amm7sb14_ESO wrote: »
This.
With found gear being superior, there is little to no use for crafting in this game, and it's certainly not worth the time nor the skill point investment.
Crafted gear should always be superior. That's been a staple of the best of MMO economies.
LadyNalcarya wrote: »amm7sb14_ESO wrote: »
This.
With found gear being superior, there is little to no use for crafting in this game, and it's certainly not worth the time nor the skill point investment.
Crafted gear should always be superior. That's been a staple of the best of MMO economies.
Eh, it's not. Unless you're talking about full loot pvp games like Albion Online. And when you can craft op items, it's usually much more difficult than just porting to a crafting hall and pressing a couple of buttons.
And crafting IS worth it, I made millions upon millions of gold on crafting, helped many people and upgraded all of my trial gear.
Everyone keeps saying how much of an investment crafting is, but I honestly don't think that I should have access to the best gear in every new patch just because I researched all traits back in 2015. ZOS wants people to play the game, not to get BiS stuff instantly.
And what about people who never invested in crafting but still have access to any crafted items because their friends/guildmates/kind strangers from zone chat offer their crafting services?
LadyNalcarya wrote: »amm7sb14_ESO wrote: »
This.
With found gear being superior, there is little to no use for crafting in this game, and it's certainly not worth the time nor the skill point investment.
Crafted gear should always be superior. That's been a staple of the best of MMO economies.
Eh, it's not. Unless you're talking about full loot pvp games like Albion Online. And when you can craft op items, it's usually much more difficult than just porting to a crafting hall and pressing a couple of buttons.
And crafting IS worth it, I made millions upon millions of gold on crafting, helped many people and upgraded all of my trial gear.
Everyone keeps saying how much of an investment crafting is, but I honestly don't think that I should have access to the best gear in every new patch just because I researched all traits back in 2015. ZOS wants people to play the game, not to get BiS stuff instantly.
And what about people who never invested in crafting but still have access to any crafted items because their friends/guildmates/kind strangers from zone chat offer their crafting services?
You say ZOS wants people to play the game. Which bit? Does this mean that a person playing PvP only can't have access to BiS gear? Or someone doing end game PvE only? Or the RP'ers? Solo'ers?
ZOS wanting people to play their game is a truism.
BiS gear can be thought to have an attraction purely because it is BiS. On that basis, making it only available as drops seems a bit myopic to me. It is the same reason that I think there should be parity between gear granted via the PvP and PvE routes. People are here to enjoy themselves, why not encourage them to do the things they find fun?
LadyNalcarya wrote: »BXR_Lonestar wrote: »IMO, the 9 trait crafting sets should be somewhere between dungeon sets and trial sets in terms of quality. Its a huge investment becoming a 9 trait crafter, and even more so when you then consider the need to obtain motifs, crafting mats, and crating trait gems to build out your set. Sure, you have a ton of those things after you've played 3-4 years, but that doesn't undermine the fact that it took a lot of work to get where you can actually make quality crafted gear, especially if it requires 9 traits to be researched.
The TL;DR: sets that require 9 traits to craft should be endgame quality armor.
It would be an argument if crafted gear was account-bound. But it's not, and I crafted tons of sets for people who just joined the game and haven't spend a single golden piece on nirn traits or motifs.
And I would say that Julianos/Hunding/NMA/etc are decent all-around sets, much better than the majority of dungeon drops.
LadyNalcarya wrote: »Even in single-player TES titles you had to earn the best gear, that's how it usually works in games. I mean, of course, you could cheat and grab it from testing room, but that would make the game boring pretty quickly.
LadyNalcarya wrote: »I just don't think that researching traits should give me and everyone who knows me a lifetime access to the best equipment.
LadyNalcarya wrote: »Not to mention that it would be kinda P2W with all those research scrolls in crown store.
LadyNalcarya wrote: »And yeah, farming stuff might get annoying depending on rng, but there is a reason why all mmos incorporate grind in one way or another. With sticker book and transmutation gearing your character is not very difficult by mmo standarts anyway (apart from a few rng-based weapon drops).
The reason why "all mmos" incorporate grind is simple laziness...
starkerealm wrote: »The reason why "all mmos" incorporate grind is simple laziness...
No.
Creating new content takes vastly more time and resources than completing it does. A dev team will work for months on content, and then the playerbase will finish it in a weekend or two. It's simply not possible to hand generate enough content to keep players occupied long enough to get a similar sized content release out.
Now, developers have tried to farm this stuff out to the community, with things like player created content editors, and of course every sandbox MMO with a Minecraft approach to building, but you cannot pin your overall retention on uncurrated player generated content. The vast majority of it will be a waste of time. A lot of the player created content will be built around maximizing the player payout (XP, in game resources, drops, whatever) over presenting quality content.
For example, when Cryptic first added the mission editor to Star Trek Online, it took the community less than a day to operationalize how damage worked in the game to build an XP farm that would take you to level cap in a matter of hours, while also breaking the economy through sheer drop volume.
The result is grind content. You can't get a unique story every day for the next six months while the team works on a new zone, but you can be tempted into running the same content every day for the next six months. There are ways to vary this up, and if the options on offer are diverse enough, you can mask some of the grind.
