VaranisArano wrote: »Annoyance is the point.
Transmute crystals are supposed to be a last resort to get an item you've been griding for, not a replacement for farming, nor a hoard of crystals that lets you theorycraft as much as you want or transmute new set gear almost as soon as new content drops.
So ZOS makes it annoying to hoard up crystals. Limited currency space, filling up inventory, and restrictions on storing geodes are working as intended. Sure, players can store more if they want, but ZOS makes it annoying to do so.
Most players want transmute stones to be an easily available convenience that saves them from having to farm for gear. That's not what ZOS wants - ZOS wants you playing the game a lot to get your gear, with transmute crystals only added as a last resort.
VaranisArano wrote: »Annoyance is the point.
Transmute crystals are supposed to be a last resort to get an item you've been griding for, not a replacement for farming, nor a hoard of crystals that lets you theorycraft as much as you want or transmute new set gear almost as soon as new content drops.
So ZOS makes it annoying to hoard up crystals. Limited currency space, filling up inventory, and restrictions on storing geodes are working as intended. Sure, players can store more if they want, but ZOS makes it annoying to do so.
Most players want transmute stones to be an easily available convenience that saves them from having to farm for gear. That's not what ZOS wants - ZOS wants you playing the game a lot to get your gear, with transmute crystals only added as a last resort.
The thing is, this may have been true when transmute crystals were initially introduced. But an important thing has happened since then, Jewelry crafting. As far as I know, it is impossible to just go and farm for an infused necklace of Necropotence, or a protective necklace of whatever. You are forced to use transmute stones to gain these jewelry traits. Forced. There is no other way to obtain them on normal sets. It isn't about changing that sturdy chest to impen. It's about changing jewelry to actually utilize a crafting feature. The Transmute cap should have been removed with Summerset.
VaranisArano wrote: »VaranisArano wrote: »Annoyance is the point.
Transmute crystals are supposed to be a last resort to get an item you've been griding for, not a replacement for farming, nor a hoard of crystals that lets you theorycraft as much as you want or transmute new set gear almost as soon as new content drops.
So ZOS makes it annoying to hoard up crystals. Limited currency space, filling up inventory, and restrictions on storing geodes are working as intended. Sure, players can store more if they want, but ZOS makes it annoying to do so.
Most players want transmute stones to be an easily available convenience that saves them from having to farm for gear. That's not what ZOS wants - ZOS wants you playing the game a lot to get your gear, with transmute crystals only added as a last resort.
The thing is, this may have been true when transmute crystals were initially introduced. But an important thing has happened since then, Jewelry crafting. As far as I know, it is impossible to just go and farm for an infused necklace of Necropotence, or a protective necklace of whatever. You are forced to use transmute stones to gain these jewelry traits. Forced. There is no other way to obtain them on normal sets. It isn't about changing that sturdy chest to impen. It's about changing jewelry to actually utilize a crafting feature. The Transmute cap should have been removed with Summerset.
And you'll notice that ZOS didn't change the Transmute cap with jewelry crafting, yeah?
That's because, jewelry crafting or no, it suits their purposes for transmute stones to be rare or annoying to store.
What ZOS does not want:
*New Update drops with brand new sets*
*Everyone runs out, farms one of each item they need to be meta, transmutes it, and goes on with their regular gameplay*
Its okay if some players can do that. Mostly those are the PVP players who have tons and tons of geodes stacked up, because those are the players who (A.) probably weren't going to play the new content much anyway, and (B.) put time into the other parts of the game to acquire that many transmute stones in the first place.
But all this "Can I buy transmute stones from other players?" or "Transmute stones should be tradeable!" or "Why can't we stack/store more of them?" leads straight to the situation that ZOS wants to avoid. ZOS wants the majority of players to play the content to get the gear they want.
But what about Jewelry Crafting?
Its a really handy sink for transmute stones that impacts everyone, not just the meta chasers. It especially impacts the people who get the most transmute stones - PVPers and trial-running PVEers - because they are the most likely to need to transmute jewelry for their role.
