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Should we be able to craft dropped gear once we "research it"?

  • Raraaku
    Raraaku
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    I think it's an interesting idea, but I say no, at least for Dungeon and Trial sets. One reason being that it would render dungeons and trials useless if a person is able reconstruct a set. If people are complaining about Jewelry Crafting research times and how people who are willing to buy research scrolls will have a huge advantage... Imagine the uproar when sets such as Hunding's Rage and Moondancer are suddenly being sold on Guild Stores and in zones.

    What would be the point of doing dungeons and trials if one can buy the set on a Guild Store, and if you can't sell the gear... Then why even spend the time to research it? You could just farm it for your other characters a lot faster.

    Such a system would render a huge part of end-game content pointless in my opinion; as well as making a lot of people mad who spent so much time getting their sets from dungeons and trials only to find out others can simply buy it.

    Now with that said, I think a such a system could work on overland sets, particularly if you paired each set with a particular crafting site that could only be used to make that set.
    Back from a much needed break. || I like having too many projects and working on them all at once.

    Tank Enthusiast || CP: 445 || Stormproof

    Tanks
    Karsaak gro-Ursa: DC || Orc || Stamina Dragonknight || Tank || Level: CP 445
    Sir Leopold Stotch: DC || Breton || Magicka Templar || Tank || Level: 445
    Protects-Squishy-Ones: EP || Argonian || Magicka Sorcerer || Tank/CC || Level: CP 445
    Björn Shadow-Walker: EP || Nord || Stamina Nightblade || Tank || Level: 15
    Tiberius Valerion: AD || Imperial || Stamina Warden || Tank || Level: 15

    Damage Dealers
    Morrigan Ravyn-Cloak: AD || Altmer || Magicka Nightblade || DPS || Level: CP 445
    Ra'Zahkara: AD || Khajiit || Stamina Dragonknight || DPS || Level: CP 445
    Ezra al-Khazir: DC || Redguard || Stamina Templar || DPS || Level: 40
    Erryndril Telvaux: EP || Dunmer || Magicka Dragonknight || DPS || Level: 25
    Uzara gra-Khalari: DC || Orc || Stamina Nightblade || DPS [2H/DW] || Level: 15
    Solomon Motierre: DC || Breton || Magicka Sorcerer || DPS || Level: 20
    Ragnar the Wulf: EP || Nord || Stamina Warden || DPS || Level: 30
    Ra'Rahku: AD || Khajiit || Stamina Nightblade || DPS [Bow/Bow] || Level: 15

    Healers
    Sees-through-Hist: EP || Argonian || Magicka Warden || Healer/CC || CP 445
    Daedalus the Artificer: AD || Altmer || Magicka Templar || Healer || Level: 15
  • Kel
    Kel
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    Leaning styles, yes. I think if you research a piece of gear with a style you like, it could be used in the outfit station.
    Crafting dungeon gear.....no.
  • Enslaved
    Enslaved
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    No.
  • TarrNokk
    TarrNokk
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    A bad idea.
    If you can craft dungeon gear, none of the farmers would run those dungeons once they can craft them.
  • Stinkyremy
    Stinkyremy
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    Knowledge wrote: »
    Reverse Engeering could be added with a DLC or expansion like Summerset or just added to the base game. The system would require extreme amounts of research time and this time could not be reduced. For example, if someone wanted to be able to craft "Light Spellpower Cure Robes" they would have to wait thirty days and occupy one of two or three research spots. This would allow farming for gear to remain important while giving crafters the opportunity to make end game gear.

    Specialized weapons such as Asylum, Maelstrom, and Master would not be allowed to Reverse Engineer. Items dropped in trials would have even longer research times such as 45 days.

