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@ZOS - Please make crafting research account wide

  • kijima
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    There are people who play this game that are purely crafters. They are the 'gatherers' of the hunter gatherer pack.

    Have you thought about how this would impact them, looking from their perspective instead of just your own?

    I was on TS last night having a chat to some guildies, and one of them right now who is a crafter is rightly pissed about the incoming nerfs on hirelings. Now, it doesn't effect me directly (I'm sure it will indirectly when the cost of stuff goes up due to rarity) but it has frustrated the hell out of him.

    Been here since Feb 2014 - You'd think I'd be half reasonable at this game by now...
  • NewBlacksmurf
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    kijima wrote: »
    There are people who play this game that are purely crafters. They are the 'gatherers' of the hunter gatherer pack.

    Have you thought about how this would impact them, looking from their perspective instead of just your own?

    I was on TS last night having a chat to some guildies, and one of them right now who is a crafter is rightly pissed about the incoming nerfs on hirelings. Now, it doesn't effect me directly (I'm sure it will indirectly when the cost of stuff goes up due to rarity) but it has frustrated the hell out of him.

    Again...this is "asking" as a result of the drastic changes in 1.6 to mounts, etc. keep in mind this in no way limits, hurts or takes away from anything they, you or I have done to invest in research.

    It's no change to crafting or skills. It's purely giving the account credit for unlocking something vs just one character.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Iluvrien
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    It's no change to crafting or skills. It's purely giving the account credit for unlocking something vs just one character.

    What about if, under your system:

    1) A player has 8 characters in total.
    2) That player sets each character to research a different trait on an item.
    3) Each of these traits are finished in a few hours.
    4) The account is credited in each case.

    You end up, with the initial investment of a few hours with every character on that account being able to craft using all 8 traits and the sets associated with having 8 traits unlocked... in a matter of hours, as opposed to someone who is doing it with 1 character and has to wait months. Fair?

    If you then say, "well what about the research skill limits"? Those are character specific. Whether a character can have 1,2 or 3 traits researching simultaneously is down to their own distribution of skillpoints and so is not something that could be handled account wide... unless you are also suggesting the research skill limits should be account wide. What you will see then is the call for more and more skill lines to become account wide.

    Or do you have a suggestion that would allow for the application of your system without penalizing the single-character players or requiring certain crafting skills to become account-wide?

    Because, to me, at the moment this seems like an insurmountable problem standing in the path of any such change.
  • NewBlacksmurf
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    Iluvrien wrote: »
    It's no change to crafting or skills. It's purely giving the account credit for unlocking something vs just one character.

    What about if, under your system:

    1) A player has 8 characters in total.
    2) That player sets each character to research a different trait on an item.
    3) Each of these traits are finished in a few hours.
    4) The account is credited in each case.

    You end up, with the initial investment of a few hours with every character on that account being able to craft using all 8 traits and the sets associated with having 8 traits unlocked... in a matter of hours, as opposed to someone who is doing it with 1 character and has to wait months. Fair?

    If you then say, "well what about the research skill limits"? Those are character specific. Whether a character can have 1,2 or 3 traits researching simultaneously is down to their own distribution of skillpoints and so is not something that could be handled account wide... unless you are also suggesting the research skill limits should be account wide. What you will see then is the call for more and more skill lines to become account wide.

    Or do you have a suggestion that would allow for the application of your system without penalizing the single-character players or requiring certain crafting skills to become account-wide?

    Because, to me, at the moment this seems like an insurmountable problem standing in the path of any such change.


    Please go back and read my post. Follow my comments...in response to the mount and other changes in 1.6 that apply account benefits, I'm asking ZOD why not research.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Ourorboros
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    No one reads...ppl just draw conclusions or assumptions and argue.

    Thanks to those who did read and for your opinions

    So far, you have said nothing that either explains why we are misinterpreting you, or respond to valid criticisms of your proposal. What you propose is NOT like the new mount systems, as several have explained, and you have not explained how it would not let new characters shortcut research times.
    PC/NA/DC
    Breton Sorcerer Maester.White - BB meets GoT >Master Crafter< { 9 Traits completed 4/23/15 }
    TANSTAAFL--->There ain't no such thing as a free lunch.....Robert Heinlein
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  • NewBlacksmurf
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    Ourorboros wrote: »
    No one reads...ppl just draw conclusions or assumptions and argue.

    Thanks to those who did read and for your opinions

    So far, you have said nothing that either explains why we are misinterpreting you, or respond to valid criticisms of your proposal. What you propose is NOT like the new mount systems, as several have explained, and you have not explained how it would not let new characters shortcut research times.

