VaranisArano wrote: »The transmute cap exists for a couple reasons.
A. So players don't freely stack up tons of transmute stones and then immediately transmute gear for the next patch. Players can stack up lots of stones, but as you've noted, it requires investment in inventory. There's a big incentive to use your stones or lose them or have them take up too much space.
B. So players subscribe for the extra 100 transmute stone storage, for convenience or extending the "use them or lose them" limit.
(A) is the most important. Transmutation was never intended to be the primary way that players got gear in the trait they wanted. ZOS still wants players grinding in order to get their gear.
So by limiting the amount of transmute stones and geode most players will store, ZOS is able to limit the use of transmutation for most players.
Now, dedicated PVPers and players who regularly reach Tier 1 in the 30 day campaigns tend to be overflowing in transmute geodes. That's not necessarily a bad thing for ZOS. First, as you noted, it takes inventory to store those geodes, so those players also has incentives to use them. Second, it means that PVP players have to grind PVE content less for BOP gear because they have more transmute geodes on hand. Finally, it takes dedicated, sustained effort reaching Tier 1 on multiple characters to reach the point where you can transmute multiple sets every update. Instead of grinding for the PVE BOP set, players are basically grinding in PVP, so its a wash for ZOS.
From a QOL or "player happiness" standpoint, the transmute cap doesnt make sense.
From the perspective of Devs who want players running the new content to be the primary way of acquiring sets in the preferred trait, the transmute cap makes perfect sense.
VaranisArano wrote: »The transmute cap exists for a couple reasons.
A. So players don't freely stack up tons of transmute stones and then immediately transmute gear for the next patch. Players can stack up lots of stones, but as you've noted, it requires investment in inventory. There's a big incentive to use your stones or lose them or have them take up too much space.
B. So players subscribe for the extra 100 transmute stone storage, for convenience or extending the "use them or lose them" limit.
(A) is the most important. Transmutation was never intended to be the primary way that players got gear in the trait they wanted. ZOS still wants players grinding in order to get their gear.
So by limiting the amount of transmute stones and geode most players will store, ZOS is able to limit the use of transmutation for most players.
Now, dedicated PVPers and players who regularly reach Tier 1 in the 30 day campaigns tend to be overflowing in transmute geodes. That's not necessarily a bad thing for ZOS. First, as you noted, it takes inventory to store those geodes, so those players also has incentives to use them. Second, it means that PVP players have to grind PVE content less for BOP gear because they have more transmute geodes on hand. Finally, it takes dedicated, sustained effort reaching Tier 1 on multiple characters to reach the point where you can transmute multiple sets every update. Instead of grinding for the PVE BOP set, players are basically grinding in PVP, so its a wash for ZOS.
From a QOL or "player happiness" standpoint, the transmute cap doesnt make sense.
From the perspective of Devs who want players running the new content to be the primary way of acquiring sets in the preferred trait, the transmute cap makes perfect sense.
Wow that is a pretty in depth answer with either a lot of assumptions, or come from a place of knowledge.
Do you have a link to where the devs have talked about this in depth so I can verify this information myself?
ZOS_GinaBruno wrote: »Transmutation
Developer Comments:The goal of Transmutation is to provide you with a way to acquire your ideal traits in a way which is less dependent on RNG, without trivializing changing equipment traits or making it incredibly time consuming.The primary sources of Transmute Crystals are guaranteed drops from content you're likely already doing to collect your gear, such as Pledges, the group finder daily random Dungeon, Trial weekly quests, Veteran arena completions, and end of campaign PvP rewards.
ZOS_GinaBruno wrote: »The new Transmutation system is intended as a way to assist you in obtaining the trait you desire for your gear as you play, but not be the primary way to obtain it. You'll obtain Transmutation Crystals as you play the content you're already participating in, but it isn't meant to be something you get immediately. We want you to feel like you have a way to eventually get the trait you want.
Skarbrand666 wrote: »At the very least, i'd like it if they could be BANKED, or moved to other characters.