But, no, it's not laziness.
Grind is about keeping someone logging into your game on a daily, or near daily basis. In an MMO, it's about ensuring you still have a playerbase when the next release content drops. MMOs need an active player base. Nobody wants to play a dead MMO, or an MMO they think is dying, so when you have nothing to do in an MMO, and enough of your friends follow suit, that can leave the impression that the game is dying, leading more people to leave, discouraging new players from starting, and you have a death spiral.
So, Devs put grind content into the game, to offer players "who have nothing left to do," something to do. Encouraging them to stick around, keeping the population's visibility up, and helping to avoid the first steps down that death spiral.
So, no, it's not laziness, for the exact same reason that it took you longer to write your post than it did for me to read it.
Your post contained nothing I did not already know and, respectfully, I continue to disagree.
I have seen the time it takes to produce new content drops...
...I have seen what happens when you allow uncurated content, neither of these preclude that further solutions may exist.
Change the nature of the content to extend replayability, lean on the modding communities to shore up interim content production with a smaller number of content projects that can be curated, and half a dozen other solutions that may well work better when you actually work for a dev studio.
The RNG loot system is, based on my rather hasty research, over two decades old. The first direct reference I can find is in Diablo 1. Released in 1997.
Now I can't speak for you, but during that time in my own life I have gotten 3 degrees...
...and have expanded my personal library to a point where my wife may actually use it against me in any future divorce proceedings... (hopefully not on both counts).
And you are saying that during that period, if the will had been there to do so, the incredibly bright people creating games (in general) and MMOs (in particular) couldn't have come up with a better way than that original system of repetitively running content to get a gear drop that is artificially scarce only due to developer imposed RNG factors? Really?
I think you are doing the developers a disservice.
I think it could have been done.
I just think that the people holding the purse strings saw a functional system that could be slotted into place with minimal outlay or maintenance.
Now, to be explicit, I don't think the laziness is on the part of individual developers who are involved in the system. Not at all. However, I definitely believe that this is a case of creative laziness at the level of those making fundamental decisions about the design and implementation of those game systems.
YandereGirlfriend wrote: »I strongly agree with the sentiment that the best items should not be crafted.
That said, there are indeed heaps of crafted sets that desperately need a redesign. Someone earlier astutely observed that you can tell precisely when a crafted set was introduced by looking at its proc condition and bonuses. That sort of dated balance is why so many are still in need of a refresh.
IMO, crafted sets are best utilized as PvP sets and/or sets that can strongly buff one niche aspects of gameplay that can be used to make a viable off-meta or thematic build. They should not simply be mindless BiS-adjacent 'stat sticks' like New Moon was when it debuted.
LadyNalcarya wrote: »
But researching traits doesn't require any effort, you just need to wait. It's not in any way comparable to clearing veteran content, and I'm saying this as someone with a bunch of master crafters.
Besides, you don't even have to research a single trait to wear crafted gear. I crafted hundreds of gear pieces for other players, for example.
No.
Earned gear should always be better than crafted. The harder the achievement/content, the better the gear.
As others have pointed out it is a serious investment that is required in order to make the more powerful craftable sets in ESO.
In fact in recent memory some of the best sets were crafted like New Moon Acolyte, and I still use Clever Alchemist to this day. There are trait requirements needed to make these sets which is how ZOS stops the newbies from getting the best sets in the game by themselves. They need to get a crafter to makes these sets for them, and the max level stuff is quite resource intensive.
You kind of defeated your own argument. Crafting is a serious investment but you can buy crafted gear. Most the players I know won't charge guild members if they provide the materials.
BXR_Lonestar wrote: »LadyNalcarya wrote: »BXR_Lonestar wrote: »IMO, the 9 trait crafting sets should be somewhere between dungeon sets and trial sets in terms of quality. Its a huge investment becoming a 9 trait crafter, and even more so when you then consider the need to obtain motifs, crafting mats, and crating trait gems to build out your set. Sure, you have a ton of those things after you've played 3-4 years, but that doesn't undermine the fact that it took a lot of work to get where you can actually make quality crafted gear, especially if it requires 9 traits to be researched.
The TL;DR: sets that require 9 traits to craft should be endgame quality armor.
It would be an argument if crafted gear was account-bound. But it's not, and I crafted tons of sets for people who just joined the game and haven't spend a single golden piece on nirn traits or motifs.
And I would say that Julianos/Hunding/NMA/etc are decent all-around sets, much better than the majority of dungeon drops.
That's a fair point, but then again, if they were much more powerful, you could always charge people more for the same crafted gear to reflect their higher value. Additionally, everyone's squatting on a ton of mats because not everyone is investing in making custom/crafted gear, but if they were higher tear, those resources would be a bit more scarce, which would also tend to drive up the cost of gear (assuming they aren't providing you crafting mats).
There is a lot to unpack here in this post @LadyNalcarya, so I will try and do it justice.LadyNalcarya wrote: »Even in single-player TES titles you had to earn the best gear, that's how it usually works in games. I mean, of course, you could cheat and grab it from testing room, but that would make the game boring pretty quickly.