    It's exactly like the mount changes. Player 1 buys a mount and all player get it. Player 1 has 2 or 3 different mounts with different riding skills. After 1.6 all chars on one account get all mounts. Also player 1 gets the highest riding skills from all their mounts individually trained mounts skills (the top) per character.

    So I'm giving 1 mount speed, another stamina and a third the last skill. After 1.6 my individual chat is maxed. I have the CE mount, DLC mount and in-game mount. That is basically what ppl are saying would be wrong if it were research. Why is one OK but another not OK?

    That is why Im asking why not research too. The cost of each mount to me equates to finding an items and researching it + x amounts of days to complete research.

    If Player 1 researches 8 or 9 in BS traits. Then player 2 researches 8 or 9 in clothing the mount changes would give both the traits minus any crafting skills which would be the same as each player adding skills to each mount.

    The mount skill reward and research to me is a lot of invested time and/or gold. So I'm asking why mounts and not also research.
    Edited by NewBlacksmurf on February 2, 2015 3:35AM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Ourorboros
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    It's exactly like the mount changes. Player 1 buys a mount and all player get it. Player 1 has 2 or 3 different mounts with different riding skills. After 1.6 all chars on one account get all mounts. Also player 1 gets the highest riding skills from all their mounts.
    This is not how the new mount system works. Have you played on PTS? As was posted earlier, the new mount system gives players access to different types of mounts, but each character has to learn skills on their own, not account wide. So character one has Imperial and Tan mounts, knows 50 capacity and speed. Character two has black horse and guar, know 50 stamina on black horse. In 1.6, C1 now has all four mounts, but still only knows 50 capacity & speed. C2 has all four mounts, but only knows 50 stamina. C1 & C2 have to train for missing attributes.
    Edited by Ourorboros on February 2, 2015 3:38AM
    PC/NA/DC
    Breton Sorcerer Maester.White - BB meets GoT >Master Crafter< { 9 Traits completed 4/23/15 }
    TANSTAAFL--->There ain't no such thing as a free lunch.....Robert Heinlein
    Women and cats will do as they please, and men and dogs should relax and get used to the idea....Heinlein
    All those moments will be lost in time, like tears...in...rain. Time to die. "Blade Runner"
    ESO: the game you hate to love and love to hate....( >_<) May RNG be with you (*,_,*)
  • NewBlacksmurf
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    Ourorboros wrote: »
    It's exactly like the mount changes. Player 1 buys a mount and all player get it. Player 1 has 2 or 3 different mounts with different riding skills. After 1.6 all chars on one account get all mounts. Also player 1 gets the highest riding skills from all their mounts.
    This is not how the new mount system works. Have you played on PTS? As was posted earlier, the new mount system give players access to different types of mounts, but each character has to learn skills on their own, not account wide. So character one has Imperial and Tan mounts, knows 50 capacity and speed. Character two has black horse and guar, know 50 stamina on black horse. In 1.6, C1 now has all four mounts, but still only knows 50 capacity & speed. C2 has all four mounts, but only knows 50 stamina. C1 & C2 have to train for missing attributes.

    Did you read my last comment. And yes I'm on PTS so this is exactly why I'm asking why not research.

    Please see my comments above as you just commented my explanation in diff words.


    *The mount to me is the equivalent of a research. Why is one OK but not the other.
    Not mount skills and not crafting skills. The skills are chat based...the skills is in no way a part of my post.
    Edited by NewBlacksmurf on February 2, 2015 3:43AM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • helediron
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    NO to OP. I am using multiple top craft alts for max traits. At the same time i want to have dumb alts to grab a trait for copying it in six hours. This was very useful in nirnhoned distribution network.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • kijima
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    Everyone at my work can take out a company vehicle to perform a job on site, no special requirements or skills are required, apart from having a valid drivers licence, obeying road laws etc. (don't post or drive angry)

    However, not everyone at my workplace has the same skill set, we have people that work in marketing (we call them carpet strollers) then we have the tech's in the workshop that are brilliant with a spanner. I wouldn't want the techs doing the marketing, and I sure as hell wouldn't want the marketing and sales guys doing the tech. Each of these employee's has an individual skill set, some better than others, and it's unrealistic to think that just because they work for the same company they will know all the same things.

    Just treat the horse as a modern tamrielesque car that can be shared in the work car pool, in ESO you have a horse pool (not to be confused with horse poo) to share with your character pool.

