Well, the ESO design was to emphasize questing and exploration, not grinding mobs for levels. The five main crafting professions, on the other hand, are a grind.
They got ... overzealous.
Actually, their intention was to make crafting mean something, rather than a near-disposable pursuit like it's become on other MMOs, where the best equipment is found in easily repeatable instances.They made the crafting a hard grind for a challenge to people who really enjoy crafting, and also possibly more important to their intentions, it is an attempt to force you to work with other crafters.
Well, the ESO design was to emphasize questing and exploration, not grinding mobs for levels. The five main crafting professions, on the other hand, are a grind.
They got ... overzealous.
Actually, their intention was to make crafting mean something, rather than a near-disposable pursuit like it's become on other MMOs, where the best equipment is found in easily repeatable instances.They made the crafting a hard grind for a challenge to people who really enjoy crafting, and also possibly more important to their intentions, it is an attempt to force you to work with other crafters.
How this will play out in two months, when the top crafters are level 50 crafters and have the big research completed remains to be seen. (I'm on my 23rd and 24th blacksmith armor traits right now). It also remains to be seen how it'll be when they introduce new content because the opening players have seen everything.
Yes, but that was unintended. AOE grinding wasn't something they were after.@Sihnfahl: But questing is a lot slower then farming mobs, only dungeons give so few xp. It just makes no sense at all.
Actually, their intention was to make crafting mean something, rather than a near-disposable pursuit like it's become on other MMOs, where the best equipment is found in easily repeatable instances.They made the crafting a hard grind for a challenge to people who really enjoy crafting, and also possibly more important to their intentions, it is an attempt to force you to work with other crafters.
How this will play out in two months, when the top crafters are level 50 crafters and have the big research completed remains to be seen. (I'm on my 23rd and 24th blacksmith armor traits right now). It also remains to be seen how it'll be when they introduce new content because the opening players have seen everything.
That could be as well.. I could have swore I read about it being to get crafters to have to rely on each other for traits though.
Good job on the traits progression thoughI have one char I dedicated to crafting. He's got 28 traits across woodworking, clothing, and blacksmith as well as 4 styles. It took me a little bit to get into a good flow of planning out the length of time I needed between plays for research (ie: before work try to do a 6hr, between do a 6hr, and before bed try to do 12hr granted that won't work soon enough).
@Belrim The actual levels for crafting go pretty quickly, but the research is what takes a LONG time.
The research slots don't overlap, unless they changed it. I think it's quite possible to research a trait (or more, depending on your skill point expenditures) at each station at the same time.Aye, the research does take a while. But if you concentrate on just one craft per character, its not that bad.
The research slots don't overlap, unless they changed it. I think it's quite possible to research a trait (or more, depending on your skill point expenditures) at each station at the same time.Aye, the research does take a while. But if you concentrate on just one craft per character, its not that bad.
The research slots don't overlap, unless they changed it. I think it's quite possible to research a trait (or more, depending on your skill point expenditures) at each station at the same time.Aye, the research does take a while. But if you concentrate on just one craft per character, its not that bad.
Yes, that is correct. It just saves up skillpoints in the long-run to do 1 or 2 crafts at most on one character.