Yeah hi I've been here since early access and have been doing crafting the whole time.
You're wrong. We've always had enough skill points to do all crafts plus combat things. We used to have to make some "hard" choices about which specific weapons we wanted to use, but it wasn't that bad.
Enchanting was "hard" to level up in that you had to put a decent amount of effort in, but it wasn't that bad. I had it fully leveled without issue and now have it fully leveled on 15 characters.
"Trivialize crafting" as if getting all motifs and all traits on all crafts or learning all recipes is trivial, lol. It's an enormous grind and requires either engaging in multiple content types yourself (PvP, PvE) or buying it at a high cost from others. Get out of here with that noise, it's plain as day that become a master crafter is still a huge investment.
Citation needed regarding the interviews implying that you wouldn't be able to craft and do other content, btw. I never heard any of that and I followed this game quite diligently.
Iluvrien wrote:I want this system to reflect how things were, the way there were described in the interviews that got me to trust that ZOS could turn TES into an MMO in the first place.
Q: For you, how long does it takes to master a profession?
A: Not sure how long it takes to master a profession, but pretty long is my guess. ~200-300 hours. Assume top tier. It also depends on the professsion. Smithing will take longer because of research.
Q: With Crafting being as viable as it is in ESO, the “upgrading” from a lower level item to a higher is incredibly difficult, time-consuming, & finance-consuming. Will this be re-visited & re-interfaced in any ways?
A. The high payoffs of crating will take time and effort investment. I don’t think we’re interested in short-cutting that.
Q: Can the players can make tannin, resin, temper materials? Or this item can get for drop, chest, extracting and from hireling only?
A: You get these from three sources: <snip>
They are restricted to these methods, because we want crafters to be valuable.
Q: Why is there such a long research time for traits?
A: Thanks for asking. There are a number of reasons, but perhaps the most important to me is the offline experience. There is something special about logging in and seeing something complete. It is hard to explain, but I love that moment when I can research a new trait, craft a new thing, or even feed my horse after logging back in. Also, it ramps the game up more slowly. Not everyone will be able to craft everything right away. It is going to take time for the game to mature. And perhaps finally, it also makes the dedicated crafter stand out just a little bit more.
I just went on pts to do some testing and refined 10000 mats I got from the template character.
You need to harvest that many items to get one of the crafting achievements. And I remember that took me ages on my main toon.
Refining the dust resulted in the following mats
So those 10.000 dust gave me not even enough to make one ring gold.
It's enough for:
7 green upgrades
3 blue upgrades
1 purple upgrade
0 gold upgrades
Yes, of course this doesn't take deconning items into account, but with the system like this the only one enjoying this will be bot farmers.
And there's another concern I would want to raise with the new introduced layer of grains. And that is storage.
Imagine a new player getting Summerset, trying out the game. Without the crafting bag handling storage is bad enough as it is, but instead of just having ounces, tempers and traitstones (5 + 4 + 9 = 18 new item types) we are getting so many more (~ 40). I'm not sure anyone without a craftbag will think this a good system.
@ZOS_GinaBruno @ZOS_RichLambert
Original post
I always combo a Dropped Set and a Crafted Set. Still see no reason to change that.
The difference between Purple and Gold Jewelry is laughably small.
So, using a Dropped set with Purple Jewelry and a Crafted set for 5 Armor/Weapon Pieces seems like a good non grindy way to play this game. So, the whole Jewelry Crafting thing, as neat as it could be, is really not a factor for me in how I play.
The problem is that it look like one purple ring will be more expensive than an bis level crafted set including golden weapons.I always combo a Dropped Set and a Crafted Set. Still see no reason to change that.
The difference between Purple and Gold Jewelry is laughably small.
So, using a Dropped set with Purple Jewelry and a Crafted set for 5 Armor/Weapon Pieces seems like a good non grindy way to play this game. So, the whole Jewelry Crafting thing, as neat as it could be, is really not a factor for me in how I play.
The problem is that it look like one purple ring will be more expensive than an bis level crafted set including golden weapons.
I always combo a Dropped Set and a Crafted Set. Still see no reason to change that.
The difference between Purple and Gold Jewelry is laughably small.
So, using a Dropped set with Purple Jewelry and a Crafted set for 5 Armor/Weapon Pieces seems like a good non grindy way to play this game. So, the whole Jewelry Crafting thing, as neat as it could be, is really not a factor for me in how I play.
VaranisArano wrote: »I'm alright with the grind.
What?
Look, my golden jewelry used to be limited to what came up the Golden. There was no crafted golden jewelry at all. Compared to waiting on ZOS' RNG or not being able to craft jewelry at all, I'm alright with the grind.
Seriously?
Yeah, seriously. Lets say I want to gold out my Spriggan's rings for PVP. Before this, I had to wait and wait on the Golden Vendor (I got the gold necklace from her, lucky me). At least this way, I can gold out those rings if I want and it probably won't take me any longer to grind the mats than waiting on the Golden Vendor would.
But its really really grindy!
