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Simple Framework: Dungeon Set Crafting

Somewhere
Somewhere
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Disclaimer:

Items would continue to drop as they normally do. This would be in addition to what we currently have.

Numbers are examples to provide an idea of how framework would work. This is a simple discussion about a theoretical game mechanic, not a suggestion for developers.

Objective:

Increase perceived value of crafting even further as a game function without necessarily devaluing item drops.

Provide a ceiling on item drops within dungeons. Guarantee a specific drop after x runs instead of gambling after many. This makes all gear, especially weapons and jewelry within reach.

Increase perceived value of veteran dungeons and hard mode configurations. Esp. DLC dungeons.

Increase perceived value of basic crafting materials.

Scope: All 4-man veteran dungeons, excluding arenas and normal difficulty.

Crafting Functionality:

Crafting stations in or near dungeon (in overworld) for all sets found within the dungeon.

Requires specific material found in dungeon. Material is specific to each dungeon. Dungeons with a I and II version share the same material. Material is consumed in place of the style material. Crafted sets are Bind on Pickup. Material is Bind on Pickup.

Material looted in dungeon may be traded with partners following standard dungeon trading rules. Crafted items may not be traded with partners.

Material comes in 2 flavors: refined and unrefined. 10 instances of unrefined material may be used to create 1 refined material.

Pauldrons, sashes, boots, and gloves cost 1-3 materials to craft.

Helmets, chest, and leg pieces cost 3-5 materials to craft.

One handed weapons and shields cost 3-5 materials to craft.

Jewelry and two handed weapons cost 5-7 materials to craft.

Drop Rate Functionality:

Basic enemies and containers (eg. Backpacks, bags, cupboards, etc.) within dungeons drop unrefined material at a very low rate: <1%

Elite enemies drop unrefined material at a very  low rate: 1%

Mini bosses drop unrefined material at a low rate: 1-5%

Regular bosses drop unrefined material at a medium rate: 5-10%

Final boss drops unrefined material at a high rate: 25-50%

Hard mode drops unrefined material at a very high rate: 100%

Hard mode drops refined material at a very low rate: 1%

Chests drop material based on chest quality: Novice: Does not drop
Apprentice: Very low: <1%
Adept: Low: 1-5%
Expert: Low: 5-10%
Legendary: Medium: 10-20%

Legendary chests have a .5% to drop 1 refined material.

Further Application: Framework is easily extended to arenas & trials.
Edited by Somewhere on September 5, 2019 11:18PM
  • VaranisArano
    VaranisArano
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    Given the introduction of transmutation as a method of ensuring you can eventually get the item you want in the right trait, I suspect ZOS has no interest in making it easier to acquire certain BOP items beyond simply running the dungeons again and again until you get lucky. Especially when you can group up amd farm for items.

    Certainly, they've been ignoring pleas for VMA tokens for a long time.

    Interesting idea, but I doubt ZOS has any interest in implementing it.
  • Somewhere
    Somewhere
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    I suspect you are correct. The idea is more in line with trying to reward players for performing more difficult content. That said, I am under no delusion something like this would be implemented, but it is fun to think about.
  • Enemy-of-Coldharbour
    Enemy-of-Coldharbour
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    Another grind? No thank you.

    Silivren (Silly) Thalionwen | Altmer Templar | Magicka | 9-Trait Master Crafter/Jeweler | Master Angler | PVE Main - Killed by U35
    Jahsul at-Sahan | Redguard Sorcerer | Stamina | Werewolf - Free Bites | PVP Main
    Derrok Gunnolf | Redguard Dragonknight | Stamina | Werewolf - Free Bites
    Liliana Littleleaf | 9-Trait Grand Master Crafter/Jeweler (non-combat)
    Amber Emberheart | Breton Dragonknight | Stamina | Master Angler
    Vlos Anon | Dunmer Nightblade | Magicka | Vampire - Free Bites
    Kalina Valos | Dunmer Warden | Magicka | Vampire - Free Bites
    Swiftpaws-Moonshadow | Khajiit Nightblade | Stamina
    Morgul Vardar | Altmer Necromancer | Magicka
    Tithin Geil | Altmer Sorceress | Magicka
    Dhryk | Imperial Dragonknight | Stamina

    Guild Master - ESO Traders Union
    PC/NA - CP 2400+
  • idk
    idk
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    So change RNG from gear dropping to matts dropping.