    While this is a good idea, and after them taking away so many oppertunities for crafters to make money I am up for ideas of giving the dedication being a master crafter deserves, it would take away the grind and underpopulate dungeons.
  • Fiktius
    Fiktius
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    I think that adding more reasons to complete dungeon and trial content would be way more better choice than decreasing reasons to complete end-game content.
    I already dislike the idea of people being able to upgrade their trial/dungeon jewellery into legendary, which is already one reason less why should people complete veteran trials or farm in veteran dungeons:
    Those who know how to trade and increase income within reasonable amount of time can afford those upgrading costs in rather short amount of time. Even if the upgrading costs 500 K, that's an amount which some traders can do within a week, some even within a day. So why to complete veteran content now, if going after achievements/titles/personalities/skins never was too motivating reason to complete such content?
    So, if now even dungeon and trial gear would become craftable too, after awhile that would become another reason why there wouldn't be any need to run dungeon or trial content. (Except monster sets/1 item piece bonus weapons, but after awhile those sets can be collected and transmuted.) Why to buy Ruins of Mazzatun DLC or keep ESO + active for farming Amber plasm set, if player is not into farming with crafting bag and trial/dungeon gear could be bought from master crafters? Some players would drop subscription within a heart beat. Perfect! Less reasons to spend money on this game.
    And like mentioned above, if crafted items would become bound, what would be the point of research anyways?
    It would be faster to just farm those items and get done with it.
    Not to mention the lack of people queuing to the dungeons and looking for a group for trials. Some people complain that it's hard to find a team to complete dungeons or trials even now, but transforming trial/dungeon sets craftable definitely wouldn't help the situation.
    Even if people would have a need to farm ingredients for craftable sets from trials and dungeons, that would be pointless anyways since those would be high likely available at guild stores. Why would I have a need to step into dungeon or trial, if everything I need is available at guild stores?
    Edited by Fiktius on May 9, 2018 5:13PM
  • starkerealm
    starkerealm
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    Raraaku wrote: »
    I think it's an interesting idea, but I say no, at least for Dungeon and Trial sets. One reason being that it would render dungeons and trials useless if a person is able reconstruct a set. If people are complaining about Jewelry Crafting research times and how people who are willing to buy research scrolls will have a huge advantage... Imagine the uproar when sets such as Hunding's Rage and Moondancer are suddenly being sold on Guild Stores and in zones.

    What would be the point of doing dungeons and trials if one can buy the set on a Guild Store, and if you can't sell the gear... Then why even spend the time to research it? You could just farm it for your other characters a lot faster.

    Such a system would render a huge part of end-game content pointless in my opinion; as well as making a lot of people mad who spent so much time getting their sets from dungeons and trials only to find out others can simply buy it.

    Now with that said, I think a such a system could work on overland sets, particularly if you paired each set with a particular crafting site that could only be used to make that set.

    Hunding's Rage is already sold in guild stores. :P

    Though, yeah, this is basically where I come out. This would have to be BoP crafting, or you're outright making the content irrelevant. I don't think this would even be a good option with overland sets, simply because those are already readily available, and with transmutation, there's really no purpose to waiting a month to craft Necropotence, or Spinners, except to tank the market for that item.
  • JKorr
    JKorr
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    Beardimus wrote: »
    Personally don't think the game needs this for a number of reasons.

    In terms of motivations to run content, sadly people DO need reasons. Look at the recent event, how many PvEers we t PvP just to get boxes.

    I'd love a world where people play content they enjoy just for the content, but it doesn't work like that here.

    Plus your system is a contradiction. You are saying stop people needing to run dungeons, then saying you want to increase them so thru earn the Mat. Makes no sense.

    Currently there is motivation to run dungeons with friends, to trade the BOP items at the end. It encourages social play.

    There are other reasons i don't think its needed, but without the context of the problem you are trying to fix its hard to elaborate further.

    Remember the thread the op made from a few days ago? The one where people would be forced to complete vMA in order to be allowed to do other content? Force everyone to do content they don't want to do, in order to do content they do want to do. Now the exact opposite. Or possibly both opinions in the same "idea".

    Again, I look at who originated the thread, and just shrug. Now that I've seen the post, I can just ignore it.

  • Cuthceol
    Cuthceol
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    Why would ZOS add a function that would ultimately encourage players to not run the dungeons for the gear they need?

    With Bind-on-pickup gear and dungeon motifs, its clear that ZOS wants to give players more reasons to run dungeons, not less.

    only way ZO$ is adding that would be via crown store, like the dungeon boss weapon theme outfit packs, perfect way to encourage people to re-run content but put in crown $tore instead
    Edited by Cuthceol on May 9, 2018 1:43PM
  • josiahva
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    I would like this...but I wouldn't exclude ANY dropped gear...I would just increase the research time on a scale from 30-90 days, with vMA weapons being at the high end of the scale.
  • Marginis
    Marginis
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    This is still making all gear craftable, reducing or ignoring completely the need or desire for dropped equipment. This largely makes one part of the game (crafting) more useful than another (dungeons), and would be unfairly hurtful to player who like running dungeons.
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • Still_Mind
    Still_Mind
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    Raraaku wrote: »
    I think it's an interesting idea, but I say no, at least for Dungeon and Trial sets. One reason being that it would render dungeons and trials useless if a person is able reconstruct a set. If people are complaining about Jewelry Crafting research times and how people who are willing to buy research scrolls will have a huge advantage... Imagine the uproar when sets such as Hunding's Rage and Moondancer are suddenly being sold on Guild Stores and in zones.

