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Difficulties with the current Enchanting mechanic

Stoneforge
Enchanting is the only crafting profession that has such a discontinuous path for leveling. For all others, leveling is a smooth process because the availability of material resources is plentiful and experience given for crafting/decon is significant. The resources of enchanting are much less common,(fewer nodes & drops) require 3 components, take up more space, and yield greatly diminished exp after the one time identification award.

Suggestion:
1)Improve the inventory management of Runes & Glyphs
2) Increase the frequency of glyph drops or the possibility of receiving glyphs scaled to the level of the enchanter
3) Develop a mechanic to allow conversion of runes to any rune already unlocked but possibly restrict it by type. for instance: 3 essence
>1 essence of choice
  • Persecom
    Persecom
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    To any ZOS developers, please consider this fine man's words.
    One raised by Argonians
    @Persecom - Healer/Tank
    Member of the ShoddyCaste
  • Khami
    Khami
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    I noticed you can break down a white VR1 wood item and get over 4000 points from deconstruction, yet you get less than 1000 points from deconstruction of a white VR2-4 glyph.
  • User
    User
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    I just want to remind you that you get more crafting XP for deconstructing crafted glyphs than looted white glyphs. Trading glyphs is the best way currently and once you get the hang of it, you wouldn't say it's hard. Plus, they mentioned adding the runestone nodes in the PTS 1.1 patch notes.
  • Shillen
    Shillen
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    The entire system for leveling crafting skills is ridiculous. Why would you get more inspiration for deconstructing something than for crafting it? It makes no sense at all. Also, the reduced inspiration for deconstructing your own stuff just promotes jumping through hoops to game the system. Either remove it or make it so all crafted items give reduced inspiration.

    And, yes, enchanting takes 10x as long as any other skill. Is that intentional, and if so, why?
    Edited by Shillen on May 12, 2014 6:00PM
    Please LOL my comments. I'm an aspiring comedian.
  • Blackwidow
    Blackwidow
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    Stoneforge wrote: »

    Suggestion:
    1)Improve the inventory management...

    You had me at "Improve the inventory management"
  • Stoneforge
    Thanks for the pointer.. :) I already know the benefit of a crafting partner and the exp benefits. But it becomes irrelevant if you can not find the potency runes near your level. Please see my other post on the strange extraction occurrences and scarcity of Rera runes. Requiring a crafting partner can also be very limiting if your level is higher than zones or any players online. Then you may have to wait quite a bit of time to partner up. Not fun... :( After all, this is supposed to be a game that is "play how you want" not play "the one way the designers left you"
  • Persecom
    Persecom
    ✭✭
    User wrote: »
    I just want to remind you that you get more crafting XP for deconstructing crafted glyphs than looted white glyphs. Trading glyphs is the best way currently and once you get the hang of it, you wouldn't say it's hard. Plus, they mentioned adding the runestone nodes in the PTS 1.1 patch notes.

    It's nice to know that they plan on adding more runestone nodes, but the problem still remains with progression. I find it to be a flawed idea to have to rely on another player to level up your enchanting skill. I say rely because of the lack of glyph drops from bosses/trash mobs.
    One raised by Argonians
    @Persecom - Healer/Tank
    Member of the ShoddyCaste
  • Stoneforge
    What if there were a scarcity of mobs? .......

    Would the combat skills still progress easily? ......

    What if you had to partner with someone and beat the tar out of each other to get combat exp to level your skills all while getting a big repair bill?
  • Blackwidow
    Blackwidow
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    Stoneforge wrote: »
    What if you had to partner with someone and beat the tar out of each other...

    Now you made me miss dueling. :(
  • Persecom
    Persecom
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    I want to keep posting here so a ZOS forum troller will find this discussion. What should we talk about in the mean time?

    EDIT: By ZOS forum troller, I mean a developer at ZOS.
    Edited by Persecom on May 13, 2014 11:22AM
    One raised by Argonians
    @Persecom - Healer/Tank
    Member of the ShoddyCaste
  • NaughtyDog
    NaughtyDog
    ✭✭
    I personally like enchanting for what it is now. Yeah it is hard, but that makes it more rewarding when you reach max skill level. I rather have it hard then easy such as woodworking, blacksmith, and clothing. Do not let me start ranting about alchemy and provisioning, both of which are a joke.

    I personally mastered every craft in the game, enchanting imo is the most profitable. Why? There are not a lot of master enchanters because it takes the most time and effort to level the skill. Less enchanters= more work/sales. Most people just quit and then complain on forum. Do people expect everything to be so easy? (Not pointing my finger at anybody, just stating this in general)

    SO
    1)I say no to more frequent glyph drop. Instead of making it drop more frequently, how about you go out and hunt for it? Glyphs are scaled to the zone level, if you want to find better glyphs to extract then go to high zones and hunt for them. Scaling it to the enchanter level will be ridiculous, are you saying I should be able to pick up vet8-vet10 glyphs in my starter location/zone?
    2)More rune nodes would not hurt
    3) I do agree with the inventory improvements, but then again each craft should have their own tab and not just all compiled into a "Mats tab."
  • Stoneforge
    @Persecom‌ , I do hope the trolls leave this thread alone. Perhaps, I digressed from the original constructive nature of the original post into a snarky troll bait. It was not my intention.

