Instant Research Option

  • lathbury
    lathbury
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    As is there is little incentive to focus on crafting, that someone who spends hundreds of hours working on their craft will only make the same level item as someone that does it only in passing is wrong. I would like to see skill lines that improve the quality, even if only in CP. There are players that their primary focus is in this aspect of the game, and should be rewarded for their investment, as is researched traits is all we have to separate ourselves from the pack. So no, no reduction in trait times and give us more love, give us real skill trees, give us master crafter quests that improve our wares

    Even with all time reduction passives and subscription, it'd still take over a year to research everything, and most of that year will be spent on the last two traits.

    How is this NOT a problem?

    because its not want to be a master craftsman work for it. there is a thread on the forums of people who have already done it and now you want to devalue their achievement because you and big boi cant be bothered.
  • Azurephoenix999
    Azurephoenix999
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    BuggeX wrote: »
    Make a option to sacreffice a other Item with this traid to speed the research up 10% . Max 5 Times for 50%

    That actually makes sense. They could explain it in-game as looking at the similarities between the two items to learn faster.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • Azurephoenix999
    Azurephoenix999
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    lathbury wrote: »
    As is there is little incentive to focus on crafting, that someone who spends hundreds of hours working on their craft will only make the same level item as someone that does it only in passing is wrong. I would like to see skill lines that improve the quality, even if only in CP. There are players that their primary focus is in this aspect of the game, and should be rewarded for their investment, as is researched traits is all we have to separate ourselves from the pack. So no, no reduction in trait times and give us more love, give us real skill trees, give us master crafter quests that improve our wares

    Even with all time reduction passives and subscription, it'd still take over a year to research everything, and most of that year will be spent on the last two traits.

    How is this NOT a problem?

    because its not want to be a master craftsman work for it. there is a thread on the forums of people who have already done it and now you want to devalue their achievement because you and big boi cant be bothered.

    It's got nothing to do with not being bothered. I'll do it if that's how long it takes, it's not going to stop me complaining about it though.

    I will repeat that the timer increasing each time you learn a trait makes no sense whatsoever.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • BigBoi314
    BigBoi314
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    Turelus wrote: »
    I wouldn't be in favour of a pay for instant option for most of the reasons already discussed.

    I do think they system could be a little more hands on rather than a passive timer though.

    Also OP you should probably never try EVE Online. :tongue:

    I don't play games on the PC, I'm strictly console. There's too much modding when it comes to PC gaming and I'm not about that.
  • Mettaricana
    Mettaricana
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    BigBoi314 wrote: »
    These research times are ridiculous; days on days just to research one trait. I'd be willing to spend 5 (maybe 10) of my extra Crowns on each trait if it meant to instantly research it. ZOS, can you guys make that happen?

    ever heard of real life last i knew when in school or college or any job researching takes time the harder it is the longer the research takes.
  • Sausage
    Sausage
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    Definitely not instant, but why not some faster research time stuff. In ESO, craft items are on same bar with drop-gears, so instant is out of question. I suppose we know alot more when they reveal how long it takes to get new IC-gears. Instant research is same as buying instantly new IC-gears, somehow I just cant see that happening.
    Edited by Sausage on July 23, 2015 11:35AM
  • Azurephoenix999
    Azurephoenix999
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    BigBoi314 wrote: »
    These research times are ridiculous; days on days just to research one trait. I'd be willing to spend 5 (maybe 10) of my extra Crowns on each trait if it meant to instantly research it. ZOS, can you guys make that happen?

    ever heard of real life last i knew when in school or college or any job researching takes time the harder it is the longer the research takes.

    the research times becoming longer the more you learn doesn't make sense. Learning doesn't make you stupider.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • lathbury
    lathbury
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    lathbury wrote: »
    As is there is little incentive to focus on crafting, that someone who spends hundreds of hours working on their craft will only make the same level item as someone that does it only in passing is wrong. I would like to see skill lines that improve the quality, even if only in CP. There are players that their primary focus is in this aspect of the game, and should be rewarded for their investment, as is researched traits is all we have to separate ourselves from the pack. So no, no reduction in trait times and give us more love, give us real skill trees, give us master crafter quests that improve our wares

    Even with all time reduction passives and subscription, it'd still take over a year to research everything, and most of that year will be spent on the last two traits.

    How is this NOT a problem?

    because its not want to be a master craftsman work for it. there is a thread on the forums of people who have already done it and now you want to devalue their achievement because you and big boi cant be bothered.

