It doesn't matter whether it's important to you or not, you're entering a discussion about how long it takes to finish getting the traits, not how long it takes to reach your personal goal, if there's a discussion about how long it takes to level a character i'm not going to argue it only takes two days because I only level to twenty, likewise here they're discussing how long it takes to train all the traits and you say it only takes three months to get the specific traits you want, that's not the same discussion. I' not saying you're playing wrong, i'm saying you're arguing the wrong point.
It's like this conversation:
Person 1: How long does it take to drive to Scotland?
Person 2: It takes about 4hrs
Person 3: No it doesn't it takes 2hrs
Person 2: Impossible!
Person 3: Yeah 2hrs, granted I only ever drive as far as Manchester, but that only takes 2hrs and I don't want to go to Scotland so 2hrs is all it takes.
willymchilybily wrote: »yeah one crafter is the future, at the moment i have not enough levelled alts and still more SP to get on my main. but one day.
I keep most in my bank (more bank slots please, ZOS). The rest my crafter keeps in her maxed out bags. I don't actively play her outside crafting, so I don't need much space beyond the basic potions, food or gems. The rest is for whatever odds and ends I don't want to keep on my active chars.willymchilybily wrote: »yeah one crafter is the future, at the moment i have not enough levelled alts and still more SP to get on my main. but one day.
I disagree that it's a good move to do all the crafts on one charcter, it sounds like a good idea in terms of skill points, but what about storage? I have enough storage issues with one or two crafts on a character, all the crafts on one character is going to take a lot of shifting resources around every time you want to craft.
I disagree that it's a good move to do all the crafts on one charcter, it sounds like a good idea in terms of skill points, but what about storage? I have enough storage issues with one or two crafts on a character, all the crafts on one character is going to take a lot of shifting resources around every time you want to craft.
I keep most in my bank (more bank slots please, ZOS). The rest my crafter keeps in her maxed out bags. I don't actively play her outside crafting, so I don't need much space beyond the basic potions, food or gems. The rest is for whatever odds and ends I don't want to keep on my active chars.
A couple of people here are missing the point completely ...
The OP has 3 crafting characters, each having maxed a different craft. Meaning, he will need 3 copies of each style book to be able to craft everything for that style.
I have a similar setup with main 3 toons, one in each faction and each master in two crafts.
1. Blacksmith/Provisioner
2. Woodworker/Enchanter
3. Clothier/Alchemist
This was very beneficial while leveling those toons since i could split the skill points needed and the inventory slots needed for the mats.
Now that i'm on my 4th toon (dedicated PvP character) ...
Ourorboros wrote: »Unless you want the thread locked, best to tone it down.
Maybe it makes sense now to have all crafts on one character, but it did not start that way. This is not the first discussion about which way is better. There are pros and cons to each side. And telling someone who has been playing the game since the beginning they are 'doing it wrong' when your own experience does not include some earlier game limitations is pure hubris.
One thing is for sure, there is nothing in the game history with motifs to indicate ZOS would turn this into a grinding game starting with Dwemer chapters. The field looked very different before that.
Basically, when the game became "Tamreil Unlimited", ZOS threw out just about every thing that made the game unique among MMOs, and joined the cash grab like everyone else. The motifs are a prime example of this.
Ourorboros wrote: »Unless you want the thread locked, best to tone it down.
Maybe it makes sense now to have all crafts on one character, but it did not start that way. This is not the first discussion about which way is better. There are pros and cons to each side. And telling someone who has been playing the game since the beginning they are 'doing it wrong' when your own experience does not include some earlier game limitations is pure hubris.
For the moment there is nothing wrong with putting all crafts onto one character. However, this is an MMO. Any experienced MMO player can tell you that with each year and every expansion the MMO will change. Features will be added while others modified and some may be removed completely. Eventually ZoS will have to do something with crafting to make it more engaging. But, in the process I think as time goes by having all crafts on one character will become more difficult as each craft will consume more points. So, planning ahead and separating the crafts now is not a bad idea. But, you do run the risk that nothing changes and you are wasting your time. To each their own. Yes, you can say "ZoS can't think that far ahead" or" I doubt they would *** off their player base" but words like that are spoken at every expansion in every MMO.
