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Master Suggestions List for Improving Crafting Systems and Interfaces

Doskias
Doskias
✭✭
This thread is intended to gather suggestions for improving the crafting systems and interface for each current crafting skill. Please keep the thread civil. If you don't like someones idea, no need to bash them about it. You can make another thread to debate the issue and you can supply the link in this thread so as to not clutter this thread with debate. Since I have no way of moderating this thread I can only leave it up to every poster to abide by the rules of the forums and rules of this post by faith alone that everyone will do as they should. Simply give your suggestion of how you would want it without being negative. Also try to give us a one to two sentence summary that is clear and concise.

I will do my best to keep it updated with suggestions as they come and keep it in a format that is clear and understandable. If there comes to were there are multiple ways suggested that conflict with each other, I may poll in a separate thread to get a consensus to add it to the suggestion list once ready to submit it. I will update this post for about 2 weeks and then submit it to ZOS for their consideration. I am no way affiliated or paid by ZOS and just a normal player like everyone else.

*If we could have a moderator sticky this to the crafting discussions category it would be much appreciated.

Alchemy

1. System
  • Fix Medicinal Use - taking perks in this skill does not increase the timer on any potion.
  • Fix Snakeblood - taking perks in this skill does not reduce negative effects on any potion.
  • Once achieving Level 10, put 5 or more points into Alchemy and know at least one effect from each component gain a title; Apprentice Alchemist.
  • Once achieving Level 25, put 10 or more points into Alchemy and know all effects from each component gain a title; Journeyman Alchemist.
  • Once achieving Level 50, learned all the effects of each component and invested in all skills to the max gain a title; Master Alchemist and a costume to represent your profession.
  • Add daily crafting quest(s) that require you take make x amount of items or certain item. Reward could be a temporary buff that gives a chance to make more of a potion at once.
3. Gathering
  • Decrease the amount potions that randomly drop server wide to help increase the value of Alchemy potions so people will seek out to obtain them.
4. Interface
  • Include a combine list of mixtures that has been discovered view-able in your journal.
  • Slider for choosing quantity of potions to make. (Temporarily achieved by this addon MultiCraft)
  • Implement more filters for inventory like what is accomplished by the addon Advanced Filters


Enchanting

1. System
  • Adjust inspiration gained from crafting and deconstructing to be more in tuned to the other crafting skills. Currently other crafting skills have more random drops to deconstruct compared to enchanting. (This could be resolved with implementing the below suggestion)
  • Add the ability to deconstruct armor/weapons if they have an enchantment to gain inspiration and it breaks down just like a glyph would.
  • Once achieving Level 10, put 5 or more points into Enchanting and have translated 5 or more essence runes gain a title; Apprentice Enchanter/Enchantress.
  • Once achieving Level 25, put 10 or more points into Enchanting and translate all essence runes, gain a title; Journeyman Enchanter/Enchantress.
  • Once achieving Level 50, translated all the runes and invested in all skills to the max, gain a title; Master Enchanter/Enchantress and a costume to represent your profession.
  • Add daily crafting quest(s) that require you take make x amount of items or certain item. Reward could be a green or better, quality glyph or aspect rune.

2. Gathering
  • Remove Aspect/Essence/Potency nodes and replace with a single type of rune node and set the node to a % chance to drop any of the three categories.
  • Add flavor to name of hireling to distinguish itself from others. ie Acolyte Hireling
  • Change hireling timers from 24/12 hours to 20 hours and include two chests in one mail for 3/3 perk.
3. Interface
  • Include what rank a rune is in any inventory screen for quick reference.
  • Include discovered combinations in your journal.
  • Slider to choose quantity of glyphs to craft/deconstruct. (Temporarily achieved by this addon MultiCraft)
  • Deconstruction tab: Checkbox for "Hide/Show Banked Items"
  • Implement more filters for inventory like what is accomplished by the addon Advanced Filters