    What would be the point of doing dungeons and trials if one can buy the set on a Guild Store, and if you can't sell the gear... Then why even spend the time to research it? You could just farm it for your other characters a lot faster.
    Strange, I thought the main reason people do dungeons/trials is because they like doing them.
    Which they do, judging by how popular group PvE is in MMOs.
    "I'm not *giving* him cake, I'm *assaulting* him with cake!"
  • sylviermoone
    sylviermoone
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    Knowledge wrote: »
    DoctorESO wrote: »
    Knowledge wrote: »
    Crafting is an important part of any MMORPG. There are some players that only play to craft or mostly craft. I think there should be an in-game system that allows crafters to research dropped gear to then be able to make it. This system would operate similarly to how trait research currently works and would be called "Reverse Engineering"

    Reverse Engeering could be added with a DLC or expansion like Summerset or just added to the base game. The system would require extreme amounts of research time and this time could not be reduced. For example, if someone wanted to be able to craft "Light Spellpower Cure Robes" they would have to wait thirty days and occupy one of two or three research spots. This would allow farming for gear to remain important while giving crafters the opportunity to make end game gear.

    Specialized weapons such as Asylum, Maelstrom, and Master would not be allowed to Reverse Engineer. Items dropped in trials would have even longer research times such as 45 days.

    Hmmm...this is a very interesting and creative idea!

    And on the plus side, this may stop the casual dungeon runners from complaining about the speedrunners and the speedrunners from complaining about the casual runners!

    That is an important point. If we could farm for this "resource" at the end of every dungeon, unique specifically to that dungeons set, it would encourage dungeon running. It would also no longer force those that want this gear to run the dungeon. What's the fun in "forcing" people to do activities they don't want?

    The resource would be specific to the sets in the dungeon and only one person may get it and it may only be for one type of set. Or perhaps sometimes no one gets anything at all!

    SPC Could be called "Daedric Dust" as an example.

    So...you don't want people to be forced to run
    dungeons for gear. Instead, you want to be able to craft dropped sets. In order to craft said sets, you would be forced to run the dungeon for crafting material.

    I'm not sure you've thought this through completely.
    Co-GM, Angry Unicorn Traders: PC/NA
    "Official" Master Merchant Tech Support
    and Differently Geared AF
    @sylviermoone
  • Aebaradath
    Aebaradath
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    Crafting dungeon gear...

    No. Hell no.
  • Hokiewa
    Hokiewa
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    No. This would essentially remove content from the game and that's something NOBODY should ever want.
  • Whiphid
    Whiphid
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    Theres no need for this. If you need the item first to research, means you already have it.

    Wrong trait? Thats why we have transmute.

    So why do we need this? Selling gear to other players?
    No way. If you cant farm a specific set, learn to live without that set.
    These are BoP for a reason.
    One land! One Emperor! Who among you will stand with me?

    PS4/EU - Breton Sorcerer / Breton Healplar / Khajiit Stamblade / Khajiit Stamplar / Altmer SorcTank
    Grand Master Crafter and Guild Master of the Aetherium Alliance.
  • Beardimus
    Beardimus
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    I think this is another topic that's worth a poll to gartner interest levels.
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
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  • karekiz
    karekiz
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    Raraaku wrote: »
    What would be the point of doing dungeons and trials if one can buy the set on a Guild Store, and if you can't sell the gear... Then why even spend the time to research it? You could just farm it for your other characters a lot faster.

    While I don't know how well the system would work with how the OP stated, I want to point out something. I would definitely require Veteran to "research a drop"

    Most people running high end trials probably aren't doing it for gear. Normal sure, but vet don't see it as a thing. Especially with JC inc. They already have the gear. Same thing for dungeons. Most of the "Meta" sets don't use 90% of dungeon gear, yet those dungeons are still ran. Why?

    1. Quest skill point - Everyone does it because its easy.
    2. Random dungeon XP - not exactly veteran usually
    3. Achievements - Most hard core dungeon runners I know don't care about the gear <Really? Were gonna run Ruins of mazz vet HM for gear drops>. It is to do the content, cause it is there.
    4. Motif drops > Gear drops - Generally if your doing top end 4 man content gear isn't an issue. You already have your gear set. Motifs even if you already have your full set is 100% proft. VCoS HM is a nice 10K per run for something that you can do in like half an hour. That isn't including all the mats you get from deconning for writs. <HoF quest sellable gold dummy thing is a great example. Its just basically free money>.
    Edited by karekiz on May 9, 2018 6:00PM
  • Raraaku
    Raraaku
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    Raraaku wrote: »
    I think it's an interesting idea, but I say no, at least for Dungeon and Trial sets. One reason being that it would render dungeons and trials useless if a person is able reconstruct a set. If people are complaining about Jewelry Crafting research times and how people who are willing to buy research scrolls will have a huge advantage... Imagine the uproar when sets such as Hunding's Rage and Moondancer are suddenly being sold on Guild Stores and in zones.

