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Gear Chasing (My opinion on what keeps my attention in an mmo)

  • BBSooner
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    Id have to agree with the OP. I cussed the gear treadmill in past games, but in all honesty - I rely on it to keep me interested in an MMO. A lot of my 'fun' comes from character progression, and a gear treadmill does just that. My stats grow, I can feel a legitimate increase in strength, and my character doesn't feel stagnant. I can also match that change against the changes in other players.
  • Xeres14
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    OK I agree with the OP a bit. I'll put it in broader terms.

    The underlying premise of every MMORPG (and other games too) is this idea of character development. When you gain levels, you gain a skill point and attribute point (until level 50). Because of this your character improves (hopefully). Same thing with gear.

    Now I get the idea of feeling like your character is "finished". Your character is max level and you have a full set of legendary items on (that you crafted). OK, then what? Make an alt? "Finish" that character in the same manner and make another? How many times before that gets old? That's why I like the gear grind.

    Now maybe the grind gets old too. IMO that's preferable because you don't want to do it anymore, not because there's nothing to do.
  • Sablemane
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    PvP and PvE Achievements when thoughtfully developed are one alternative to the grind cycle. Rewards tied to achievements could include gear or rare components. This would encourage folks to play the game in diverse manners, getting out of Cyrodiil perhaps to see the world and vice versa. The Champion System should go a long way too in giving the feeling of character progression without so much gear grind.
  • Nestor
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    I am taking a couple of characters through the VR Ranks right now. I made a set of VR1 gear and then replaced it with VR2 gear when he leveled up. I was amazed at just how little the difference was between the two levels. While on par with the earlier levels in improvement, I had expected the differences to be much bigger, based on how people seem to chase gear levels.

    I have now gone back to replacing my gear every 4 ranks just like in the leveling zones. Well, I may trade out sets at each Material Level, but I am not making a set of gear for each VR Rank. I did make a set of VR3 for my Sorcerer last night, but that was only because I just found a Barbaric Motif (yay! first Purple Motif). And Barbaric gear fits Shadowfen, where she is right now.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • fromtesonlineb16_ESO
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    I think that is okay and should be allowed but should not be high end gear and should only go to mid range and all of these noobish cookie cutters should be trumped by someone who has been putting up the pvp effort and has a full set of elite gear./quote]
    Apart from hours played, what effort has that PVPer expended in getting that gear?
  • pppontus
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    I agree with some of the OPs points, especially I agree that it is concerning that there is what .. maybe 2-3 different set combos that almost everyone use (warlock+seducer, seducer+torugs, hundigs+ashen) and there's not a lot of options there. Sure, there are some other interesting sets (dungeon BoPs for example) but no one uses them because by the time you've aqcuired even half a set you will have outleveled them by far, even if the only thing you did where VR dungeons.

    I think there should be a gap, probably not as big as the OP wants though, between crafted/dropped/PvP sets. There should always be great gear rewards for doing difficult content, whether you and I like it or not, it's what keeps a lot of players interested - and the game needs to appeal to those players just as much.

    Note: I'm talking about gaps like if the top end trials sets had 6% spell crit instead of 4%, it's not going to change the game, but if you want to have the BEST gear you can go after it.

    I think the biggest concern I have is the VR cap increase, and VR levels in general, that basically makes acquiring gear something you can only do after having grinded X amount of levels first. I really like the VR dungeons for example, but I cannot get any worthwhile loot there whatsoever because it used to be 2 levels from max, now is 4, etc. Same with AA/Hel Ra loot, redundant now. Of course gear should eventually be "redundant", in that better gear comes along, but it shouldn't be redundant when it drops in VR content - I really don't agree with that design AND I think that's the biggest reason everyone is using crafted sets, it's almost the only way to get nice set gear at max level.