Fishing

1. System
  • Allow the ability to chat while fishing.
  • The rare fish don't show up in your inventory; you catch something that potentially has monetary value and the takeaway from it is actually less then catching a 3 gold normal fish
  • Add provisioning recipes requiring fish
  • Add alchemist properties to certain fish
  • Possibly make some fish into edible boost providing items on their own
  • At the very least put caught fish in the inventory.
  • Move enemies away from fishing nodes or lessen their respawn time or increase chance of gaining rare fish/gunnysacks to compensate for spent time dealing with respawns.
  • Add a daily quest for fishing.
2. Gathering (Lures)
  • Add craftable lures in Provisioning to use ingredients like; plump worms, goat bits, maggots, etc to give an increased chance of catching rare fish or gunnysacks.
  • Eliminate the need for inventory space for lures as this tends to keep people from trying fishing due to limiting inventory space. People are more prone to deleting the lures because of this and not trying fishing.
3. Interface
  • Implement more filters for inventory like what is accomplished by the addon Advanced Filters
  • Change the view when entering fishing like to first person view so seeing the bobber is easier and not awkward looking.

Provisioning

1. System
  • Ability to make your own campfire and cook on the spot.
  • Slow down inspiration gain so it is not quite so fast to level. Suggested decrease by 20%.
  • Add daily crafting quest(s) that require you take make x amount of items or certain item. Reward could be a few rare ingredients or random recipe.
  • Once achieving Level 10, put 5 or more points into Provisioning and know at least 10 recipes, gain a title; Apprentice Cook.
  • Once achieving Level 25, put 10 or more points into Provisioning and half of the existing recipes, gain a title; Chef.
  • Once achieving Level 50, learned all the recipes and invested in all skills to the max gain a title; Master Chef and a costume to represent your profession.
  • Fortified Mountain Lager Recipe - This recipe can not be learned by a Provisioner. You can click on it all day long, but nothing will happen.
2. Gathering
  • More lootable objects, such as wheat, cabbage etc on farms. Meat dropping of appropriate mobs.
  • Add more grocers for selling provisioning materials.
  • Have hirelings on chance to send recipes to more inline with other skills.
  • Add flavor to name of hireling to distinguish itself from others.
  • Currently Veteran Rank Tier ingredients are not dropping in veteran rank zones. VR players have to leave their leveling process/area and go to Coldharbour and compete with Tier 4 ingredients at the same to to obtain VR Tier ingredients.
  • Certain tiers appear to not be dropping recipes consistently compared to other levels.
  • There are currently 2 different versions of Jazbay Grapes in the game. One of them is rare & is used as an upgrade component for purple recipes, while the other one is a common normal ingredient. One of these needs a name change.
  • Change hireling timers from 24/12 hours to 20 hours and include two chests in one mail for 3/3 perk.
5. Interface
  • Include what rank a provisioning ingredient is in any inventory screen for quick reference.
  • Include known recipes book in your journal.
  • Slider to choose quantity of food/drink to make. (Temporarily achieved by this addon MultiCraft)
  • Implement more filters for inventory like what is accomplished by the addon Advanced Filters
  • More filters for the crafting interface to sort by level or quality. ie Farmer's Market Hireling
  • On raw and refined materials should have what level they are used for in tool-tip.

