"not readily available" vs 1-10 across all traders - this means they are readily available. You just don't want to pay for them, being as rare as they are. I don't either, but that's another story.
And being available for housing? Ask someone who can craft it. You don't need that blueprint, you just *want* it. That's a difference.
And again, ESO is a long-term game, there need to be goals to reach (like having all motifs), and they shouldn't be reachable on day one. That would be extremely boring and will not make you or anyone else stay in the game.
Feels like working as intended so ZOS servers don't get so many furnishings in houses that it slows down the servers - hence the no way to increase furnishing numbers in houses. As an example, can you imagine if all furnishing mats were free, just how many furnishings would get made and put in houses? Cheap furnishings are not on ZOS's radar.
I don't see cheap materials increasing the overall amount of furnishing much if any. Once a house is full that's it. If you want to add something you have to remove something. Players are not going to fill up houses they haven't gotten around to decorating yet with crafted furniture just because it is cheap. They will make it when they need it.
I would like to have the ability to merge a group of furniture into one piece. Like in photoshop how you can flatten multiple layers into one layer. So if you had a kitchen table with six place settings instead of it taking up fifty or more slots it would only take one.
I would like to have the ability to merge a group of furniture into one piece. Like in photoshop how you can flatten multiple layers into one layer. So if you had a kitchen table with six place settings instead of it taking up fifty or more slots it would only take one.
I love the merging idea but in practice the game would still be loading exactly the same number of polygons, textures, etc in with the added complication of keeping them merged. So unfortunately I don't think it would help any with performance. I suppose you could have the engine perform a quick culling calculation but as far as I'm aware ESO's engine doesn't support this (I don't think most engines support this -- Unreal 5 in a sense does), and it would increase the performance load.
RodneyRegis wrote: »3 is very straightforward. You're paying somebody else for their skill, effort, time and investment.
If the price came down, people would stop putting in the time and effort and there would be scarcity. So the price would go up.
They should come up with a term to describe this phenomenon