smeeprocketnub19_ESO wrote: »Yes, they are a bit too rare I think. Plus they definitely should also drop from hirelings and refining, just like any other trait stone; just much more rare of a chance. I also think they should have had a min trait research requirement to keep all these people with alts researching them just to churn them out in six hours. It kind of screwed over the people with real crafter characters.
how did it screw over people with real crafter characters?
If people weren't researching it on alts, no one would have the ability to make it for... real crafter characters. We'd all have to wait a month for even a few to become readily available.
rophez_ESO wrote: »If they want Cyrodiil to be the endgame, why is everything there VR5? Why not put V14 nodes in Cyrodiil and allow the same chance to get nirnhoned stuff. Maybe then Cyrodiil won't be a ghost town in all but 1 campaign.
rophez_ESO wrote: »If they want Cyrodiil to be the endgame, why is everything there VR5? Why not put V14 nodes in Cyrodiil and allow the same chance to get nirnhoned stuff. Maybe then Cyrodiil won't be a ghost town in all but 1 campaign.
Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.
Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.
smeeprocketnub19_ESO wrote: »Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.
Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.
no. You get AP for pvping. That's all you should get it for.
Man, my campaign is pop locked on a regular basis. Ghost campaign?
smeeprocketnub19_ESO wrote: »Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.
Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.
no. You get AP for pvping. That's all you should get it for.
Man, my campaign is pop locked on a regular basis. Ghost campaign?
Pop block should not be a problem. In fact it should never happen. Just bad design. And we probably play in different regions and campaigns. I can play the flute in enemy factions main base for 20 minutes and nobody comes to listen.
smeeprocketnub19_ESO wrote: »Yes, they are a bit too rare I think. Plus they definitely should also drop from hirelings and refining, just like any other trait stone; just much more rare of a chance. I also think they should have had a min trait research requirement to keep all these people with alts researching them just to churn them out in six hours. It kind of screwed over the people with real crafter characters.
how did it screw over people with real crafter characters?
If people weren't researching it on alts, no one would have the ability to make it for... real crafter characters. We'd all have to wait a month for even a few to become readily available.
smeeprocketnub19_ESO wrote: »Yes, they are a bit too rare I think. Plus they definitely should also drop from hirelings and refining, just like any other trait stone; just much more rare of a chance. I also think they should have had a min trait research requirement to keep all these people with alts researching them just to churn them out in six hours. It kind of screwed over the people with real crafter characters.
how did it screw over people with real crafter characters?
If people weren't researching it on alts, no one would have the ability to make it for... real crafter characters. We'd all have to wait a month for even a few to become readily available.
um, exactly... everyone would be on the same page, instead of only those using alts to research and replicate - including someone who has never researched anything before. If you had to have so many items already researched, then it would at least reward crafters for being able to do it, plus everyone that could would start completing it about the same time.
smeeprocketnub19_ESO wrote: »smeeprocketnub19_ESO wrote: »Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.
Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.
no. You get AP for pvping. That's all you should get it for.
Man, my campaign is pop locked on a regular basis. Ghost campaign?
Pop block should not be a problem. In fact it should never happen. Just bad design. And we probably play in different regions and campaigns. I can play the flute in enemy factions main base for 20 minutes and nobody comes to listen.
What region/campaign do you play in?
.
smeeprocketnub19_ESO wrote: »smeeprocketnub19_ESO wrote: »Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.
Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.
no. You get AP for pvping. That's all you should get it for.
Man, my campaign is pop locked on a regular basis. Ghost campaign?
Pop block should not be a problem. In fact it should never happen. Just bad design. And we probably play in different regions and campaigns. I can play the flute in enemy factions main base for 20 minutes and nobody comes to listen.
What region/campaign do you play in?
.
I play in EU server.
I hate that everything needs to be simple. Kill a guy get a point. Its like is this Contra or a MMO game? Think big. Add more elements. Population and lag should not be an issue anymore.
The gatherers and the crafters should be big part of this Alliance war.
