There's already the stickerbook system and it works far more effectively than any other method while still giving items value. People will sell carries if you want a specific weapon from a dungeon, there's an economy there.
Every time you queue the dungeon, tell people what speciifc items you want and how much gold you're willing to pay, there's a community element to this and a dungeon currency system would be bad.
katanagirl1 wrote: »It used to be worse, pure rng. At least you make one step of progress in the sticker book with each run now.
There's already the stickerbook system and it works far more effectively than any other method while still giving items value. People will sell carries if you want a specific weapon from a dungeon, there's an economy there.
Every time you queue the dungeon, tell people what speciifc items you want and how much gold you're willing to pay, there's a community element to this and a dungeon currency system would be bad.
Set collection book has nothing to do with what I said. I am not sure if you understood what I wrote. I am asking for some amount of relieve for the pain of grinding dungeon sets, because now if you are looking for a dagger for example from a certain set it could very well take months before you see it. I have many times asked people to sell/give items I would need with no luck. Either they didn't answer at all or they too needed them. Other games actually have these kind of currency systems that will allow you to buy dungeon set items from vendor and that you still need to run the dungeons to get the currency. If it takes something away from player to player gold business it is only a good thing. People already try to sell even vampire and werewolf bites etc. Which is stupid. We do not need more such community elements where every trade and activity needs a payment in gold.
There's already the stickerbook system and it works far more effectively than any other method while still giving items value. People will sell carries if you want a specific weapon from a dungeon, there's an economy there.
Every time you queue the dungeon, tell people what speciifc items you want and how much gold you're willing to pay, there's a community element to this and a dungeon currency system would be bad.
Set collection book has nothing to do with what I said. I am not sure if you understood what I wrote. I am asking for some amount of relieve for the pain of grinding dungeon sets, because now if you are looking for a dagger for example from a certain set it could very well take months before you see it. I have many times asked people to sell/give items I would need with no luck. Either they didn't answer at all or they too needed them. Other games actually have these kind of currency systems that will allow you to buy dungeon set items from vendor and that you still need to run the dungeons to get the currency. If it takes something away from player to player gold business it is only a good thing. People already try to sell even vampire and werewolf bites etc. Which is stupid. We do not need more such community elements where every trade and activity needs a payment in gold.
The person quoted noted there has been relief from grinding added to the game.
Originally, we not only had to grind to get the piece we wanted, but it also had to be the correct trait. Then Zenimax added the ability to trade gear drops between those in the group and a means to transmute the trait, followed by the sticker book system that @Kappachi noted.
So, they have made things significantly easier many times over.
In the end, the top devs who have been here since the earliest days of this game's development and run it have said they do not want a currency system like the one suggested in the OP. They have held onto that through development and for ten years yet still made it easier for us to get the sets we wanted.
There's already the stickerbook system and it works far more effectively than any other method while still giving items value. People will sell carries if you want a specific weapon from a dungeon, there's an economy there.
Every time you queue the dungeon, tell people what speciifc items you want and how much gold you're willing to pay, there's a community element to this and a dungeon currency system would be bad.
Set collection book has nothing to do with what I said. I am not sure if you understood what I wrote. I am asking for some amount of relieve for the pain of grinding dungeon sets, because now if you are looking for a dagger for example from a certain set it could very well take months before you see it. I have many times asked people to sell/give items I would need with no luck. Either they didn't answer at all or they too needed them. Other games actually have these kind of currency systems that will allow you to buy dungeon set items from vendor and that you still need to run the dungeons to get the currency. If it takes something away from player to player gold business it is only a good thing. People already try to sell even vampire and werewolf bites etc. Which is stupid. We do not need more such community elements where every trade and activity needs a payment in gold.
The person quoted noted there has been relief from grinding added to the game.
Originally, we not only had to grind to get the piece we wanted, but it also had to be the correct trait. Then Zenimax added the ability to trade gear drops between those in the group and a means to transmute the trait, followed by the sticker book system that @Kappachi noted.
So, they have made things significantly easier many times over.
In the end, the top devs who have been here since the earliest days of this game's development and run it have said they do not want a currency system like the one suggested in the OP. They have held onto that through development and for ten years yet still made it easier for us to get the sets we wanted.
katanagirl1 wrote: »There's already the stickerbook system and it works far more effectively than any other method while still giving items value. People will sell carries if you want a specific weapon from a dungeon, there's an economy there.
Every time you queue the dungeon, tell people what speciifc items you want and how much gold you're willing to pay, there's a community element to this and a dungeon currency system would be bad.
Set collection book has nothing to do with what I said. I am not sure if you understood what I wrote. I am asking for some amount of relieve for the pain of grinding dungeon sets, because now if you are looking for a dagger for example from a certain set it could very well take months before you see it. I have many times asked people to sell/give items I would need with no luck. Either they didn't answer at all or they too needed them. Other games actually have these kind of currency systems that will allow you to buy dungeon set items from vendor and that you still need to run the dungeons to get the currency. If it takes something away from player to player gold business it is only a good thing. People already try to sell even vampire and werewolf bites etc. Which is stupid. We do not need more such community elements where every trade and activity needs a payment in gold.