    This is my only piece of advice or any form of logic that might up-ease you, as It's been a resounding NO from everyone so far and you still haven't come to accept that the majority do not want what you've suggested.

    dont-drive-angry.jpg
    Been here since Feb 2014 - You'd think I'd be half reasonable at this game by now...
  • Soulshine
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    Sorry but I find your proposal not on par with the way the mount system works on PTS atm either. You cannot get around having to "research" a given skill set for each mount, on each character. All you get is the horse, not what each character has invested in that horse account wide.

    Researching traits of a craft is no different: it is tied to the character doing the craft not the account that character sits on. To change that requirement would indeed be asking to change the crafting system as far as I can see, which is certainly anyone's perrogative to ask for - I just don't see it as needed.
    Edited by Soulshine on February 2, 2015 3:56AM
  • NewBlacksmurf
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    kijima wrote: »
    Everyone at my work can take out a company vehicle to perform a job on site, no special requirements or skills are required, apart from having a valid drivers licence, obeying road laws etc. (don't post or drive angry)

    However, not everyone at my workplace has the same skill set, we have people that work in marketing (we call them carpet strollers) then we have the tech's in the workshop that are brilliant with a spanner. I wouldn't want the techs doing the marketing, and I sure as hell wouldn't want the marketing and sales guys doing the tech. Each of these employee's has an individual skill set, some better than others, and it's unrealistic to think that just because they work for the same company they will know all the same things.

    Just treat the horse as a modern tamrielesque car that can be shared in the work car pool, in ESO you have a horse pool (not to be confused with horse poo) to share with your character pool.

    This is my only piece of advice or any form of logic that might up-ease you, as It's been a resounding NO from everyone so far and you still haven't come to accept that the majority do not want what you've suggested.

    dont-drive-angry.jpg

    This is what I'm saying kind of. I agree about skill but this post isn't about skills.
    Everyone can drive the cars / mounts. Why can they know of the other job functions minus the skills to be effective.

    In this example I'm asking why is it OK to let everyone have copies of the car keys but not allow everyone to know about the other jobs?
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • NewBlacksmurf
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    Soulshine wrote: »
    Sorry but I find your proposal not on par with the way the mount system works on PTS atm either. You cannot get around having to "research" a given skill set for each mount, on each character. All you get is the horse, not what each character has invested in that horse account wide.

    Researching traits of a craft is no different: it is tied to the character doing the craft not the account that character sits on. To change that requirement would indeed be asking to change the crafting system as far as I can see, which is certainly anyone's perrogative to ask for - I just don't see it as needed.

    Why would crafting need to change? Anyone can research...skill is not necessary

    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • TheShadowScout
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    Please go back and read my post. Follow my comments...in response to the mount and other changes in 1.6 that apply account benefits, I'm asking ZOD why not research.
    Maybe... because mount appereances and costumes will be crown store purchases?
    While mount stats are still character dependent... you will just be able to choose all the Appereance options from every character. The cosmetic part goes account wide, the functional part stays character dependent

    Trait research is functional, not cosmetic. Thus if we go with the mount argument, it should stay per character.

    The only functional stuff that will be account wide is the champion system... and that one will likely take up more time then researching those traits...

    Though to do a little devilish advocating here...
    IF we had a account wide research system, we would also have to have account wide research slots. Meaning if character 1 starts research on precise daggers, he will take up both the blacksmith research slot and the dagger research slot... for the whole account.
    Buying new research slots would then have to be part of the champion system, since we could no longer allow one character to spend a skill point in blacksmith for researching two items and have the whole account wide research benefit.
    Personally I'd rather not see THAT happening...
  • NewBlacksmurf
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    Please go back and read my post. Follow my comments...in response to the mount and other changes in 1.6 that apply account benefits, I'm asking ZOD why not research.
    Maybe... because mount appereances and costumes will be crown store purchases?
    While mount stats are still character dependent... you will just be able to choose all the Appereance options from every character. The cosmetic part goes account wide, the functional part stays character dependent

    Trait research is functional, not cosmetic. Thus if we go with the mount argument, it should stay per character.

    The only functional stuff that will be account wide is the champion system... and that one will likely take up more time then researching those traits...

    Though to do a little devilish advocating here...
    IF we had a account wide research system, we would also have to have account wide research slots. Meaning if character 1 starts research on precise daggers, he will take up both the blacksmith research slot and the dagger research slot... for the whole account.
    Buying new research slots would then have to be part of the champion system, since we could no longer allow one character to spend a skill point in blacksmith for researching two items and have the whole account wide research benefit.
    Personally I'd rather not see THAT happening...

    Nice feedback. Thanks for your input
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • cote-bmsb16_ESO
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    No thanks
  • wraith808
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    No one reads...ppl just draw conclusions or assumptions and argue.