Yeah, that sucks for people who want to transmute jewelry. But unfortunately for them, the cost of making that better as mentioned above, means making it easier for other players to skip playing the game. Which one do you think ZOS likes more, people playing the game as they grind for gear/transmute stones OR making players happy?
I'm betting on their pocketbook. They want players playing the game. Even if that means jewelry crafters complaining about having no other way to get the trait they want.
(The better solution, IMO, would be to change how jewelry crafting works so that transmutation isn't the only option. Honestly, if I had my way, Jewelry Crafting would get a complete overhaul. But the Devs designed it the way they did for a reason, there too.)
See, its not really about what the Players want. Players ultimately want a cheap, easy method to get the gear they want. The Devs want you to play the game as much as possible without being ever quite so grindy that you give up and quit the game. So until the Devs change their vision of transmute stones being a last resort to grinding for gear, I don't expect changes, not even because of jewelry crafting.
VaranisArano wrote: »VaranisArano wrote: »Annoyance is the point.
Transmute crystals are supposed to be a last resort to get an item you've been griding for, not a replacement for farming, nor a hoard of crystals that lets you theorycraft as much as you want or transmute new set gear almost as soon as new content drops.
So ZOS makes it annoying to hoard up crystals. Limited currency space, filling up inventory, and restrictions on storing geodes are working as intended. Sure, players can store more if they want, but ZOS makes it annoying to do so.
Most players want transmute stones to be an easily available convenience that saves them from having to farm for gear. That's not what ZOS wants - ZOS wants you playing the game a lot to get your gear, with transmute crystals only added as a last resort.
The thing is, this may have been true when transmute crystals were initially introduced. But an important thing has happened since then, Jewelry crafting. As far as I know, it is impossible to just go and farm for an infused necklace of Necropotence, or a protective necklace of whatever. You are forced to use transmute stones to gain these jewelry traits. Forced. There is no other way to obtain them on normal sets. It isn't about changing that sturdy chest to impen. It's about changing jewelry to actually utilize a crafting feature. The Transmute cap should have been removed with Summerset.
And you'll notice that ZOS didn't change the Transmute cap with jewelry crafting, yeah?
That's because, jewelry crafting or no, it suits their purposes for transmute stones to be rare or annoying to store.
What ZOS does not want:
*New Update drops with brand new sets*
*Everyone runs out, farms one of each item they need to be meta, transmutes it, and goes on with their regular gameplay*
Its okay if some players can do that. Mostly those are the PVP players who have tons and tons of geodes stacked up, because those are the players who (A.) probably weren't going to play the new content much anyway, and (B.) put time into the other parts of the game to acquire that many transmute stones in the first place.
But all this "Can I buy transmute stones from other players?" or "Transmute stones should be tradeable!" or "Why can't we stack/store more of them?" leads straight to the situation that ZOS wants to avoid. ZOS wants the majority of players to play the content to get the gear they want.
But what about Jewelry Crafting?
Its a really handy sink for transmute stones that impacts everyone, not just the meta chasers. It especially impacts the people who get the most transmute stones - PVPers and trial-running PVEers - because they are the most likely to need to transmute jewelry for their role.
Yeah, that sucks for people who want to transmute jewelry. But unfortunately for them, the cost of making that better as mentioned above, means making it easier for other players to skip playing the game. Which one do you think ZOS likes more, people playing the game as they grind for gear/transmute stones OR making players happy?
I'm betting on their pocketbook. They want players playing the game. Even if that means jewelry crafters complaining about having no other way to get the trait they want.
(The better solution, IMO, would be to change how jewelry crafting works so that transmutation isn't the only option. Honestly, if I had my way, Jewelry Crafting would get a complete overhaul. But the Devs designed it the way they did for a reason, there too.)
See, its not really about what the Players want. Players ultimately want a cheap, easy method to get the gear they want. The Devs want you to play the game as much as possible without being ever quite so grindy that you give up and quit the game. So until the Devs change their vision of transmute stones being a last resort to grinding for gear, I don't expect changes, not even because of jewelry crafting.
