Ourorboros wrote: »On the surface, this seems like a good idea. It would make researching nirn traits a lot easier. I've often thought it would be nice to see the nirnhone trait on dropped sets. But on the other hand, doing this would almost certainly devastate what has been a stable and lucrative part of the game economy. And putting nirnhone trait on dropped pieces would further devalue crafting, since that is currently the only way to get a crafted set item with nirn.
Nirnhoned is good but it's way too rare for what it's worth.
Adding items with the trait to all mob loot table (very rarely, though. 1% maybe) would not only lower the price of nirnhoned items somewhat but would also encourage people to go there as a group and do the quests!!
NewBlacksmurf wrote: »Nirnhoned is good but it's way too rare for what it's worth.
Adding items with the trait to all mob loot table (very rarely, though. 1% maybe) would not only lower the price of nirnhoned items somewhat but would also encourage people to go there as a group and do the quests!!
Would even 50%
More of what happens now that's still extremely rare.
Ie: I looted over 200+ of ore and have 1 potent and 1 other....1% is pointless IMO.
So even if it's expanded to mobs in the same ratio as gathering 25% or more seems logical to me cause the other traits drop all the time everywhere else in the game.
NewBlacksmurf wrote: »Ourorboros wrote: »On the surface, this seems like a good idea. It would make researching nirn traits a lot easier. I've often thought it would be nice to see the nirnhone trait on dropped sets. But on the other hand, doing this would almost certainly devastate what has been a stable and lucrative part of the game economy. And putting nirnhone trait on dropped pieces would further devalue crafting, since that is currently the only way to get a crafted set item with nirn.
Hmm, so I'm a PC transfer to Xbox one. I had some nirn researched (one) and so I can craft and list for 7k or 14k per item. That's lucrative for me and those who are like me but anyone who started on consoles...Craglorn was already not viable due to the Vr level cap at release so having to be in a 12 man trial quest just for traits seems like a design flaw....and looking at DB.....doesn't seem to be change.
8 of the 9 traits just drop from either kills, solo quests so why lock the 9th behind content that ZOS isn't even concerned with making viable? I disagree with your logic as it's not lucrative but rather it's being exploited for some players to others
Ourorboros wrote: »NewBlacksmurf wrote: »Ourorboros wrote: »On the surface, this seems like a good idea. It would make researching nirn traits a lot easier. I've often thought it would be nice to see the nirnhone trait on dropped sets. But on the other hand, doing this would almost certainly devastate what has been a stable and lucrative part of the game economy. And putting nirnhone trait on dropped pieces would further devalue crafting, since that is currently the only way to get a crafted set item with nirn.
Hmm, so I'm a PC transfer to Xbox one. I had some nirn researched (one) and so I can craft and list for 7k or 14k per item. That's lucrative for me and those who are like me but anyone who started on consoles...Craglorn was already not viable due to the Vr level cap at release so having to be in a 12 man trial quest just for traits seems like a design flaw....and looking at DB.....doesn't seem to be change.
8 of the 9 traits just drop from either kills, solo quests so why lock the 9th behind content that ZOS isn't even concerned with making viable? I disagree with your logic as it's not lucrative but rather it's being exploited for some players to others
What does platform have to do with the issue? Craglorn has always been a veteran rank only region. What does being a PC transfer have to do with it? What do 12 man trials have to do with it? The only source of nirn traited items comes from completing the Craglorn quest line, where a few quests have 3-4 group lock mechanics. Each character has one shot at a single random nirn-traited item. After that, it comes down to buying, selling, and trading all remaining nirn items. Why is Craglorn not viable on consoles? Are there no vets to do Craglorn content? Are you suggesting that the same mechanic that worked on the PC won't work on consoles? It only took a few weeks for every nirn trait to be available, albeit at exorbitant prices. But those 60-100k prices fell quickly, as all items do. Nirn is hardly being exploited. If you want exploitation, talk about motifs, jewelry, and some sought after dropped sets. Nirn is just a niche market, for crafters and completionists. It's really only useful on weapons right now.
What would your proposal really do, other than send the nirn market into a tail-spin? Without other significant changes to Craglorn, it would only attract those interested in nirn research or trade, same as now, but with less profit. While the delves and quests are beautiful and fun, they have no replay value because the rewards are crap. zos dramatically increased XP in Craglorn, but that only helps below v15. It seems that what you're really after, but didn't state in OP, is to nerf the nirn market.