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Suggestion - Crafting research.

Lakishi
Lakishi
Soul Shriven
Greeting all,

Once again my guild mates and I were hashing out an idea that might be nice if Bethesda considered it.

You know how baseline crafting doubles with each thing you research, until you get to a full 30 days with the 8th trait (assuming you don't have the skill points in the faster/more research item.) Now I know there are a lot of people out there who have completely finished their traits for woodworking. Especially myself where I started to research the traits for that a month late.

The people in my guild has come up with a reason to keep those extra research slots in professions. After you have researched all traits for a profession, let us start to research dropped sets to be able to craft them.

By having a piece of a dropped set to research, your would only be able to research it for that piece, giving players another reason to go back and farm some older content. We were thinking that with the amount of time currently invested into research, have the sets take 60 days to research, and you have to have the 3/3 points into the research ability to research them.

Now I know this won't work for jewelry as it cannot be made yet in the game, however don't you wish sometimes that you could get a better Bastion of the Dragon/Crest of the Dragon/Talon of the Dragon set crafted between the levels that it currently drops at and when it starts to reappear at v1? You would still have to pair it with the lower level jewelry to get the full set bonus, but you wouldn't be unprotected as if you stayed with that set, or wish that you could have kept using it.

Now I wouldn't offer this research to specific dungeon or Trial drops, but to stuff that can commonly drop in the world. You would still be limited to what the original items are like the light armor set that has really good bonuses for a nightblade, or making the Warlock set into heavy armor etc. So that you would not be able to make those pieces, but this would give the crafters something further to continue researching on instead of being completely done.
  • ItsMeToo
    ItsMeToo
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    Lakishi wrote: »
    Greeting all,

    Once again my guild mates and I were hashing out an idea that might be nice if Bethesda considered it.

    You know how baseline crafting doubles with each thing you research, until you get to a full 30 days with the 8th trait (assuming you don't have the skill points in the faster/more research item.) Now I know there are a lot of people out there who have completely finished their traits for woodworking. Especially myself where I started to research the traits for that a month late.

    The people in my guild has come up with a reason to keep those extra research slots in professions. After you have researched all traits for a profession, let us start to research dropped sets to be able to craft them.

    By having a piece of a dropped set to research, your would only be able to research it for that piece, giving players another reason to go back and farm some older content. We were thinking that with the amount of time currently invested into research, have the sets take 60 days to research, and you have to have the 3/3 points into the research ability to research them.

    Now I know this won't work for jewelry as it cannot be made yet in the game, however don't you wish sometimes that you could get a better Bastion of the Dragon/Crest of the Dragon/Talon of the Dragon set crafted between the levels that it currently drops at and when it starts to reappear at v1? You would still have to pair it with the lower level jewelry to get the full set bonus, but you wouldn't be unprotected as if you stayed with that set, or wish that you could have kept using it.

    Now I wouldn't offer this research to specific dungeon or Trial drops, but to stuff that can commonly drop in the world. You would still be limited to what the original items are like the light armor set that has really good bonuses for a nightblade, or making the Warlock set into heavy armor etc. So that you would not be able to make those pieces, but this would give the crafters something further to continue researching on instead of being completely done.

    You mean ZOS not Bethesda. They are two different companies.
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  • Circuitous
    Circuitous
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    You quote a full post just to answer with one line? C'mon, man.

    As for the idea, I like it. Having sets that are exclusively drops kinda bothers me, and it would be nice to open up some method of crafting them, but I don't know if this is the best way to do it. Could be nice with some tweaks.
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  • antmck2011rwb17_ESO
    It had always bothered me that there are set items I can't make myself. You can never find the rest of the set pieces anyway. You can't increase their level either. So you have to hang onto items in a vane hope of getting the rest of the set. By the time you find another item or 2 you're already several levels above that anyway. Who want's to hang onto set items that are 5 levels below you?
  • Welka
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    Though I like the idea of being able to craft some special sets, I think most should be lootable (especially the best ones) to give a purpose to loot grind and repeating dungeons/delves
  • AlexDougherty
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    Lakishi wrote: »
    After you have researched all traits for a profession, let us start to research dropped sets to be able to craft them.

