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Easy quality of life fix

Acetriad
Acetriad
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The game definitely tags recipes/motifs/blueprints etc, that you don't know. (As evidence by the "unknown" in the title of things you don't know) So... When at a trader, could we FILTER by "unknown"? I surely can't be the only person who looks in traders for consumables they DON'T know. It's time consuming and annoying to have to scroll past 5 pages of daedric whatever's to try and find things you actually want. Seems like the recognition code is already there, just need to add it into the drop down menu somewhere, or just have a toggle labeled "unknown". Just a thought. 😊
  • SilverBride
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    I like this idea. It would make it a lot easier to find what we need.
    PCNA
  • HatchetHaro
    HatchetHaro
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    If you're on PC, there's an addon called AwesomeGuildStore that does exactly that and more.
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  • Spacefish2323
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    I would spend a lot more gold into the player economy if this filter existed.
  • LunaFlora
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    definitely something i want, but i wouldn't presume whether it's easy.

    it's also been requested for years so it's probably known by zos. if it's not already in the Pain Point thread, it'd be useful to add though
    https://forums.elderscrollsonline.com/en/discussion/672718/dev-team-request-a-top-5-list-of-bugs-and-pain-points-you-would-like-addressed/p1
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  • soelslaev
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    I would say this is the opposite of an easy fix. All of the current filtering is based on properties that are intrinsic to the items you are filtering. Is it a weapon or is it a recipe or what does it cost and so on. Your client sends the request with the filter criteria to a remote database. But the remote database does not record every character that knows the recipe. The remote database only contains the values of intrinsic properties. The database engine does the filtering and returns the results to your computer.

    What you are asking for is an entirely new feature that does filtering on the client, your computer. If I was writing a minimum viable product for a game’s trade economy component, I would not include client filtering, and several ESO systems seem like they have not had major updates, just minor updates and fixes (using the semver standard definitions of those words).
  • katanagirl1
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    soelslaev wrote: »
    I would say this is the opposite of an easy fix. All of the current filtering is based on properties that are intrinsic to the items you are filtering. Is it a weapon or is it a recipe or what does it cost and so on. Your client sends the request with the filter criteria to a remote database. But the remote database does not record every character that knows the recipe. The remote database only contains the values of intrinsic properties. The database engine does the filtering and returns the results to your computer.

    What you are asking for is an entirely new feature that does filtering on the client, your computer. If I was writing a minimum viable product for a game’s trade economy component, I would not include client filtering, and several ESO systems seem like they have not had major updates, just minor updates and fixes (using the semver standard definitions of those words).

    We already can filter on several different things in the guild trader, like trait, quality, words entered in the text box. Why would adding whether an item is known or not known be such a huge task?
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  • oldbobdude
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    soelslaev wrote: »
    I would say this is the opposite of an easy fix. All of the current filtering is based on properties that are intrinsic to the items you are filtering. Is it a weapon or is it a recipe or what does it cost and so on. Your client sends the request with the filter criteria to a remote database. But the remote database does not record every character that knows the recipe. The remote database only contains the values of intrinsic properties. The database engine does the filtering and returns the results to your computer.

    What you are asking for is an entirely new feature that does filtering on the client, your computer. If I was writing a minimum viable product for a game’s trade economy component, I would not include client filtering, and several ESO systems seem like they have not had major updates, just minor updates and fixes (using the semver standard definitions of those words).

    We already can filter on several different things in the guild trader, like trait, quality, words entered in the text box. Why would adding whether an item is known or not known be such a huge task?