    Thanks to those who did read and for your opinions

    Just because people disagree doesn't mean that they didn't read... and just for the record, I'm against it also. You have to allocate skill points separately because you're learning a skill. Learning the traits is the same in my opinion. There was a concrete reason that the riding skill was learned- it was a concession to a cosmetic system. There is no reason to do this same thing for traits- either cosmetic, nor lore based.

    Leave it as is.
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    Ambalyo iyo Bogaadin - VR 1 Redguard Sorceror
  • Soulshine
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    Soulshine wrote: »
    Sorry but I find your proposal not on par with the way the mount system works on PTS atm either. You cannot get around having to "research" a given skill set for each mount, on each character. All you get is the horse, not what each character has invested in that horse account wide.

    Researching traits of a craft is no different: it is tied to the character doing the craft not the account that character sits on. To change that requirement would indeed be asking to change the crafting system as far as I can see, which is certainly anyone's perrogative to ask for - I just don't see it as needed.

    Why would crafting need to change? Anyone can research...skill is not necessary

    It would appear your understanding of crafting is vastly different from mine then. As is, I do not see it needed for all the reasons already listed above by everyone.
  • Iluvrien
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    Please go back and read my post. Follow my comments...in response to the mount and other changes in 1.6 that apply account benefits, I'm asking ZOD why not research.

    I did. I even read it through, in its entirety, three times waiting for it to address the issues that I raised. It didn't. @TheShadowScout referred to the same problem when they talked about account-wide research slots.

    I asked if you had a solution for this problem yourself, as it was certainly not contained in the OP or your subsequent comments. You decided to assume I hadn't read things properly... while thanking others for the feedback in which they raised exactly the same points.

    ...maybe it isn't me who needs to pay more attention to what they read.

    I will state again, until you can offer a solution to the problem of multi-character research stacking that your system would introduce then this proposal is unworkable and not needed.
  • Lynx7386
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    Like I said, there's no need for account wide research.

    However, it is absolutely absurd that researching a single trait can take literal months of real-time (and what's even more absurd is that you cannot cancel in-progress research combined with that kind of time investment).

    The -only- reason that research takes as long as it does is because the game was planning on staying subscription based. Your research pauses if your subscription ends (Mine did when I stopped playing a few months back for a brief period of time), so you're forced to keep an active subscription in order to keep your research going.

    I cant recall the exact time off the top of my head, but currently to get 6 traits on a single item slot requires somewhere around 10 days of real time, even with investment in reduced research times. You can research a maximum of 3 traits at a time on 3 seperate item slots. That means for a light or medium armored character you're going to invest 30 days (that's one full month, minimum) into research just to make a 6 trait set.

    The increase in time required is multiplicative, so going for 7 traits takes an extra 20~ days, or 8/9 traits another two to three months.

    These values need to be more than halved, especially now that we're just bringing in new players with the b2p change. If we leave research times like this, it's going to be 6+ months down the road before new players are able to craft 8 or 9 trait sets (though they'll still probably be crap compared to 6 trait sets even that much in the future), and by then I'm sure we'll see 10, 11, or 12 trait sets that are going to take years to research for.


    Crafting is supposed to be involved and interesting, not a timesink that you log on once every few months for.
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  • fromtesonlineb16_ESO
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    Why is research not?
    Because that would give a hugely unbalanced advantage to someone able to run 8 of a specific craft, especially those that take many weeks to do.

  • NewBlacksmurf
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    Lynx7386 wrote: »
    Like I said, there's no need for account wide research.

    However, it is absolutely absurd that researching a single trait can take literal months of real-time (and what's even more absurd is that you cannot cancel in-progress research combined with that kind of time investment).

    The -only- reason that research takes as long as it does is because the game was planning on staying subscription based. Your research pauses if your subscription ends (Mine did when I stopped playing a few months back for a brief period of time), so you're forced to keep an active subscription in order to keep your research going.

    I cant recall the exact time off the top of my head, but currently to get 6 traits on a single item slot requires somewhere around 10 days of real time, even with investment in reduced research times. You can research a maximum of 3 traits at a time on 3 seperate item slots. That means for a light or medium armored character you're going to invest 30 days (that's one full month, minimum) into research just to make a 6 trait set.

    The increase in time required is multiplicative, so going for 7 traits takes an extra 20~ days, or 8/9 traits another two to three months.

    These values need to be more than halved, especially now that we're just bringing in new players with the b2p change. If we leave research times like this, it's going to be 6+ months down the road before new players are able to craft 8 or 9 trait sets (though they'll still probably be crap compared to 6 trait sets even that much in the future), and by then I'm sure we'll see 10, 11, or 12 trait sets that are going to take years to research for.