    Hopefully the Champion system can fix some of this, if all gear is made level 50, you are not restricted to what you can wear - so you can go after the sets you want in the dungeons/trials/arena you want to do. That would certainly increase gear diversity, I'm sure.
  • Hereford
    Hereford
    Soul Shriven
    I just want a system in which everyone has access to all the best gear no matter how you want to play or how much time you have to dedicate to it. I also want a system which brings the alliance together instead of every person for themselves. That is why I previously posted this idea:
    What I would like to propose is that the special drops throughout the game be scrolls. The scrolls are basically plans or recipes or instructions for a master craftsman. When looted, these scrolls automatically go to a queue which players from the realm can see who found what and what it does. Daily there is a ceremony in which these scrolls are imbued into an NPC master craftsman. These craftsmen are located in the frontier in special fortresses. If you wish to purchase a piece of gear it will cost you the same whether it is a basic white, no stats, or even the highest ranked stats, golden. That weapon is forever tied to that craftsman NPC. If the craftsman NPC should happen to be killed by an enemy realm then all of the weapons they have created become normal white weapons. Once the original realm restores order to their fortress, a new NPC craftsman will replace each craftsman who has been killed. They will only be able to make the basic weapons until the realm finds new scrolls for them to be imbued with.

    As you can see, with this mechanic it brings the realm together both to find the scrolls within the world and to protect the craftsmen who have made the gear. Whether scrolls are found by raids, solo players, RvR, PvP, or whatever they will all benefit the realm. You could also have world wide events in which the realm needs to work together in order to find special scrolls. A side mechanic could be the collecting of the materials needed for crafting the gear, but I don't know how that can be done so that it benefits the realm and not just the player farming the materials.
  • KingRebz
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    Auction house also is a major buzz for keeping games alive..everybody loves the spirit of gambling prices with other ppl..
    V14 Sorceror [Ebonheart]
  • dodgehopper_ESO
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    I've never felt end game should be about gear in an mmo. I'm fine with the notion that gear degrades and needs repair/replacement, but really I've always felt that gear always feels wrong as a progression. The difference that marks a hero are his skills, his hard work, intuition, intelligence, willpower and guts. Equipment might play a small part in the equation, but realistically gear is something easily replaced. I see the interest in having progression, but I really would much prefer something along the lines of Spellcrafting and Champion system to be that progression, not so much the equipment. Equipment is something that has always repulsed me in mmo's. Its about achievement and fun. All too often MMO's use the carrot and stick of equipment to keep you playing, often missions that were poorly designed and excluding better designed but older ones. I'm fine with having to do the lame missions to achieve something, but if its just boring or clunky I hate the notion that its something I have to do ad infinitum to get anywhere in the game. The Gear grind is something I fear about MMO's, and usually what ultimately gets me to leave one. When the game becomes less about fun, and more about the easy to design poorly implemented boring mission that has to be repeated 1000 times to get the latest greatest loot... well lets just say that's when my interest in that MMO wanes, and I'm fairly certain I'm not the only one who feels this way.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • bertenburnyb16_ESO
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    They always said that the best gear would be craftable, I also think it is not really working as it is now, mainly because crafting was way to easy (except enchanting then, but they brought it down a bit) if all were as hard to lvl as enchanting that would be another story

    * The elite pvp gear. It costs a stagering 220k AP but when you compare it to the midrange counterpart, we notice a very small gap, as I mentioned before that gap should be blown much more open. The cost is fine, in my opinion, but that gear should be dramatically better and totally justify spending days to grind up all of those AP's. A players in full elite pvp gear should dominate any players in mid range gear button mashing some cheap ability rotation.

    .

    for a pvp player 220k isn't much at all
    in a couple hours an evening I can pvp I already gather between 50 -100k AP, so it would take like 3 evening to get a full set, and I'm not even an experienced pvp'r since I can only play in Cyro for longer than a half hour since 1.4-ish patch (mac)
    Haze Ramoran Dunmer Dragonknight Tank/Dps – Smoked-Da-Herb Saxheel Templar Tank/Healer

    Red Diamond, Protect us 'til the end (EU EP Thorn)
  • michael_bimson
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    I do not agree with the OP, and the reason why has been espoused by others here: I don't have the time or the inclination for a massive gear grind.

