Agreed. Recipes should be no different from gear, they are things that players need to enjoy the game and there should be places that players know to look for them that are more or less guaranteed within a certain range rather than being like winning a state lottery. They've already weighted gear drops in dungeons and trials, they should weight recipes by what the player already knows and give duplicates a lower chance with the RNG. Game already keeps track of what each character knows so they may as well use that. House decorating should not be endgame and only fully accessible by rich folks.
spartaxoxo wrote: »I am sorry, but I don't get these threads. If this was to be done at all, where does it stop? Should trial gear drop in overland because I personally choose to not do trials, should I get vet arena weapons because I can't do vet arenas, dungeon sets, PVP rewards? Shall there just be a button that rewards whatever we ask for without having to partake in the content? Maybe ZOS should just put a 100 gold max price on trades, so everyone can afford to buy whatever they need? Seriously, where do you draw the line on making changes, just because someone chooses to both not partake in the content or simply earn enough gold to buy it?
The furnishing plans are poorly sourced, and housing remains an activity where the grind is completely out of whack with the rest of the game. I don't think we need to worry about the slippery slope fallacy to fix a clear outlier and bring the demand of the player more in line with the rest of the game.
There is a good reason housing is and has been considered an end game activity for a very long time, it is because it costs a fortune in gold or forever in camping. IF someone wants the rare recipes, put in the time as all others before have done. It is not a fallacy, you are asking for end game rewards without earning them. My wife has played thousands of hours, she loves housing and collects recipes like crazy, both earning and buying them, sometimes they cost millions. Why should some fresh off the boat player have access to the same house items, that she has put so much effort and years into obtaining in order to make her houses unique? She literally leveled up thieves and dark brotherhood, simply so she could earn those rewards, then spent weeks in Vardenfell opening boxes, picking pockets, etc to get some thing she was after. What is stopping anyone from doing that... let me answer... Nothing.
Ravensilver wrote: »I just feel that for some reason ZOS has decided to punish housing fans and crafters. I'm not sure why, but it certainly feels that way... ;__;
This thread seems more about wanting the high end rare recipes that are very hard to come by (has anyone considered that is on purpose?) and being able to decorate at the same level as those who have literally put thousands of hours in the game to achieve.
spartaxoxo wrote: »spartaxoxo wrote: »I am sorry, but I don't get these threads. If this was to be done at all, where does it stop? Should trial gear drop in overland because I personally choose to not do trials, should I get vet arena weapons because I can't do vet arenas, dungeon sets, PVP rewards? Shall there just be a button that rewards whatever we ask for without having to partake in the content? Maybe ZOS should just put a 100 gold max price on trades, so everyone can afford to buy whatever they need? Seriously, where do you draw the line on making changes, just because someone chooses to both not partake in the content or simply earn enough gold to buy it?
The furnishing plans are poorly sourced, and housing remains an activity where the grind is completely out of whack with the rest of the game. I don't think we need to worry about the slippery slope fallacy to fix a clear outlier and bring the demand of the player more in line with the rest of the game.
There is a good reason housing is and has been considered an end game activity for a very long time, it is because it costs a fortune in gold or forever in camping. IF someone wants the rare recipes, put in the time as all others before have done. It is not a fallacy, you are asking for end game rewards without earning them. My wife has played thousands of hours, she loves housing and collects recipes like crazy, both earning and buying them, sometimes they cost millions. Why should some fresh off the boat player have access to the same house items, that she has put so much effort and years into obtaining in order to make her houses unique? She literally leveled up thieves and dark brotherhood, simply so she could earn those rewards, then spent weeks in Vardenfell opening boxes, picking pockets, etc to get some thing she was after. What is stopping anyone from doing that... let me answer... Nothing.
It was the slippery slope fallacy. You asserted that the minor change of making the drops more resemble other in-game activities would lead to requests like trial gear in overland or a gold cap of only 100 coins, with the implication that these would be considered valid requests and implemented. It is wildly unlikely that a sincere request would be made to have dramatic changes like that because furnishing became more easily sourced. Thus, it's the slippery slope fallacy.https://m.youtube.com/watch?v=UcUmqarAR80
As for your next comment, looting containers is not an endgame activity. It requires no great degree of skill and no character progression. The reason housing is considered as such anyway is purely because people realize that drop rates and farming required are so completely out of line with every other in-game activity, including that of farming trial gear, that it's too expensive to partake in for many players. Thus, it's called one due to artificial scarcity, not difficulty, unlike other endgame activities.