    It's got nothing to do with not being bothered. I'll do it if that's how long it takes, it's not going to stop me complaining about it though.

    I will repeat that the timer increasing each time you learn a trait makes no sense whatsoever.

    As already explained its a game mechanic interned to make the items by those players who can make them rare increasing their value. what doesn't make sense its basic supply and demand in this case they are artificially limiting the demand to increase the value of 9 trait items.
    You will be glad when your one of the few people who can make this stuff and Your making millions on the new 9 trait IC sets.
  • BigBoi314
    BigBoi314
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    BigBoi314 wrote: »
    These research times are ridiculous; days on days just to research one trait. I'd be willing to spend 5 (maybe 10) of my extra Crowns on each trait if it meant to instantly research it. ZOS, can you guys make that happen?

    ever heard of real life last i knew when in school or college or any job researching takes time the harder it is the longer the research takes.

    That comparison doesn't apply to me...I'm a fast learner, I was tutoring people in college before I graduated high school.
  • Azurephoenix999
    Azurephoenix999
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    lathbury wrote: »
    lathbury wrote: »
    As is there is little incentive to focus on crafting, that someone who spends hundreds of hours working on their craft will only make the same level item as someone that does it only in passing is wrong. I would like to see skill lines that improve the quality, even if only in CP. There are players that their primary focus is in this aspect of the game, and should be rewarded for their investment, as is researched traits is all we have to separate ourselves from the pack. So no, no reduction in trait times and give us more love, give us real skill trees, give us master crafter quests that improve our wares

    Even with all time reduction passives and subscription, it'd still take over a year to research everything, and most of that year will be spent on the last two traits.

    How is this NOT a problem?

    because its not want to be a master craftsman work for it. there is a thread on the forums of people who have already done it and now you want to devalue their achievement because you and big boi cant be bothered.

    It's got nothing to do with not being bothered. I'll do it if that's how long it takes, it's not going to stop me complaining about it though.

    I will repeat that the timer increasing each time you learn a trait makes no sense whatsoever.

    As already explained its a game mechanic interned to make the items by those players who can make them rare increasing their value. what doesn't make sense its basic supply and demand in this case they are artificially limiting the demand to increase the value of 9 trait items.
    You will be glad when your one of the few people who can make this stuff and Your making millions on the new 9 trait IC sets.

    Except I won't be able to make any of those sets until approx. 3 new traits have been introduced, meaning I have to spend another year and a half researching them.

    I get that people on PC have already done this, but us on consoles have only just started.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • I_killed_Vivec
    I_killed_Vivec
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    lathbury wrote: »
    As is there is little incentive to focus on crafting, that someone who spends hundreds of hours working on their craft will only make the same level item as someone that does it only in passing is wrong. I would like to see skill lines that improve the quality, even if only in CP. There are players that their primary focus is in this aspect of the game, and should be rewarded for their investment, as is researched traits is all we have to separate ourselves from the pack. So no, no reduction in trait times and give us more love, give us real skill trees, give us master crafter quests that improve our wares

    Even with all time reduction passives and subscription, it'd still take over a year to research everything, and most of that year will be spent on the last two traits.

    How is this NOT a problem?

    because its not want to be a master craftsman work for it. there is a thread on the forums of people who have already done it and now you want to devalue their achievement because you and big boi cant be bothered.

    It's got nothing to do with not being bothered. I'll do it if that's how long it takes, it's not going to stop me complaining about it though.

    I will repeat that the timer increasing each time you learn a trait makes no sense whatsoever.

    It does. It makes it harder. Which in turn differentiates between a master crafter and someone who just wants to pay to win.

    The talk here is of nirnhoned gear, which is today's fashion (because it's bugged), but what should be important is the number of traits that you know, which in turn relates to the sets that you can create.

    In order to make crafting really worthwhile - and to reward the fuss of researching all the traits - ZoS should create better sets. Currently one of the best sets is Hunding's, which only requires 6.

    IF they make the 9 trait set for IC really good then people will see the value in researching all the traits and master crafters will get the rewards they deserve.
  • Azurephoenix999
    Azurephoenix999
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    lathbury wrote: »
    lathbury wrote: »
    As is there is little incentive to focus on crafting, that someone who spends hundreds of hours working on their craft will only make the same level item as someone that does it only in passing is wrong. I would like to see skill lines that improve the quality, even if only in CP. There are players that their primary focus is in this aspect of the game, and should be rewarded for their investment, as is researched traits is all we have to separate ourselves from the pack. So no, no reduction in trait times and give us more love, give us real skill trees, give us master crafter quests that improve our wares

    Even with all time reduction passives and subscription, it'd still take over a year to research everything, and most of that year will be spent on the last two traits.