    I think that the larger problems are the utility of crafted items and the way the crafting skills integrate into the economy. Other games, such as Fallen Earth, have an entirely player created economy. All items are crafted by players in enhanced real time. This results in a more true supply/demand economics where skilled crafters have value and the adventuring class is vital to the procurement of rare resources.

    In my opinion, the current system of balancing player builds is much more linear. This makes the job of development appear much easier. I would suggest that a multivariable differential system may be an approach. The graph of possibilities would look like the surface of the water. The peaks being optimal builds, troughs suboptimal, and balancing is substantially improved because of the interdependence. Developers then need to monitor the wave patterns to ensure more equity in the diversity of player builds.
  • michaelpatrickjonesnub18_ESO
    It's terrible, the problem was a combination of things.

    Zen's balance of runes across the landscape was deplorable. By level 50 I had so much green I had grass stains. I had more Ta than I could count. And couldn't find a potency rune if robbed a bot.

    My character finished up with 23 enchanting, 40's and 50's for all other crafts.

    That's just bad game design.
  • Stoneforge


    That's just bad game design.[/quote]

    I agree. Many of the problems & pitfalls of previous MMO's have not been entirely avoided. It is unfortunate that the game design/game models are not as well executed as the creative content(ie music, art, writing...etc)

  • Stoneforge
    NaughtyDog wrote: »
    Scaling it to the enchanter level will be ridiculous, are you saying I should be able to pick up vet8-vet10 glyphs in my starter location/zone? "

    Yes, I do think that there should be a chance to find a Vet10 glyph if your character can use it. I have found rekuta in starter area when I was still below lvl 10 and have known people to find Kuta....Is this wrong?

    Additionally, you start over in other factions starting areas when you have finished your storyline.

    If there is to be a solid geographic relationship to item quality/ level then it should not change, period. But be careful what you ask for because you will have to endure a lot of lower level mats/items before you get level relevant loot when you advance to other factions areas.

    If you believe players should not to have them when they are in a lower zone then will you forbid the sale of the items or is the reason you prefer the restriction is to allow yourself to profit more?

    Some players find enjoyment in the utility of crafting above other aspects
  • Ashtaris
    Ashtaris
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    ✭✭
    Shillen wrote: »
    The entire system for leveling crafting skills is ridiculous. Why would you get more inspiration for deconstructing something than for crafting it? It makes no sense at all. Also, the reduced inspiration for deconstructing your own stuff just promotes jumping through hoops to game the system. Either remove it or make it so all crafted items give reduced inspiration.

    And, yes, enchanting takes 10x as long as any other skill. Is that intentional, and if so, why?

    I agree with you 100% and is one of the screwy idiosyncrasies of ESO crafting. A monkey can tear down and deconstruct a automobile engine. However, it takes real skill to be able to build one.

  • junkmerchant_ESO
    Stoneforge wrote: »
    Enchanting is the only crafting profession that has such a discontinuous path for leveling. For all others, leveling is a smooth process because the availability of material resources is plentiful and experience given for crafting/decon is significant. The resources of enchanting are much less common,(fewer nodes & drops) require 3 components, take up more space, and yield greatly diminished exp after the one time identification award.

    Suggestion:
    1)Improve the inventory management of Runes & Glyphs
    2) Increase the frequency of glyph drops or the possibility of receiving glyphs scaled to the level of the enchanter
    3) Develop a mechanic to allow conversion of runes to any rune already unlocked but possibly restrict it by type. for instance: 3 essence
    >1 essence of choice

    Point 1. Yes the could make all runes stack to 100. Potency (Square) runes only stack to 20.
    Point 2. Increasing the node out in the wilds are a good thing. Thumbs up here but NO to making them level based on your enchanting level. They should stay to the level of the area you harvest them from.
    Point 3. I kind of like this idea but maybe only certain runes.

    Exp from deconstructing should be raised. Not a ton like Alchemy/provisioning but more inline with Blacksmithing/Woodworking/Clothing. If they were to leave it the same I would not complain either.
    NaughtyDog wrote: »
    I personally like enchanting for what it is now. Yeah it is hard, but that makes it more rewarding when you reach max skill level. I rather have it hard then easy such as woodworking, blacksmith, and clothing. Do not let me start ranting about alchemy and provisioning, both of which are a joke.

    I personally mastered every craft in the game, enchanting imo is the most profitable. Why? There are not a lot of master enchanters because it takes the most time and effort to level the skill. Less enchanters= more work/sales. Most people just quit and then complain on forum. Do people expect everything to be so easy? (Not pointing my finger at anybody, just stating this in general)

    SO
    1)I say no to more frequent glyph drop. Instead of making it drop more frequently, how about you go out and hunt for it? Glyphs are scaled to the zone level, if you want to find better glyphs to extract then go to high zones and hunt for them. Scaling it to the enchanter level will be ridiculous, are you saying I should be able to pick up vet8-vet10 glyphs in my starter location/zone?
    2)More rune nodes would not hurt
    3) I do agree with the inventory improvements, but then again each craft should have their own tab and not just all compiled into a "Mats tab."

    To your point 3. They already have mods that will filter your inventory. Do I believe that this should have been part of the default interface. Yes I do.

    Junk

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