    I feel that player skill, not equipment should be the determining factor in the game, in PvP and PvE.

    I appreciate that some players wish to raid, some wish to PvP, some wish to small group. It is in satisfying these disparate groups that ZOS makes money.

    Nevertheless where I feel that the OP has erred in citing the gear grind as the end function of ESO (a gear grind will alienate all players PvE and PvP who do not have the time or inclination to take part in the grind. They will fall behind and not be competitive in game leading to cancellation, therefore this cannot be the end goal). Gear should be the means to a different end - playing a fun game!

    I don't PvP in Cyrodiil because I want better gear, I PvP because I enjoy the challenge of fighting other players over a massive map with many objectives. I doubt I will ever be Emperor, I don't have the time but I can still take one out on occasion and former Emperors more often, because, despite the time they've taken to earn that achievement, we're not so different. The time they've taken has rewarded them with new skills (avatar and player (hopefully)), not substantially better gear than me.

    Equally if I don't fancy PvP, I am happy to join a group and PvE. But I don't PvE to find good gear, I PvE to overcome a challenge set by a game designer and to enjoy the story, ESO has excelled in this aspect. Its fun to solo, and it is fun to share that experience with others, to revel in overcoming a situation together.

    In summary, I think that a gear grind is a cover for poor gameplay and ZOS should just focus on new game content and new challenges to overcome. I fear that a gear grind will alienate casual players like me, slowly making us less competitive and leading to our leaving ESO. If new gear must come in, then it should be more specialised, not more powerful, and with the number of potential builds available (after more balancing) this should keep ZOS going for quite some time.
  • tplink3r1
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    i agree, the game needs more gear chasing.
    VR16 Templar
    VR3 Sorcerer
  • DDuke
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    I do not agree with the OP, and the reason why has been espoused by others here: I don't have the time or the inclination for a massive gear grind.

    I feel that player skill, not equipment should be the determining factor in the game, in PvP and PvE.

    Yet it never will be. There will always be balance issues between classes or stamina/magicka, and the one with better build is, and always will be, inclined to win the fight (assuming we are talking about a 1v1 PvP scenario or PvE encounter). If you think I'm wrong, please point out one MMO where all classes and builds are balanced.

    In case of larger scale PvP, there will always be an uneven amount of people fighting against people of different levels & uncertain talent. Fair? No, nor should it be. Only way an MMO can have "fair" PvP is by having Arenas with matchmaking system (pitting you against equally performing opponents, regardless of their gear). That would also grant you a way to earn better gear with skillful play, instead of spending lots of time doing something.
    I appreciate that some players wish to raid, some wish to PvP, some wish to small group. It is in satisfying these disparate groups that ZOS makes money.

    Nevertheless where I feel that the OP has erred in citing the gear grind as the end function of ESO (a gear grind will alienate all players PvE and PvP who do not have the time or inclination to take part in the grind. They will fall behind and not be competitive in game leading to cancellation, therefore this cannot be the end goal). Gear should be the means to a different end - playing a fun game!

    Here's the thing, most end-game PvErs are in fact alienated by the lack of gear progression and there's very little reward for doing PvP.

    So let me get this straight, you can't find time or reason to play the game, and expect everything to get handed out for free to you, because all PvErs should do the same dungeons for 917th time for fun? It is fun the first time you clear a dungeon, then it starts to get boring really quick when you realize all that drops is utter garbage.
    I don't PvP in Cyrodiil because I want better gear, I PvP because I enjoy the challenge of fighting other players over a massive map with many objectives. I doubt I will ever be Emperor, I don't have the time but I can still take one out on occasion and former Emperors more often, because, despite the time they've taken to earn that achievement, we're not so different. The time they've taken has rewarded them with new skills (avatar and player (hopefully)), not substantially better gear than me.

    Equally if I don't fancy PvP, I am happy to join a group and PvE. But I don't PvE to find good gear, I PvE to overcome a challenge set by a game designer and to enjoy the story, ESO has excelled in this aspect. Its fun to solo, and it is fun to share that experience with others, to revel in overcoming a situation together.