    What would be the point of doing dungeons and trials if one can buy the set on a Guild Store, and if you can't sell the gear... Then why even spend the time to research it? You could just farm it for your other characters a lot faster.

    Such a system would render a huge part of end-game content pointless in my opinion; as well as making a lot of people mad who spent so much time getting their sets from dungeons and trials only to find out others can simply buy it.

    Now with that said, I think a such a system could work on overland sets, particularly if you paired each set with a particular crafting site that could only be used to make that set.

    Hunding's Rage is already sold in guild stores. :P

    Though, yeah, this is basically where I come out. This would have to be BoP crafting, or you're outright making the content irrelevant. I don't think this would even be a good option with overland sets, simply because those are already readily available, and with transmutation, there's really no purpose to waiting a month to craft Necropotence, or Spinners, except to tank the market for that item.

    D'oh! I mean't Roar of Alkosh lol
    Back from a much needed break. || I like having too many projects and working on them all at once.

    Tank Enthusiast || CP: 445 || Stormproof

    Tanks
    Karsaak gro-Ursa: DC || Orc || Stamina Dragonknight || Tank || Level: CP 445
    Sir Leopold Stotch: DC || Breton || Magicka Templar || Tank || Level: 445
    Protects-Squishy-Ones: EP || Argonian || Magicka Sorcerer || Tank/CC || Level: CP 445
    Björn Shadow-Walker: EP || Nord || Stamina Nightblade || Tank || Level: 15
    Tiberius Valerion: AD || Imperial || Stamina Warden || Tank || Level: 15

    Damage Dealers
    Morrigan Ravyn-Cloak: AD || Altmer || Magicka Nightblade || DPS || Level: CP 445
    Ra'Zahkara: AD || Khajiit || Stamina Dragonknight || DPS || Level: CP 445
    Ezra al-Khazir: DC || Redguard || Stamina Templar || DPS || Level: 40
    Erryndril Telvaux: EP || Dunmer || Magicka Dragonknight || DPS || Level: 25
    Uzara gra-Khalari: DC || Orc || Stamina Nightblade || DPS [2H/DW] || Level: 15
    Solomon Motierre: DC || Breton || Magicka Sorcerer || DPS || Level: 20
    Ragnar the Wulf: EP || Nord || Stamina Warden || DPS || Level: 30
    Ra'Rahku: AD || Khajiit || Stamina Nightblade || DPS [Bow/Bow] || Level: 15

    Healers
    Sees-through-Hist: EP || Argonian || Magicka Warden || Healer/CC || CP 445
    Daedalus the Artificer: AD || Altmer || Magicka Templar || Healer || Level: 15
  • Raraaku
    Raraaku
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    karekiz wrote: »
    Raraaku wrote: »
    What would be the point of doing dungeons and trials if one can buy the set on a Guild Store, and if you can't sell the gear... Then why even spend the time to research it? You could just farm it for your other characters a lot faster.

    While I don't know how well the system would work with how the OP stated, I want to point out something. I would definitely require Veteran to "research a drop"

    Most people running high end trials probably aren't doing it for gear. Normal sure, but vet don't see it as a thing. Especially with JC inc. They already have the gear. Same thing for dungeons. Most of the "Meta" sets don't use 90% of dungeon gear, yet those dungeons are still ran. Why?

    1. Quest skill point - Everyone does it because its easy.
    2. Random dungeon XP - not exactly veteran usually
    3. Achievements - Most hard core dungeon runners I know don't care about the gear <Really? Were gonna run Ruins of mazz vet HM for gear drops>. It is to do the content, cause it is there.
    4. Motif drops > Gear drops - Generally if your doing top end 4 man content gear isn't an issue. You already have your gear set. Motifs even if you already have your full set is 100% proft. VCoS HM is a nice 10K per run for something that you can do in like half an hour. That isn't including all the mats you get from deconning for writs. <HoF quest sellable gold dummy thing is a great example. Its just basically free money>.

