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Any Suggestions for Better Crafting Systems for ZeniMax to Implement?

Korozenn
Korozenn
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Since the launch of ESO(TU), Crafters have devoted much of their time into mastering their work, time, and effort put into maximizing their gear loadouts and trading their crafted weapons, armors, consumables, and enchants. This is a huge part of what makes the player community and economy in ESOTU.

The Problem with the Proposed Changes to Crafting:
To ZeniMax, the changes planned in the pipeline to make loot and vendor weapons, armors, and items be just as powerful as crafted gear without any planned alterations to current crafting professions is a huge mistake, in my opinion. Simply put, don't implement this without meeting us mid-way.

I've made this thread for people to voice their own suggestions.

Personally, I've seen a trend in this game since launch where it seems the areas of the game you put the most risk, time, and effort into don't give you back the reward they should. Imperial City fixes this aspect in a lot of ways for PvP. PvE will likely also be a better experience when Veteran Ranks are removed from the game. But I don't see where this is the case for Crafting yet. Since launch, there have been problems with sustainability across the main three crafting professions (Blacksmithing, Clothing, and Woodworking) for over a year now in comparison to the very small amount of time the other crafts take to master and how much more profitability there is to be had from those other three crafts for both yourself and others.

A few ideas I have that could help meet us at a compromise:
- First, for all proposed changes below, new passives for these Crafting professions can be added to also make these ideas possible as well. Take note of that while reading through them.

Blacksmithing, Clothing, and Woodworking:
- Crafted items people make should naturally have better durability. This decreases gold spent in repairs and it makes sense logically.
- Better research times/Conduct more researches (up to 5) at once. They are too much of a time sink to bother with in their current state should the update be implemented, and this makes the crafts more viable.
- Start adding New Traits for weapons and armors that can be highly beneficial to research. When they drop, you either deconstruct them to have a chance of extracting the Material for it, or you can research the trait and destroy the weapon so the secondary trait can be crafted with weapons/armors. As said, these traits will be known as "Secondary Traits". They are less effective than "Primary Traits", the ones in the game currently, but apply to ALL Weapons/Armors once researched (depending on whether it is a Weapon or Armor Trait, to begin with).
--- Examples of "Secondary Traits" could be increased run (not sprint) speed, slightly faster attacks, slightly faster spellcasting, increased durations or effects of enchantments by percentage, etc. However, as mentioned here, they are "secondary", so they are naturally not as powerful as the "Primary Traits" that they mirror in the game.
--- Unlike "Primary Traits", "Secondary Traits" are harder to find on looted weapons and armor pieces; you have a better chance of getting them from chests and unique enemies (i.e. Champions, Bosses, etc.). Their materials can drop in Heavy Sacks, though. In the Research screen, these Secondary Traits will have their own panel for research for both Weapons and Armors, and (to reiterate) they will apply to ALL Weapons or ALL Armors depending on whether it is a Secondary Weapon/Armor Trait. Their research applies to all weapons and armors across the board after finished with the research, but the time they take to research is much longer.

Alchemy and Provisioning:
- For Alchemists and Provisioners, there doesn't need to be any changes atm. This update wouldn't affect them in any way because they are still the only ones that can provide you with combinations of Health, Magicka, 'and' Stamina-boosting effects (as well as other forms of combinations in the case of Alchemy). Because it takes far less time and investment, these two crafts would still be very necessary and worthwhile investments regardless of the update.
- We already know that Alchemy will be getting Poisons soon. That makes it even more useful.

Enchanting:
- Enchanting could use some work outside of the newly-added Prismatic Enchantments to get it on par with the other crafts still.
- Like the three main crafts, Enchantments should have better charges if crafted (for Weapons only, of course).
- A new Passive can be added that allows combinations of enchants to be made for weapons, armor, and jewelry (Rank 1, 2, and 3, respectively). This would give the profession exclusive benefits like the other ideas mentioned here for the existing crafts. For instance, you could make a weapon that deals X Fire and X Shock Damage, but it would require a 'second' Essence Rune to be added as the fourth rune in the Rune Phrase to achieve that.

Anyways, what is everyone's thoughts on this? Would these be worthy enough compromises universally across all crafts if the change is implemented? Sound off below! :)
  • RavenSkylord
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    Liked the idea for secondary traits, well thought out. I do disagree about reducing research times, as is this is the only thing seperating true crafters from casual ones. Some ideas I have had myself include:

    1. A Master Crafting quest available for only 1 profession, upon completion you are awarded an appropriate title, and given a 2% buff on your item levels.

    2. Expand skill trees to allow crafting more powerful gear, make it a real skill point sink, even adding a tree into the champion point trees would work here. I like the concept of sinking my points into this, but some gain should be present, anyone can throw 20 to 30 points into a profession, but more would shy from 60 or more.

