I assume you mean the coloring like how rubedite swords are kind of red? Allow weapons to be dyed.
NewBlacksmurf wrote: »
NewBlacksmurf wrote: »
I see. Might be best to just add a transmog slot like wow had.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »
I see. Might be best to just add a transmog slot like wow had.
No that's not better at all. Then you'd have to make an item, and keep it in addition to paying to copy it.
The suggestion is a lot more feasible and only requires very basic changes. No major programming or coding at all but your idea does.
lolo_01b16_ESO wrote: »Not sure if I understand correct, but you basicly ask for being able to craft v16 gear without using ruby ash, ancestor silk, ...?
This man gets itMettaricana wrote: »Clarification for all OP is stating crafting gear in the style tier we want regardless of material like using the appearence of a lvl 1 iron armor but having the stats of rubedite. armor appeances changes from iron> steel> orichulum> dwarven he's saying we should be able to use the iron or steel etc appearence at max level as it would add almost 4x the customization of your character and their gear. Example bosmer medium tier 1 and 2 are sexy revealing but by the time your in rubedo leather your armored to your tonsils. A primal battle axe looks way deadlier in the oriculum tier compared to the dwarven tier. Same goes for akaviri all its weapons look better at their 1-3 tiers but once you hit dwarven look like crap.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »
I see. Might be best to just add a transmog slot like wow had.
No that's not better at all. Then you'd have to make an item, and keep it in addition to paying to copy it.
The suggestion is a lot more feasible and only requires very basic changes. No major programming or coding at all but your idea does.
IndyWendieGo wrote: »lolo_01b16_ESO wrote: »Not sure if I understand correct, but you basicly ask for being able to craft v16 gear without using ruby ash, ancestor silk, ...?
That's the way it sounds. If that's the case, then it would also sound like there's really no incentive to go to Wrothgar or the Imperial City other than just for cosmetic looks or Enchanting/Style/Alchemical mats.
khele23eb17_ESO wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »
I see. Might be best to just add a transmog slot like wow had.
No that's not better at all. Then you'd have to make an item, and keep it in addition to paying to copy it.
The suggestion is a lot more feasible and only requires very basic changes. No major programming or coding at all but your idea does.
TBH id prefer a whole vanity tab too. Like in Rift. You basically get 2 character sheets, with the 2nd one being purely cosmetic and overwriting the looks of the first. You equip an item with desired stats on sheet#1 and if you dont like its looks on sheet#2 you equip an item with the desired appearance which then shows in game.
Its true you might have to craft an item... but whats the problem with crafting a non-vet white piece of gear? None at all. Whats more important... you could equip drops with looks that cant be crafted or lower level items with models no longer seen on v16 items.IndyWendieGo wrote: »lolo_01b16_ESO wrote: »Not sure if I understand correct, but you basicly ask for being able to craft v16 gear without using ruby ash, ancestor silk, ...?
That's the way it sounds. If that's the case, then it would also sound like there's really no incentive to go to Wrothgar or the Imperial City other than just for cosmetic looks or Enchanting/Style/Alchemical mats.
I believe the idea is to be able to craft v16 gear with the looks of lev1 or lev 30.
IndyWendieGo wrote: »
By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy.
khele23eb17_ESO wrote: »IndyWendieGo wrote: »
By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy.
Ambigous phrasing, but its not a new request so Im quite sure its just about looks like in previous threads about this.
NewBlacksmurf wrote: »Today, when you craft items, the style changes based on the material. I believe that each material can contribute to a style within each motif but we as crafters should be able to make level min - VR16 of any material for cosmetic purposes.
I think the starting level of each material should remain so that it takes less of some materials to create VR16 gear
Example: Iron/jute should range from level 1-VR16
Spider silk should range from level 36-VR16
Etc for all crafting so that each material doesn't stop and we have more option to look different in effective gear.
***In order to progress, you still need the skill tiers within crafting **
This also removes the necessity for non-crafters to use Passives to find raw materials but increases the economy for all materials and causes ppl to have reasons to go to other zones for stylistic desires.
