Prof_Bawbag wrote: »Well, considering how much The Imperial, Glass and Dwemer motifs are in the CS, those 3 should at least have the option to convert. Not the in-game ones, just the CS versions. Basically just how the in-game Imperial motif doesn't allow this function. The rest, well, they cost nowhere near what those 3 aforementioned motifs cost. After all, I purchased the imperial edition for £10 less than what the they're asking just for the motif. Those should come with extra perks.
.. better if one earn them by playing the game. Are you saying you want a pay to win and you want to pay to get out of playing ESO? You got your "extra perk" if got the Imperial Edition (I do have it also), then one can convert the style to Imperial. That is all the perk one needs, IMHO.
Fat-Larry-Makes-All wrote: »Nah bad idea. Getting the exact set you wanted gets too easy this way in my opinion, it's far more satisfying if you have to struggle a bit to get exactly what you want.
k9mouse,
You do know that anyone that has the motif whether they purchased it from the crown store or found it in game, has to invest skill points into the crafting lines in order to be able to craft the high level armor? Why wouldnt they?
So this proposal would allow anyone who KNOWS the motif already to convert a picked up item to the style that they ALREADY KNOW and it would be account bound. It doesnt hurt you as a crafter one iota and allows the anyone that KNOWS THE MOTIF ALREADY to use that style if they happen to pick up an item with stats they can use. In fact as a crafter that KNOWS THE MOTIF, you can do it too.
Anyone that KNOWS THE MOTIF ALREADY doesnt need to buy armor from you or any other crafter because they can make it for themselves.
.
kendellking_chaosb14_ESO wrote: »General information you can only covert items that come in multiple styles.
Arch-Mage only comes as Breton, Breton style lock
Elf Bane only comes as Argonian, Argonians style sexy armor anyway (not the Helm I love Argonian style but that heavy helm toggle hide)
Ash Mountain is weird all pieces are in the Ashlander style but the Helmet. It can come in an race style so you can convert it to Imperial. But just the helmet.
There are some nice sets I don't run just cause they look like sh*t like Ash Mountain I like the set's bonus but the way it looks really don't care enough about to small stat boost.
Fat-Larry-Makes-All wrote: »kendellking_chaosb14_ESO wrote: »General information you can only covert items that come in multiple styles.
Arch-Mage only comes as Breton, Breton style lock
Elf Bane only comes as Argonian, Argonians style sexy armor anyway (not the Helm I love Argonian style but that heavy helm toggle hide)
Ash Mountain is weird all pieces are in the Ashlander style but the Helmet. It can come in an race style so you can convert it to Imperial. But just the helmet.
There are some nice sets I don't run just cause they look like sh*t like Ash Mountain I like the set's bonus but the way it looks really don't care enough about to small stat boost.
Argonian heavy helmet looks like a chamber pot put on upside down. I absolutely love it.
I'm 100% for this, I'd go so far as to say that I'd also like to be able to change it to look like (but not function like) a different level or material of armor. You really like the cotton-level Nord shirt, but are a 100% heavy armor tank? Dang, sure, just convert to that style and you keep the heavy armor stats but upgrade to your new sleek look! They'd have to make it so you can convert set items and really everything as well, though, otherwise it's a waste!
Ferretstalker wrote: »EDIT: Wow, what a necro. I'm just going to stop drinking, I think.
I would be happy already if they would just make every armor convertible to Imperial. vWGT and vICP loot was convertible but Xivkyn looks so nice I didn't do it... Now Orsinium with those ugly Barbaric Style Sets is not.
I'm not a big fan of Imperial Armor except for the heavy version but it would still be alot better since its kind of a neutral style then having uncolourable bones clipping through the rest of your gear.
NewBlacksmurf wrote: »Defeats the point of having motifs and effects the games economy drastically if this expands beyond Imperials.
Strider_Roshin wrote: »NewBlacksmurf wrote: »Defeats the point of having motifs and effects the games economy drastically if this expands beyond Imperials.
So converting drop sets and monster sets into a motif that you've learned defeats the point of motifs? Makes sense.
NewBlacksmurf wrote: »Strider_Roshin wrote: »NewBlacksmurf wrote: »Defeats the point of having motifs and effects the games economy drastically if this expands beyond Imperials.
So converting drop sets and monster sets into a motif that you've learned defeats the point of motifs? Makes sense.
Yes it does defeat the purpose of motifs, racial mats and crafting as a whole.
-This is basically another transmogrify idea....which sounds cool until you actually look at what it changes.
-Converting anything has an impact on the materials, motif, skill points, etc.
In order to learn certain motif, it requires skill progression.
In order to make certain motif, it requires mats and style items
In order to make level effective gear with motif, it requires...skill, mats, style items
In order to have set gear....at level, you either have to run research items, run dungeons, trials, MSA, random drops in certain level ranges, etc.
This drastically effects everything, so instead we have costumes which seem to come every month and perhaps with these, ZOS could offer something closer to you're desires but allowing anyone other than the Imperial situation to change its appearance is not going to have a positive impact overall to the games economy which matters for gear progression and crafting progression.
Strider_Roshin wrote: »NewBlacksmurf wrote: »Strider_Roshin wrote: »NewBlacksmurf wrote: »Defeats the point of having motifs and effects the games economy drastically if this expands beyond Imperials.
So converting drop sets and monster sets into a motif that you've learned defeats the point of motifs? Makes sense.
Yes it does defeat the purpose of motifs, racial mats and crafting as a whole.
-This is basically another transmogrify idea....which sounds cool until you actually look at what it changes.
-Converting anything has an impact on the materials, motif, skill points, etc.
In order to learn certain motif, it requires skill progression.
