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.
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.
AlexDougherty 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.
AlexDougherty 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.
mousekime111rwb17_ESO wrote: »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!
AlexDougherty 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.