IndyWendieGo wrote: »khele23eb17_ESO wrote: »IndyWendieGo wrote: »
By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy.
Ambigous phrasing, but its not a new request so Im quite sure its just about looks like in previous threads about this.NewBlacksmurf wrote: »Today, when you craft items, the style changes based on the material. I believe that each material can contribute to a style within each motif but we as crafters should be able to make level min - VR16 of any material for cosmetic purposes.
I think the starting level of each material should remain so that it takes less of some materials to create VR16 gear
Example: Iron/jute should range from level 1-VR16
Spider silk should range from level 36-VR16
Etc for all crafting so that each material doesn't stop and we have more option to look different in effective gear.
***In order to progress, you still need the skill tiers within crafting **
This also removes the necessity for non-crafters to use Passives to find raw materials but increases the economy for all materials and causes ppl to have reasons to go to other zones for stylistic desires.
I bolded the parts in question. This says to me that there's no reason to use Rubedite, Ancestral Cloth, or Ruby Ash unless you want it for the looks. I'm not arguing with the fact that it'd be nice to have some homespun Argonian gloves that look a tad like Henna on a character's hands that were v16. However I would want them to be Ancestral Silk and not be made out of Jute.
khele23eb17_ESO wrote: »IndyWendieGo wrote: »khele23eb17_ESO wrote: »IndyWendieGo wrote: »
By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy.
Ambigous phrasing, but its not a new request so Im quite sure its just about looks like in previous threads about this.NewBlacksmurf wrote: »Today, when you craft items, the style changes based on the material. I believe that each material can contribute to a style within each motif but we as crafters should be able to make level min - VR16 of any material for cosmetic purposes.
I think the starting level of each material should remain so that it takes less of some materials to create VR16 gear
Example: Iron/jute should range from level 1-VR16
Spider silk should range from level 36-VR16
Etc for all crafting so that each material doesn't stop and we have more option to look different in effective gear.
***In order to progress, you still need the skill tiers within crafting **
This also removes the necessity for non-crafters to use Passives to find raw materials but increases the economy for all materials and causes ppl to have reasons to go to other zones for stylistic desires.
I bolded the parts in question. This says to me that there's no reason to use Rubedite, Ancestral Cloth, or Ruby Ash unless you want it for the looks. I'm not arguing with the fact that it'd be nice to have some homespun Argonian gloves that look a tad like Henna on a character's hands that were v16. However I would want them to be Ancestral Silk and not be made out of Jute.
Obviously.
Me... Id like to have a separate sheet/doll for my char's appearance.
Mettaricana wrote: »Clarification for all OP is stating crafting gear in the style tier we want regardless of material like using the appearence of a lvl 1 iron armor but having the stats of rubedite. armor appeances changes from iron> steel> orichulum> dwarven he's saying we should be able to use the iron or steel etc appearence at max level as it would add almost 4x the customization of your character and their gear. Example bosmer medium tier 1 and 2 are sexy revealing but by the time your in rubedo leather your armored to your tonsils. A primal battle axe looks way deadlier in the oriculum tier compared to the dwarven tier. Same goes for akaviri all its weapons look better at their 1-3 tiers but once you hit dwarven look like crap.
khele23eb17_ESO wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »
I see. Might be best to just add a transmog slot like wow had.
No that's not better at all. Then you'd have to make an item, and keep it in addition to paying to copy it.
The suggestion is a lot more feasible and only requires very basic changes. No major programming or coding at all but your idea does.
TBH Id prefer a whole vanity tab. WoW transmog is somewhat annoying. Rift did it better. You basically get 2 character sheets/dolls, with the 2nd one being purely cosmetic and overwriting the looks of the first. You equip an item with the stats you want on sheet#1 and if you happen not to like its looks, you equip an item with the desired appearance on sheet#2. This can then be seen on your character in game.
Its true you might have to craft an item... but whats the problem with crafting a non-vet white piece of gear? None at all. Whats more important... you could equip drops with looks that cant be crafted or lower level items with models no longer seen on v16 items.IndyWendieGo wrote: »lolo_01b16_ESO wrote: »Not sure if I understand correct, but you basicly ask for being able to craft v16 gear without using ruby ash, ancestor silk, ...?