    3. Custom sets with custom names, within limits of course. Choose from a list of bonuses for each tierl what is available in game should suffice. Make it difficult to aquire, full skill purchase in tree and all traits researched, or for alchemy or provisions all recipes aquired etc.
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    Grafting is fine.

    What we need are more balanced crafted set pieces bonuses, not giving ma/sta/hp or ma with weapon damage etc.

    Put jewellery crafting in game, and at level 50 craft (with some skill points investment), allow us to select the style of the armour from the race style of the armour.

    eg Having V14 khajiit armour that looks like the level 3 one.


  • Korozenn
    Korozenn
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    Liked the idea for secondary traits, well thought out. I do disagree about reducing research times, as is this is the only thing seperating true crafters from casual ones.

    Thank you very much! Yeah, I spent a good few hours thinking about this today when playing. I realized that Alchemy and Provisioning have the ability to affect multiple Attributes and have multiple effects, so why not the same for the other crafts as well? Haha.

    Really like the Master Crafting quest for only one profession idea as well! I actually am one of those people that have a spreadsheet of what each character crafts instead of having a 'crafter' or a 'mule', and it would be pretty neat to see a quest like this offered for those who want to master a profession!

    I can see where you're coming from for #2, and I think Crafting skill lines will definitely be approaching 40 SP each soon as they become more fleshed out and more content is added in the game.

    For #3, I remember I used to play Phantasy Star Online back in the day. You would do the 4-Player Challenge Mode for weapons known as S-Rank Weapons which you could name whatever you want. There was a true sense of accomplishment in doing so as you made something that felt like 'yours'. It would be great to be able to craft a custom set in this game, name it, and then be able to save that set for later use or to sell to others. :)

    Agreed that there would have to be some sort of limit or way of making that happen.
    Edited by Korozenn on July 25, 2015 9:04AM
  • Tholian1
    Tholian1
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    I think crafting needs to be streamlined to accommodate the players that can't treat this game like a full time job just to see any reward or benefit within a reasonable amount of time.
    PS4 Pro NA
  • Korozenn
    Korozenn
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    @Tholian1 Agreed, and it depends in a lot of instances, really.

    I like that Blacksmithing, Clothing, and Woodworking require investment into because it makes you feel like you progress more with them than you do in the other crafts, really. The more characters you have, the more materials and crafts you can also excel in. It doesn't really take up time if you go into it with a clear plan from the get-go, but I agree it takes getting used to and could be made more intuitive.

    The other three professions are not nearly as bad as that, but I wonder what ZeniMax could do to make it more user-friendly when it comes down to time. Hmm...
  • Tholian1
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    The main 3, Blacksmithing, woodworking and clothing are fine. It is the enchanting and provisioning that frustrates me to no end. The writs for provisioning always require ultra rare recipes that don't seem to exist anywhere. I have farmed every container since starting this game and at vr3 I still don't have those recipes for the writs? I mean really?

    Even guild traders don't seem to have them and I have traveled to them all up through the silver zones. Something is really wrong about that. I don't mind working for my reward, but I don't have 8 hours a day just to hunt for rare low level recipes for writs.

    PS4 Pro NA
  • Tholian1
    Tholian1
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    And to comment more on topic (sorry for the rant before), I would like to see crafted sets become more valuable. A trade system that is capable of selling entire sets would be a nice start. I'm on console, so not very keen on spamming over voice that I can make armor sets. Actually I think the current trade system is an actual hindrance to effectively selling sets unlike the other professions that are just food and potions.
    PS4 Pro NA
  • Korozenn
    Korozenn
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    Gonna bump so more people can see this thread now that it is daytime. Curious to see more thoughts and suggestions towards improving crafting so that they continue to be worthwhile endeavors in ESOTU. :)
    Tholian1 wrote: »
    And to comment more on topic (sorry for the rant before), I would like to see crafted sets become more valuable. A trade system that is capable of selling entire sets would be a nice start. I'm on console, so not very keen on spamming over voice that I can make armor sets. Actually I think the current trade system is an actual hindrance to effectively selling sets unlike the other professions that are just food and potions.

    Absolutey agree.

    The trading system in general just doesn't lend itself well to set pieces as it should and could use a revamp, and the issue with consoles not even having any form of text chat is inexcusable, really. I don't know why ZeniMax thought that would suddenly be a good idea.

    I will say that, without a doubt, there is something about Provisioning that turns me off from investing as much into it as before, and I think it is that you really can't to attain a good number of recipes unless you steal from dressers, wardrobes, and the such. I just think the drop rates of recipes is something that should be looked into. If people don't have multiple characters, it quickly becomes a craft that relies solely on RNG.
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