    By having a piece of a dropped set to research, your would only be able to research it for that piece, giving players another reason to go back and farm some older content. We were thinking that with the amount of time currently invested into research, have the sets take 60 days to research, and you have to have the 3/3 points into the research ability to research them.

    Nice idea, but the problem is memory space, yeah sorry to be one of those people who go on about it.

    Lets say you research a specific set, ok the game has to remember that you've learned that set, but not the others. And it would be ridiculous to learn it for woodcrafting from blacksmithing, so it has to remember which sets you've learned for which crafts.

    And it has to remember this for every character, let alone everp player. The ammount of memory taken up for this quite quickly.

    They have crafting stations for crafting sets, and while you need to know which station does which set, this is probably the nearest to your idea we will see.
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  • elrusho1
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    Nice idea, but the problem is memory space, yeah sorry to be one of those people who go on about it.

    Lets say you research a specific set, ok the game has to remember that you've learned that set, but not the others. And it would be ridiculous to learn it for woodcrafting from blacksmithing, so it has to remember which sets you've learned for which crafts.

    And it has to remember this for every character, let alone everp player. The ammount of memory taken up for this quite quickly.

    They have crafting stations for crafting sets, and while you need to know which station does which set, this is probably the nearest to your idea we will see.

    As a software engineer who has worked on a couple MMO projects, I will tell you that memory as you call it (which in reality it is hard drive space since it doesn't have to be in the ram) is one of the least expensive parts of a server, even more important is the fact that MMOs are process intensive and not data intensive so the biggest load is on the CPU and not on the amount of space required to store data.

    Storing this kind of information is part of what databases are all about and there are people whose profession it is to design databases to store data in a quick to access and efficient format.
  • mousekime111rwb17_ESO
    the problem with this idea is that the dropped item sets are balanced around a particular armor weight - I for one DO NOT want light armor wearers being able to waltz around with 20% ultimate cost reduction thankyou very much!
  • Theosis
    Theosis
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    This is a great idea. Poster gets 1 internet.
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  • AlexDougherty
    AlexDougherty
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    elrusho1 wrote: »
    Nice idea, but the problem is memory space, yeah sorry to be one of those people who go on about it.

    Lets say you research a specific set, ok the game has to remember that you've learned that set, but not the others. And it would be ridiculous to learn it for woodcrafting from blacksmithing, so it has to remember which sets you've learned for which crafts.

    And it has to remember this for every character, let alone everp player. The ammount of memory taken up for this quite quickly.

    They have crafting stations for crafting sets, and while you need to know which station does which set, this is probably the nearest to your idea we will see.

    As a software engineer who has worked on a couple MMO projects, I will tell you that memory as you call it (which in reality it is hard drive space since it doesn't have to be in the ram) is one of the least expensive parts of a server, even more important is the fact that MMOs are process intensive and not data intensive so the biggest load is on the CPU and not on the amount of space required to store data.

    Storing this kind of information is part of what databases are all about and there are people whose profession it is to design databases to store data in a quick to access and efficient format.

    Ok, fair enough, I'll withdraw my objection.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • Lakishi
    Lakishi
    Soul Shriven
    the problem with this idea is that the dropped item sets are balanced around a particular armor weight - I for one DO NOT want light armor wearers being able to waltz around with 20% ultimate cost reduction thankyou very much!

    As I had listed in the original post the items would be limited to what you could research, So if you researched the dragon set, it would still be heavy armor, sword, shield (Wish we could make jewelry!). If you researched the warlock set it would still be light armor. The only difference you would have is that you can then make set at any level you can craft so warlock for instance only drops between 16-23 then again at v1, v10, and v12. With the crafting you could then make the set for a level 30 character minus the jewelry so you don't have to keep the low level set in order to keep the set bonus.