    Crafting is supposed to be involved and interesting, not a timesink that you log on once every few months for.

    Makes sense
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • NewBlacksmurf
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    Iluvrien wrote: »
    Please go back and read my post. Follow my comments...in response to the mount and other changes in 1.6 that apply account benefits, I'm asking ZOD why not research.

    I did. I even read it through, in its entirety, three times waiting for it to address the issues that I raised. It didn't. @TheShadowScout referred to the same problem when they talked about account-wide research slots.

    I asked if you had a solution for this problem yourself, as it was certainly not contained in the OP or your subsequent comments. You decided to assume I hadn't read things properly... while thanking others for the feedback in which they raised exactly the same points.

    ...maybe it isn't me who needs to pay more attention to what they read.

    I will state again, until you can offer a solution to the problem of multi-character research stacking that your system would introduce then this proposal is unworkable and not needed.

    There is no need for a solution on this. We all feel research takes waaay to long as is so limiting what already exists is a step back.

    I asked you to re-read because your understanding is account research vs. My question to ZOS of allowing character research to apply to the account.

    Others go into logging in one char and out another and none of that is what I'm bringing up.

    All I'm asking is this:
    Under the exact same limits, requirements, time....when one character does research why not give the account credit.

    That's it.

    Getting into a person who decides to research 2 or 3 on a few different characters doesn't matter as the item is required for research. Overtime a person who is predominately here to craft doesn't loose anything.
    Yes, if someone decides to look at this and exploit this to reduce days of completing all the basic research then that's just a benefit no different than the person who spend 42k x's 4 or 5 alts for a horse but now someone buys one horse and all players get access.

    Dumbed down...the 1.6 change cuts out the time it takes to acquire all mounts for all characters that cost 42k. Why doesn't ZOS also add research as this seems fitting based on the mount logic
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • RazielSR
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    This will be in the crown shop sooner or later I guess.
  • TheShadowScout
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    If we see anything in the crown shop, I would expect a research time booster. Pop the consumable, and the next research you start will be done in half time...
  • Theosis
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    Iago wrote: »
    No no no........ Keep it the way it is, after all if I go to college to become a doctor my brothers and sisters do not automatically gain all of said knowledge.

    It isn't a suggestion for your brother or sister getting that research, it is still you playing that alt.. I pay for my cable and my internet on one bill, by your reasoning perhaps I should get a different account for each of my alts.

    When I think about it I don't really care either way. I can hop on my crafter any time I want to make the gear I want. If it were to become account wide that's cool too.
    This is were my signature would be if I was allowed one.
  • Slurg
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    As someone posted earlier, the account wide mount sharing system is purely cosmetic. Research is not cosmetic.

    You may have better luck with the mount comparison if you were to argue that motifs learned on one character should be account wide, since that is purely cosmetic like the different mounts.

    Personally I like that my different characters have different skills. If all my characters could all do the exact same things what would be the point of having more than one?
    Edited by Slurg on February 2, 2015 2:16PM
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  • NewBlacksmurf
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    Slurg wrote: »
    As someone posted earlier, the account wide mount sharing system is purely cosmetic. Research is not cosmetic.

    You may have better luck with the mount comparison if you were to argue that motifs learned on one character should be account wide, since that is purely cosmetic like the different mounts.

    Personally I like that my different characters have different skills. If all my characters could all do the exact same things what would be the point of having more than one?

    we are not talking about any changes to any skills specific to a character.
    The research provides access to a trait...the mount provides access to a skin, CP provides all characters will efforts produced by one character.

    This in no way changes how people craft, or how they play. It would only align research in the ways that mount skins and CP apply to an account.

    I'm not sure why this is taken in any other manner.

    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • AlexDougherty
    AlexDougherty
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    Boy am I glad I didn't post my opinion on this subject!

    Seems both sides are getting Hett up about this one.
    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
  • Valencer
    Valencer
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    It's just not a very well thought out suggestion.

    The arguments presented in the OP are "CP take time, just like research" and "mounts etc. are account-wide. Why not research?". Those aren't particularly inspiring arguments.

    Just to play devil's advocate... If you had mentioned that people with a master crafter can just craft all the stuff for their alts anyway, and this suggestion would just streamline it, then I'd see some kind of point in that.
    But you're instead saying stuff that takes time to earn should be account-wide, because reasons. Your argument can be extended to just about anything in the game, so of course people won't like it.
    Edited by Valencer on February 2, 2015 5:14PM
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