A lot of the votes on this are going to be no. Sadly, it's obvious that not many of the actual players even come to these forums, just the disenfranchised hardcore who're pushing ZOS to make the game how they want it (which is the mirror image of what happened with Champions Online, leading to that title's ultimate death).
Even teso-rp.com is gone at this point. I think with the world bosses and duel changes, ZOS took a step too far down the same sordid path that Champions Online did. I'm going to stick with this game for as long as it's around, but really, they need to connect with their players with in-game polls (they do have an interface they can pop-up to get the attention of players) to find out what most people really want. If they don't, I worry they'll follow a hardcore path and that'll be that for ESO.
Most players these days just want to play their own way, they want to have fun. That's why a large amount of those who'll play the single player Elder Scrolls games just won't touch ESO. I see people saying it on forums all the time. They just don't want to play a grindy MMO. It's not what they're into. They want to have fun.
The disenfranchised hardcore will just shut everyone down though by calling it an "I win" button. If ZOS listens? Well, it'll be Champions Online all over again.
I watched exactly this happen to CO. And we tried to warn Cryptic, too.
We really tried to save CO.
At this point, I'm just feeling kind of jaded. I think it's going to take more failed MMOs and terrible business decisions before the suits learn how to make a popular MMO again. ESO will just be another corpse left along the wayside of that journey if it doesn't change and adapt. I'm worried though (with the world bosses and duelling changes) that they're just sticking their heads in the sand and consuming barrels of remember berries.
Sometimes it's hard to watch because ESO, like CO, has so much potential and I'm going to be really sad to see it go when it does. And I'm going to know exactly why it went, too. It's really frustrating.
NewBlacksmurf wrote: »Remove CP gear levels but keep 1-49
Rune_Relic wrote: »Not staight forward and there is lots of collateral.
1. material levels
2. vertical progression (power)
Options.
1. Armour styles are tied to location via a local crafting station that requires the use of local materials to create the local set.
2. Horizontal progression. Lots of build options and easy alt transfers are instantly opened up and grind/frustration removed.
It goes back to the argument of ..exactly how many times over do I have to grind or pay for the same thing ?
Why is once not enough ?
My rain coat still works as a rain coat unless it gets really old and starts to fall apart.
Buts thats degradation and not able to perform at the same level rather than performing better than the original.
A the end of the day it comes down to vertical vs horizontal progression.
Easy choice and multiple accessable options vs power and power gaps.
I would advise replacing LEVEL with AGE.
That way people still have to replace gear and keep the economy/crafting moving.
It also gives the people a chance to change build while they are at it
I envision a system where gear can be repaired often (usage/repair) but never quite reaches the full stats it had when new (age/degradation).
A lot of the votes on this are going to be no. Sadly, it's obvious that not many of the actual players even come to these forums, just the disenfranchised hardcore who're pushing ZOS to make the game how they want it (which is the mirror image of what happened with Champions Online, leading to that title's ultimate death).
Even teso-rp.com is gone at this point. I think with the world bosses and duel changes, ZOS took a step too far down the same sordid path that Champions Online did. I'm going to stick with this game for as long as it's around, but really, they need to connect with their players with in-game polls (they do have an interface they can pop-up to get the attention of players) to find out what most people really want. If they don't, I worry they'll follow a hardcore path and that'll be that for ESO.
Most players these days just want to play their own way, they want to have fun. That's why a large amount of those who'll play the single player Elder Scrolls games just won't touch ESO. I see people saying it on forums all the time. They just don't want to play a grindy MMO. It's not what they're into. They want to have fun.
The disenfranchised hardcore will just shut everyone down though by calling it an "I win" button. If ZOS listens? Well, it'll be Champions Online all over again.
I watched exactly this happen to CO. And we tried to warn Cryptic, too.
We really tried to save CO.
At this point, I'm just feeling kind of jaded. I think it's going to take more failed MMOs and terrible business decisions before the suits learn how to make a popular MMO again. ESO will just be another corpse left along the wayside of that journey if it doesn't change and adapt. I'm worried though (with the world bosses and duelling changes) that they're just sticking their heads in the sand and consuming barrels of remember berries.
Sometimes it's hard to watch because ESO, like CO, has so much potential and I'm going to be really sad to see it go when it does. And I'm going to know exactly why it went, too. It's really frustrating.