    The content you're describing is fun for the first couple of times you do it, but it lacks replayability. I've become Emperor, I've taken the same keeps & scrolls hundreds or thousands of times, yet I have nothing to show for it, except a "Former Emperor" title which everyone and their mother have.
    In summary, I think that a gear grind is a cover for poor gameplay and ZOS should just focus on new game content and new challenges to overcome. I fear that a gear grind will alienate casual players like me, slowly making us less competitive and leading to our leaving ESO. If new gear must come in, then it should be more specialised, not more powerful, and with the number of potential builds available (after more balancing) this should keep ZOS going for quite some time.

    No, gear progression is something that encourages people who spend more than 2 hours a week populating the game server to keep playing. No wonder it is getting harder and harder to find groups in this game if only casuals who log in twice a week keep playing.

    It's an MMO, you need to have a level of competitiveness in it and things to "show off". It sounds to me like you'd be happier playing a single player game or GW2.
    Edited by DDuke on September 18, 2014 5:26PM
  • spinedoc
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    The PVP gear should be separate. In EQ2 the PVP gear had separate stats that affected PVP game play only, and not PVE, and vice versa. They were the same stats really, just different names. This way you can play the type of game you want to play.
  • MerusMalumb14_ESO
    MerusMalumb14_ESO
    Soul Shriven
    I just want to state again because some people missed it, but I am 'okay' with having people able to craft some of the best gear, but the thing is that anyone who has checked their mail in the past week can craft stuff better than we can work a lot harder for. I feel like if you are making gear that is starting to compare with pvp gear or vet dungeon then we need to have rare materials that we need to get a hold of and have to do some grinding for that. I honestly feel like if I spend the time and build up my character then I should be able to punish someone who doesn't put up the effort unless they are exceptionally good.
  • FreedomDude
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    I thought the reason why people got the "rare dropped sets" was because they looked unique?
  • LonePirate
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    They always said that the best gear would be craftable, I also think it is not really working as it is now, mainly because crafting was way to easy (except enchanting then, but they brought it down a bit) if all were as hard to lvl as enchanting that would be another story

    * The elite pvp gear. It costs a stagering 220k AP but when you compare it to the midrange counterpart, we notice a very small gap, as I mentioned before that gap should be blown much more open. The cost is fine, in my opinion, but that gear should be dramatically better and totally justify spending days to grind up all of those AP's. A players in full elite pvp gear should dominate any players in mid range gear button mashing some cheap ability rotation.

    .

    for a pvp player 220k isn't much at all
    in a couple hours an evening I can pvp I already gather between 50 -100k AP, so it would take like 3 evening to get a full set, and I'm not even an experienced pvp'r since I can only play in Cyro for longer than a half hour since 1.4-ish patch (mac)

    That price is not for an entire set. That price is per piece. If you want seven pieces of armor, a weapon and three pieces of jewelry, then you are going to need around 2.5M AP, which is a very long grind given how many players spend AP on siege weapons, wall and door repair kits and forward camps. Those are serious drains on AP, not to mention that only a small segment of the players are making 100K+ AP a day. In fact most players are not earning 50K AP per day judging from the faction and class leaderboards.
  • Potenza
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    To me atleast , the fact that in ESO one can get to the best gear just by crafting and not doing dungeons over and over is a big plus to the game.

    I dont have patience(or the time even) anymore to keep doing those raids over and over like back in WoW and such.

    My days doing this gear grind are over for good , reason i would not even consider going back to it in ESO.

    THIS!
  • Nihil
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    I just want to state again because some people missed it, but I am 'okay' with having people able to craft some of the best gear, but the thing is that anyone who has checked their mail in the past week can craft stuff better than we can work a lot harder for. I feel like if you are making gear that is starting to compare with pvp gear or vet dungeon then we need to have rare materials that we need to get a hold of and have to do some grinding for that. I honestly feel like if I spend the time and build up my character then I should be able to punish someone who doesn't put up the effort unless they are exceptionally good.