    That point was pertaining to being able to research dungeon/trial sets for crafting. Trials and Dungeons both definitely offer a lot more than strictly gear, particularly Trials as you've pointed out. Several things come to mind when I think of such a system to allow crafting of dungeon/trial sets; either to sell or to outfit alts. I know for pugs, DPS characters have to wait much longer compared to Tanks and Healers, so farming particular sets for gear drops can be time consuming if you don't have a tank/healer alt.
    Back from a much needed break. || I like having too many projects and working on them all at once.

    Tank Enthusiast || CP: 445 || Stormproof

    Tanks
    Karsaak gro-Ursa: DC || Orc || Stamina Dragonknight || Tank || Level: CP 445
    Sir Leopold Stotch: DC || Breton || Magicka Templar || Tank || Level: 445
    Protects-Squishy-Ones: EP || Argonian || Magicka Sorcerer || Tank/CC || Level: CP 445
    Björn Shadow-Walker: EP || Nord || Stamina Nightblade || Tank || Level: 15
    Tiberius Valerion: AD || Imperial || Stamina Warden || Tank || Level: 15

    Damage Dealers
    Morrigan Ravyn-Cloak: AD || Altmer || Magicka Nightblade || DPS || Level: CP 445
    Ra'Zahkara: AD || Khajiit || Stamina Dragonknight || DPS || Level: CP 445
    Ezra al-Khazir: DC || Redguard || Stamina Templar || DPS || Level: 40
    Erryndril Telvaux: EP || Dunmer || Magicka Dragonknight || DPS || Level: 25
    Uzara gra-Khalari: DC || Orc || Stamina Nightblade || DPS [2H/DW] || Level: 15
    Solomon Motierre: DC || Breton || Magicka Sorcerer || DPS || Level: 20
    Ragnar the Wulf: EP || Nord || Stamina Warden || DPS || Level: 30
    Ra'Rahku: AD || Khajiit || Stamina Nightblade || DPS [Bow/Bow] || Level: 15

    Healers
    Sees-through-Hist: EP || Argonian || Magicka Warden || Healer/CC || CP 445
    Daedalus the Artificer: AD || Altmer || Magicka Templar || Healer || Level: 15
  • josiahva
    josiahva
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    Why do people think that people run dungeons and trials for gear endlessly? Sure, the first dozen times through a given dungeon you may be looking for some set or another...but I HAVE ALL THE GEAR FROM TRIALS AND DUNGEONS I WANT 10 TIMES OVER! So does anyone else who runs them on a regular basis....it doesn't stop me from running high end PvE content on a regular basis...its not why I do it, and I don't think its why ANYONE does it(except PvPers who just do it to grind gear and dont go to another dungeon for a year)
  • Arreyanne
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    Have always believed if I have to go do a dungeon to get an item for a recipe in crafting, that's a bad design. Of Course I think raids and dungeons are a waste of time period. I should be able to craft or PvP for any item I need/want/desire. Standing around in a capitol city spamming chat isn't playing the game
    Edited by Arreyanne on May 9, 2018 6:39PM
  • DoctorESO
    DoctorESO
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    JKorr wrote: »
    Beardimus wrote: »
    Personally don't think the game needs this for a number of reasons.

    In terms of motivations to run content, sadly people DO need reasons. Look at the recent event, how many PvEers we t PvP just to get boxes.

    I'd love a world where people play content they enjoy just for the content, but it doesn't work like that here.

    Plus your system is a contradiction. You are saying stop people needing to run dungeons, then saying you want to increase them so thru earn the Mat. Makes no sense.

    Currently there is motivation to run dungeons with friends, to trade the BOP items at the end. It encourages social play.

    There are other reasons i don't think its needed, but without the context of the problem you are trying to fix its hard to elaborate further.

    Remember the thread the op made from a few days ago? The one where people would be forced to complete vMA in order to be allowed to do other content? Force everyone to do content they don't want to do, in order to do content they do want to do.

    Isn't that how it is in real life? :D
  • Knowledge
    Knowledge
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    Knowledge wrote: »
    DoctorESO wrote: »
    Knowledge wrote: »
    Crafting is an important part of any MMORPG. There are some players that only play to craft or mostly craft. I think there should be an in-game system that allows crafters to research dropped gear to then be able to make it. This system would operate similarly to how trait research currently works and would be called "Reverse Engineering"

    Reverse Engeering could be added with a DLC or expansion like Summerset or just added to the base game. The system would require extreme amounts of research time and this time could not be reduced. For example, if someone wanted to be able to craft "Light Spellpower Cure Robes" they would have to wait thirty days and occupy one of two or three research spots. This would allow farming for gear to remain important while giving crafters the opportunity to make end game gear.