Looting any containers is already an incredibly trivial level of activity, so asking to be able to loot more different types of containers is not different than asking for something like the stickerbook. It's not requesting to be able to get them without doing the activities (they already drop in other similar containers) but requesting that the grind become more reasonable by increasing odds. In this request, by expanding the number of containers looted.
Asserting that asking them to come out of treasure chests too instead of only stuff like urns is asking to not to work for it is also a strawman argument.https://m.youtube.com/watch?v=cGZkCPo7tC0
Getting them from a treasure chest is incredibly marginally harder than getting it from an urn, for one. And two, it only reduces the grind it does not eliminate it.
spartaxoxo wrote: »spartaxoxo wrote: »I am sorry, but I don't get these threads. If this was to be done at all, where does it stop? Should trial gear drop in overland because I personally choose to not do trials, should I get vet arena weapons because I can't do vet arenas, dungeon sets, PVP rewards? Shall there just be a button that rewards whatever we ask for without having to partake in the content? Maybe ZOS should just put a 100 gold max price on trades, so everyone can afford to buy whatever they need? Seriously, where do you draw the line on making changes, just because someone chooses to both not partake in the content or simply earn enough gold to buy it?
The furnishing plans are poorly sourced, and housing remains an activity where the grind is completely out of whack with the rest of the game. I don't think we need to worry about the slippery slope fallacy to fix a clear outlier and bring the demand of the player more in line with the rest of the game.
There is a good reason housing is and has been considered an end game activity for a very long time, it is because it costs a fortune in gold or forever in camping. IF someone wants the rare recipes, put in the time as all others before have done. It is not a fallacy, you are asking for end game rewards without earning them. My wife has played thousands of hours, she loves housing and collects recipes like crazy, both earning and buying them, sometimes they cost millions. Why should some fresh off the boat player have access to the same house items, that she has put so much effort and years into obtaining in order to make her houses unique? She literally leveled up thieves and dark brotherhood, simply so she could earn those rewards, then spent weeks in Vardenfell opening boxes, picking pockets, etc to get some thing she was after. What is stopping anyone from doing that... let me answer... Nothing.
It was the slippery slope fallacy. You asserted that the minor change of making the drops more resemble other in-game activities would lead to requests like trial gear in overland or a gold cap of only 100 coins, with the implication that these would be considered valid requests and implemented. It is wildly unlikely that a sincere request would be made to have dramatic changes like that because furnishing became more easily sourced. Thus, it's the slippery slope fallacy.https://m.youtube.com/watch?v=UcUmqarAR80
As for your next comment, looting containers is not an endgame activity. It requires no great degree of skill and no character progression. The reason housing is considered as such anyway is purely because people realize that drop rates and farming required are so completely out of line with every other in-game activity, including that of farming trial gear, that it's too expensive to partake in for many players. Thus, it's called one due to artificial scarcity, not difficulty, unlike other endgame activities.
Looting any containers is already an incredibly trivial level of activity, so asking to be able to loot more different types of containers is not different than asking for something like the stickerbook. It's not requesting to be able to get them without doing the activities (they already drop in other similar containers) but requesting that the grind become more reasonable by increasing odds. In this request, by expanding the number of containers looted.
Asserting that asking them to come out of treasure chests too instead of only stuff like urns is asking to not to work for it is also a strawman argument.https://m.youtube.com/watch?v=cGZkCPo7tC0
Getting them from a treasure chest is incredibly marginally harder than getting it from an urn, for one. And two, it only reduces the grind it does not eliminate it.
Well, first off, you call it a "minor change", I don't see it that way. Also, while it may sound very slippery slopish, it has already been proven to happen many times over in a myriad of different areas of the game. The most glaring example of course, being PVP, which all performance issues aside, ZOS has managed to literally kill off due to players wanting it made easier, so they don't have to actually learn how to do it, thus ruining the activity to the point almost no one wants to do it.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »I am sorry, but I don't get these threads. If this was to be done at all, where does it stop? Should trial gear drop in overland because I personally choose to not do trials, should I get vet arena weapons because I can't do vet arenas, dungeon sets, PVP rewards? Shall there just be a button that rewards whatever we ask for without having to partake in the content? Maybe ZOS should just put a 100 gold max price on trades, so everyone can afford to buy whatever they need? Seriously, where do you draw the line on making changes, just because someone chooses to both not partake in the content or simply earn enough gold to buy it?