    How is this NOT a problem?

    because its not want to be a master craftsman work for it. there is a thread on the forums of people who have already done it and now you want to devalue their achievement because you and big boi cant be bothered.

    It's got nothing to do with not being bothered. I'll do it if that's how long it takes, it's not going to stop me complaining about it though.

    I will repeat that the timer increasing each time you learn a trait makes no sense whatsoever.

    As already explained its a game mechanic interned to make the items by those players who can make them rare increasing their value. what doesn't make sense its basic supply and demand in this case they are artificially limiting the demand to increase the value of 9 trait items.
    You will be glad when your one of the few people who can make this stuff and Your making millions on the new 9 trait IC sets.

    Except I won't be able to make any of those sets until approx. 3 new traits have been introduced, meaning I have to spend another year and a half researching them.

    I get that people on PC have already done this, but us on consoles have only just started.

    And also, when I said the timer doesn't make sense I meant that it makes it seem like your mental ability to take in information doesn't depend on the difficulty of the trait but how much you already know. Surely knowing more beforehand would mean it'd take less time to learn something?

    It just seems like you're getting stupider with each trait you learn.

    The time it takes should depend on the trait itself rather than how many you already know.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • Azurephoenix999
    Azurephoenix999
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    lathbury wrote: »
    As is there is little incentive to focus on crafting, that someone who spends hundreds of hours working on their craft will only make the same level item as someone that does it only in passing is wrong. I would like to see skill lines that improve the quality, even if only in CP. There are players that their primary focus is in this aspect of the game, and should be rewarded for their investment, as is researched traits is all we have to separate ourselves from the pack. So no, no reduction in trait times and give us more love, give us real skill trees, give us master crafter quests that improve our wares

    Even with all time reduction passives and subscription, it'd still take over a year to research everything, and most of that year will be spent on the last two traits.

    How is this NOT a problem?

    because its not want to be a master craftsman work for it. there is a thread on the forums of people who have already done it and now you want to devalue their achievement because you and big boi cant be bothered.

    It's got nothing to do with not being bothered. I'll do it if that's how long it takes, it's not going to stop me complaining about it though.

    I will repeat that the timer increasing each time you learn a trait makes no sense whatsoever.

    It does. It makes it harder. Which in turn differentiates between a master crafter and someone who just wants to pay to win.

    The talk here is of nirnhoned gear, which is today's fashion (because it's bugged), but what should be important is the number of traits that you know, which in turn relates to the sets that you can create.

    In order to make crafting really worthwhile - and to reward the fuss of researching all the traits - ZoS should create better sets. Currently one of the best sets is Hunding's, which only requires 6.

    IF they make the 9 trait set for IC really good then people will see the value in researching all the traits and master crafters will get the rewards they deserve.

    Read the comment I posted right after yours.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • lathbury
    lathbury
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    lathbury wrote: »
    lathbury wrote: »
    As is there is little incentive to focus on crafting, that someone who spends hundreds of hours working on their craft will only make the same level item as someone that does it only in passing is wrong. I would like to see skill lines that improve the quality, even if only in CP. There are players that their primary focus is in this aspect of the game, and should be rewarded for their investment, as is researched traits is all we have to separate ourselves from the pack. So no, no reduction in trait times and give us more love, give us real skill trees, give us master crafter quests that improve our wares

    Even with all time reduction passives and subscription, it'd still take over a year to research everything, and most of that year will be spent on the last two traits.

    How is this NOT a problem?

    because its not want to be a master craftsman work for it. there is a thread on the forums of people who have already done it and now you want to devalue their achievement because you and big boi cant be bothered.

    It's got nothing to do with not being bothered. I'll do it if that's how long it takes, it's not going to stop me complaining about it though.

    I will repeat that the timer increasing each time you learn a trait makes no sense whatsoever.

    As already explained its a game mechanic interned to make the items by those players who can make them rare increasing their value. what doesn't make sense its basic supply and demand in this case they are artificially limiting the demand to increase the value of 9 trait items.
    You will be glad when your one of the few people who can make this stuff and Your making millions on the new 9 trait IC sets.

    Except I won't be able to make any of those sets until approx. 3 new traits have been introduced, meaning I have to spend another year and a half researching them.

