Crafting Tier Increase: Reforging Compromise

Morimizo
Morimizo
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I know many players loathe the idea of having to create new gear for a new crafting tier, and believe me, I understand the prohibitive expense and time required to make a new set (nothing says, "Badash Dragonborn," like a non-dyeable leather diaper, ala the EP Heavy motif).

There are many though, who would enjoy the expanded resource variety, and are happy to always craft a new set regardless of the cost; so, I humbly suggest these ideas:

1) Allow players to "upgrade" their gear to the next crafting tier at the representative workbenches, keeping the old gear's rarity, but costing the full amount of the new crafting material, two style stones instead of one, and half the tempering improvement materials normally required for a fresh set.

2) As mentioned many times before, allow players to convert any motif style to any known style using the above cost, instead of for free like with Imperial.

3) Allow traits to be overwritten, just like enchantments, but use two (or more) trait stones, and necessitate a Master passive for Clothing, Woodworking, and Blacksmithing.

4) Finally, if a player wishes to change the set type in addition to or instead of the Style, I believe the cost outlined in point 1 would suffice; the player would just need to be at the desired specialty forge location when reforging.


This would encourage more build experimentation, and would embolden players to upgrade fully earlier.

Is this a good compromise?
  • Taleof2Cities
    Taleof2Cities
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    #2 and #3 have already been brought up and discussed a lot in the forums. I don't see much harm in those two. Style doesn't affect actual gameplay (as long as the motif itself has been learned). You might get some pushback from an immersion standpoint on reforging the trait ... but otherwise trait stones are plentiful and the trait on the specific item must have been researched.

    In my opinion, #4 would be fine also as long as the specific non-crafted set piece (including the set type, trait, and level) was already discovered by that player. The newly created set piece would also have to be bound to the player's account to preserve the scarcity of some non-crafted armor sets. For crafted armor, the game would simply check whether the character had learned the requisite number of traits to convert the armor set piece.

    #1 circumvents the whole crafting mat tier system in my opinion. It really only helps those players who are too lazy to search for mats through their contacts and network ... or outright farm the mats through nodes, crafting writs, or deconned equipment. The recent DLCs have added new scaled zones which make it remarkably easier to gather mats. Even the ruby nodes are more plentiful as long as the player has their mat tier skill points invested.

    How do you compromise on the price for said upgrade? Every player in the game, and every employee at ZOS, all have a different idea of what it would cost to upgrade an armor set to the next tier. No doubt that you will get some differing views on the subject in subsequent forum posts after my post here.

    Edited by Taleof2Cities on June 12, 2016 5:37PM
  • Morimizo
    Morimizo
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    #2 and #3 have already been brought up and discussed a lot in the forums. I don't see much harm in those two. Style doesn't affect actual gameplay (as long as the motif itself has been learned). You might get some pushback from an immersion standpoint on reforging the trait ... but otherwise trait stones are plentiful and the trait on the specific item must have been researched.

    In my opinion, #4 would be fine also as long as the specific non-crafted set piece (including the set type, trait, and level) was already discovered by that player. The newly created set piece would also have to be bound to the player's account to preserve the scarcity of some non-crafted armor sets. For crafted armor, the game would simply check whether the character had learned the requisite number of traits to convert the armor set piece.

    #1 circumvents the whole crafting mat tier system in my opinion. It really only helps those players who are too lazy to search for mats through their contacts and network ... or outright farm the mats through nodes, crafting writs, or deconned equipment. The recent DLCs have added new scaled zones which make it remarkably easier to gather mats. Even the ruby nodes are more plentiful as long as the player has their mat tier skill points invested.

    How do you compromise on the price for said upgrade? Every player in the game, and every employee at ZOS, all have a different idea of what it would cost to upgrade an armor set to the next tier. No doubt that you will get some differing views on the subject in subsequent forum posts after my post here.

    Thanks for your insight, and I definitely agree with the bolded portion; it's hard to gauge what is fair for upgrading, but it seems that is the sticking point for those who don't want new crafting tiers.

    I realize we don't want to diminish the market for tempers, and these would decrease in price with suggestion #1, no doubt. The material and style stones would stay about the same, I think, and maybe even increase, due to more frequent build experimentation, and in particular when new content with motifs and sets is released.

    Hopefully ZOS can figure out a fair solution that won't just freeze all crafting as it is now.
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