Its supposed to be faction against faction in all its glory. Not just some battleground found in any cookie cutter MMO.
smeeprocketnub19_ESO wrote: »smeeprocketnub19_ESO wrote: »smeeprocketnub19_ESO wrote: »Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.
Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.
no. You get AP for pvping. That's all you should get it for.
Man, my campaign is pop locked on a regular basis. Ghost campaign?
Pop block should not be a problem. In fact it should never happen. Just bad design. And we probably play in different regions and campaigns. I can play the flute in enemy factions main base for 20 minutes and nobody comes to listen.
What region/campaign do you play in?
.
I play in EU server.
I hate that everything needs to be simple. Kill a guy get a point. Its like is this Contra or a MMO game? Think big. Add more elements. Population and lag should not be an issue anymore.
The gatherers and the crafters should be big part of this Alliance war.
Its supposed to be faction against faction in all its glory. Not just some battleground found in any cookie cutter MMO.
the only benefit of crafters in cyrodiil would be people I could kill that are trying to harvest while I go from keep to keep or town to town.
The result of your suggestion in practice would also just be crafting dailies.
smeeprocketnub19_ESO wrote: »rophez_ESO wrote: »If they want Cyrodiil to be the endgame, why is everything there VR5? Why not put V14 nodes in Cyrodiil and allow the same chance to get nirnhoned stuff. Maybe then Cyrodiil won't be a ghost town in all but 1 campaign.
as much as I would be okay with that, most people that go to cyrodiil don't go to harvest.
I would settle for vr14 nodes, and no chance of nirnhone. You don't really have to pve to harvest in craglorn though. It's sort of a crafter based activity.
smeeprocketnub19_ESO wrote: »smeeprocketnub19_ESO wrote: »smeeprocketnub19_ESO wrote: »Cyrodiil needs more gathering/crafting associated with it. It could be a mechanic for the alliance war.
Craft gear for mercs/guards quests. Make provisions for the troops quests etc etc. All with relevant buff and alliance point gains. Would make Cyrodiil more than a ghost world with occasional zerg trains.
no. You get AP for pvping. That's all you should get it for.
Man, my campaign is pop locked on a regular basis. Ghost campaign?
Pop block should not be a problem. In fact it should never happen. Just bad design. And we probably play in different regions and campaigns. I can play the flute in enemy factions main base for 20 minutes and nobody comes to listen.
What region/campaign do you play in?
.
I play in EU server.
I hate that everything needs to be simple. Kill a guy get a point. Its like is this Contra or a MMO game? Think big. Add more elements. Population and lag should not be an issue anymore.
The gatherers and the crafters should be big part of this Alliance war.
Its supposed to be faction against faction in all its glory. Not just some battleground found in any cookie cutter MMO.
the only benefit of crafters in cyrodiil would be people I could kill that are trying to harvest while I go from keep to keep or town to town.
The result of your suggestion in practice would also just be crafting dailies.
A crafting daily would the cookie cutter way of doing it. It doesn't have to be just that. These quests could have relevant impact on the keep sieges. And yes these gatherers could be an excellent way to get some extra kills. Little skirmishes and 1 on 1 fights don't exists in this game atm. This is getting wildly off topic btw
Point is don't thumb down crafting. Let there be hard to get materials and hard to craft items. And have those have impact in PvP aswell.
MasterSpatula wrote: »I straight-up saw a guy WTSing Nirncrux stones in Zone for a BILLION gold the other day.
I really have no idea what to take away from that fact; I just felt it was worth sharing.
Ourorboros wrote: »starkerealm wrote: »LonePirate wrote: »Kalann_Pander wrote: »LonePirate wrote: »Anyway, it is the absurd rarity of the two types of Nirncrux stones that really boils my blood. There is absolutely no reason for this rarity.