Armor & Weapons

1. System
  • Ability to repair your own items with level appropriate materials.
  • Ability to craft trade-able consumable repair kits.
  • All sets bonuses excluding veteran dungeons/trials should be craftable (Suggestion as to how it is implemented is to be discussed here.)
  • Ability to craft bags, but make the cost comparable to the current gold sink equivalent.
  • Add daily crafting quest(s) that require you take make x amount of items or certain item. Reward could be an improvement material.
  • Change hireling timers from 24/12 hours to 20 hours and include two chests in one mail for 3/3 perk.
  • In order to reward dedicated and achieved crafters. Improvement Tempers should be adjusted to where is it stricter on the non-crafters and slightly looser on the dedicated and achieved crafters from their current figures. Extraction chances should be minimal across the board for those that have no skill points into extraction or the level of the craft. The higher level the craft in tandem with the extraction skill should determine the chance on getting these tempers. Making it harder for botters/gold farmers to exploit the lower level raw materials to get improvement tempers.
  • Make motifs obtainable by chance on deconstructing gear of that motif. This rewards the people that actually need the motif and encourages trading gear in the economy. See suggestions here.
  • Once achieving Level 50 in Blacksmithing, Clothing, and Woodworking; learned all traits for all slots and invested in all skills to the max, gain a title; Master Armory Supplier.
2. Interface
  • Ability to view equipped items to compare with what can be crafted. (Temporarily achieved by this addon Nog's Simple Crafting Tooltip)
  • Include known/unknown/researching traits and known/unknown motifs in chart in your journal. (Temporarily achieved by this addon AI Research Grid)
  • Slider for choosing quantity of armor/weapons to craft/deconstruct. (Temporarily achieved by this addon MultiCraft)
  • Deconstruction tab: Checkbox for "Hide/Show Banked Items"
  • Fashion/Wardrobe Preview window for items that can be crafted, from chat link or from inventory.
  • Implement more filters for inventory like what is accomplished by the addon Advanced Filters
  • A filter to check/uncheck "Hide unknown traits" so they are not accidentally deconstructed.
  • The ability to link in chat a menu of what a character can craft for another player's consumption. Similar to how the addons Set Craft Matrix & AI Research Grid shows what can be crafted.
  • Include the motif style on tool-tip of armor and weapons. Either by icon or words.
  • On raw and refined materials should have what level they are used for in tool-tip.
3. Gathering/Loot Drops/Specific Changes
  1. Blacksmithing
    • Add flavor to name of hireling to distinguish itself from others. ie Mining Hireling
    • Once achieving Level 10, put 5 or more points into Blacksmithing and have learned 2 or more traits for each slot, gain a title; Apprentice Blacksmith.
    • Once achieving Level 25, put 10 or more points into Blacksmithing and learn 5 or more traits for each slot, gain a title; Journeyman Blacksmith.
    • Once achieving Level 50, learned all traits for all slots and invested in all skills to the max, gain a title; Master Blacksmith and a costume to represent your profession.
  2. Clothing
    • Separate Light and Medium Armor into another tab like woodworking is done.
    • Improve drop rate of leather from appropriate mobs to be more inline with available nodes for light and heavy nodes. You sacrifice equipment decay, so gathering leather so it should drop more often.
    • Add flavor to name of hireling to distinguish itself from others. ie Exotic Hireling
    • Once achieving Level 10, put 5 or more points into Clothing and have learned 2 or more traits for each slot, gain a title; Apprentice Seamster/Seamstress.
    • Once achieving Level 25, put 10 or more points into Clothing and learn 5 or more traits for each slot, gain a title; Journeyman Seamster/Seamstress.
    • Once achieving Level 50, learned all traits for all slots and invested in all skills to the max, gain a title; Master Seamster/Seamstress and a costume to represent your profession.
  3. Woodworking
    • Add flavor to name of hireling to distinguish itself from others. ie Lumberjack
      Hireling
    • Once achieving Level 10, put 5 or more points into Woodworking and have learned 2 or more traits for each slot, gain a title; Apprentice Woodworker.
    • Once achieving Level 25, put 10 or more points into Woodworking and learn 5 or more traits for each slot, gain a title; Journeyman Woodworker.
    • Once achieving Level 50, learned all traits for all slots and invested in all skills to the max, gain a title; Master Woodworker and a costume to represent your profession.
Edited by Doskias on June 3, 2014 6:07PM
@Doskias
NA Server Daggerfall Covenant
Master Crafter Weapons, Armor, Potions,Glyphs, Food Coming soon
  • Doskias
    Doskias
    ✭✭
    [Reserved] in case there is a character limit imposed on the forums.
    @Doskias
    NA Server Daggerfall Covenant
    Master Crafter Weapons, Armor, Potions,Glyphs, Food Coming soon
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  • Vandril
    Vandril
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    I agree with all of your points, possibly excepting increasing the number of enchanting nodes.

    Enchanting materials are broken up into three types of runes - Potency, Essence, and Aspect - two of which any level character can gather in any zone for use with any level rune (with very few exceptions). Due to the prolonged exposure to these materials throughout the leveling process and its exposure to every player rather than just players of a certain level, I'd argue that the current rate of acquisition of these materials is fine.

    Rather than increasing the number of enchanting nodes, I feel that they should remove the Aspect and Essence nodes, baking them into Potency nodes in such a way where, when you gather a potency rune, you have a large chance at gaining an Essence rune and a moderate-low chance at gaining an Aspect rune. Optionally, also update the Aspect Extraction talent to also slightly increase the chances of gaining higher quality aspect runes from gathering nodes, to go along with this change.