    Also the other benefit you would have is that you could then craft it in any motif you know with any trait you can put on it, whereas some of the dropped traits aren't really a good match for the sets.
  • Nestor
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    Dropped Sets should have some Exclusivity, it makes them more special. However, getting a complete set is not something that is going to happen in the game for most, if any people. Reason, we are more than likely going to level out of the range the armor before we find all the pieces. Or, we grind mobs until we find each piece.

    What I propose is, we can make the Dropped Sets at a Crafting station once we have: Reached the Level the Set Drops At; We have researched enough traits to be able to make the set; We have discovered at least one of the pieces in the set; We have researched one item in the Set (this could be a different research slot and timer than what we have now for regular Traits). All 4 of these would have to be met.

    So, some dropped sets would be in the 2 Trait Class, some would be in the 3 Trait Class etc. Also, since most of the Dropped sets show up in the Leveling Zones, then again in the VR Instances, we would be limited to making 3 Piece Sets until VR, then we could make 5 (or more) set pieces. This would not stop us from finding the 4th and 5th pieces if we were still in the 1-50 range, we just can't make all the pieces until we are VR Level. This would also allow us to fill in the Dropped Sets if we have the Crafting Chops to do so.

    Also, some Dropped sets that could be crafted could only be made in the Armor Type they are intended for.
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  • GnatB
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    Not sure how much this would do to increase how many people rerun delves and such, (or even *if* that's something that actually *should* be encouraged) since you get 5 levels or so above and things stop dropping, but it would almost certainly increase how much these set items sell for.

    Which is probably going to help the gold farmers more than anything. Most people are probably actually playing the game/doing quests, which will put a pretty strict limit on how much repeated delve farming they can do. Unlike the gold farmers, who would just farm delve/dungeon after delve/dungeon. When they hit v12 start a new character and do the same.


    'Course, I guess I'd rather have the gold farmers repeating delves/public dungeons, (and intentionally or inadvertantly helping out the folks "honestly" doing them) than running around the world monopolizing all the chests/harvest nodes.
    Edited by GnatB on August 25, 2014 5:25PM
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  • Resueht
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    Dropped sets should not be craftable. They should be something to work for. I'm only lvl 23 and I have five pieces of the the Shrouded set, just by playing the game; no extra grinding or farming. So it is possible to find set pieces within your level.

    They should be hard to find. If you could craft them, even at the highest level, you then open the floodgates for the market to be saturated with something that was once rare for a reason. There is already too much in this game that seems over-simplified and caters to those who don't understand the need to have a skewed distribution of armor/gear. So what if only 2% of players have a certain item, they played more they earned it. So what if only a few people can finish a trial or particular dungeon, it should be something to work for. This isn't a Solo game; there are ramifications for making certain content more easily accessible.

    In short, leave dropped sets the way they are and crafted sets the way they are.

    My two cents.
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  • Woolenthreads
    Woolenthreads
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    I'm both for and against and mostly for related reasons. Firstly, once a set item has been learned it's possible that copies might flood the game - Against! Secondly, being able to construct set items means that the special look of the item can be retained not to mention leveled up to match yours as required - For!

    So I am in favour only if the created item is bound to the player account :p:)
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  • loudent
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    Nice idea, but the problem is memory space, yeah sorry to be one of those people who go on about it.

    Lets say you research a specific set, ok the game has to remember that you've learned that set, but not the others. And it would be ridiculous to learn it for woodcrafting from blacksmithing, so it has to remember which sets you've learned for which crafts.

    So.....5 bytes per character in a world where trillions of bytes are the norm for home machines and server machines have orders of magnitude more.

    Dude, it's not a memory problem. The problem is almost never memory.
  • lathbury
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    Or alternatively a new set of skills in crafting that let you upgrade the level of an item by using the correct matts.
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