In order to make certain motif, it requires mats and style items
In order to make level effective gear with motif, it requires...skill, mats, style items
In order to have set gear....at level, you either have to run research items, run dungeons, trials, MSA, random drops in certain level ranges, etc.
This drastically effects everything, so instead we have costumes which seem to come every month and perhaps with these, ZOS could offer something closer to you're desires but allowing anyone other than the Imperial situation to change its appearance is not going to have a positive impact overall to the games economy which matters for gear progression and crafting progression.
What I'm suggesting isn't that everyone can convert their gear into everything regardless of knowledge. What I'm getting at is that if you already have the knowledge to craft gear in a particular motif then you should be able to convert something you can't craft into a motif that you know. This is completely independent of crafting. This is simply having the capability to change the look of something you can't craft.
NewBlacksmurf wrote: »Strider_Roshin wrote: »NewBlacksmurf wrote: »Strider_Roshin wrote: »NewBlacksmurf wrote: »Defeats the point of having motifs and effects the games economy drastically if this expands beyond Imperials.
So converting drop sets and monster sets into a motif that you've learned defeats the point of motifs? Makes sense.
Yes it does defeat the purpose of motifs, racial mats and crafting as a whole.
-This is basically another transmogrify idea....which sounds cool until you actually look at what it changes.
-Converting anything has an impact on the materials, motif, skill points, etc.
In order to learn certain motif, it requires skill progression.
In order to make certain motif, it requires mats and style items
In order to make level effective gear with motif, it requires...skill, mats, style items
In order to have set gear....at level, you either have to run research items, run dungeons, trials, MSA, random drops in certain level ranges, etc.
This drastically effects everything, so instead we have costumes which seem to come every month and perhaps with these, ZOS could offer something closer to you're desires but allowing anyone other than the Imperial situation to change its appearance is not going to have a positive impact overall to the games economy which matters for gear progression and crafting progression.
What I'm suggesting isn't that everyone can convert their gear into everything regardless of knowledge. What I'm getting at is that if you already have the knowledge to craft gear in a particular motif then you should be able to convert something you can't craft into a motif that you know. This is completely independent of crafting. This is simply having the capability to change the look of something you can't craft.
I understand what you're suggesting and do believe it has negative impacts outside of this idea.
ie: ZOS announces, now any set item dropped in MSA, vMSA, Craglorn, Dungeons or Dolemens, or any new similar encounter will allow anyone to change the appearance as long as they have the following:
-Motif
-other requirements
It now becomes the new carrot so motif prices sky rocket, ppl farming motif grow, and the purpose of crafters drastically falls because the new LFG change is coming in a week or so, so it will be easier to obtain these types of items which then draws more focus to runs for these. Why would anyone pay a crafter to make armor if they could find a set piece and only need a motif to change its look.
Additionally, this situation removes the requirements of leveling each crafting tree, using skill points (other than top motif) which then becomes a lets me level this up to learn the motif and then reset my skills.
Now ppl are buying and grabbing "trash loot" to decon for progression
It seems harmless but it touches so many other parts of crafting.....I don't agree that this is good.
I do feel that perhaps more costumes could fall from these same type of runs and that accomplishes your idea.
Strider_Roshin wrote: »NewBlacksmurf wrote: »Strider_Roshin wrote: »NewBlacksmurf wrote: »Strider_Roshin wrote: »NewBlacksmurf wrote: »Defeats the point of having motifs and effects the games economy drastically if this expands beyond Imperials.
So converting drop sets and monster sets into a motif that you've learned defeats the point of motifs? Makes sense.
Yes it does defeat the purpose of motifs, racial mats and crafting as a whole.
-This is basically another transmogrify idea....which sounds cool until you actually look at what it changes.
-Converting anything has an impact on the materials, motif, skill points, etc.
In order to learn certain motif, it requires skill progression.
In order to make certain motif, it requires mats and style items
In order to make level effective gear with motif, it requires...skill, mats, style items
In order to have set gear....at level, you either have to run research items, run dungeons, trials, MSA, random drops in certain level ranges, etc.
This drastically effects everything, so instead we have costumes which seem to come every month and perhaps with these, ZOS could offer something closer to you're desires but allowing anyone other than the Imperial situation to change its appearance is not going to have a positive impact overall to the games economy which matters for gear progression and crafting progression.
What I'm suggesting isn't that everyone can convert their gear into everything regardless of knowledge. What I'm getting at is that if you already have the knowledge to craft gear in a particular motif then you should be able to convert something you can't craft into a motif that you know. This is completely independent of crafting. This is simply having the capability to change the look of something you can't craft.
I understand what you're suggesting and do believe it has negative impacts outside of this idea.
ie: ZOS announces, now any set item dropped in MSA, vMSA, Craglorn, Dungeons or Dolemens, or any new similar encounter will allow anyone to change the appearance as long as they have the following:
-Motif
-other requirements
It now becomes the new carrot so motif prices sky rocket, ppl farming motif grow, and the purpose of crafters drastically falls because the new LFG change is coming in a week or so, so it will be easier to obtain these types of items which then draws more focus to runs for these. Why would anyone pay a crafter to make armor if they could find a set piece and only need a motif to change its look.
Additionally, this situation removes the requirements of leveling each crafting tree, using skill points (other than top motif) which then becomes a lets me level this up to learn the motif and then reset my skills.
Now ppl are buying and grabbing "trash loot" to decon for progression
It seems harmless but it touches so many other parts of crafting.....I don't agree that this is good.
I do feel that perhaps more costumes could fall from these same type of runs and that accomplishes your idea.
Putting trait restrictions on crafted gear would help prevent any negative impacts. For instance if you wanted to convert a Hunding's rage set that someone made for you; you'll get a pop up message that states "you need to know 6 traits for this item type in order to convert it". This way the main change you'll see in the market is the increased cost of motifs; which isn't a bad thing.