The furnishing plans are poorly sourced, and housing remains an activity where the grind is completely out of whack with the rest of the game. I don't think we need to worry about the slippery slope fallacy to fix a clear outlier and bring the demand of the player more in line with the rest of the game.
There is a good reason housing is and has been considered an end game activity for a very long time, it is because it costs a fortune in gold or forever in camping. IF someone wants the rare recipes, put in the time as all others before have done. It is not a fallacy, you are asking for end game rewards without earning them. My wife has played thousands of hours, she loves housing and collects recipes like crazy, both earning and buying them, sometimes they cost millions. Why should some fresh off the boat player have access to the same house items, that she has put so much effort and years into obtaining in order to make her houses unique? She literally leveled up thieves and dark brotherhood, simply so she could earn those rewards, then spent weeks in Vardenfell opening boxes, picking pockets, etc to get some thing she was after. What is stopping anyone from doing that... let me answer... Nothing.
It was the slippery slope fallacy. You asserted that the minor change of making the drops more resemble other in-game activities would lead to requests like trial gear in overland or a gold cap of only 100 coins, with the implication that these would be considered valid requests and implemented. It is wildly unlikely that a sincere request would be made to have dramatic changes like that because furnishing became more easily sourced. Thus, it's the slippery slope fallacy.https://m.youtube.com/watch?v=UcUmqarAR80
As for your next comment, looting containers is not an endgame activity. It requires no great degree of skill and no character progression. The reason housing is considered as such anyway is purely because people realize that drop rates and farming required are so completely out of line with every other in-game activity, including that of farming trial gear, that it's too expensive to partake in for many players. Thus, it's called one due to artificial scarcity, not difficulty, unlike other endgame activities.
Looting any containers is already an incredibly trivial level of activity, so asking to be able to loot more different types of containers is not different than asking for something like the stickerbook. It's not requesting to be able to get them without doing the activities (they already drop in other similar containers) but requesting that the grind become more reasonable by increasing odds. In this request, by expanding the number of containers looted.
Asserting that asking them to come out of treasure chests too instead of only stuff like urns is asking to not to work for it is also a strawman argument.https://m.youtube.com/watch?v=cGZkCPo7tC0
Getting them from a treasure chest is incredibly marginally harder than getting it from an urn, for one. And two, it only reduces the grind it does not eliminate it.
Well, first off, you call it a "minor change", I don't see it that way. Also, while it may sound very slippery slopish, it has already been proven to happen many times over in a myriad of different areas of the game. The most glaring example of course, being PVP, which all performance issues aside, ZOS has managed to literally kill off due to players wanting it made easier, so they don't have to actually learn how to do it, thus ruining the activity to the point almost no one wants to do it.
Nobody on the forums asked for something like DC, nor is that the equivalent of trials gear in overland. Trials gear in Overland would mean that you don't have to do the activity at all, not that it would be easier. All of your examples are like that and it's not remotely realistic that they would turn the game into something where people just instantly buy every single thing they want for peanuts. It's not how any game works. It was obvious hyperbole that capped off the faulty logic that increasing the types of containers would lead to getting everything for nothing.
The roleplaying in this game separates justice activities in this game, and that is a completely valid roleplaying method that is constantly reinforced throughout the entire game.
Stealing is not and has almost never been the only good source of furnishing plans. Other non-justice containers already exist and already have plans. The Deadlands has less of those activities than normal.
Ravensilver wrote: »katanagirl1 wrote: »I farmed Leyawiin for months getting only blues occasionally from justice containers.
What are justice containers? ^^;;;
katanagirl1 wrote: »Another name for the containers that contain stolen items that will get you a bounty if caught opening and stealing from them.
EDIT - originally I was thinking safeboxes but it’s containers that don’t need to be unlocked
Ravensilver wrote: »Another evening, another run... lots of Ham, Grapes and Wall Spikes...
The other recipes *have* to drop somewhere else, because that's all I'm getting, no matter how often I run through all the locked houses in Fargrave, or the area around Wretched Spire.
It would really broaden the possibilities, if other containers would include recipes, too...
Ravensilver wrote: »katanagirl1 wrote: »Another name for the containers that contain stolen items that will get you a bounty if caught opening and stealing from them.