The person quoted noted there has been relief from grinding added to the game.
Originally, we not only had to grind to get the piece we wanted, but it also had to be the correct trait. Then Zenimax added the ability to trade gear drops between those in the group and a means to transmute the trait, followed by the sticker book system that @Kappachi noted.
So, they have made things significantly easier many times over.
In the end, the top devs who have been here since the earliest days of this game's development and run it have said they do not want a currency system like the one suggested in the OP. They have held onto that through development and for ten years yet still made it easier for us to get the sets we wanted.
Yes I didn’t mention the transmute addition, that significantly reduced times to get the gear you needed as well.
I can’t tell you how many times back in the day that I ran vCoS with randoms in the dungeon finder to get the right weight Velidreth helm for my stamblade. Some of those runs took hours. Sometimes it was all for nothing.
There's already the stickerbook system and it works far more effectively than any other method while still giving items value. People will sell carries if you want a specific weapon from a dungeon, there's an economy there.
Every time you queue the dungeon, tell people what speciifc items you want and how much gold you're willing to pay, there's a community element to this and a dungeon currency system would be bad.
MidniteOwl1913 wrote: »There's already the stickerbook system and it works far more effectively than any other method while still giving items value. People will sell carries if you want a specific weapon from a dungeon, there's an economy there.
Every time you queue the dungeon, tell people what speciifc items you want and how much gold you're willing to pay, there's a community element to this and a dungeon currency system would be bad.
Why would anyone need a carry for a normal dungeon?
I cannot imagine the grinding required before Zenimax made any of these changes. The luck of getting the right weapon with the right trait that dropped for you, not someone else in the group, while weapons also competed with jewelry, dropping only on the final boss or from a chest.
I am so glad that it is so much easier to get the gear these days.
MidniteOwl1913 wrote: »There's already the stickerbook system and it works far more effectively than any other method while still giving items value. People will sell carries if you want a specific weapon from a dungeon, there's an economy there.
Every time you queue the dungeon, tell people what speciifc items you want and how much gold you're willing to pay, there's a community element to this and a dungeon currency system would be bad.
Why would anyone need a carry for a normal dungeon?
I cannot imagine the grinding required before Zenimax made any of these changes. The luck of getting the right weapon with the right trait that dropped for you, not someone else in the group, while weapons also competed with jewelry, dropping only on the final boss or from a chest.
I am so glad that it is so much easier to get the gear these days.
It wasn't that bad because expectations were different. Players were more willing to compromise with their builds. There wasn't as much of an obsession over getting perfect weapons with perfect traits.
Also, without the set collection, players were more willing to trade or give away items they didn't need.
Plus the reality is that there's not a huge practical difference between weapon types in many cases. It's not like you're going to lose any encounter because you have swords instead of daggers.
I cannot imagine the grinding required before Zenimax made any of these changes. The luck of getting the right weapon with the right trait that dropped for you, not someone else in the group, while weapons also competed with jewelry, dropping only on the final boss or from a chest.
I am so glad that it is so much easier to get the gear these days.
It wasn't that bad because expectations were different. Players were more willing to compromise with their builds. There wasn't as much of an obsession over getting perfect weapons with perfect traits.
Also, without the set collection, players were more willing to trade or give away items they didn't need.
Plus the reality is that there's not a huge practical difference between weapon types in many cases. It's not like you're going to lose any encounter because you have swords instead of daggers.
For the vast majority of players, what I posted is true. I'm not talking about trifecta progression groups. But even the average vet trial player isn't going to be significantly hampered and it will barely lower the ceiling of their group."Plus the reality is that there's not a huge practical difference between weapon types in many cases. It's not like you're going to lose any encounter because you have swords instead of daggers."
Is this person intentionally trolling or what?
This kind of stuff is why I always regret posting anything on public forums. Headache and frustration is what you get out of it.
I understand these things very well. My point stands though. Actual top players in crafted purple would outperform the average player in gold perfected gear in trials. Of course they're going to optimize builds as part of the larger picture of doing everything possible to be as successful as possible.Those top players work hard to squeeze every point of damage out of their character. For them, there is a practical difference. Granted, how they approach the game is the reason why they reach numbers most players cannot come close to obtaining. For them, it is not about losing an encounter. It is about being on top of the leaderboard.
For the vast majority of players, what I posted is true. I'm not talking about trifecta progression groups. But even the average vet trial player isn't going to be significantly hampered and it will barely lower the ceiling of their group."Plus the reality is that there's not a huge practical difference between weapon types in many cases. It's not like you're going to lose any encounter because you have swords instead of daggers."