    I get that people on PC have already done this, but us on consoles have only just started.

    they dont release new traits that often we have had 1 in over a year so if you want to make all that gold from making end game sets it has to be hard to do or its worthless as everyone will make it themselves.
  • Leandor
    Leandor
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    Leandor wrote: »
    There is a secondary aspect to the research timers, albeit a small one: Viability of crafting as a gold source. The time gate is exactly what allows those that have the patience to make good of it by being able to provide something that is not universally available.

    I have high hopes that the IC sets will require nine traits and at the same time provide bonuses that are actually similarly desirable as those of the high demand sets right now (hunding, seducer, torug's, to name a few) especially for 4 and 5 piece bonuses.

    This would finally have a decent pay-out for the time spent. As such, I am completely opposed to the idea of making research available for crowns. If any, the game should include more traits like nirnhoned, that are difficult to obtain and continue to be time gated.

    That said, the 9th trait research is really obnoxiously long. I wouldn't want that to change, though. Don't continue to devalue all the "achievements" that players have obtained by playing for a year+.

    Just went and checked something, the 8th trait takes OVER A MONTH to research!? What the ***!?

    How long does the 9th one take!?
    *looks it up*
    Over TWO ***-ING MONTHS for that one item!? *** That! Seriously, *** it! In what way is that acceptable!?
    Actually, the 9th trait takes exactly 30 days to research if you have 4/4 in the respective research passive.

    I must add that I really do not understand the problem you have with that. If you do not want to spend the time to research, pay for it - with ingame currency (gold) at a crafter who has done it. You don't need to spend a moment waiting for the research to finish.

    Please stop demanding you can instantly catch up to players who have gone and spent the time. Please spare me the usual argument about why I would care that someone else gets something quicker than I did.
    Edited by Leandor on July 23, 2015 11:52AM
  • Azurephoenix999
    Azurephoenix999
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    lathbury wrote: »
    lathbury wrote: »
    lathbury wrote: »
    As is there is little incentive to focus on crafting, that someone who spends hundreds of hours working on their craft will only make the same level item as someone that does it only in passing is wrong. I would like to see skill lines that improve the quality, even if only in CP. There are players that their primary focus is in this aspect of the game, and should be rewarded for their investment, as is researched traits is all we have to separate ourselves from the pack. So no, no reduction in trait times and give us more love, give us real skill trees, give us master crafter quests that improve our wares

    Even with all time reduction passives and subscription, it'd still take over a year to research everything, and most of that year will be spent on the last two traits.

    How is this NOT a problem?

    because its not want to be a master craftsman work for it. there is a thread on the forums of people who have already done it and now you want to devalue their achievement because you and big boi cant be bothered.

    It's got nothing to do with not being bothered. I'll do it if that's how long it takes, it's not going to stop me complaining about it though.

    I will repeat that the timer increasing each time you learn a trait makes no sense whatsoever.

    As already explained its a game mechanic interned to make the items by those players who can make them rare increasing their value. what doesn't make sense its basic supply and demand in this case they are artificially limiting the demand to increase the value of 9 trait items.
    You will be glad when your one of the few people who can make this stuff and Your making millions on the new 9 trait IC sets.

    Except I won't be able to make any of those sets until approx. 3 new traits have been introduced, meaning I have to spend another year and a half researching them.

    I get that people on PC have already done this, but us on consoles have only just started.

    they dont release new traits that often we have had 1 in over a year so if you want to make all that gold from making end game sets it has to be hard to do or its worthless as everyone will make it themselves.

    I still think it'd make sense from an in-game perspective to have trait recipes (called something different). They could work similar to those dwemer motif pages. You'd get the trait, but for only one item. People would sell them the same way gear with these traits is already sold, except they'd be sold for more. The recipes could vary in rarity depending on how useful the trait is.

    I also think that the time it takes to research a trait should depend on the trait itself rather than how many you already know.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • BigBoi314
    BigBoi314
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    [quote="lathbury;2057649they dont release new traits that often we have had 1 in over a year so if you want to make all that gold from making end game sets it has to be hard to do or its worthless as everyone will make it themselves.[/quote]
    Leandor wrote: »
    Leandor wrote: »
    There is a secondary aspect to the research timers, albeit a small one: Viability of crafting as a gold source. The time gate is exactly what allows those that have the patience to make good of it by being able to provide something that is not universally available.

    I have high hopes that the IC sets will require nine traits and at the same time provide bonuses that are actually similarly desirable as those of the high demand sets right now (hunding, seducer, torug's, to name a few) especially for 4 and 5 piece bonuses.

