Azurephoenix999 wrote: »Azurephoenix999 wrote: »MaximusDargus wrote: »"I also think that putting stuff behind a time wall for the sole purpose of making it more difficult to obtain is plain stupid."
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The crafting aspect of this game is not difficult, it requires almost no actual skill.
My idea didn't make anything easier, it just slightly lowered the amount of patience required for those that:
- Played every day
- Were dedicated to learning their traits
In real life, you learn things faster if you put extra effort into learning them. I don't see why this game can't be any different.
As a professional educator I strongly disagree with the bolded part. No such thing is true. The extra effort you put into something may make you more proficient, may finally bring you to an understanding of what it is you were trying to learn BUT it does not make it faster.
As someone who is currently in College, I can tell you this.
My friends and I did all the work that was asked of us when we were asked to do it.
There was a group of troublemakers also in the group that did literally none of the work that was given to them.
Who do you think learned the material faster?
I still haven't figured out why the research times are so long (other than slowing down the leveling) but what really confuses me is why they're in real time when the the days are not. In game, the sun is up for 4 of our hours then night for another 4. But a 1 day research time is 24 of our hours instead of the 8 in game hours in a day.
Drake_Fury wrote: »I can already imagine the PC side, every crafter must aleready have 9/9 traits on every piece of gear by now. To me, that means the company should put 5-6 more different traits to create more diversity. Currently it's not an issue yet on console, but when everyone can make everything, nobody buys anything.
I think you are unnecessarily limiting your use of alts. Having a veteran main makes crafting alt creation much easier. Feed your medium armor loot from main to the alt for research and deconstruct. After you have maxed your crafting on main, you can feed all your loot to the alts. It is a good practise to divide trait research of clothing and blacksmithing to two alts. You can also think an alt as a storage mule of traits. If the alt researches medium, it can later craft trait items for the main, after it has finished light armor researches.
You can also take a break in clothing research on main and quickly research few required traits on medium like infused/divines. After a week you can return back to clothing research. Hunding's rage is a problem though.
Azurephoenix999 wrote: »That's not what I'm objecting to. I'm objecting to the fact that once you have an item with a trait that you have not yet researched, time is literally the only thing stopping you from having that trait. I just think that if they're going to make it difficult to get, they should be more creative than that.
The multiple alts method significantly shortens the research time for you. I think that is the have-effort way. With only one character the long research time comes from blacksmithing and clothier. Move weapon and medium armor traits to an alt and you have halved the research time. By adding more alts you can speed it even more but it is only practical with grinding. It will be a big effort and crafting full sets mean you need to relog occasionally. Later on you can collect all the traits to one main crafter.Azurephoenix999 wrote: »NO NO NO NO
Do not make crafting "Pay 2 Have" and do not reduce the timers.
For the eights sake people just play the game and have patience. There is nothing wrong with research, so it ACTUALLY takes some time and effort to remember to do the research. That is a good thing for those who have done it, it actually means something to and those with and without it.
Obviously people want the research skills it look at all the requests to make it easy and quick to achieve, people wanting it is no reason to shorten it, just suck it up and do it!
I "want" something is a very poor reason to just give it away. All that ends up doing is appeasing the group of lazy, unmotivated masses who typically do not appreciate what they get and will just ask for more in their unsatiated need to have what others have and what they often are unwilling to earn.
I would agree with you...except the current method for researching requires little to no "effort", only time.
I also think that putting stuff behind a time wall for the sole purpose of making it more difficult to obtain is plain stupid.
I get that people think that there should be a way to differentiate the master crafters from the mediocre ones, but a time wall isn't the way to do it.
I'm not against the timer as a whole, but the time it currently takes to research all traits (over a year) is way too long. I think that if they're going to put the timer in, there should be a way to shorten it for those who are willing to put more effort in than is already required.
That said, any option that requires crowns is a stupid idea for obvious reasons. Someone's skill in crafting shouldn't be determined by how much real money they have, but how much time they commit to their profession in the game.
Then i think you have advanced wisely. I guess you did some planning and you have learned the traits you need and kept your main crafter practical and useful. The benefit of alts come if you need to craft for others and if you are aiming to nine traitsa nd to all professions. Dividing traits to alts cuts at least half year from researching everything. If you craft only for yourself, keep it lightweight. If you are crafting for a guild like i do, go heavy duty with multiple crafting alts.I think you are unnecessarily limiting your use of alts. Having a veteran main makes crafting alt creation much easier. Feed your medium armor loot from main to the alt for research and deconstruct. After you have maxed your crafting on main, you can feed all your loot to the alts. It is a good practise to divide trait research of clothing and blacksmithing to two alts. You can also think an alt as a storage mule of traits. If the alt researches medium, it can later craft trait items for the main, after it has finished light armor researches.
You can also take a break in clothing research on main and quickly research few required traits on medium like infused/divines. After a week you can return back to clothing research. Hunding's rage is a problem though.
Right now my level 24 is my crafter, and he is 45+ in Clothing, Blacksmithing, and Woodworking. I don't need to reach those high level crafting stations because I get the crafting sets that I need already, the highest being stations for Magnus and Eyevea, which I can access already with my crafter at level 24.
So what purpose does it have to spread out crafting with multiple alts when you can have one that does all that you need? The problem with having multiple alts doing crafting is that, if you need to delete characters to make new ones, you're stuck because some of those alts are your crafters. Right now I also have four inventory mules because of needing space for all my crafted sets. Which means I have three characters I am actively leveling, one that is my crafter, and four that are inventory mules- so all of my eight character slots are already used up. However, with this arrangement, if I later decide to consolidate my mules, I can freely delete them because they aren't tied to any crafts.
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?