Not quite sure how players transmuting gear means they aren't playing the game. Are they just transmuting this new gear and then quitting? They are transmuting gear for a reason, to play the game. The players you are talking about already have millions upon millions of gold. If you think they are wasting their time farming for perfect traits when they can get those gear pieces at 10K each from a trader, you are mistaken.
kringled_1 wrote: »The rewards Transmute stone rewards for PVE while usually low in number add up quick during events like this
I have 200 stones in inventory and over 300 in reward containers on various characters.
Once this event is over my crafters gonna make some low level gear and transmute it to Nirn and then I will research them for another character. If only transmuted gear was not account bound...
You can't do quite that, at least the last time I checked. Transmuted items can't be used for research.
VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »Annoyance is the point.
Transmute crystals are supposed to be a last resort to get an item you've been griding for, not a replacement for farming, nor a hoard of crystals that lets you theorycraft as much as you want or transmute new set gear almost as soon as new content drops.
So ZOS makes it annoying to hoard up crystals. Limited currency space, filling up inventory, and restrictions on storing geodes are working as intended. Sure, players can store more if they want, but ZOS makes it annoying to do so.
Most players want transmute stones to be an easily available convenience that saves them from having to farm for gear. That's not what ZOS wants - ZOS wants you playing the game a lot to get your gear, with transmute crystals only added as a last resort.
The thing is, this may have been true when transmute crystals were initially introduced. But an important thing has happened since then, Jewelry crafting. As far as I know, it is impossible to just go and farm for an infused necklace of Necropotence, or a protective necklace of whatever. You are forced to use transmute stones to gain these jewelry traits. Forced. There is no other way to obtain them on normal sets. It isn't about changing that sturdy chest to impen. It's about changing jewelry to actually utilize a crafting feature. The Transmute cap should have been removed with Summerset.
And you'll notice that ZOS didn't change the Transmute cap with jewelry crafting, yeah?
That's because, jewelry crafting or no, it suits their purposes for transmute stones to be rare or annoying to store.
What ZOS does not want:
*New Update drops with brand new sets*
*Everyone runs out, farms one of each item they need to be meta, transmutes it, and goes on with their regular gameplay*
Its okay if some players can do that. Mostly those are the PVP players who have tons and tons of geodes stacked up, because those are the players who (A.) probably weren't going to play the new content much anyway, and (B.) put time into the other parts of the game to acquire that many transmute stones in the first place.
But all this "Can I buy transmute stones from other players?" or "Transmute stones should be tradeable!" or "Why can't we stack/store more of them?" leads straight to the situation that ZOS wants to avoid. ZOS wants the majority of players to play the content to get the gear they want.
But what about Jewelry Crafting?
Its a really handy sink for transmute stones that impacts everyone, not just the meta chasers. It especially impacts the people who get the most transmute stones - PVPers and trial-running PVEers - because they are the most likely to need to transmute jewelry for their role.
Yeah, that sucks for people who want to transmute jewelry. But unfortunately for them, the cost of making that better as mentioned above, means making it easier for other players to skip playing the game. Which one do you think ZOS likes more, people playing the game as they grind for gear/transmute stones OR making players happy?
I'm betting on their pocketbook. They want players playing the game. Even if that means jewelry crafters complaining about having no other way to get the trait they want.
(The better solution, IMO, would be to change how jewelry crafting works so that transmutation isn't the only option. Honestly, if I had my way, Jewelry Crafting would get a complete overhaul. But the Devs designed it the way they did for a reason, there too.)
See, its not really about what the Players want. Players ultimately want a cheap, easy method to get the gear they want. The Devs want you to play the game as much as possible without being ever quite so grindy that you give up and quit the game. So until the Devs change their vision of transmute stones being a last resort to grinding for gear, I don't expect changes, not even because of jewelry crafting.