"Earn" the armour is another rather broad term (similar to "play"ing the game) that can mean different things to different people. But the way that you earn the best gear in previous games was associated with a single mode/style of play wasn't it? For example Morrowind didn't contain a competitive multi-player (PvP) did it? There was no gating of gear between content of a specific difficulty level in Skyrim (perfected items on HM Trials) was there?
The single player TES games had no grouping requirement and had difficulty sliders. I think the bar for "earn"ing has previously been set pretty low.
I mean, there are ways to redesign crafting system. You could turn the game into full-loot pvp arena and treat gear as consumables. You could make crafting much more complicated and difficult to master. You could do thousands of different things.On this we agree, but then I see that as a fault of the crafting system that ZOS only sought to nerf rather than develop. Motifs and armour sets could have been tied into the world through cultural activities and institutions. It could have been that there were in-world activities that made learning each one a separate (if shorter) process that only allowed the creation of that set. Traits as the gating mechanism for sets was always off, but they could even have made that more interesting. I've posted a couple of ideas about trait learning mechanisms over the years.
But it's still a factor because those research scrolls are not going anywhere.The least said about the crown store and its stagnatory effect on gameplay mechanisms the better.
Aardappelboom wrote: »LadyNalcarya wrote: »
But researching traits doesn't require any effort, you just need to wait. It's not in any way comparable to clearing veteran content, and I'm saying this as someone with a bunch of master crafters.
Besides, you don't even have to research a single trait to wear crafted gear. I crafted hundreds of gear pieces for other players, for example.
Well, isn't only the second part the problem? It's not comparable (apples and oranges and all) but it does take effort. Quite a bit even and the resources you need for CP 160 gear aren't mild.
They could add better sets and make them bind on craft, maybe add the requirement of some extra items/resources from other crafting lines and mix up the types (not just 5 piece sets) problem solved imo.
I maxed my crafting and while I am glad I did, crafting gear doesn't have the same level of usefulness as provisioning and alchemy for example.
I really believe you need same quality sets, if you don't then crafting loses appeal and becomes an afterthought.
starkerealm wrote: »Here's the problem with that, if you can get the best gear in the game without running any endgame content (like Trials or Vet Dungeons... and at this point in time, that meant specifically Vet City of Ash), why would you ever run that? You'd get your V14 jewelry from trials... but after that, you could craft better gear than you'd get out of any endgame content (with a handful of exceptions.)
phantasmalD wrote: »starkerealm wrote: »Here's the problem with that, if you can get the best gear in the game without running any endgame content (like Trials or Vet Dungeons... and at this point in time, that meant specifically Vet City of Ash), why would you ever run that? You'd get your V14 jewelry from trials... but after that, you could craft better gear than you'd get out of any endgame content (with a handful of exceptions.)
If you don't want to run endgame content for the content/achivement then why would you need BiS equipment? Just so you can give yourself an imaginary gold star for wearing the objectively best sets?
This! All it takes is a PvP perspective to prove the OP's premise wrong. After watching Kristofer ESO's latest, I'd perhaps add Nocturnal's Favor to the list. Furthermore I'm starting to prefer non-crafted sets the more I fill out my collection. As I have fully collected all overland sets aside from Syvarra's Scales, I prefer reconstruction to crafting. I can do it my own house and all I need is upgrade materials.Are crafted sets better than the end game sets? No.
Can you do all content with crafted gear? Yes.
Plus crafted gear has a very big place in pvp.
New moon, daedric trickery and clever alch are very heavily used. Mechanical accuity is very good. Stuhn is best in slot for pure damage on some classes. Other sets like shacklebreaker and armor master are very good too.
starkerealm wrote: »Unlike you, one of my degrees is actually in programming.
starkerealm wrote: »...and the part where you don't have a programming or content creation background.
starkerealm wrote: »...and you have no idea what those solutions are. This reeks of a manager who says, "I don't want to hear about how it's impossible, I want to hear how you plan to do it."
starkerealm wrote: »If you mean video game developers in general... yeah, there has been a lot of experimentation over the years. Random drops is not the only potential solution to long term engagement, however, it is the solution that ZOS chose.
starkerealm wrote: »From the sound of things, you're not very familiar with video games.
starkerealm wrote: »None of which is relevant. For the exact same reason I don't brag about how many books I have. It's completely irrelevant to the discussion at hand.
starkerealm wrote: »The thing is, when you kick over to greedy developers, the tools they have to mess with the players extend far beyond just tweaking drop rates.
B0SSzombie wrote: »
Would be kind of cool if Crafted Sets lined up with the power of different types of sets based on the number of Traits they have:
1-3 Trait Crafted Sets = Slightly worse than Overland Sets
4-6 Trait Crafted Sets = On par with Overland Sets
7-8 Trait Crafted Sets = Slightly worse than Group Dungeon Sets
9 Trait Crafted Sets = Slightly worse than Trial/Arena Sets
So, let's start at the assertion that seems to underpin your criticismstarkerealm wrote: »Unlike you, one of my degrees is actually in programming.
This is an assumption, and it is incorrect.