Skarbrand666 wrote: »At the very least, i'd like it if they could be BANKED, or moved to other characters.
I guess you are just unlucky - many of the geodes I'm getting from Rewards of the Worthy contain 5 crystals ( most are 4), and sometimes I even get a 10-crystal geode.mateosalvaje wrote: »I've gotten at least 100 gold geodes, and 99.9% of them have contained 4. One time I got 50, another time I got 18. The rest have had 4. Almost always 4...
mateosalvaje wrote: »I've gotten at least 100 gold geodes, and 99.9% of them have contained 4. One time I got 50, another time I got 18. The rest have had 4. Almost always 4...
starkerealm wrote: »mateosalvaje wrote: »I've gotten at least 100 gold geodes, and 99.9% of them have contained 4. One time I got 50, another time I got 18. The rest have had 4. Almost always 4...
The 50 was a campaign reward. Normal cap from a gold geode is 25. Campaign reward geodes are 50, and always contain 50.
In my case, space is not (yet) an issue, so I store all of them.starkerealm wrote: »mateosalvaje wrote: »I've gotten at least 100 gold geodes, and 99.9% of them have contained 4. One time I got 50, another time I got 18. The rest have had 4. Almost always 4...
The 50 was a campaign reward. Normal cap from a gold geode is 25. Campaign reward geodes are 50, and always contain 50.
For me, the only ones I save are the 50s form the end of campaign Cyrodiil reward. Nothing else is worth the space. Read my post above for the rest of the information.
I'll mention it in every one of these threads that spring up, the Transmute cap was put in place prior to Jewelry crafting being a thing. The only way to get non Robust, Healthy, or Arcane traits on overland/dungeon Jewelry is the transmute them. For this alone, the cap should be removed. It is impossible to farm Infused overland jewelry or bloodthirsty dungeon jewelry, so the "you are meant to farm gear with best traits not transmute for best traits" argument is ridiculous.
In my view, the issue isn't the cap - it's that there are too few ways to earn crystals. The methods of earning them currently exclude a pretty significant chunk of the player base. It always felt very, very strange to me that a currency tied to changing gear was not connected in any way to crafting activities in this game. The lack of any overland sources (exception granted for dragons in Elsweyr who drop them very, very rarely) is also very strange. There's no reason to limit transmute crystals to group content in this game. None. Doubly none after jewelry crafting dropped.
starkerealm wrote: »Those are all activities that require players to actually participate, or they don't work. You can't have PvP if no one shows up. You can't run a trial if you don't have a team (basically), and you can't clear your pledges without other players. The placement of geodes is very deliberate. It's encouraging you to engage in PvP and dungeon content on a regular basis, and nudging you towards trial content.
Technically, at least half of the dungeons in the game are soloable with a decent build and a modicum of player skill.starkerealm wrote: »(...) and you can't clear your pledges without other players.
Uhh... it's doing a really, really poor job of "encouraging me to engage in dungeon content".starkerealm wrote: »It's encouraging you to engage in PvP and dungeon content on a regular basis, and nudging you towards trial content.
Technically, at least half of the dungeons in the game are soloable with a decent build and a modicum of player skill.starkerealm wrote: »(...) and you can't clear your pledges without other players.
So no, you do not "need" other players to complete many of the pledges.
Although arguably you do want the help of other players, because usually it's faster to complete dungeons with a group (unless the group is exceptionally abysmal).
But that's really just nitpicking on my part.Uhh... it's doing a really, really poor job of "encouraging me to engage in dungeon content".starkerealm wrote: »It's encouraging you to engage in PvP and dungeon content on a regular basis, and nudging you towards trial content.
PvE dungeons offer a vastly worse geodes per hour ratio than PvPing in Cyrodiil.
Trying to grind up transmutes by running dungeons (for the sake of transmutes, instead of just for farming sets) would be probably the most tedious grind that I can think of in all of ESO.
I can easily get 8 transmutes per month just by spending one afternoon (per month) in Cyrodiil with 5 of my characters.
Good luck trying to grind up 400 transmute crystals in a few hours by running dungeons instead