Not quite sure how players transmuting gear means they aren't playing the game. Are they just transmuting this new gear and then quitting? They are transmuting gear for a reason, to play the game. The players you are talking about already have millions upon millions of gold. If you think they are wasting their time farming for perfect traits when they can get those gear pieces at 10K each from a trader, you are mistaken.
I'm not talking about overland gear - though making players grind to transmute overland jewelry is kind of brilliant, from ZOS' perspective. Used to be players could just buy what they want. Now, they have to play the game longer to get the crystals to get what they want. Brilliant!
Think about the type of gear most players grind for in the perfect trait.
PVE dungeon gear - ZOS really wants players playing those dungeons, especially if its the brand new DLC gear that, lets be honest, plenty of players would love to get their items in any trait, transmute, and be done running it. That's pretty bad for the longevity of your dungeon pack.
Trials are a bit different, since trials give transmute stones for completing them, and they aren't monetized in quite the same way as DLC dungeons.
So its more a problem of "Players transmute the new gear and then quit playing the new content we're trying to sell." in favor of doing whatever they were doing. Whereas ZOS would really like it to be "Players take a break from playing their favored content to go grind for new gear, get the new gear after running the new content a bunch of times or playing something else to get transmute stones, and then go back to playing their favored content." Its about how much time you can squeeze out of players.
For me, I see a very clear trend in the way ZOS wants players playing the game. They want Quantity of time over Quality. If you think about the way they've steadily increased the grinding aspects of this game in everything from jewelry crafting, dailies, the implementation of the Welkynar motif, and even the festivals for the indriik, ZOS wants us playing the game by grinding. If you have fun while doing that, that's secondary to their main goal, which is to increase the number of hours players are in ESO doing things that may or may not be fun or meaningful. For many players, more time in game means more money spent on the game, which is why ZOS is doing it. (This is also why the meta changes with every update. Horizontal Progression = time spent grinding to get back on top of the meta.)
No, that's not especially fun for most players. Yes, eventually players get tired and quit. But in the meantime, ZOS soaked a bunch more hours (and probably more money) out of those players than otherwise.
I may have an overly jaded opinion of why ZOS does some of these things. For me, it seems like a simply matter of money.
ZOS wants you and me to spend as much time as possible playing ESO, the idea being that the more time we spend, the healthier the overall game population is, and the more money most players will spend.
Changing transmute stones to make it easier and quicker for us to get the gear we want doesn't make sense from that perspective.
VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »Annoyance is the point.
Transmute crystals are supposed to be a last resort to get an item you've been griding for, not a replacement for farming, nor a hoard of crystals that lets you theorycraft as much as you want or transmute new set gear almost as soon as new content drops.
So ZOS makes it annoying to hoard up crystals. Limited currency space, filling up inventory, and restrictions on storing geodes are working as intended. Sure, players can store more if they want, but ZOS makes it annoying to do so.
Most players want transmute stones to be an easily available convenience that saves them from having to farm for gear. That's not what ZOS wants - ZOS wants you playing the game a lot to get your gear, with transmute crystals only added as a last resort.
The thing is, this may have been true when transmute crystals were initially introduced. But an important thing has happened since then, Jewelry crafting. As far as I know, it is impossible to just go and farm for an infused necklace of Necropotence, or a protective necklace of whatever. You are forced to use transmute stones to gain these jewelry traits. Forced. There is no other way to obtain them on normal sets. It isn't about changing that sturdy chest to impen. It's about changing jewelry to actually utilize a crafting feature. The Transmute cap should have been removed with Summerset.
And you'll notice that ZOS didn't change the Transmute cap with jewelry crafting, yeah?
That's because, jewelry crafting or no, it suits their purposes for transmute stones to be rare or annoying to store.
What ZOS does not want:
*New Update drops with brand new sets*
*Everyone runs out, farms one of each item they need to be meta, transmutes it, and goes on with their regular gameplay*
Its okay if some players can do that. Mostly those are the PVP players who have tons and tons of geodes stacked up, because those are the players who (A.) probably weren't going to play the new content much anyway, and (B.) put time into the other parts of the game to acquire that many transmute stones in the first place.