In fact, there is a fairly decent rational for the increased rarity ... the relative power of the trait. I don't have numericals for the armor trait (and besides, there's nothing to compare it with), but here's a few scores I get out of my crafting UI :
- Defending : Increase total Armor and Spell Resistance by 4%
- Sharpened : Increase Armor and Spell Penetration by 6%
- Nirnhoned : Increase Spell Resistance and Spell Penetration by 10%
Now, unless ZoS thinks armor and armor penetration are vastly more desirable than spell resistance (I don't), it's pretty clear that "Nirhoned" is roughly twice as strong as a "normal" trait. That alone should make it rarer.
I'd argue that the increased rarity should be similar to legendary crafting mats.
What you describe seems to like ... maybe they're overdone it.LonePirate wrote: »Worst of all, a PVP player has no means whatsoever of obtaining these stones. Whose "bright" idea was this?
Solo players are given the shaft too. We do have a way though : trading
My spell resistance is already soft capped with just five pieces of light armor and some light armor passives. The additional spell resistance from this trait is of little use to me, especially at the sacrifice of more beneficial traits like Divines, Impenetrable and Infused.
As for the spell penetration aspect, my spell damage is already close to 120 with some set bonuses and enchantments. While spell penetration and spell damage are not the same, the trade off between what I have now without the Nirnhoned trait and what I gain and lose (spell crit) with it are just not worth it. Basically, these new traits are not significantly better than the other traits and they certainly are not so much better that they warrant their current rarity.
As for trading, the cheapest piece of Nirnhoned level 1 research gear Ingave seen was a single piece going for 25K. Every other piece I have seen has been in the 40K-60K price range. Those prices put the pieces out of reach for many players. Those who do buy them can usually only afford a couple of pieces at most. Or am I mistaken and we have numerous players running around with 7 or more figures worth of gold?
Players who got lucky, or have been here consistently from the beginning, sold their drops, and never repaired their gear? I could easily see them in the mid 6 figures, without even buying and flipping stuff.
Remember, at launch you could make massive amounts of gold through provisioning just by processing the crap you found in town and vendoring it. I'm talking 7k for just looting Vulkel Guard or Daggerfall a couple times. To say nothing of the guild bank duplication exploit back at launch, which you could use to get absurd amounts of crap.
I think at one point there was an alchemy exploit, though I don't know what it was.
Yeah, it wouldn't surprise me if there are a few, particularly players who farmed the crap out of the Vet and Vet + zones at launch, who're now sitting on 7 figures.
I have high six figures in my bank. I never took advantage of any game exploits, didn't sell common goods at outrageous prices. Point being, it's not that hard to accrue a large amount of gold. I just sell a small variety of common items. I price items to be competitive, not always the lowest, but never the highest. Posting broad generalizations about other players is bound to rub other players the wrong way. Oh,,,,,, and I never buy things like Nirnhoned for outrageous prices.
LonePirate wrote: »I understand why ZOS put the Nirnhoned armor and weapons as rewards for the final quest(s) in Upper Craglorn. Without them, almost no one would bother completing those quests, just like very few people have completed the quests in Lower Craglorn (which are required to finish the Upper Craglorn quests, btw).
Anyway, it is the absurd rarity of the two types of Nirncrux stones that really boils my blood. There is absolutely no reason for this rarity. The drop rate for these stones within the harvested nodes is almost as low as the drop rate for the purple recipes before they were made more accessible several weeks back. I have harvested hundreds of nodes and have received one single stone. Prices for these stones are through the roof which is insane.
Not only that but during peak hours, the competition between players for the harvesting nodes is almost as intense as it was when bots were monopolizing the nodes many months ago. Why did ZOS need to create another situation like that one? Worst of all, a PVP player has no means whatsoever of obtaining these stones. Whose "bright" idea was this?
I dumped skill points in the hirelings for Blacksmithing, Clothing and Woodworking so they would gather items like these Nirncrux stones and send them to me. There is no reason why these stones cannot be sent by hirelings or obtained by refining materials. ZOS needs to change how these Nirncrux stones are obtained as the current methods are nonsensical to say the least.
chimneyswift_ESO wrote: »I disagree COMPLETELY! Name 1 thing besides legendary mats in this game that is this rare.