    This would finally have a decent pay-out for the time spent. As such, I am completely opposed to the idea of making research available for crowns. If any, the game should include more traits like nirnhoned, that are difficult to obtain and continue to be time gated.

    That said, the 9th trait research is really obnoxiously long. I wouldn't want that to change, though. Don't continue to devalue all the "achievements" that players have obtained by playing for a year+.

    Just went and checked something, the 8th trait takes OVER A MONTH to research!? What the ***!?

    How long does the 9th one take!?
    *looks it up*
    Over TWO ***-ING MONTHS for that one item!? *** That! Seriously, *** it! In what way is that acceptable!?
    Actually, the 9th trait takes exactly 30 days to research if you have 4/4 in the respective research passive.

    Which is still a stupid amount of time for 1 trait. What the heck does the last trait even do?!
  • BuggeX
    BuggeX
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    BigBoi314 wrote: »
    "lathbury wrote: »
    they dont release new traits that often we have had 1 in over a year so if you want to make all that gold from making end game sets it has to be hard to do or its worthless as everyone will make it themselves.
    Leandor wrote: »
    Leandor wrote: »
    There is a secondary aspect to the research timers, albeit a small one: Viability of crafting as a gold source. The time gate is exactly what allows those that have the patience to make good of it by being able to provide something that is not universally available.

    I have high hopes that the IC sets will require nine traits and at the same time provide bonuses that are actually similarly desirable as those of the high demand sets right now (hunding, seducer, torug's, to name a few) especially for 4 and 5 piece bonuses.

    This would finally have a decent pay-out for the time spent. As such, I am completely opposed to the idea of making research available for crowns. If any, the game should include more traits like nirnhoned, that are difficult to obtain and continue to be time gated.

    That said, the 9th trait research is really obnoxiously long. I wouldn't want that to change, though. Don't continue to devalue all the "achievements" that players have obtained by playing for a year+.

    Just went and checked something, the 8th trait takes OVER A MONTH to research!? What the ***!?

    How long does the 9th one take!?
    *looks it up*
    Over TWO ***-ING MONTHS for that one item!? *** That! Seriously, *** it! In what way is that acceptable!?
    Actually, the 9th trait takes exactly 30 days to research if you have 4/4 in the respective research passive.

    Which is still a stupid amount of time for 1 trait. What the heck does the last trait even do?!

    Nirnhorned for the most player ;)
    Edited by BuggeX on July 23, 2015 11:50AM
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • Azurephoenix999
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    BigBoi314 wrote: »
    [quote="lathbury;2057649they dont release new traits that often we have had 1 in over a year so if you want to make all that gold from making end game sets it has to be hard to do or its worthless as everyone will make it themselves.
    Leandor wrote: »
    Leandor wrote: »
    There is a secondary aspect to the research timers, albeit a small one: Viability of crafting as a gold source. The time gate is exactly what allows those that have the patience to make good of it by being able to provide something that is not universally available.

    I have high hopes that the IC sets will require nine traits and at the same time provide bonuses that are actually similarly desirable as those of the high demand sets right now (hunding, seducer, torug's, to name a few) especially for 4 and 5 piece bonuses.

    This would finally have a decent pay-out for the time spent. As such, I am completely opposed to the idea of making research available for crowns. If any, the game should include more traits like nirnhoned, that are difficult to obtain and continue to be time gated.

    That said, the 9th trait research is really obnoxiously long. I wouldn't want that to change, though. Don't continue to devalue all the "achievements" that players have obtained by playing for a year+.

    Just went and checked something, the 8th trait takes OVER A MONTH to research!? What the ***!?

    How long does the 9th one take!?
    *looks it up*
    Over TWO ***-ING MONTHS for that one item!? *** That! Seriously, *** it! In what way is that acceptable!?
    Actually, the 9th trait takes exactly 30 days to research if you have 4/4 in the respective research passive.

    Which is still a stupid amount of time for 1 trait. What the heck does the last trait even do?![/quote]

    Nirnhoned increases Spell Resistance. It's possible to max out spell resistance (halves all spell damage against you) with 2 legendary nirnhoned items.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • Leandor
    Leandor
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    You can chose the order of research. If you need nirnhoned so desparately, research it first - 60 minutes and you're good. The last trait is the trait you chose to be last.
    Edited by Leandor on July 23, 2015 11:54AM
  • BigBoi314
    BigBoi314
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    BigBoi314 wrote: »
    [quote="lathbury;2057649they dont release new traits that often we have had 1 in over a year so if you want to make all that gold from making end game sets it has to be hard to do or its worthless as everyone will make it themselves.
    Leandor wrote: »
    Leandor wrote: »
    There is a secondary aspect to the research timers, albeit a small one: Viability of crafting as a gold source. The time gate is exactly what allows those that have the patience to make good of it by being able to provide something that is not universally available.