    Specialized weapons such as Asylum, Maelstrom, and Master would not be allowed to Reverse Engineer. Items dropped in trials would have even longer research times such as 45 days.

    Hmmm...this is a very interesting and creative idea!

    And on the plus side, this may stop the casual dungeon runners from complaining about the speedrunners and the speedrunners from complaining about the casual runners!

    That is an important point. If we could farm for this "resource" at the end of every dungeon, unique specifically to that dungeons set, it would encourage dungeon running. It would also no longer force those that want this gear to run the dungeon. What's the fun in "forcing" people to do activities they don't want?

    The resource would be specific to the sets in the dungeon and only one person may get it and it may only be for one type of set. Or perhaps sometimes no one gets anything at all!

    SPC Could be called "Daedric Dust" as an example.

    So...you don't want people to be forced to run
    dungeons for gear. Instead, you want to be able to craft dropped sets. In order to craft said sets, you would be forced to run the dungeon for crafting material.

    I'm not sure you've thought this through completely.

    You would buy the crafting material from other people. "Daedric Dust" would be found on guild stores.
  • DuskMarine
    DuskMarine
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    Knowledge wrote: »
    Knowledge wrote: »
    DoctorESO wrote: »
    Knowledge wrote: »
    Crafting is an important part of any MMORPG. There are some players that only play to craft or mostly craft. I think there should be an in-game system that allows crafters to research dropped gear to then be able to make it. This system would operate similarly to how trait research currently works and would be called "Reverse Engineering"

    Reverse Engeering could be added with a DLC or expansion like Summerset or just added to the base game. The system would require extreme amounts of research time and this time could not be reduced. For example, if someone wanted to be able to craft "Light Spellpower Cure Robes" they would have to wait thirty days and occupy one of two or three research spots. This would allow farming for gear to remain important while giving crafters the opportunity to make end game gear.

    Specialized weapons such as Asylum, Maelstrom, and Master would not be allowed to Reverse Engineer. Items dropped in trials would have even longer research times such as 45 days.

    Hmmm...this is a very interesting and creative idea!

    And on the plus side, this may stop the casual dungeon runners from complaining about the speedrunners and the speedrunners from complaining about the casual runners!

    That is an important point. If we could farm for this "resource" at the end of every dungeon, unique specifically to that dungeons set, it would encourage dungeon running. It would also no longer force those that want this gear to run the dungeon. What's the fun in "forcing" people to do activities they don't want?

    The resource would be specific to the sets in the dungeon and only one person may get it and it may only be for one type of set. Or perhaps sometimes no one gets anything at all!

    SPC Could be called "Daedric Dust" as an example.

    So...you don't want people to be forced to run
    dungeons for gear. Instead, you want to be able to craft dropped sets. In order to craft said sets, you would be forced to run the dungeon for crafting material.

    I'm not sure you've thought this through completely.

    You would buy the crafting material from other people. "Daedric Dust" would be found on guild stores.

    your gonna have alot of people stonewalling you cause they dont like change but it is a decent idea but really it would make the game alot better cause its already a pain to find an experienced group to begin with let alone a group that actually wants to do the dungeons anymore that arent trials.
  • sylviermoone
    sylviermoone
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    With the ability to transmute items, upgrade them, and the ability to upgrade jewelry in the horizon, this is really just not needed. Nobody needs to run a dungeon 500 times for the perfect trait, you just transmute an imperfect one.

    It seems to me that this idea is an unnecessary waste of development resources to solve a problem that doesn't actually exist. If you can't complete a normal dungeon a couple of times to get the gear, you probably don't really need the gear.
    Co-GM, Angry Unicorn Traders: PC/NA
    "Official" Master Merchant Tech Support
    and Differently Geared AF
    @sylviermoone
  • starkerealm
    starkerealm
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    Raraaku wrote: »
    Raraaku wrote: »
    I think it's an interesting idea, but I say no, at least for Dungeon and Trial sets. One reason being that it would render dungeons and trials useless if a person is able reconstruct a set. If people are complaining about Jewelry Crafting research times and how people who are willing to buy research scrolls will have a huge advantage... Imagine the uproar when sets such as Hunding's Rage and Moondancer are suddenly being sold on Guild Stores and in zones.

    What would be the point of doing dungeons and trials if one can buy the set on a Guild Store, and if you can't sell the gear... Then why even spend the time to research it? You could just farm it for your other characters a lot faster.

    Such a system would render a huge part of end-game content pointless in my opinion; as well as making a lot of people mad who spent so much time getting their sets from dungeons and trials only to find out others can simply buy it.