    I can kind of agree with the farming the mats to make gear ( crafter are / should be a subset of players who run pve or pvp, otherwise what are we doing, and I consider myself a crafter), but part of the problem also with the crafting is the time invested currently doesn't = reward (8th trait item sets are not balanced to provide a better combination of bonuses or special trait in comparison to earlier sets). If they make a 10 trait set in the future with the release of a 10 trait, it would take a player 2 months to be able to make their own (a month if working with players) while most dungeons / trails could be on farm mode by that time. This is why I personally think you need to balance it, have good gear come from all three areas, but the best gear being derived from 2 out of the three areas.

    They could work special crafting stations into the world, at the end of dungeons, in the imperial city, and limit it once per day or per dungeon, slow down production rate keeping good gear hard to get. Make dungeon boss' drop rare mats, throw in item you can buy with AP, just as long as it isn't one area making the best gear imo.
    Edited by Nihil on September 23, 2014 3:11PM
  • Wuggums47
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    I think we should make it so there are extremely rare crafting mats that give a decent advantage with the gear made from them. This would keep crafting as the best way to get gear, but without sacrificing the gear chase that lot's of players seem to want.
  • Eiregirl
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    In trials you can find gear that is comparable to crafted gear and perhaps a tiny bit better for some players. For example the mage set and there are several others that can only be obtained at VR ranks from trials. If this is not good enough for you then to bad move on.
  • Vuron
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    Eiregirl wrote: »
    In trials you can find gear that is comparable to crafted gear and perhaps a tiny bit better for some players. For example the mage set and there are several others that can only be obtained at VR ranks from trials. If this is not good enough for you then to bad move on.

    And you honestly don't see a problem with this?

    You don't find it a bit odd that trials requiring 12 people, coordination, effort, skill, gold, and time give gear that is "comparable" to gear that can be had by sitting in front of a crafting station and hitting "R" a couple hundred times?

    Most games, and life in general, are about risk versus reward. As it is now, the so-called end-game content has all the risk and none of the reward. After getting the achievements, there is little to no reason to continue to do the content.

    If crafting in this game was something other than a brain dead distraction then I might see the point. Unfortunately, crafting takes absolutely no effort, no skill, no gold, and very little time.

    I have an alt that is a max crafter in every profession that has never even crafted a single item other than food or potions to level. There is no way that crafting should produce the best equipment in the game.
    Edited by Vuron on September 23, 2014 5:01PM
  • Xeres14
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    Another thing about the gear treadmill is this - why have better gear? So I craft my really good gear but for what purpose? PvP? Yeah if things are fair. That rarely happens. I don't remember the last time I was attacked by a single player in a open PvP setting in any game. PvE? Here's where the treadmill occurs anyway. You don't need legendary gear to kill the pack of 3 VR14 mobs. The gear is a means to an end. But to do what? And that's why the treadmill works. Better gear to kill tougher bosses to get better gear than you already have to kill tougher bosses you're currently fighting.

    Thing about the gear treadmill is you can get off any time.
  • Eiregirl
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    Vuron wrote: »
    Eiregirl wrote: »
    In trials you can find gear that is comparable to crafted gear and perhaps a tiny bit better for some players. For example the mage set and there are several others that can only be obtained at VR ranks from trials. If this is not good enough for you then to bad move on.

    And you honestly don't see a problem with this?

    You don't find it a bit odd that trials requiring 12 people, coordination, effort, skill, gold, and time give gear that is "comparable" to gear that can be had by sitting in front of a crafting station and hitting "R" a couple hundred times?

    Most games, and life in general, are about risk versus reward. As it is now, the so-called end-game content has all the risk and none of the reward. After getting the achievements, there is little to no reason to continue to do the content.

    If crafting in this game was something other than a brain dead distraction then I might see the point. Unfortunately, crafting takes absolutely no effort, no skill, no gold, and very little time.

    I have an alt that is a max crafter in every profession that has never even crafted a single item other than food or potions to level. There is no way that crafting should produce the best equipment in the game.

    No I do not see a problem with it at all. It is the way the game is designed.