That's the way it sounds. If that's the case, then it would also sound like there's really no incentive to go to Wrothgar or the Imperial City other than just for cosmetic looks or Enchanting/Style/Alchemical mats.
I believe the idea is to be able to craft v16 gear with the looks of lev1 or lev 30.
IndyWendieGo wrote: »khele23eb17_ESO wrote: »IndyWendieGo wrote: »
By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy.
Ambigous phrasing, but its not a new request so Im quite sure its just about looks like in previous threads about this.NewBlacksmurf wrote: »Today, when you craft items, the style changes based on the material. I believe that each material can contribute to a style within each motif but we as crafters should be able to make level min - VR16 of any material for cosmetic purposes.
I think the starting level of each material should remain so that it takes less of some materials to create VR16 gear
Example: Iron/jute should range from level 1-VR16
Spider silk should range from level 36-VR16
Etc for all crafting so that each material doesn't stop and we have more option to look different in effective gear.
***In order to progress, you still need the skill tiers within crafting **
This also removes the necessity for non-crafters to use Passives to find raw materials but increases the economy for all materials and causes ppl to have reasons to go to other zones for stylistic desires.
I bolded the parts in question. This says to me that there's no reason to use Rubedite, Ancestral Cloth, or Ruby Ash unless you want it for the looks. I'm not arguing with the fact that it'd be nice to have some homespun Argonian gloves that look a tad like Henna on a character's hands that were v16. However I would want them to be Ancestral Silk and not be made out of Jute.
I know the original motifs have different looks for the level but thought the more recent ones it was the same whatever you made it out of other than maybe the color?
One way you could do it in the current system is have the look based on the number of style stones you used. So for example a Iron looking peice would be 1 style stone but a fancy one could be 5 style stones.
NewBlacksmurf wrote: »IndyWendieGo wrote: »khele23eb17_ESO wrote: »IndyWendieGo wrote: »
By using the components in those level brackets. Having the 'benefits of rubedite' isn't the same as 'using rubedite'. It's a rather ambiguous statement. That's why I'm saying the way it sounds, it doesn't sound like something that'd make the trading community very happy.
Ambigous phrasing, but its not a new request so Im quite sure its just about looks like in previous threads about this.NewBlacksmurf wrote: »Today, when you craft items, the style changes based on the material. I believe that each material can contribute to a style within each motif but we as crafters should be able to make level min - VR16 of any material for cosmetic purposes.
I think the starting level of each material should remain so that it takes less of some materials to create VR16 gear
Example: Iron/jute should range from level 1-VR16
Spider silk should range from level 36-VR16
Etc for all crafting so that each material doesn't stop and we have more option to look different in effective gear.
***In order to progress, you still need the skill tiers within crafting **
This also removes the necessity for non-crafters to use Passives to find raw materials but increases the economy for all materials and causes ppl to have reasons to go to other zones for stylistic desires.
I bolded the parts in question. This says to me that there's no reason to use Rubedite, Ancestral Cloth, or Ruby Ash unless you want it for the looks. I'm not arguing with the fact that it'd be nice to have some homespun Argonian gloves that look a tad like Henna on a character's hands that were v16. However I would want them to be Ancestral Silk and not be made out of Jute.
Yes that is one result of this....not sure why you would want to be forced to obtain a meaningless type of material for the same results unless you didn't want to obtain X amount more in another material.
As a crafter I'd like to be able to make gear and use the artwork of another material.
I don't think it makes sense to transmogrify something because there are materials for this now, it's just that the material tier stops allowing us to make better gear with higher levels. Obviously somethings would differ like durability or something but the look or artwork is what needs to be unlocked.
I'm fine with using ancestor silk if Incan choose the artwork of a lesser tier material but then you have to deal with ppl asking to make this look like that. The suggestion prevents a situation of ....if we can do this, then why not add XYZ too.
As simple as I can put it. Let ppl make armor up to the max level of any material as long as they have the crafting skills to do so.