    Especially since the awesome guild store addon already does it.
  • AngryNecro
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    like the rest of the interface, this is available in adon.
  • SilverBride
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    Sometimes an addon may have a feature I like but if it comes with a gazillion other features that I don't want I don't install it.
    PCNA
  • AngryNecro
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    I have literally everything in addons. although no, I haven't changed the general interface for Skyrim. But the original interface doesn't provide a lot of functions and information, so I don't know how anyone plays without addons at all.
  • Acetriad
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    I'm confused... It's so hard to do this, that a third party, who presumably don't have free access to the game's code, did it and give it away for free? Something wrong with that statement.
    Second, did you know that there are entire servers on ESO that AREN'T PC servers, and thus don't have access to add ons?
  • katanagirl1
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    oldbobdude wrote: »
    soelslaev wrote: »
    I would say this is the opposite of an easy fix. All of the current filtering is based on properties that are intrinsic to the items you are filtering. Is it a weapon or is it a recipe or what does it cost and so on. Your client sends the request with the filter criteria to a remote database. But the remote database does not record every character that knows the recipe. The remote database only contains the values of intrinsic properties. The database engine does the filtering and returns the results to your computer.

    What you are asking for is an entirely new feature that does filtering on the client, your computer. If I was writing a minimum viable product for a game’s trade economy component, I would not include client filtering, and several ESO systems seem like they have not had major updates, just minor updates and fixes (using the semver standard definitions of those words).

    We already can filter on several different things in the guild trader, like trait, quality, words entered in the text box. Why would adding whether an item is known or not known be such a huge task?

    Especially since the awesome guild store addon already does it.

    Ah, that must be nice. I bet it’s a real time saver.

    You know, when they talked about addons coming to console I really thought there would only be a few that I would want. It turns out there are so many like this one that I didn’t know about but would be so incredibly helpful!
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  • soelslaev
    soelslaev
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    We already can filter on several different things in the guild trader, like trait, quality, words entered in the text box. Why would adding whether an item is known or not known be such a huge task?
    My two paragraphs which you quoted is the explanation why.
  • virtus753
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    Acetriad wrote: »
    I'm confused... It's so hard to do this, that a third party, who presumably don't have free access to the game's code, did it and give it away for free? Something wrong with that statement.
    Second, did you know that there are entire servers on ESO that AREN'T PC servers, and thus don't have access to add ons?

    Consoles have two months until they get add-ons. The groundwork was already published last update.

    ZOS could have continued to spend the resources implementing a very limited number of select functions from add-ons into base game. They chose to bring over the whole framework now, allowing for far more functionality to be added than they can implement themselves. That means we no longer have to depend on them to decide what gets made available on their schedule.
  • Grizzbeorn
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    If you're on PC, there's an addon called AwesomeGuildStore that does exactly that and more.

    There's also the Unknown Tracker add-on.
    (link to ESOUI.com)
    Edited by Grizzbeorn on April 12, 2025 7:24PM
      PC/NA Warden Main
    • Acetriad
      Acetriad
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      virtus753 wrote: »
      Acetriad wrote: »
      I'm confused... It's so hard to do this, that a third party, who presumably don't have free access to the game's code, did it and give it away for free? Something wrong with that statement.
      Second, did you know that there are entire servers on ESO that AREN'T PC servers, and thus don't have access to add ons?

      Consoles have two months until they get add-ons. The groundwork was already published last update.

      ZOS could have continued to spend the resources implementing a very limited number of select functions from add-ons into base game. They chose to bring over the whole framework now, allowing for far more functionality to be added than they can implement themselves. That means we no longer have to depend on them to decide what gets made available on their schedule.

      That's certainly a better solution. I heard rumors of mods coming to console, but I wasn't about to hold my breath. I'm glad that it's finally confirmed to be coming.
    • katanagirl1
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      soelslaev wrote: »
      We already can filter on several different things in the guild trader, like trait, quality, words entered in the text box. Why would adding whether an item is known or not known be such a huge task?
      My two paragraphs which you quoted is the explanation why.

      Now that I have reread it, I think I get it. It’s not in the database but the game has to know whether I know it or not, looking at the return results for a recipe or furnishing plan in the trader shows if I know it or not. It would be a separate operation, but all the knowledge to do so is available right at that moment.
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