    I have high hopes that the IC sets will require nine traits and at the same time provide bonuses that are actually similarly desirable as those of the high demand sets right now (hunding, seducer, torug's, to name a few) especially for 4 and 5 piece bonuses.

    This would finally have a decent pay-out for the time spent. As such, I am completely opposed to the idea of making research available for crowns. If any, the game should include more traits like nirnhoned, that are difficult to obtain and continue to be time gated.

    That said, the 9th trait research is really obnoxiously long. I wouldn't want that to change, though. Don't continue to devalue all the "achievements" that players have obtained by playing for a year+.

    Just went and checked something, the 8th trait takes OVER A MONTH to research!? What the ***!?

    How long does the 9th one take!?
    *looks it up*
    Over TWO ***-ING MONTHS for that one item!? *** That! Seriously, *** it! In what way is that acceptable!?
    Actually, the 9th trait takes exactly 30 days to research if you have 4/4 in the respective research passive.

    Which is still a stupid amount of time for 1 trait. What the heck does the last trait even do?!

    Nirnhoned increases Spell Resistance. It's possible to max out spell resistance (halves all spell damage against you) with 2 legendary nirnhoned items.[/quote]

    That seems too overpowered, even with how long it takes to unlock it.
  • Fruitmass
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    Now while research times are pretty long there are ways to offset this. Invest points into the crafting passives that allows you to research up to three traits at once and reduces research times. You don't have to learn traits in any specific order so learn the ones most important to you first.

    You also have to remember traits are a one and done. Once you learn it you can craft with it whenever you want as many times as you want. Research time is the only thing that makes crafting in this game difficult. Compared to some other games, ESO has about the simplest crafting system I've seen yet.

    In WoW, GW2, Aion, Final Fantasy XI and many others it could take forever just to level your crafting skills. You'd need to collect tons of raw materials that often have abysmal drop rates. Then most likely you'd need to convert those materials into huge amounts of other material. Spend hours grinding creatures for days at a time in the hopes of finding crafting recipes. Pay instructors to move up to the next tear of crafting. In some games there's always the chance to fail to craft, so when that happens you could kiss all those mats goodbye.

    You don't have to do a lot of that in here. Time is all that's required of you really and that's only really if you even care about any of the sets past the 4-6 trait requirement.

    If they drop research times then I feel they've really got to make crafting a much more involved process. Dedicated crafters really don't have a lot going for them, especially now that motifs can be bought from the crown store.
    Beware all ye who log on for here there be typos...
  • Leandor
    Leandor
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    It is. That is the current gripe with nirnhoned. It is slated to be changed in the IC update to work similarly to reinforced trait. It increases the amount of spell resistance given by this single item instead of having a percentage increase of the total amount of spell resistance a player has.
  • Azurephoenix999
    Azurephoenix999
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    BigBoi314 wrote: »
    BigBoi314 wrote: »
    [quote="lathbury;2057649they dont release new traits that often we have had 1 in over a year so if you want to make all that gold from making end game sets it has to be hard to do or its worthless as everyone will make it themselves.
    Leandor wrote: »
    Leandor wrote: »
    There is a secondary aspect to the research timers, albeit a small one: Viability of crafting as a gold source. The time gate is exactly what allows those that have the patience to make good of it by being able to provide something that is not universally available.

    I have high hopes that the IC sets will require nine traits and at the same time provide bonuses that are actually similarly desirable as those of the high demand sets right now (hunding, seducer, torug's, to name a few) especially for 4 and 5 piece bonuses.

    This would finally have a decent pay-out for the time spent. As such, I am completely opposed to the idea of making research available for crowns. If any, the game should include more traits like nirnhoned, that are difficult to obtain and continue to be time gated.

    That said, the 9th trait research is really obnoxiously long. I wouldn't want that to change, though. Don't continue to devalue all the "achievements" that players have obtained by playing for a year+.

    Just went and checked something, the 8th trait takes OVER A MONTH to research!? What the ***!?

    How long does the 9th one take!?
    *looks it up*
    Over TWO ***-ING MONTHS for that one item!? *** That! Seriously, *** it! In what way is that acceptable!?
    Actually, the 9th trait takes exactly 30 days to research if you have 4/4 in the respective research passive.

