Shader_Shibes wrote: »This is a necro bump worthy thread though. It's r3tarded why we can't do this, even if it's just for crafted stuff.
NewBlacksmurf wrote: »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.
You're missing it....
That's crafting basically....either you're a crafter all the way or you wear the artwork on drops.
Aside from ZOS artists work and reason.
If someone needs to research, decon, and use skills for motifs, they just need to be a crafter. When you start mixing and matching giving access to a little of this and that for something else, you dynamically change both.
I think this idea works best as a costume request.
So let's use your set up.
You find XYZ BoP set or what not but you really want it to look different, it had to be designed first by ZOS artists for each motif outcome. If they are going to do that work, it may as well be craftable.
Now what about finding costumes or RP gear in these encounters that can be worn by anyone from level "X" and up but BoP too that can slot on top like a costume, to me (requires details and more work) but it would offer you what you desire without impacting the economy negatively.
And I think it's another large thread too about costume options and RP gear
Also....it's just my opinion. I could be completely off base so don't give up on your idea cause of me.
Strider_Roshin wrote: »NewBlacksmurf wrote: »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.
You're missing it....
That's crafting basically....either you're a crafter all the way or you wear the artwork on drops.
Aside from ZOS artists work and reason.
If someone needs to research, decon, and use skills for motifs, they just need to be a crafter. When you start mixing and matching giving access to a little of this and that for something else, you dynamically change both.
I think this idea works best as a costume request.
So let's use your set up.
You find XYZ BoP set or what not but you really want it to look different, it had to be designed first by ZOS artists for each motif outcome. If they are going to do that work, it may as well be craftable.
Now what about finding costumes or RP gear in these encounters that can be worn by anyone from level "X" and up but BoP too that can slot on top like a costume, to me (requires details and more work) but it would offer you what you desire without impacting the economy negatively.
And I think it's another large thread too about costume options and RP gear
Also....it's just my opinion. I could be completely off base so don't give up on your idea cause of me.
So you're suggesting that we craft an entire set of gear that we think looks the coolest, and have the means of turning that gear layout; colors and all into a costume that only we can use?