Is this person intentionally trolling or what?
This kind of stuff is why I always regret posting anything on public forums. Headache and frustration is what you get out of it.
It's not like I'm running trials with swords instead of daggers. I don't mind putting in the extra effort. But if I didn't, I would still have fundamentally the same experience and so would most others.I understand these things very well. My point stands though. Actual top players in crafted purple would outperform the average player in gold perfected gear in trials. Of course they're going to optimize builds as part of the larger picture of doing everything possible to be as successful as possible.Those top players work hard to squeeze every point of damage out of their character. For them, there is a practical difference. Granted, how they approach the game is the reason why they reach numbers most players cannot come close to obtaining. For them, it is not about losing an encounter. It is about being on top of the leaderboard.
I remember back in ESO 2.2, I was unwilling to do the vMA grind, so I settled on a defending greataxe which happened to work pretty well backbar in pvp. I still benefited from the dot. I think I had a charged vMA bow and that was fine for the pve content I was doing. Maybe at some point I had a suboptimal vMA resto staff which was great in another pvp build. I still valued those items as much as I value the infused vMA back bar weapons I reconstruct today. Actually, I valued them even more then because they were MUCH more difficult to obtain.
There's a reason why games have progression elements and we lose something when the floor and the ceiling come too close together without really gaining very much.
ESO brought about the means to trade drops between those in your group and then added the ability to transmute the trait on gear, all in response to players complaining about the grind. This would not have happened without enough players obsessing over getting that perfect weapon and trait.
Exactly. With curated drops, transmute system and sticker book every single run is progress. Might be a grind, but even a wrong weapon from a wrong set still gets you closer to the weapon you were looking for.There's a reason why games have progression elements and we lose something when the floor and the ceiling come too close together without really gaining very much.
Concerning dungeon sets..
Let's say I have a build in mind that needs a certain set from certain dungeon. That dungeon has 3 full dungeon sets. Let's say I even need specific items like dagger and necklace from that particular set. Of course after countless of runs you have only managed to get armor pieces and some random weapon from that set you are looking for and you realize the pieces you need will most likely drop last after many many days/weeks/even months of endless grinding.
ESO brought about the means to trade drops between those in your group and then added the ability to transmute the trait on gear, all in response to players complaining about the grind. This would not have happened without enough players obsessing over getting that perfect weapon and trait.
I didn't say there was no interest or no complaints. I said it wasn't actually that bad. Players in this forum, like the OP, are still still obsessed with making things easier. There will always be players like that until progress is eliminated entirely. And those who asked for it won't be any happier.
At some point, if it hasn't already happened, the baby will be thrown out with the bathwater.
Most of those who complained aren't actually that much farther ahead as a result of the changes and we've lost progression depth and diversity as a result.
I cannot imagine the grinding required before Zenimax made any of these changes. The luck of getting the right weapon with the right trait that dropped for you, not someone else in the group, while weapons also competed with jewelry, dropping only on the final boss or from a chest.
I am so glad that it is so much easier to get the gear these days.
It wasn't that bad because expectations were different. Players were more willing to compromise with their builds. There wasn't as much of an obsession over getting perfect weapons with perfect traits.
Granted, it comes down to perspective, and some were more than willing to compromise. Some were not even able to clear vMA, let alone get the right weapon and trait.
However, many were unwilling to compromise, demonstrated by the hours upon hours of grinding they did in specific dungeons and vMA.
For many, the only change in perspective was the effort and time needed to obtain the weapon of choice with the right trait.
There's already the stickerbook system and it works far more effectively than any other method while still giving items value. People will sell carries if you want a specific weapon from a dungeon, there's an economy there.
Every time you queue the dungeon, tell people what speciifc items you want and how much gold you're willing to pay, there's a community element to this and a dungeon currency system would be bad.
Set collection book has nothing to do with what I said. I am not sure if you understood what I wrote. I am asking for some amount of relieve for the pain of grinding dungeon sets, because now if you are looking for a dagger for example from a certain set it could very well take months before you see it. I have many times asked people to sell/give items I would need with no luck. Either they didn't answer at all or they too needed them. Other games actually have these kind of currency systems that will allow you to buy dungeon set items from vendor and that you still need to run the dungeons to get the currency. If it takes something away from player to player gold business it is only a good thing. People already try to sell even vampire and werewolf bites etc. Which is stupid. We do not need more such community elements where every trade and activity needs a payment in gold.
Granted, it comes down to perspective, and some were more than willing to compromise. Some were not even able to clear vMA, let alone get the right weapon and trait.
However, many were unwilling to compromise, demonstrated by the hours upon hours of grinding they did in specific dungeons and vMA.
For many, the only change in perspective was the effort and time needed to obtain the weapon of choice with the right trait.
I was speaking generally, not accounting for every single player and I'm looking at it in purely practical terms.