But all this "Can I buy transmute stones from other players?" or "Transmute stones should be tradeable!" or "Why can't we stack/store more of them?" leads straight to the situation that ZOS wants to avoid. ZOS wants the majority of players to play the content to get the gear they want.
But what about Jewelry Crafting?
Its a really handy sink for transmute stones that impacts everyone, not just the meta chasers. It especially impacts the people who get the most transmute stones - PVPers and trial-running PVEers - because they are the most likely to need to transmute jewelry for their role.
Yeah, that sucks for people who want to transmute jewelry. But unfortunately for them, the cost of making that better as mentioned above, means making it easier for other players to skip playing the game. Which one do you think ZOS likes more, people playing the game as they grind for gear/transmute stones OR making players happy?
I'm betting on their pocketbook. They want players playing the game. Even if that means jewelry crafters complaining about having no other way to get the trait they want.
(The better solution, IMO, would be to change how jewelry crafting works so that transmutation isn't the only option. Honestly, if I had my way, Jewelry Crafting would get a complete overhaul. But the Devs designed it the way they did for a reason, there too.)
See, its not really about what the Players want. Players ultimately want a cheap, easy method to get the gear they want. The Devs want you to play the game as much as possible without being ever quite so grindy that you give up and quit the game. So until the Devs change their vision of transmute stones being a last resort to grinding for gear, I don't expect changes, not even because of jewelry crafting.
Not quite sure how players transmuting gear means they aren't playing the game. Are they just transmuting this new gear and then quitting? They are transmuting gear for a reason, to play the game. The players you are talking about already have millions upon millions of gold. If you think they are wasting their time farming for perfect traits when they can get those gear pieces at 10K each from a trader, you are mistaken.
I'm not talking about overland gear - though making players grind to transmute overland jewelry is kind of brilliant, from ZOS' perspective. Used to be players could just buy what they want. Now, they have to play the game longer to get the crystals to get what they want. Brilliant!
Think about the type of gear most players grind for in the perfect trait.
PVE dungeon gear - ZOS really wants players playing those dungeons, especially if its the brand new DLC gear that, lets be honest, plenty of players would love to get their items in any trait, transmute, and be done running it. That's pretty bad for the longevity of your dungeon pack.
Trials are a bit different, since trials give transmute stones for completing them, and they aren't monetized in quite the same way as DLC dungeons.
So its more a problem of "Players transmute the new gear and then quit playing the new content we're trying to sell." in favor of doing whatever they were doing. Whereas ZOS would really like it to be "Players take a break from playing their favored content to go grind for new gear, get the new gear after running the new content a bunch of times or playing something else to get transmute stones, and then go back to playing their favored content." Its about how much time you can squeeze out of players.
For me, I see a very clear trend in the way ZOS wants players playing the game. They want Quantity of time over Quality. If you think about the way they've steadily increased the grinding aspects of this game in everything from jewelry crafting, dailies, the implementation of the Welkynar motif, and even the festivals for the indriik, ZOS wants us playing the game by grinding. If you have fun while doing that, that's secondary to their main goal, which is to increase the number of hours players are in ESO doing things that may or may not be fun or meaningful. For many players, more time in game means more money spent on the game, which is why ZOS is doing it. (This is also why the meta changes with every update. Horizontal Progression = time spent grinding to get back on top of the meta.)
No, that's not especially fun for most players. Yes, eventually players get tired and quit. But in the meantime, ZOS soaked a bunch more hours (and probably more money) out of those players than otherwise.
I may have an overly jaded opinion of why ZOS does some of these things. For me, it seems like a simply matter of money.
ZOS wants you and me to spend as much time as possible playing ESO, the idea being that the more time we spend, the healthier the overall game population is, and the more money most players will spend.
Changing transmute stones to make it easier and quicker for us to get the gear we want doesn't make sense from that perspective.