    I think the current system of gear dropping, being able to trade it with those in the group when it dropped and being able to change traits easily works well.
  • Somewhere
    Somewhere
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    Another grind? No thank you.

    It would actually serve to reduce the overall grind. Items would continue to drop as they are.
  • Somewhere
    Somewhere
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    idk wrote: »
    So change RNG from gear dropping to matts dropping.

    I think the current system of gear dropping, being able to trade it with those in the group when it dropped and being able to change traits easily works well.

    I will edit the main post to be more clear: this would be in addition to the current system.
  • idk
    idk
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    Somewhere wrote: »
    idk wrote: »
    So change RNG from gear dropping to matts dropping.

    I think the current system of gear dropping, being able to trade it with those in the group when it dropped and being able to change traits easily works well.

    I will edit the main post to be more clear: this would be in addition to the current system.

    The Transmutation system and being able to trade dropped gear with your group went a long way to evening out the RNG of gear drops @VaranisArano made this point in their post and Zos has a vested interest in keeping us running content which your idea reduces. It is great to think of ideas, but I doubt this one will fly.
    Edited by idk on September 5, 2019 11:27PM
  • Somewhere
    Somewhere
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    idk wrote: »
    Somewhere wrote: »
    idk wrote: »
    So change RNG from gear dropping to matts dropping.

    I think the current system of gear dropping, being able to trade it with those in the group when it dropped and being able to change traits easily works well.

    I will edit the main post to be more clear: this would be in addition to the current system.

    The Transmutation system and being able to trade dropped gear with your group went a long way to evening out the RNG of gear drops @VaranisArano made this point in their post and Zos has a vested interest in keeping us running content which your idea reduces. It is great to think of ideas, but I doubt this one will fly.

    Yeah, and you're right. That said, I mean if you were farming for a weapon for instance... that would be like 50 to 70 materials. That's a decent number of runs, even if your allies give you everything. You're pretty likely to get the item you need before that point, but if you didn't get it after like 30 runs or something... well now you can craft it. That's the idea anyway.
  • bmnoble
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    How long has it been that people have been asking for ZOS to finally add a Jewelry crafting station to the Hollow city? That's just one extra station, you really believe they would put in the work to add stations to every dungeon?

    Like the concept but would rather we use undaunted keys instead of a new currency especially one that require refining.

    Just add a new lot of RNG boxes into the undaunted shoulder shop:

    To keep with the theme of the undaunted boxes coming from 2 paired dungeons, pair the set weights from each dungeon eg: heavy sets from FG1 and 2 in one box category, Medium/light sets their own category should add an extra 9 RNG boxes to each dungeon in the undaunted vendors.

    1 box that contains weapons
    1 box that contains armor
    1 box that contains jewelry

    Each box costs a single key, since your not getting anything overly powerful like monster set pieces.

    that's my 2 cents

    Doubt it will ever happen though.
  • Somewhere
    Somewhere
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    bmnoble wrote: »
    How long has it been that people have been asking for ZOS to finally add a Jewelry crafting station to the Hollow city? That's just one extra station, you really believe they would put in the work to add stations to every dungeon?
    Somewhere wrote: »
    Disclaimer:

    Numbers are examples to provide an idea of how framework would work. This is a simple discussion about a theoretical game mechanic, not a suggestion for developers.
    Nope
    It's a nice thought though. Your idea is good too.
    Edited by Somewhere on September 6, 2019 1:31AM
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