    This change will do two things: put Enchanting's node system logically in line with many other professions and increase the number of essence nodes you get while farming enchanting. It will also make farming for enchanting slightly less frustrating, because most everyone who's done it has had that moment where they groan to themselves because every single node they find is essence, when they really want an aspect, or something along those lines. At least with this system, we'd always have a chance at gaining the rune type we want, meaning it's impossible to just have unlucky node-type spawns constantly for an hour or more.
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  • timur.dosrwb17_ESO
    How-many-to-craft slider for provisioning/alchemy.
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  • Kalman
    Kalman
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    There is an add-on for the multi crafting: esoui.com/downloads/info399-MultiCraft.html#info

    Not sure what to do with enchanting. The problem mostly is the amount of exp you get for crafting/deconstructing glyphs. It need to be in line with alchemy as far as exp earned, maybe a little less but right now it earns the least amount of exp for crafting/deconstructing of all professions and is the hardest to get materials to craft.
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  • Terminus
    Terminus
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    I'd suggest making 4 sections for this discussion:
    • Alchemy
    • Enchanting
    • Provisioning
    • Armor and Weapons
    Then split up the Armor and Weapons into a subsection.
    This is because, fundamentally, those 3 types of crafting all use the same additives, table sets, style motifs, etc.

    Also I believe that a really important addition to this list is,
    • FISHING!
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  • Lkory
    Lkory
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    For blacksmiths, clothier and woodworker.

    Add a drop down menu to be able to select which model you wanna craft, this is only for the styles that have 4 models available (those models stop changing at dwarven ore so it is a waste of modeling as after level 34 they do not change anymore).

    Would be nice to take advantage of the 3 other model available for most of styles, would create more armor diversity at end game.

    Only Ancient Elf, Barbaric, Primal and Deadric have a single model overall.
    Edited by Lkory on May 5, 2014 7:49PM
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  • Doskias
    Doskias
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    @Kalman

    Thanks for the information. I understand addons can be created to help relieve some of the issues. On the other hand they can only do so much and generally take away from the UI (crude) because of lack of designing that can be done to implement certain things from an addon perspective. It will have to do until it is implemented by the ZOS developers if they get enough support for it.

    Even if an addon is currently subsiding an issue we would like ZOS to be aware of something the community supports to be implemented to the default UI.
    @Doskias
    NA Server Daggerfall Covenant
    Master Crafter Weapons, Armor, Potions,Glyphs, Food Coming soon
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  • Doskias
    Doskias
    ✭✭
    @Terminus

    Thanks for the suggestion. I added Fishing to the discussion.
    @Doskias
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  • Brennan
    Brennan
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    In Alchemy

    Fix Medicinal Use - taking perks in this skill does not increase the timer on any potion.

    Fix Snakeblood - taking perks in this skill does not reduce negative effects on any potion.
    Options
  • AunshiRag
    AunshiRag
    Soul Shriven
    All sets should be available in craft. Currently, most of the best sets are dropped only and bound, which limits interactions between players. Moreover, those items can not be enchanted again.

    The boss in dungeon should drop special materials for sets instead of the item itself (like a dragon skull for the set of the Dragon for example), and we should be able to craft those items in special stations.
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  • KenjiJU
    KenjiJU
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    Deconstruction tab: Checkbox for "Hide/Show Banked Items".

    Do not want to have to risk deconstructing all my banked items every time.
    Edited by KenjiJU on May 6, 2014 10:03AM
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  • knaveofengland
    knaveofengland
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    and hopefully when we get houses they might have another craft oh wow something to look forward to ,most of the crafting is easy to do some super quick and some very slow to say the least.
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  • Doskias
    Doskias
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    @Brennan
    Thanks for the information with the skills not functioning, have added it to the list.

    @AunshiRag
    Thanks for the feedback, have taken it into consideration and will be making another thread to discuss this as it is a broad suggestion and there is a lot of input to gather on this suggestion. I will link it in a follow up.

    @KenjiJU‌
    Thanks for the feedback, have added to the list.
    @Doskias
    NA Server Daggerfall Covenant
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  • DonutEnigma
    DonutEnigma
    Soul Shriven
    Doskias wrote: »
    @Kalman

    Thanks for the information. I understand addons can be created to help relieve some of the issues. On the other hand they can only do so much and generally take away from the UI (crude) because of lack of designing that can be done to implement certain things from an addon perspective. It will have to do until it is implemented by the ZOS developers if they get enough support for it.