    Now with that said, I think a such a system could work on overland sets, particularly if you paired each set with a particular crafting site that could only be used to make that set.

    Hunding's Rage is already sold in guild stores. :P

    Though, yeah, this is basically where I come out. This would have to be BoP crafting, or you're outright making the content irrelevant. I don't think this would even be a good option with overland sets, simply because those are already readily available, and with transmutation, there's really no purpose to waiting a month to craft Necropotence, or Spinners, except to tank the market for that item.

    D'oh! I mean't Roar of Alkosh lol

    Well, the 1h and shields anyway. Otherwise still kinda bad example, but life goes on. :P
    DuskMarine wrote: »
    Knowledge wrote: »
    Knowledge wrote: »
    DoctorESO wrote: »
    Knowledge wrote: »
    Crafting is an important part of any MMORPG. There are some players that only play to craft or mostly craft. I think there should be an in-game system that allows crafters to research dropped gear to then be able to make it. This system would operate similarly to how trait research currently works and would be called "Reverse Engineering"

    Reverse Engeering could be added with a DLC or expansion like Summerset or just added to the base game. The system would require extreme amounts of research time and this time could not be reduced. For example, if someone wanted to be able to craft "Light Spellpower Cure Robes" they would have to wait thirty days and occupy one of two or three research spots. This would allow farming for gear to remain important while giving crafters the opportunity to make end game gear.

    Specialized weapons such as Asylum, Maelstrom, and Master would not be allowed to Reverse Engineer. Items dropped in trials would have even longer research times such as 45 days.

    Hmmm...this is a very interesting and creative idea!

    And on the plus side, this may stop the casual dungeon runners from complaining about the speedrunners and the speedrunners from complaining about the casual runners!

    That is an important point. If we could farm for this "resource" at the end of every dungeon, unique specifically to that dungeons set, it would encourage dungeon running. It would also no longer force those that want this gear to run the dungeon. What's the fun in "forcing" people to do activities they don't want?

    The resource would be specific to the sets in the dungeon and only one person may get it and it may only be for one type of set. Or perhaps sometimes no one gets anything at all!

    SPC Could be called "Daedric Dust" as an example.

    So...you don't want people to be forced to run
    dungeons for gear. Instead, you want to be able to craft dropped sets. In order to craft said sets, you would be forced to run the dungeon for crafting material.

    I'm not sure you've thought this through completely.

    You would buy the crafting material from other people. "Daedric Dust" would be found on guild stores.

    your gonna have alot of people stonewalling you cause they dont like change but it is a decent idea but really it would make the game alot better cause its already a pain to find an experienced group to begin with let alone a group that actually wants to do the dungeons anymore that arent trials.

    It's not really a significant change though. You'd need to clear the content and get the drops in order to craft the gear. Also, remember that research is per piece, so if you wanted to make, say, shields of a set, you'd need to actually research that shield. So, the only immediate change would be that once you got a piece, you didn't need to keep farming for additional copies.

    If it was, "research one piece, and know the entire set," that would outright kill endgame PvE gear progression. You think it's bad to get a team now? Can you imagine how much worse it would be if you wanted SPC, but the vast majority of the game's population had no reason to farm it? Oh, and bonus points because an SPC neck is the quest reward, so there'd be no reason to run WGT a second time if that was the set you were chasing. That would leave you with achievement hunters who are far more likely to avoid the group finder entirely, because they need a solid team.

    I realize this might not fit with what your goals are, but if you want to farm dungeons, your first step is to make friends. You'll have a much better time if you're running with a people you know and can trust.

    Oh, and @Knowledge's suggestion of tying these sets to a unique crafting mat doesn't really change anything. If there's just one new mat, that would mean you could run any dungeon and walk away with dust. Expect to see people farming vFG HM for dust, rather than running the content you actually need. If it was a new mat for each dungeon, that's 32 materials you'd need to collect. Don't have a craft bag? RIP inventory space.
  • Knowledge
    Knowledge
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    Raraaku wrote: »
    Raraaku wrote: »
    I think it's an interesting idea, but I say no, at least for Dungeon and Trial sets. One reason being that it would render dungeons and trials useless if a person is able reconstruct a set. If people are complaining about Jewelry Crafting research times and how people who are willing to buy research scrolls will have a huge advantage... Imagine the uproar when sets such as Hunding's Rage and Moondancer are suddenly being sold on Guild Stores and in zones.

    What would be the point of doing dungeons and trials if one can buy the set on a Guild Store, and if you can't sell the gear... Then why even spend the time to research it? You could just farm it for your other characters a lot faster.