    If 12 people wish to do trials for the challenge of it that is great and I enjoy the challenge of it myself.

    If you like those other games then go play them. I like this game because it does not follow those "other" games. It is nice to have something different.

    If you wish to compare real life with a game then...in life a lot of people do challenging things such as rock climbing, cliff diving, base jumping and sky diving and other challenging and risky activities for nothing more than personal satisfaction and that is the same for trials in this game people do it for the challenge and personal satisfaction instead of a stupid gear chase. Other people enjoy fishing and messing around in their flower garden for nothing more than personal satisfaction.

    You may not enjoy crafting and the challenge of doing delves and trials for the challenge of it in your personally crafted gear but a lot of people do. There is a lot more to this game than chasing gear and I am sick of games that are nothing more than a gear chase. From reading this thread their are a lot of people who are as well.

    wow you have an alt...cool so do I :smiley:

    Can't please everyone....
    Edited by Eiregirl on September 23, 2014 6:28PM
  • amasuriel
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    DDuke wrote: »
    if only casuals who log in twice a week keep playing.

    This is the classic mistake the hardcore raid crowd make. I play upwards of 40 hours / week right now (and have been pretty consistent since beta). So I'm hardcore right?

    Except I have 0 interest in 12 man raids. Its just not fun for me. I might try to do it once for the dye color but that's its.

    Of course progression in an MMO (be it champion system or gear) is time = progression.

    The objection is to the idea that the time has to be spent doing 12 man raids in a 4 hour block with 12 people to get the best progression, as opposed to spending equal time doing pvp or some sort of crafting related activity, be it grinding for mats, or quests for recipes or whatever.



  • Eiregirl
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    amasuriel wrote: »
    DDuke wrote: »
    if only casuals who log in twice a week keep playing.

    This is the classic mistake the hardcore raid crowd make. I play upwards of 40 hours / week right now (and have been pretty consistent since beta). So I'm hardcore right?

    Except I have 0 interest in 12 man raids. Its just not fun for me. I might try to do it once for the dye color but that's its.

    Of course progression in an MMO (be it champion system or gear) is time = progression.

    The objection is to the idea that the time has to be spent doing 12 man raids in a 4 hour block with 12 people to get the best progression, as opposed to spending equal time doing pvp or some sort of crafting related activity, be it grinding for mats, or quests for recipes or whatever.



    Well said.
  • rophez_ESO
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    I agree with the OP. Gear at end game is very boring. I really don't see the point of doing end game content more than once if there is no chance to improve your character. Maybe the champ system will fix this, as I'll be able to grind out champ points. I still would like the rare chance of getting elite loot. Even in PVP.

    I think the devs need to take a step back from saying "crafters will always make the best gear." I mean it would be one thing if it was hard to level up crafting, but it's easy as pie. What do you guys do at end game when you already have your set of crafted gear as soon as you hit cap? RP in a tavern? I think that's cool once in a while, but I mostly play RPG's for character progression.
  • LonePirate
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    Vuron wrote: »
    Eiregirl wrote: »
    In trials you can find gear that is comparable to crafted gear and perhaps a tiny bit better for some players. For example the mage set and there are several others that can only be obtained at VR ranks from trials. If this is not good enough for you then to bad move on.

    And you honestly don't see a problem with this?

    You don't find it a bit odd that trials requiring 12 people, coordination, effort, skill, gold, and time give gear that is "comparable" to gear that can be had by sitting in front of a crafting station and hitting "R" a couple hundred times?

    Most games, and life in general, are about risk versus reward. As it is now, the so-called end-game content has all the risk and none of the reward. After getting the achievements, there is little to no reason to continue to do the content.

    If crafting in this game was something other than a brain dead distraction then I might see the point. Unfortunately, crafting takes absolutely no effort, no skill, no gold, and very little time.

    Please! Not this old canard again.

    Crafting takes considerably more time to create gear - especially if you don't have an upper level alt feeding it items to deconstruct. Crafting certainly takes more time (and/or gold) to acquire a full set of legendary gear with set bonuses that approximate the legendary gear and set bonuses received from clearing a trial.

