials at a % chance, 100% from vet trial bosses.
2e) Tempers of all kinds are also rewarded in PvP at whatever levels are commiserate with PvE diffculty.
2f) Possibly tempers as quest rewards.
There ya go. All gear is crafted by crafters with the best sets still requiring a certain number of researched traits. Thus crafters supply the best sets and all are on equal footing except with regards to time spent researching.
I would be strongly against that.. Why would I, as a crafter, have to be forced into trials/PvP to get a better chance for my gold tempers?
If you are going to quote me, why don't you quote the whole thing?
4) Tempers are NOT BoP and can be sold.
If crafters can sell to trial runners/PvP, why can't they turn around and sell to crafters?
I qouted the parts I needed
I know that you want them to be sellable.. But I would be against a system that makes it that much harder for me to get them, since I have absolutely 0 interest in trials and/or PvP.. As it is now, I can get them by doing what I've done the whole time.. Crafting
So your complaints against a system like this are completely selfish. Understandable. But it's not like equipment isn't already gated behind hard content like vMSA and such. And then we can go down the always fun path of "You don't need gold tempers to play the crafting game, that stuff is NEEDED for vet trials".
In-game economies need a dichotomy: crafters shouldn't have a monopoly on highly desirable equipment, but then neither should raiders. Granted this only partially works since raiders can become 9-trait crafters with time and thus can do it all themselves, but again, this system is a fantasy anyway. I guess we just stick with the least common denominator, such as 1T dropped sets like spinners/necro/etc.
Crafts_Many_Boxes wrote: »Jollygoodusername wrote: »"Dungeons should be where we take our best gear. Not where we get it." x Infinite THIS.
Think about it in terms of a film or Novel, even a history book. When seeking a relic, artifact of legend or just gold, the party always brings it's best equipment, especially so in the Greek mythos!
This is a lovely idea, but then where's the carrot? Without the ability to actually improve your character by doing a dungeon / trial / etc, I can guarantee that the population of players doing that content will fall by no less than 90%. Without the carrot, very few want to chase the stick. We're not exactly the Argonauts here, we're just MMO players who love their shinies. The game will become Elder Crafters Online (Heavy Attack Addition).
The structure of the modern MMO is dependent on being able to obtain the best gear by going into the hardest dungeons and raids. If ZOS' original goal was to oppose this system and push crafting, they must have realized exactly what I'm saying here at some point, didn't want a nonexistent endgame, and decided to change their vision. Changes like these happen to all MMOs.
A lot of the arguments coming from the crafting side are about time invested. I put X hours into researching all these traits, getting all these motifs, spent X gold. So what? So what if you spent hundreds of hours learning traits? All that really entails is getting a bunch of zone drops, pressing a few buttons while staring at a crafting table, and twiddling your collective thumbs for days / weeks/ months. It isn't hard, nor does it take skill or any sort of competence with game mechanics. It's time consuming, but that's about it.
As I've said earlier and in other threads, I'm fine with crafters who are dedicated and have all these traits / motifs being able to craft gear that is NEARLY BiS, perhaps with very similar set bonuses to dropped trial gear. However, this gear must be soulbound to them alone.
Regardless of how the game started out, it's clear that the current "soul" of the game is aligned with other modern MMOs, which is a system of instanced endgame progression. As such, the best gear needs to go to players who have displayed great skill and mastery of the combat system while in these instances.
Now, if bosses dropped unique crafting components instead of RNG gear pieces, and these components required master craftsmen to create the best gear from them, it might be something of a compromise. This would have to come with the crafted item being only equippable by the player who received the component drop from the boss, however. It would help reduce RNG, encourage endgame PvErs to also craft, and provide a high source of income for dedicated crafters who do not do this content.
masterbroodub17_ESO wrote: »Daemons_Bane wrote: »Daemons_Bane wrote: »If it could be done all over:
2d) Gold tempers drop in vet trials at a % chance, 100% from vet trial bosses.
2e) Tempers of all kinds are also rewarded in PvP at whatever levels are commiserate with PvE diffculty.
2f) Possibly tempers as quest rewards.
There ya go. All gear is crafted by crafters with the best sets still requiring a certain number of researched traits. Thus crafters supply the best sets and all are on equal footing except with regards to time spent researching.
I would be strongly against that.. Why would I, as a crafter, have to be forced into trials/PvP to get a better chance for my gold tempers?
If you are going to quote me, why don't you quote the whole thing?
4) Tempers are NOT BoP and can be sold.
If crafters can sell to trial runners/PvP, why can't they turn around and sell to crafters?
I qouted the parts I needed
I know that you want them to be sellable.. But I would be against a system that makes it that much harder for me to get them, since I have absolutely 0 interest in trials and/or PvP.. As it is now, I can get them by doing what I've done the whole time.. Crafting
So your complaints against a system like this are completely selfish. Understandable. But it's not like equipment isn't already gated behind hard content like vMSA and such. And then we can go down the always fun path of "You don't need gold tempers to play the crafting game, that stuff is NEEDED for vet trials".
In-game economies need a dichotomy: crafters shouldn't have a monopoly on highly desirable equipment, but then neither should raiders. Granted this only partially works since raiders can become 9-trait crafters with time and thus can do it all themselves, but again, this system is a fantasy anyway. I guess we just stick with the least common denominator, such as 1T dropped sets like spinners/necro/etc.
Right, I think we should have rng drops and then another system on top of it where you get materials or tokens or something of that ilk.
Keep the rng, make it take a *** of tokens to get a specific piece.
If you make it TOO easy then you end up with WoW and FFXIV problems of nobody being motivated to do anything except trials. This is known as the raid-log effect and I don't want to see it happen in ESO
This should be easy for anyone to understand. I mean a crafted set you can make the perfect trait 100% of the time get all the pieces you need and not to mention in your favorite style.
Dropped sets take time, hours, weeks, hell sometimes even months to get the prefect traits.
That being said crafting shouldnt be useless. I dont think it is. Sure compared to some dropped sets crafted sets seem week but thats how it should be.