Obviously, a lot of this makes sense from ZOS's perspective, being able to milk time and money from players. Is it lucrative for them? Of course. Is it fun for us? Not really.
But what I don't understand is that you are going these lengths do defend the system, which is obviously created to keep players in the hamster wheel rather than creating a good gaming experience. The whole purpose of this thread is to point out that the management and storage situation of transmutation crystals is unsatisfactory for us, the players, and for some reason you stand on the other side and defend the system for, what I can read out, a single argument; that it makes sense that ZOS wants to make money.
If it was only an explanation of why the system is what it is, I would understand your point, but defending something that makes the game less attractive to play baffles me.
VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »Annoyance is the point.
Transmute crystals are supposed to be a last resort to get an item you've been griding for, not a replacement for farming, nor a hoard of crystals that lets you theorycraft as much as you want or transmute new set gear almost as soon as new content drops.
So ZOS makes it annoying to hoard up crystals. Limited currency space, filling up inventory, and restrictions on storing geodes are working as intended. Sure, players can store more if they want, but ZOS makes it annoying to do so.
Most players want transmute stones to be an easily available convenience that saves them from having to farm for gear. That's not what ZOS wants - ZOS wants you playing the game a lot to get your gear, with transmute crystals only added as a last resort.
The thing is, this may have been true when transmute crystals were initially introduced. But an important thing has happened since then, Jewelry crafting. As far as I know, it is impossible to just go and farm for an infused necklace of Necropotence, or a protective necklace of whatever. You are forced to use transmute stones to gain these jewelry traits. Forced. There is no other way to obtain them on normal sets. It isn't about changing that sturdy chest to impen. It's about changing jewelry to actually utilize a crafting feature. The Transmute cap should have been removed with Summerset.
And you'll notice that ZOS didn't change the Transmute cap with jewelry crafting, yeah?
That's because, jewelry crafting or no, it suits their purposes for transmute stones to be rare or annoying to store.
What ZOS does not want:
*New Update drops with brand new sets*
*Everyone runs out, farms one of each item they need to be meta, transmutes it, and goes on with their regular gameplay*
Its okay if some players can do that. Mostly those are the PVP players who have tons and tons of geodes stacked up, because those are the players who (A.) probably weren't going to play the new content much anyway, and (B.) put time into the other parts of the game to acquire that many transmute stones in the first place.
But all this "Can I buy transmute stones from other players?" or "Transmute stones should be tradeable!" or "Why can't we stack/store more of them?" leads straight to the situation that ZOS wants to avoid. ZOS wants the majority of players to play the content to get the gear they want.
But what about Jewelry Crafting?
Its a really handy sink for transmute stones that impacts everyone, not just the meta chasers. It especially impacts the people who get the most transmute stones - PVPers and trial-running PVEers - because they are the most likely to need to transmute jewelry for their role.
Yeah, that sucks for people who want to transmute jewelry. But unfortunately for them, the cost of making that better as mentioned above, means making it easier for other players to skip playing the game. Which one do you think ZOS likes more, people playing the game as they grind for gear/transmute stones OR making players happy?
I'm betting on their pocketbook. They want players playing the game. Even if that means jewelry crafters complaining about having no other way to get the trait they want.
(The better solution, IMO, would be to change how jewelry crafting works so that transmutation isn't the only option. Honestly, if I had my way, Jewelry Crafting would get a complete overhaul. But the Devs designed it the way they did for a reason, there too.)
See, its not really about what the Players want. Players ultimately want a cheap, easy method to get the gear they want. The Devs want you to play the game as much as possible without being ever quite so grindy that you give up and quit the game. So until the Devs change their vision of transmute stones being a last resort to grinding for gear, I don't expect changes, not even because of jewelry crafting.
Not quite sure how players transmuting gear means they aren't playing the game. Are they just transmuting this new gear and then quitting? They are transmuting gear for a reason, to play the game. The players you are talking about already have millions upon millions of gold. If you think they are wasting their time farming for perfect traits when they can get those gear pieces at 10K each from a trader, you are mistaken.