    A typical trial group can clear it in 15 minutes or less in order to receive a piece of legendary gear with a nice set bonus. Let's say you clear three trials a day over the course of 90 minutes each day for two weeks. You just spent 21 hours collecting 42 pieces of legendary gear (at a minimum) of which you have cobbled together eight pieces to receive bonuses from two sets. Let's not forget the jewelry that was picked up along the way which cannot be crafted.

    Now how much time do you think is needed to push the crafting skills to reach the point where you only need 64 legendary mats to upgrade the gear to legendary? How much time is needed to collect those 64 mats from hirelings or deconstruction or refinement? How much time is needed to find the necessary traits on those eight items so you can obtain set bonuses that are comparable to the ones on the dropped trials gear? Or, how much gold is needed to purchase these items which can be broken down into how much time is needed to earn the gold to buy all of those things? The answer is a lot more time than that hypothetical 21 hours spent completing trials.

    Completing a trial is the quick way to obtain legendary gear and set bonuses. Crafting is the slow, long game approach. The former is the hare while the latter is the tortoise in this race.
  • Nihil
    Nihil
    ✭✭✭
    LonePirate wrote: »
    Vuron wrote: »
    Eiregirl wrote: »
    In trials you can find gear that is comparable to crafted gear and perhaps a tiny bit better for some players. For example the mage set and there are several others that can only be obtained at VR ranks from trials. If this is not good enough for you then to bad move on.

    And you honestly don't see a problem with this?

    You don't find it a bit odd that trials requiring 12 people, coordination, effort, skill, gold, and time give gear that is "comparable" to gear that can be had by sitting in front of a crafting station and hitting "R" a couple hundred times?

    Most games, and life in general, are about risk versus reward. As it is now, the so-called end-game content has all the risk and none of the reward. After getting the achievements, there is little to no reason to continue to do the content.

    If crafting in this game was something other than a brain dead distraction then I might see the point. Unfortunately, crafting takes absolutely no effort, no skill, no gold, and very little time.

    Please! Not this old canard again.

    Crafting takes considerably more time to create gear - especially if you don't have an upper level alt feeding it items to deconstruct. Crafting certainly takes more time (and/or gold) to acquire a full set of legendary gear with set bonuses that approximate the legendary gear and set bonuses received from clearing a trial.

    A typical trial group can clear it in 15 minutes or less in order to receive a piece of legendary gear with a nice set bonus. Let's say you clear three trials a day over the course of 90 minutes each day for two weeks. You just spent 21 hours collecting 42 pieces of legendary gear (at a minimum) of which you have cobbled together eight pieces to receive bonuses from two sets. Let's not forget the jewelry that was picked up along the way which cannot be crafted.

    Now how much time do you think is needed to push the crafting skills to reach the point where you only need 64 legendary mats to upgrade the gear to legendary? How much time is needed to collect those 64 mats from hirelings or deconstruction or refinement? How much time is needed to find the necessary traits on those eight items so you can obtain set bonuses that are comparable to the ones on the dropped trials gear? Or, how much gold is needed to purchase these items which can be broken down into how much time is needed to earn the gold to buy all of those things? The answer is a lot more time than that hypothetical 21 hours spent completing trials.

    Completing a trial is the quick way to obtain legendary gear and set bonuses. Crafting is the slow, long game approach. The former is the hare while the latter is the tortoise in this race.

    If I remember correctly, legendary gear doesn't drop frequently if not at all from the actual trial, it is obtained through the leader boards.
  • Tapio75
    Tapio75
    ✭✭✭✭✭
    Wnat i hear you really saying is that you wish for stat chase instead of gear chase. I am happy that this is not present in ESO and i hope it will never be.

    Personally i wish for real gear chase, a chase for gear that has unique and rare look and gear that is really really hard to get and looks realistic but at same time awesome. Old well crafted weapons and armor.
    >>PC-EU Mostly PVE. Played since BETA<<
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