    Even if an addon is currently subsiding an issue we would like ZOS to be aware of something the community supports to be implemented to the default UI.

    I would personally be stoked if ZOS implemented mass production crafting in the base UI. MultiCraft is my baby at the moment, but I would be just as happy if I didn't have to maintain it.
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  • Audigy
    Audigy
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    While this is not useful right now, a few things I had in my mind for future content:

    Woodworking,

    It would be great if we could craft chest´s, doors, tables, chairs for our new home. Or a fence for our garden etc.

    Alchemy,

    Most dye´s in this world come from flowers, so why not be able to get dye´s from flowers as well inside ESO? While I support the idea about achievements, I feel it would be fun to also be able to gather dye´s by using the alchemy skill.

    Tailoring,

    Tailoring could be used to make carpets, RP outfits (wedding dress), headbands, bandages (Ultima online style)

    Blacksmithing,

    Building an own anvil at our home, it could be used to repair weapons, sharpen knifes or upgrade the level of our weapons

    Provisioning,

    make own recipe´s, similar to alchemy right now.


    And in general, an update to the preview window in game. Many of the armor´s are not shown correctly. Every armor crafted in a different style or with a different ingredient should look different, but they don't. Especially in the higher tiers, it seems to now show the real preview picture of what you actually get from your craft.
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  • Doskias
    Doskias
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    @DonutEnigma‌

    Thanks for bringing us MultiCraft as an addon. I too hope ZOS would implement it into the default UI.
    @Doskias
    NA Server Daggerfall Covenant
    Master Crafter Weapons, Armor, Potions,Glyphs, Food Coming soon
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  • Doskias
    Doskias
    ✭✭
    @Audigy‌

    Thanks for your feedback. Like you stated most of the suggestions you provided are not useful at this time because certain systems are not in place or known to be in development to sustain those features suggested. We all that read it will have it on our minds in the future. I am sure I or someone else will create another discussion when/if that time comes.

    Some of the suggestions are in the list so far. I want to try to keep in line of things that can be done right now or fixes for things that should be working that are live. Thanks again for your feedback.
    @Doskias
    NA Server Daggerfall Covenant
    Master Crafter Weapons, Armor, Potions,Glyphs, Food Coming soon
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  • Audigy
    Audigy
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    ✭✭
    Doskias wrote: »
    @Audigy‌

    Thanks for your feedback. Like you stated most of the suggestions you provided are not useful at this time because certain systems are not in place or known to be in development to sustain those features suggested. We all that read it will have it on our minds in the future. I am sure I or someone else will create another discussion when/if that time comes.

    Some of the suggestions are in the list so far. I want to try to keep in line of things that can be done right now or fixes for things that should be working that are live. Thanks again for your feedback.

    Your welcome ;)
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  • Mystmare
    Mystmare
    Soul Shriven
    Extend capacity of a single slot for crafting items from 100 to 500 or 1000 maybe?
    Redesign menu of crafting so that you can choose from diferent tabs where you can sort your equip better. in ex.:
    - show only items with Sharpened trait, etc.
    - show only chest or helmet, etc.
    - show only legendary items, etc.
    - on the clothing bench, separate cloth from medium items...
    - make a deconstruct option to show you what traits you have on that item.. so that you dont have to check research tab every time when you want to deconstruct something..
    - !!!! make a sort option for recipes of provisioning (lvl + quality/level/quality) !!!!
    - inventory auto sort items for quality,level , type, type of crafting and combinations of these
    and i have many more ideas that i don't remember right now..
    Play hard, Go pro
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  • Doskias
    Doskias
    ✭✭
    @Mystmare‌

    Thanks for your feedback.
    1. Could you clarify on the First sentence.
    2. Are you suggesting a filter system for known traits or just a a drop down to coincide with the checking/unchecking of known items?
    3. In the deconstruction tab are you suggesting the tooltip to say unknown or known by the trait name? Or something like what the Research Assistant addon does?
    4. For recipe sorting, is this referring to the provisioning interface?
    5. Is this a suggestion to implement more filters like what is accomplished by the addon Advanced Filters
    @Doskias
    NA Server Daggerfall Covenant
    Master Crafter Weapons, Armor, Potions,Glyphs, Food Coming soon
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  • Doskias
    Doskias
    ✭✭
    @Terminus‌

    Thanks again for the suggestion on reformatting the layout. Looks a bit better and condenses the original post down and not so much to read.
    @Doskias
    NA Server Daggerfall Covenant
    Master Crafter Weapons, Armor, Potions,Glyphs, Food Coming soon
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  • Lkory
    Lkory
    ✭✭✭
    Lkory wrote: »
    For blacksmiths, clothier and woodworker.