I'm not talking about overland gear - though making players grind to transmute overland jewelry is kind of brilliant, from ZOS' perspective. Used to be players could just buy what they want. Now, they have to play the game longer to get the crystals to get what they want. Brilliant!
Think about the type of gear most players grind for in the perfect trait.
PVE dungeon gear - ZOS really wants players playing those dungeons, especially if its the brand new DLC gear that, lets be honest, plenty of players would love to get their items in any trait, transmute, and be done running it. That's pretty bad for the longevity of your dungeon pack.
Trials are a bit different, since trials give transmute stones for completing them, and they aren't monetized in quite the same way as DLC dungeons.
So its more a problem of "Players transmute the new gear and then quit playing the new content we're trying to sell." in favor of doing whatever they were doing. Whereas ZOS would really like it to be "Players take a break from playing their favored content to go grind for new gear, get the new gear after running the new content a bunch of times or playing something else to get transmute stones, and then go back to playing their favored content." Its about how much time you can squeeze out of players.
For me, I see a very clear trend in the way ZOS wants players playing the game. They want Quantity of time over Quality. If you think about the way they've steadily increased the grinding aspects of this game in everything from jewelry crafting, dailies, the implementation of the Welkynar motif, and even the festivals for the indriik, ZOS wants us playing the game by grinding. If you have fun while doing that, that's secondary to their main goal, which is to increase the number of hours players are in ESO doing things that may or may not be fun or meaningful. For many players, more time in game means more money spent on the game, which is why ZOS is doing it. (This is also why the meta changes with every update. Horizontal Progression = time spent grinding to get back on top of the meta.)
No, that's not especially fun for most players. Yes, eventually players get tired and quit. But in the meantime, ZOS soaked a bunch more hours (and probably more money) out of those players than otherwise.
I may have an overly jaded opinion of why ZOS does some of these things. For me, it seems like a simply matter of money.
ZOS wants you and me to spend as much time as possible playing ESO, the idea being that the more time we spend, the healthier the overall game population is, and the more money most players will spend.
Changing transmute stones to make it easier and quicker for us to get the gear we want doesn't make sense from that perspective.
Obviously, a lot of this makes sense from ZOS's perspective, being able to milk time and money from players. Is it lucrative for them? Of course. Is it fun for us? Not really.
But what I don't understand is that you are going these lengths do defend the system, which is obviously created to keep players in the hamster wheel rather than creating a good gaming experience. The whole purpose of this thread is to point out that the management and storage situation of transmutation crystals is unsatisfactory for us, the players, and for some reason you stand on the other side and defend the system for, what I can read out, a single argument; that it makes sense that ZOS wants to make money.
If it was only an explanation of why the system is what it is, I would understand your point, but defending something that makes the game less attractive to play baffles me.
I suppose I'm aiming more for an explanation...
Except that I do think that transmute stones function pretty well as they are for an average player who farms for gear and who uses them as a last resort to change trait, or sometimes make new jewelry. So for how ZOS intends them to be used, I think the system works fine.
I see most of the complaints coming from people who don't want to use the transmute stones as a last resort but make them more convenient to get or use, or who want to skip playing content to get them, or who want to hoard them to quickly change new gear with no downsides to hoarding. And I look at that and just think "Why would ZOS want to let you do that?"
Hence my explanations. My defense, as it is, is simply that Transmutation works pretty well as a part of the game if you use it as ZOS intended. If you want it to do more (like every other game system where people want more), you'll probably think it sucks.
If you want Transmutation extended, I think you'll have to persuade ZOS that the changes benefit the whole game, not just the players who want to use transmutation for more than ZOS intended. And personally, I don't think the proposed changes in this, or the other threads for that matter, actually benefit ZOS' vision for the entire game, as I've explained. Benefits the players who want convenient gear changes and less farming? Yes. Benefits ZOS' intent for how we play the game? No.
VaranisArano wrote: »Annoyance is the point.