Oops. I don't and I said as much. But I accidentally cut of half a quote tag, so it looked like I did. Fixed now.
I disagree that it's a good move to do all the crafts on one charcter, it sounds like a good idea in terms of skill points, but what about storage? I have enough storage issues with one or two crafts on a character, all the crafts on one character is going to take a lot of shifting resources around every time you want to craft.
I keep most in my bank (more bank slots please, ZOS). The rest my crafter keeps in her maxed out bags. I don't actively play her outside crafting, so I don't need much space beyond the basic potions, food or gems. The rest is for whatever odds and ends I don't want to keep on my active chars.
I don't understand why you need a lot inventory space for your crafter. Can you tell what you put in your inventory?
I must say I create stuff for other people on demand, I don't have a stock for finished products, but I've tons of raw material about anything.
With the current maximized personal inventory, bank inventory and the mount bags, I have plenty of room.
As an extra you could bundle forces with 9 other craftsmen, start a mini-guild for own purposes and use the Guild Inventory of 500 slots.
krees28b14_ESO wrote: »
For the moment there is nothing wrong with putting all crafts onto one character. However, this is an MMO. Any experienced MMO player can tell you that with each year and every expansion the MMO will change. Features will be added while others modified and some may be removed completely. Eventually ZoS will have to do something with crafting to make it more engaging. But, in the process I think as time goes by having all crafts on one character will become more difficult as each craft will consume more points. So, planning ahead and separating the crafts now is not a bad idea. But, you do run the risk that nothing changes and you are wasting your time. To each their own. Yes, you can say "ZoS can't think that far ahead" or" I doubt they would *** off their player base" but words like that are spoken at every expansion in every MMO.
I don't understand why you need a lot inventory space for your crafter. Can you tell what you put in your inventory?
krees28b14_ESO wrote: »
For the moment there is nothing wrong with putting all crafts onto one character. However, this is an MMO. Any experienced MMO player can tell you that with each year and every expansion the MMO will change. Features will be added while others modified and some may be removed completely. Eventually ZoS will have to do something with crafting to make it more engaging. But, in the process I think as time goes by having all crafts on one character will become more difficult as each craft will consume more points. So, planning ahead and separating the crafts now is not a bad idea. But, you do run the risk that nothing changes and you are wasting your time. To each their own. Yes, you can say "ZoS can't think that far ahead" or" I doubt they would *** off their player base" but words like that are spoken at every expansion in every MMO.
Well I played before other MMO's and in these ones I also separated the crafters from the fighters alts.
Most people did. If you ask me, that's common sense.
Sure in the future maybe ZOS will 'invent' new professions, but then if needed I'll create a new craft alt.
There are in the region of 40 different crafting materials for equipment craft, over 50 for provisioning, 18 reagents plus 10(?) different waters for alchemy, and 49 runes for enchanting. Plus 9 trait resources, a dozen or so style resources and 4 upgrade resources for each of the three equipment crafts. That's roughly 200 different crafting materials total, the bank cap is 240 iirc so one stack of each resource is a huge chunk of your space.
If for example you're doing blacksmithing and enchanting and have one stack of each resource including traits and styles then that's roughly 90 slots needed at a minimum, plus while you are still learning traits you will be holding onto equipment with learnable traits for future use, so you can usually fill up a characters capped inventory and then some just with the two crafts.
Not to mention if you were doing all crafts on one character and had multiple stacks of resources.
krees28b14_ESO wrote: »
It is not just the advent of new professions that can be a problem. Changes to the current crafting system can force those alts to emerge also. For example, Lotro added in crafting guilds. While you could not do all crafting professions on one character joining a guild gave the ability to one-shot crit a recipe once a week. If ESO had something like this added but one character could only join one guild your other professions on that character would be screwed. They also looked at people simply maxing out your guild then changing guilds back and forth by adding in a quest chain that would take a couple hours to complete by finding the necessary mats. So what you did makes sense splitting up your crafts on different characters. But, for the time being one character is enough... I just do not want to hear the complaints from people when they make a change and people are not prepared for it.
willymchilybily wrote: »yeah one crafter is the future, at the moment i have not enough levelled alts and still more SP to get on my main. but one day.