EDIT - originally I was thinking safeboxes but it’s containers that don’t need to be unlocked
Ah... like the barrels and crates in Fargrave.
Now I understand.
Unfortunately, those tend to yield food crafting materials, stuff you can sell at the fence's and an occasional armor or weapon for deconning - but no recipes... ;__;
They do not need to add recipes, praxis or whatever to treasure chests... what does need to happen though, is whomever was in charge of itemizing this zone, needs to go back and do his job, because it appears he basically phoned it in and nothing is itemized!
katanagirl1 wrote: »Not provisioning containers, but owned nightstands, wardrobes, backpacks, trunks, urns, etc.
spartaxoxo wrote: »They use what they think looks best for the zone, and then farmers get screwed. It happened in Murkmire too.
That's why this solution is good. The drop rates would still be low but players wouldn't be as impacted by bad design decisions.
katanagirl1 wrote: »I have a thieving character (though I am on console and don’t have access to the new dlc yet) and it hasn’t helped me with Blackwood plans. The owned containers are generally filled with stolen items that can only be laundered.
I still don’t have most blue Leyawiin plans and only a few purples.
I am playing less nowadays because I spend so much time farming and can’t keep my trader full. There just aren’t enough unowned containers in the new areas to farm to get anything.
LadyDestiny wrote: »Yeah I came back after 6 months of not playing and noticed blackwood never seems to drops anything. Did zos change something and nerf obtaining furnishing plans?
LadySinflower wrote: »It's especially inconvenient to have furnishing plans locked behind criminal activity when we have a brand-new companion system, and the companions are dead set against our doing anything illegal while they are present. So now we have to choose between leveling/using our companions or going through the zone murdering and stealing. Many people do not have hours upon hours to grind for every little thing. I like to have Bastian with me because, despite all the negative comments about companions, he is helpful to me. With him I can solo things that I otherwise can't. He's turned into a useful tank for me. But I have to put him away if I want to farm for furnishing plans (by murdering and stealing) because I lose rapport and have to hear snide comments if I keep him out. It's really tedious to call him out, put him away, call him out, put him away. So I generally keep him with me and don't bother to steal things. But as someone who mains a nightblade, I feel like I'm missing out on using one of my strengths. It's not fun.
This thread seems more about wanting the high end rare recipes that are very hard to come by (has anyone considered that is on purpose?) and being able to decorate at the same level as those who have literally put thousands of hours in the game to achieve.
This thread seems more about wanting the high end rare recipes that are very hard to come by (has anyone considered that is on purpose?) and being able to decorate at the same level as those who have literally put thousands of hours in the game to achieve.
Ravensilver wrote: »This thread seems more about wanting the high end rare recipes that are very hard to come by (has anyone considered that is on purpose?) and being able to decorate at the same level as those who have literally put thousands of hours in the game to achieve.
Ok. I have over 5000 hours in this game. Does that make me qualified to discuss this topic? I spend almost every evening, going through every container, locked or unlocked, house (locked or unlocked) and open land to search for the furniture plans. I did that with ever zone so far. I try to farm the plans in as many places as possible.
Why, by all the Gods, should I be punished for my joy of crafting and furnishing houses? And since when is housing, crafting and furnishing 'end game'? O.o
Why not expand the possible location for the plans? It still requires the player to go out there, to actually *find* the treasure chests, to have the skill to unlock them, making even that a farming of sorts.
I feel that ZOS has somehow forgotten that housing is an integral part of the game and that there are many players out there that truly enjoy it, to the point where they would also like to be able to craft their own furnishings. And not everyone has 11mio in their pocket just for one furnishing plan.
And Housing has been considered an "End Game" activity... well for almost as long as I have been playing. This is also not exclusive to ESO, it goes for any game with a robust housing/furnishing system. Even back in the days of EQ2 (probably the first decent housing game), if you wanted to decorate a Ice themed house, well even back then your choice was to pay out the wazoo for those items, or wait until the yearly event came around and farm like mad during it.
Ravensilver wrote: »So, my request is that recipes are randomly added to treasure chests/safeboxes/thieves troves. We already have the addition of maps to the various containers. Please put the recipes in there, too.
belial5221_ESO wrote: »Thieves troves and safeboxes are still stealing,so your point about not stealing etc is moot.And you can get furnishing from chests,and other places,like urns,backpacks,dressers,etc in dungeon,or overland,without stealing.Just with so many people farming them,it's harder to find them.