    Add a drop down menu to be able to select which model you wanna craft, this is only for the styles that have 4 models available (those models stop changing at dwarven ore so it is a waste of modeling as after level 34 they do not change anymore).

    Would be nice to take advantage of the 3 other model available for most of styles, would create more armor diversity at end game.

    Only Ancient Elf, Barbaric, Primal and Deadric have a single model overall.

    Hehe still no reaction for finding a solution to go from 14 model available for each item at VR10 to 47 :)
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  • Doskias
    Doskias
    ✭✭
    @Lkory‌

    Sorry about that. I understand it now. Meant to reply with a message for getting clarification but overlooked it.
    @Doskias
    NA Server Daggerfall Covenant
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  • Mystmare
    Mystmare
    Soul Shriven
    1. item slots for all the crafting ingredients for everything should be expanded from 100 to 500 or 1000. because there are tons of crafting materials and so little space to deposit them.
    2. both would be great.. you want to know what to deconstruct without checking research tab every time, and if you want to create an item you shoul be able to select the traits you want.. a filtre.
    3. not by trait but by type of armor or weapon.. sword, 2 hand sword, axe, helmet, pants, etc
    4. yes.. provisioning should have more filters (recipes and materials too)
    5. yes, something like that.
    Play hard, Go pro
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  • Vandril
    Vandril
    ✭✭✭✭
    Mystmare wrote: »
    1. item slots for all the crafting ingredients for everything should be expanded from 100 to 500 or 1000. because there are tons of crafting materials and so little space to deposit them.

    I think he means how large a single stack of an item can be. And I disagree that it needs to be larger. We're lucky the stack size isn't 20, like certain popular MMOs. I think 100 is fine. If you have too much stock to where you have no inventory space for another stack of a particular item, then use some, sell some, or stop gathering what you obviously don't need.
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  • Doskias
    Doskias
    ✭✭
    I have to agree with @Vandril‌ on this one. You have to have some type of inventory management on your own. You are not meant to horde large amounts of anything unless you are willing to use more space. ESO is definitely already way above most MMOs on stacking like is said above.
    @Doskias
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  • Doskias
    Doskias
    ✭✭
    @AunshiRag‌

    I have created a discussion for all sets craftable here. Please discuss.
    @Doskias
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  • Enkil
    Enkil
    ✭✭✭✭✭
    Provisioning

    1. Hirelings should send blue and purple recipes. Other professions receive rare materials up to legendary and are also able to obtain them from deconstruction. Looting should not be the only source of recipes.

    2. Add a grocer vendor that sells ingredients. It's annoying you have over 100 of two ingredients each but zero of that third.

    3. Include the appropriate provisioning items in the monster loot tables. Items such as meat should be available from mobs.

    4. Make plant derived items gatherable from nodes in the world. There are a lot of plant type items such as wheat, grapes, apples, etc. Elder scrolls has had gatherable wheat in games since Morrowind. Just look at Skyrim for an example. Farms have wheat, cabbage, gourds, etc. Jazaby grapes grow in the wild.
    Edited by Enkil on May 10, 2014 5:42AM
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  • Doskias
    Doskias
    ✭✭
    @Enkil‌

    Thanks for the feedback. I know the devs have said they plan on making more things lootable in a future update. Not sure what it will all include though. There is a grocer vendor in certain zones that sell ingredients. May want to check those out, do a google search and see what you can find.
    Edited by Doskias on May 10, 2014 3:35PM
    @Doskias
    NA Server Daggerfall Covenant
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  • Blackwolfe5
    Blackwolfe5
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    Increase leather(ish) drops from mobs. Since nodes for heavy/light armor mats are littered basically all over the place, but you take armor decay from killing beasts within your level range.
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