I disagree that it's a good move to do all the crafts on one charcter, it sounds like a good idea in terms of skill points, but what about storage? I have enough storage issues with one or two crafts on a character, all the crafts on one character is going to take a lot of shifting resources around every time you want to craft.
I you have not figured it out already ZOS is all about repeatable content. Why folks would do 270 crafting writs is a mystery to me. The rewards are not that great and it will take you forever to get the Glass Motif if you finally get it at all. Why not just pay 5000 crowns for the Glass Motif and be done with it. There is no sense complaining when that option is open to you.
MisterBigglesworth wrote: »I guess the bigger question here is:
WHY IS THERE A $50 CASH SHOP ITEM THAT ISN'T ACCOUNT-WIDE?!
Ourorboros wrote: »Unless you want the thread locked, best to tone it down.
Maybe it makes sense now to have all crafts on one character, but it did not start that way. This is not the first discussion about which way is better. There are pros and cons to each side. And telling someone who has been playing the game since the beginning they are 'doing it wrong' when your own experience does not include some earlier game limitations is pure hubris.
One thing is for sure, there is nothing in the game history with motifs to indicate ZOS would turn this into a grinding game starting with Dwemer chapters. The field looked very different before that.
Basically, when the game became "Tamreil Unlimited", ZOS threw out just about every thing that made the game unique among MMOs, and joined the cash grab like everyone else. The motifs are a prime example of this.
Jennifur_Vultee wrote: »Ourorboros wrote: »Unless you want the thread locked, best to tone it down.
Maybe it makes sense now to have all crafts on one character, but it did not start that way. This is not the first discussion about which way is better. There are pros and cons to each side. And telling someone who has been playing the game since the beginning they are 'doing it wrong' when your own experience does not include some earlier game limitations is pure hubris.
One thing is for sure, there is nothing in the game history with motifs to indicate ZOS would turn this into a grinding game starting with Dwemer chapters. The field looked very different before that.
Basically, when the game became "Tamreil Unlimited", ZOS threw out just about every thing that made the game unique among MMOs, and joined the cash grab like everyone else. The motifs are a prime example of this.
+1 Well said.
I've been playing ESO right about two years now including the beta and these console people often have no clue how hard it was to get bank and inventory space and how precious it was in the early stages of the game. With the expansion of bank and inventory space that's been made available since the console launch its made things much easier. I know when I was considering doing even two crafts on one character my skill points were stretched so thin that I had to make some hard choices on if they were going into crafting or fighting skills. Back at launch it just made more sense to break up crafting rather than try to do it all on one with the limitations of storage and skill points. Even the number of skill points available has increased since Craglorn went live. I completely agree that someone who wasn't there and now has things available that we didn't shouldn't be telling those of us who had to deal with the limitation that we just made bad choices. We made the best choices we could have at the time.
I don't understand why you need a lot inventory space for your crafter. Can you tell what you put in your inventory?
There are in the region of 40 different crafting materials for equipment craft, over 50 for provisioning, 18 reagents plus 10(?) different waters for alchemy, and 49 runes for enchanting. Plus 9 trait resources, a dozen or so style resources and 4 upgrade resources for each of the three equipment crafts. That's roughly 200 different crafting materials total, the bank cap is 240 iirc so one stack of each resource is a huge chunk of your space.
If for example you're doing blacksmithing and enchanting and have one stack of each resource including traits and styles then that's roughly 90 slots needed at a minimum, plus while you are still learning traits you will be holding onto equipment with learnable traits for future use, so you can usually fill up a characters capped inventory and then some just with the two crafts.
Not to mention if you were doing all crafts on one character and had multiple stacks of resources.