Totally agree. ZOS has already stated they're looking into this but disguises don't work like regular costumes, for instance they can be forcibly removed if you are detected while in disguise.
My suggestion: add a separate costume in the collections tab with the same appearance, unlocked per character when you complete the quest for which the disguise is intended.
I agree completely with the concept. I think however I can also answer the question ("why not").MornaBaine wrote: »Like many, I was very pleased to see the addition of the collections tab because I THOUGHT it meant "fluff" items would no longer take up valuable space in my inventory. I was also very happy to see that costumes like Dark Seducer and Golden Saint no longer had levels so my lower level alts could also wear them.
But there are several items that I thought would "obviously" go into the Collections tab that have not. Things like:
Disguises picked up on quests. MANY of us love to save and use these. They are clearly costumes that function like the Golden Saint costume. Why were they NOT moved to the Collections tab?
Trophies. These are also fluff but I may not want to "Use" them right away.
Trinkets. These are quest rewards that you do something with for a cute visual effect like Finvir's Trinket. They have no actual purpose, they're just fluff. But they are fun and many of us like to save them and use them for various effects in RP.
All of the above are fluff items that do not really "belong" in regular inventory. I would like to know why they cannot be moved to the Collections tab, which was touted as being a great space saver for us but is seeming more now like a thing that was implemented strictly to get us to purchase items from the cash store, all of which I presume will go into the Collections tab.
driosketch wrote: »The only problem I see is that disguises are part of a quest, and getting them is usually a step in the quest. On top of that I like pass my desguises along to other characters who haven't done, or probably won't do said quest. So character locking them doesn't work for me, but I also don't want risk losing them in battle or mess up any future quests.
I don't know if this is possible, but how about once you complete a quest that uses a desguise, part of the reward is it goes into your collections. However, pulling the disguse from you collections will not effect the NPC's hostility towards a character who has yet to complete said quest. So the quest would be preserved, as well as the desguise.
While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
This is the solution that makes sense to me. Put versions of the disguises in the costumes tab, and have them locked based on whether the relevant quest has been completed. There's a record in the database of which quests have been completed, so it would be easy to have them all unlock appropriately for the people who have done those quests.While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
Could you bounce the idea of having them in the costumes tab, locked until you complete the relevant quest, off the devs?
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
Maybe at the end of the quest, have an option that pops up and asks "Would you like to make this disguise a costume?" If yes, then a copy of that disguise is added to your costume items.
It also allows people to be choosey about what they want to keep and what they don't.
While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
MornaBaine wrote: »Like many, I was very pleased to see the addition of the collections tab because I THOUGHT it meant "fluff" items would no longer take up valuable space in my inventory. I was also very happy to see that costumes like Dark Seducer and Golden Saint no longer had levels so my lower level alts could also wear them.
But there are several items that I thought would "obviously" go into the Collections tab that have not. Things like:
Disguises picked up on quests. MANY of us love to save and use these. They are clearly costumes that function like the Golden Saint costume. Why were they NOT moved to the Collections tab?
Trophies. These are also fluff but I may not want to "Use" them right away.
Trinkets. These are quest rewards that you do something with for a cute visual effect like Finvir's Trinket. They have no actual purpose, they're just fluff. But they are fun and many of us like to save them and use them for various effects in RP.
All of the above are fluff items that do not really "belong" in regular inventory. I would like to know why they cannot be moved to the Collections tab, which was touted as being a great space saver for us but is seeming more now like a thing that was implemented strictly to get us to purchase items from the cash store, all of which I presume will go into the Collections tab.
MornaBaine wrote: »Like many, I was very pleased to see the addition of the collections tab because I THOUGHT it meant "fluff" items would no longer take up valuable space in my inventory. I was also very happy to see that costumes like Dark Seducer and Golden Saint no longer had levels so my lower level alts could also wear them.
But there are several items that I thought would "obviously" go into the Collections tab that have not. Things like:
Disguises picked up on quests. MANY of us love to save and use these. They are clearly costumes that function like the Golden Saint costume. Why were they NOT moved to the Collections tab?
Trophies. These are also fluff but I may not want to "Use" them right away.
Trinkets. These are quest rewards that you do something with for a cute visual effect like Finvir's Trinket. They have no actual purpose, they're just fluff. But they are fun and many of us like to save them and use them for various effects in RP.
All of the above are fluff items that do not really "belong" in regular inventory. I would like to know why they cannot be moved to the Collections tab, which was touted as being a great space saver for us but is seeming more now like a thing that was implemented strictly to get us to purchase items from the cash store, all of which I presume will go into the Collections tab.
SoonerMagicEE wrote: »While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
You're investigating a solution? I'm sorry, but I believe many people in this thread have repeated a perfect solution that requires pretty much zero "investigation". Add a costume that is visually identical to the disguise as a reward for completion of the related quest. It's nothing more than a costume that looks like the disguise, and you must complete the quest at least once before you can earn it. Also, it will not have any impact on other characters when they attempt to complete the quest (they'll still need to use the costume or complete it via other means) other than they won't be able to earn another copy of the costume (that's a very simple check of a flag).
Quest ends, disguise item deleted, corresponding costume item added .. problem solved.While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
Trophies (assuming these are the Trophies that go towards the Achievements):
Reason - They are useable items, and not account-wide. I think "not account wide" is the important factor here; since Achievements are not account wide, you would have to gain these items individually on each character to earn the achievement, so they wouldn't really work in the Collections UI since it is account-wide.
Solution - Add a "Trophies" section to the Inventory that functions like Quest Items; usable, but do not take up space. Anything like this that has no function should not take up space.
SoonerMagicEE wrote: »Investigating a solution and considering the solution are completely different things. I'm hoping he meant the latter, because the former simply boggles my mind. I'd be happy with "we're considering this". Claiming they're still looking for a solution isn't exactly confidence-building, since the solution offered is literally a perfect way to attack the problem and is extremely simple to implement.