Transmute crystals are supposed to be a last resort to get an item you've been griding for, not a replacement for farming, nor a hoard of crystals that lets you theorycraft as much as you want or transmute new set gear almost as soon as new content drops.
So ZOS makes it annoying to hoard up crystals. Limited currency space, filling up inventory, and restrictions on storing geodes are working as intended. Sure, players can store more if they want, but ZOS makes it annoying to do so.
Most players want transmute stones to be an easily available convenience that saves them from having to farm for gear. That's not what ZOS wants - ZOS wants you playing the game a lot to get your gear, with transmute crystals only added as a last resort.
Prof_Bawbag wrote: »About the nirn, don't you need the nirn in your inv in the first place as to transmute the weapon?
You just need to have researched the trait.
redlink1979 wrote: »Were you around when there weren't transmute crystals at all? That was annoying.

sudaki_eso wrote: »Its fine as it is, if you have nothing to transmute anymore why do you want to hoard more crystals? With 200 you can transmute 4 parts of any upcoming gear you need/want and you would only have to farm one piece in the trait you want. If you keep 50 unopend in your inventory you can even transmute all the pieces if needed...
Right, because most gear sets in the game consist of 4 parts, and I just love having unopened boxes lying around in my inventory, or clogging up my email.
sudaki_eso wrote: »Right, because most gear sets in the game consist of 4 parts, and I just love having unopened boxes lying around in my inventory, or clogging up my email.
The ability to read a post til the end helps...i said: With 200 you can transmute 4 parts of any upcoming gear you need/want and you would only have to farm one piece in the trait you want.
So farming one piece in the right trait is a huge problem or inconvienice for you?
You dont want them in your inventory, destroy them or as i said transmute gear for your toons. I dont get this hoarding mentality....
VaranisArano wrote: »If you want Transmutation extended, I think you'll have to persuade ZOS that the changes benefit the whole game, not just the players who want to use transmutation for more than ZOS intended. And personally, I don't think the proposed changes in this, or the other threads for that matter, actually benefit ZOS' vision for the entire game, as I've explained. Benefits the players who want convenient gear changes and less farming? Yes. Benefits ZOS' intent for how we play the game? No.
As its now its pretty easy to get 50 crystal geodes, do non cp 30 day campaign and set it as main, get 25K AP for level 1, its almost as causal as dolmen groups, way more than normal craglorn trials.VaranisArano wrote: »If you want Transmutation extended, I think you'll have to persuade ZOS that the changes benefit the whole game, not just the players who want to use transmutation for more than ZOS intended. And personally, I don't think the proposed changes in this, or the other threads for that matter, actually benefit ZOS' vision for the entire game, as I've explained. Benefits the players who want convenient gear changes and less farming? Yes. Benefits ZOS' intent for how we play the game? No.
I don't for one moment believe that Zenimax is blind to the fact that grind game discourages many players from playing their game. The story being told here is that "they want us playing the game, therefore grind game." That works, except when it doesn't. There are many of us who simply do not bother with various content because of it. In these cases, reducing grind game encourages us to play more, not less.
I just came back after an absence, and transmutation is new to me. If I understand correctly, transmutation lets you change the TRAIT on an item but not the motif? Doesn't that miss the mark entirely?redlink1979 wrote: »Were you around when there weren't transmute crystals at all? That was annoying.
bulbousb16_ESO wrote: »I just came back after an absence, and transmutation is new to me. If I understand correctly, transmutation lets you change the TRAIT on an item but not the motif? Doesn't that miss the mark entirely?redlink1979 wrote: »Were you around when there weren't transmute crystals at all? That was annoying.
The transmutation cap is silly because it doesn't prevent hoarding, it just makes it more of a hassle for your inventory space. Over my 15 chars I have ~100 golden geodes and ~300 RotW boxes.
If they don't remove the cap, the next best thing would be to make geodes stackable. Or any container for that matter.
bulbousb16_ESO wrote: »Why don't transmutation stations allow you to change the style of a piece instead of/in addition to a trait? I thought that was the whole point.