    Such a system would render a huge part of end-game content pointless in my opinion; as well as making a lot of people mad who spent so much time getting their sets from dungeons and trials only to find out others can simply buy it.

    Now with that said, I think a such a system could work on overland sets, particularly if you paired each set with a particular crafting site that could only be used to make that set.

    Hunding's Rage is already sold in guild stores. :P

    Though, yeah, this is basically where I come out. This would have to be BoP crafting, or you're outright making the content irrelevant. I don't think this would even be a good option with overland sets, simply because those are already readily available, and with transmutation, there's really no purpose to waiting a month to craft Necropotence, or Spinners, except to tank the market for that item.

    D'oh! I mean't Roar of Alkosh lol

    Well, the 1h and shields anyway. Otherwise still kinda bad example, but life goes on. :P
    DuskMarine wrote: »
    Knowledge wrote: »
    Knowledge wrote: »
    DoctorESO wrote: »
    Knowledge wrote: »
    Crafting is an important part of any MMORPG. There are some players that only play to craft or mostly craft. I think there should be an in-game system that allows crafters to research dropped gear to then be able to make it. This system would operate similarly to how trait research currently works and would be called "Reverse Engineering"

    Reverse Engeering could be added with a DLC or expansion like Summerset or just added to the base game. The system would require extreme amounts of research time and this time could not be reduced. For example, if someone wanted to be able to craft "Light Spellpower Cure Robes" they would have to wait thirty days and occupy one of two or three research spots. This would allow farming for gear to remain important while giving crafters the opportunity to make end game gear.

    Specialized weapons such as Asylum, Maelstrom, and Master would not be allowed to Reverse Engineer. Items dropped in trials would have even longer research times such as 45 days.

    Hmmm...this is a very interesting and creative idea!

    And on the plus side, this may stop the casual dungeon runners from complaining about the speedrunners and the speedrunners from complaining about the casual runners!

    That is an important point. If we could farm for this "resource" at the end of every dungeon, unique specifically to that dungeons set, it would encourage dungeon running. It would also no longer force those that want this gear to run the dungeon. What's the fun in "forcing" people to do activities they don't want?

    The resource would be specific to the sets in the dungeon and only one person may get it and it may only be for one type of set. Or perhaps sometimes no one gets anything at all!

    SPC Could be called "Daedric Dust" as an example.

    So...you don't want people to be forced to run
    dungeons for gear. Instead, you want to be able to craft dropped sets. In order to craft said sets, you would be forced to run the dungeon for crafting material.

    I'm not sure you've thought this through completely.

    You would buy the crafting material from other people. "Daedric Dust" would be found on guild stores.

    your gonna have alot of people stonewalling you cause they dont like change but it is a decent idea but really it would make the game alot better cause its already a pain to find an experienced group to begin with let alone a group that actually wants to do the dungeons anymore that arent trials.

    It's not really a significant change though. You'd need to clear the content and get the drops in order to craft the gear. Also, remember that research is per piece, so if you wanted to make, say, shields of a set, you'd need to actually research that shield. So, the only immediate change would be that once you got a piece, you didn't need to keep farming for additional copies.

    If it was, "research one piece, and know the entire set," that would outright kill endgame PvE gear progression. You think it's bad to get a team now? Can you imagine how much worse it would be if you wanted SPC, but the vast majority of the game's population had no reason to farm it? Oh, and bonus points because an SPC neck is the quest reward, so there'd be no reason to run WGT a second time if that was the set you were chasing. That would leave you with achievement hunters who are far more likely to avoid the group finder entirely, because they need a solid team.

    I realize this might not fit with what your goals are, but if you want to farm dungeons, your first step is to make friends. You'll have a much better time if you're running with a people you know and can trust.

    Oh, and @Knowledge's suggestion of tying these sets to a unique crafting mat doesn't really change anything. If there's just one new mat, that would mean you could run any dungeon and walk away with dust. Expect to see people farming vFG HM for dust, rather than running the content you actually need. If it was a new mat for each dungeon, that's 32 materials you'd need to collect. Don't have a craft bag? RIP inventory space.

    The resource to craft the item would be found on guild stores. There would still be a necessity to run the dungeons because of the cost associated with the item resource, scarcity of people able to make it, and demand. Someone that COULD run the dungeon and wasn't a trading tycoon would likely opt to try to farm the gear instead of paying ridiculous sums of gold to instantly have it.

    The more likely scenario is that you use it to get that last piece you needed that just won't drop or you farm the "Daedric Dust" to sell to traders for income.
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