    Which is still a stupid amount of time for 1 trait. What the heck does the last trait even do?!

    Nirnhoned increases Spell Resistance. It's possible to max out spell resistance (halves all spell damage against you) with 2 legendary nirnhoned items.

    That seems too overpowered, even with how long it takes to unlock it.[/quote]

    Assuming you don't research any other traits, you could research it in a measly six hours.
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  • lathbury
    lathbury
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    lathbury wrote: »
    lathbury wrote: »
    lathbury wrote: »
    As is there is little incentive to focus on crafting, that someone who spends hundreds of hours working on their craft will only make the same level item as someone that does it only in passing is wrong. I would like to see skill lines that improve the quality, even if only in CP. There are players that their primary focus is in this aspect of the game, and should be rewarded for their investment, as is researched traits is all we have to separate ourselves from the pack. So no, no reduction in trait times and give us more love, give us real skill trees, give us master crafter quests that improve our wares

    Even with all time reduction passives and subscription, it'd still take over a year to research everything, and most of that year will be spent on the last two traits.

    How is this NOT a problem?

    because its not want to be a master craftsman work for it. there is a thread on the forums of people who have already done it and now you want to devalue their achievement because you and big boi cant be bothered.

    It's got nothing to do with not being bothered. I'll do it if that's how long it takes, it's not going to stop me complaining about it though.

    I will repeat that the timer increasing each time you learn a trait makes no sense whatsoever.

    As already explained its a game mechanic interned to make the items by those players who can make them rare increasing their value. what doesn't make sense its basic supply and demand in this case they are artificially limiting the demand to increase the value of 9 trait items.
    You will be glad when your one of the few people who can make this stuff and Your making millions on the new 9 trait IC sets.

    Except I won't be able to make any of those sets until approx. 3 new traits have been introduced, meaning I have to spend another year and a half researching them.

    I get that people on PC have already done this, but us on consoles have only just started.

    they dont release new traits that often we have had 1 in over a year so if you want to make all that gold from making end game sets it has to be hard to do or its worthless as everyone will make it themselves.

    I still think it'd make sense from an in-game perspective to have trait recipes (called something different). They could work similar to those dwemer motif pages. You'd get the trait, but for only one item. People would sell them the same way gear with these traits is already sold, except they'd be sold for more. The recipes could vary in rarity depending on how useful the trait is.

    I also think that the time it takes to research a trait should depend on the trait itself rather than how many you already know.

    This would still be too easy I have known all the motifs for months and months but i am only just coming to the end of the massive trait climb. It doesnt bother me that it has taken this long because it has pretty much been stated that new 9 trait gear is coming with IC. If this gear is any good I stand to be rewarded for my patience.
    Console folk have a bit of a rough deal as they will be reliant on PC transfers for these sets initially but after a while the dedicated console players will be able to do them as well.
    What I do think though is that the 8 and 9 trait stuff we have already needs looking at as it is underwhelming to say the least.
    I also saw an idea floated elsewhere on the forums like a new title such as master blacksmith for those knowing all 9 traits in that field it would make doing buisness as a crafter easier.
    So TLDR if you want it to be worth anything then have patience good things come to those who wait.
  • BuggeX
    BuggeX
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    BigBoi314 wrote: »
    BigBoi314 wrote: »
    "lathbury wrote: »
    they dont release new traits that often we have had 1 in over a year so if you want to make all that gold from making end game sets it has to be hard to do or its worthless as everyone will make it themselves.
    Leandor wrote: »
    Leandor wrote: »
    There is a secondary aspect to the research timers, albeit a small one: Viability of crafting as a gold source. The time gate is exactly what allows those that have the patience to make good of it by being able to provide something that is not universally available.

    I have high hopes that the IC sets will require nine traits and at the same time provide bonuses that are actually similarly desirable as those of the high demand sets right now (hunding, seducer, torug's, to name a few) especially for 4 and 5 piece bonuses.

    This would finally have a decent pay-out for the time spent. As such, I am completely opposed to the idea of making research available for crowns. If any, the game should include more traits like nirnhoned, that are difficult to obtain and continue to be time gated.

    That said, the 9th trait research is really obnoxiously long. I wouldn't want that to change, though. Don't continue to devalue all the "achievements" that players have obtained by playing for a year+.

    Just went and checked something, the 8th trait takes OVER A MONTH to research!? What the ***!?

    How long does the 9th one take!?
    *looks it up*
    Over TWO ***-ING MONTHS for that one item!? *** That! Seriously, *** it! In what way is that acceptable!?
    Actually, the 9th trait takes exactly 30 days to research if you have 4/4 in the respective research passive.