I've fully golded out 1 set of gear ever. That was a PVP set and the rings fortunately came up in the Golden. Not only is my need very rare as purple suffices for most things, but I can accept a grind if it means not waiting weeks on the Golden's RNG.
So those 10.000 dust gave me not even enough to make one ring gold.
It's enough for:
7 green upgrades
3 blue upgrades
1 purple upgrade
0 gold upgrades
I just went on pts to do some testing and refined 10000 mats I got from the template character.
You need to harvest that many items to get one of the crafting achievements. And I remember that took me ages on my main toon.
Refining the dust resulted in the following mats
So those 10.000 dust gave me not even enough to make one ring gold.
It's enough for:
7 green upgrades
3 blue upgrades
1 purple upgrade
0 gold upgrades
Yes, of course this doesn't take deconning items into account, but with the system like this the only one enjoying this will be bot farmers.
And there's another concern I would want to raise with the new introduced layer of grains. And that is storage.
Imagine a new player getting Summerset, trying out the game. Without the crafting bag handling storage is bad enough as it is, but instead of just having ounces, tempers and traitstones (5 + 4 + 9 = 18 new item types) we are getting so many more (~ 40). I'm not sure anyone without a craftbag will think this a good system.
@ZOS_GinaBruno @ZOS_RichLambert
I just went on pts to do some testing and refined 10000 mats I got from the template character.
You need to harvest that many items to get one of the crafting achievements. And I remember that took me ages on my main toon.
Refining the dust resulted in the following mats
So those 10.000 dust gave me not even enough to make one ring gold.
It's enough for:
7 green upgrades
3 blue upgrades
1 purple upgrade
0 gold upgrades
Yes, of course this doesn't take deconning items into account, but with the system like this the only one enjoying this will be bot farmers.
And there's another concern I would want to raise with the new introduced layer of grains. And that is storage.
Imagine a new player getting Summerset, trying out the game. Without the crafting bag handling storage is bad enough as it is, but instead of just having ounces, tempers and traitstones (5 + 4 + 9 = 18 new item types) we are getting so many more (~ 40). I'm not sure anyone without a craftbag will think this a good system.
@ZOS_GinaBruno @ZOS_RichLambert
Crafting was meant to be impactful, meaningful and require time to master. Crafters were supposed to stand out and "be valuable".
Now that everyone thinks they should, and is able to, be their own crafter? Well, we all know that one quote about when everyone's super.
Crafting was meant to be impactful, meaningful and require time to master. Crafters were supposed to stand out and "be valuable".
Now that everyone thinks they should, and is able to, be their own crafter? Well, we all know that one quote about when everyone's super.
I think you are missing the point here, because due to the amount of grind to get the basic material your master crafter would be sitting in town unemployed.
And generally I think that everyone should be able to make a crafter (who can do the essential BIS gear) in a reasonable amount of time besides of doing the other interesting aspects of the game and not have to spend a full time job in doing only this. Getting all the motifs is already something not everyone would have the patience for, so I think this is enough to qualify as master crafter.
jedtb16_ESO wrote: »um, no. my main crafter will be running round a variety of maps farming mats, as will the other 6 toons i have prepped for jewellery crafting. (also some low lvl toons, if you don't look you don't find) when i have sufficient mats the crafting will commence.
i'm looking forward to it.
Yeah hi I've been here since early access and have been doing crafting the whole time. You're wrong. We've always had enough skill points to do all crafts plus combat things.
And there's another concern I would want to raise with the new introduced layer of grains. And that is storage.
Imagine a new player getting Summerset, trying out the game. Without the crafting bag handling storage is bad enough as it is, but instead of just having ounces, tempers and traitstones (5 + 4 + 9 = 18 new item types) we are getting so many more (~ 40). I'm not sure anyone without a craftbag will think this a good system.
How about this, a player who started pre-OT (i.e. only had access to their alliance starting zones) had access to about 7 skill-points (7 and 1/3) from Skyshards alone (Stonefalls/Auridon/Glenumbra + starting islands). Now they have access to 21 comparatively simple points (given complexity of delves and so on).
Don't like that argument? Alrighty, pre-OT you were quest-locked into your alliance (plus Coldharbour) which gave you access to 28 skill-points (28 2/3, 34 points including Coldharbour) in zones with increasing difficulty. Now due to the removal of the Cadwell's quest requirement and scaled content there is very little stopping a brand new character sprinting through every PvE zone in the game collecting Skyshards.
With regards to references for saying that crafting would require time an investment, here's some quotes from a nice Q&A with Paul Sage a month before PC Launch. [Emphasis mine in each case]Q: For you, how long does it takes to master a profession?
A: Not sure how long it takes to master a profession, but pretty long is my guess. ~200-300 hours. Assume top tier. It also depends on the professsion. Smithing will take longer because of research.
Crafting was meant to be impactful, meaningful and require time to master. Crafters were supposed to stand out and "be valuable".
But... don't you see the problem with that?
Why bother with adding a new crafting system, if there is no reason to use it? If it's so unattractive that people's reaction is to just carry on with the status quo and pretend that it doesn't exist?