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.
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.
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.
VaranisArano wrote: »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.
Strange, I thought the main reason people do dungeons/trials is because they like doing them.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.
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.
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.
starkerealm 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.
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>.
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.
sylviermoone 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.
sylviermoone 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.
starkerealm 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
DuskMarine wrote: »sylviermoone 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.
starkerealm wrote: »starkerealm 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. :PDuskMarine wrote: »sylviermoone 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.