    Which is still a stupid amount of time for 1 trait. What the heck does the last trait even do?!

    Nirnhoned increases Spell Resistance. It's possible to max out spell resistance (halves all spell damage against you) with 2 legendary nirnhoned items.

    That seems too overpowered, even with how long it takes to unlock it.

    Its broken and will be fixed/change. But even then 2 Nirnhorned on Heavy just give ~35k witch is the 50% cap but not the counter to 50% spell penetration. the effektiv cap is somthing 73k Spell armor, no matter how much debuffs and spellpen the oposit have, you will always mitigate 50%
    Edited by BuggeX on July 23, 2015 12:04PM
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  • Defilted
    Defilted
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    No to paying for research.

    What separates a poor/good/master crafter? Answer: The time spent and the strategy to collect/find materials. If you now change it that anyone with enough money can just purchase all the traits then what is the point.

    MMO's are about spending your time to develop your character. Most people have a limited amount of time to spend playing a game so we are forced to make the decisions on what is important and what is not. Crafters choose to spend a lot of time finding and crafting. So the reward for spending the time is better gear and the ability to make money selling gear and alch/enchant/food. Also dare I say the fun of having the ability to help other players and guildies.

    Being able to buy "Master crafting" would be horrible and would render crafting to a must buy to win.

    Separate but still slightly on topic
    Why is there this push for instant gratification everywhere I look? Can no one just work hard for something anymore?
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  • I_killed_Vivec
    I_killed_Vivec
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    lathbury wrote: »
    As is there is little incentive to focus on crafting, that someone who spends hundreds of hours working on their craft will only make the same level item as someone that does it only in passing is wrong. I would like to see skill lines that improve the quality, even if only in CP. There are players that their primary focus is in this aspect of the game, and should be rewarded for their investment, as is researched traits is all we have to separate ourselves from the pack. So no, no reduction in trait times and give us more love, give us real skill trees, give us master crafter quests that improve our wares

    Even with all time reduction passives and subscription, it'd still take over a year to research everything, and most of that year will be spent on the last two traits.

    How is this NOT a problem?

    because its not want to be a master craftsman work for it. there is a thread on the forums of people who have already done it and now you want to devalue their achievement because you and big boi cant be bothered.

    It's got nothing to do with not being bothered. I'll do it if that's how long it takes, it's not going to stop me complaining about it though.

    I will repeat that the timer increasing each time you learn a trait makes no sense whatsoever.

    It does. It makes it harder. Which in turn differentiates between a master crafter and someone who just wants to pay to win.

    The talk here is of nirnhoned gear, which is today's fashion (because it's bugged), but what should be important is the number of traits that you know, which in turn relates to the sets that you can create.

    In order to make crafting really worthwhile - and to reward the fuss of researching all the traits - ZoS should create better sets. Currently one of the best sets is Hunding's, which only requires 6.

    IF they make the 9 trait set for IC really good then people will see the value in researching all the traits and master crafters will get the rewards they deserve.

    Read the comment I posted right after yours.

    What you still haven't addressed is the idea that there should be a reward for knowing all the traits - and that is the ability to create all the sets.

    It's not a question of getting to know individual traits, that's easy, it's knowing all of them (or at least a significant number).
  • Tabitha
    Tabitha
    Soul Shriven
    I get why all the "old and bold" are upset and oppose this idea, but lets consider new players coming into the game. They already have and insurmountable CP difference that you long time players get, rewarding you for your time played, but for those of us who love crafting, we basically are prevented from catching up - 8months to a year is a ridiculous game time, and everything will (should) have changed during that period.

    A more practical solution may be that one of the benefits of subscription reduces research time? Another idea would be to make it a flat time for each item (4-8hrs) regardless of how many you have. Then to reward older players, every item crafted adds to a crafting CP tree, that gives an increased chance to to upgrade in quality. Old players are rewarded and save matts, newer crafters can still compete, but have to pay a little more to get upgrade materials.

    This extra long research time is another slap in the face, discouragement to new players, and you need to keep new players to keep the game alive. To keep the game alive, ZOS need to earn money, and they do this through subscriptions or the crown shop.
  • Sallington
    Sallington
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    I like it how it is. If someone can craft a full 8-9 trait armor set, you know they've put in the time, and there's less people who can do that.

    If everyone could max out all of their traits in a week, that would be plain boring and take armor/weapon crafting almost completely out of the economy.
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