BlanketFort wrote: »Rune_Relic wrote: »Not staight forward and there is lots of collateral.
1. material levels
2. vertical progression (power)
Options.
1. Armour styles are tied to location via a local crafting station that requires the use of local materials to create the local set.
2. Horizontal progression. Lots of build options and easy alt transfers are instantly opened up and grind/frustration removed.
It goes back to the argument of ..exactly how many times over do I have to grind or pay for the same thing ?
Why is once not enough ?
My rain coat still works as a rain coat unless it gets really old and starts to fall apart.
Buts thats degradation and not able to perform at the same level rather than performing better than the original.
A the end of the day it comes down to vertical vs horizontal progression.
Easy choice and multiple accessable options vs power and power gaps.
I would advise replacing LEVEL with AGE.
That way people still have to replace gear and keep the economy/crafting moving.
It also gives the people a chance to change build while they are at it
I envision a system where gear can be repaired often (usage/repair) but never quite reaches the full stats it had when new (age/degradation).
Wait wait wait hold up...
so... this would only mean that after hitting 160 CP, after finally having found all perfect trait pieces, the armor will continue to age/degrade thus forcing us to go and grind it again? What? Because that's how I imagine your solution to be. The gear, following your logic, will never stop aging. We will have to keep grinding and/or crafting new gear.
Please no.
Rune_Relic wrote: »BlanketFort wrote: »Rune_Relic wrote: »Not staight forward and there is lots of collateral.
1. material levels
2. vertical progression (power)
Options.
1. Armour styles are tied to location via a local crafting station that requires the use of local materials to create the local set.
2. Horizontal progression. Lots of build options and easy alt transfers are instantly opened up and grind/frustration removed.
It goes back to the argument of ..exactly how many times over do I have to grind or pay for the same thing ?
Why is once not enough ?
My rain coat still works as a rain coat unless it gets really old and starts to fall apart.
Buts thats degradation and not able to perform at the same level rather than performing better than the original.
A the end of the day it comes down to vertical vs horizontal progression.
Easy choice and multiple accessable options vs power and power gaps.
I would advise replacing LEVEL with AGE.
That way people still have to replace gear and keep the economy/crafting moving.
It also gives the people a chance to change build while they are at it
I envision a system where gear can be repaired often (usage/repair) but never quite reaches the full stats it had when new (age/degradation).
Wait wait wait hold up...
so... this would only mean that after hitting 160 CP, after finally having found all perfect trait pieces, the armor will continue to age/degrade thus forcing us to go and grind it again? What? Because that's how I imagine your solution to be. The gear, following your logic, will never stop aging. We will have to keep grinding and/or crafting new gear.
Please no.
Well the choice is new players do all the gear grinding (levelling) and capped vets do none.
Or you spread the love across everyone (aging).
I am not talking about changing gear ever day, week or even month.
But at sometime between 1-12 months.
Rather than raising the gear cap and forcing everyone to rebuild anyway.
The ecomomy and crafting relies on the requirement for mats.
The mats fill the requirement for gear/potions/enchantments.
If nobody changes their gear...the economy stops...because nobody needs anything.
So like it or not.....the gear levelling drives the economy..providing new players keep coming.
Demand drives supply.
Youre removing armour from the equation with non crafted instant drops.
Which leaves only alchemy and enchanting.
If you want a strong economy...you need a strong demand across the board yes ?
That means people need to make stuff to require parts.
Content isnt level gated anymore so its not like 2nd hand gear, hand me downs are required anymore.
Much of that is BOP anyway now so little help on the economy.
This has been stated by many of the trial runners who lost their gold earnings.
Honestly, I would rather never have to change gear ever again once I have made it.
But I also realise its crucial to drive the economy.
I would prefer the degradation to be on a quadrant curve of course.
That way it stays usable for as long as possible.
It would be more beneficial for everyone to argue on what a reasonable AGE would be.
I'll leave that one to the economy experts ..of which I am not one.
Giles.floydub17_ESO wrote: »Rune_Relic wrote: »BlanketFort wrote: »Rune_Relic wrote: »Not staight forward and there is lots of collateral.
1. material levels
2. vertical progression (power)
Options.
1. Armour styles are tied to location via a local crafting station that requires the use of local materials to create the local set.
2. Horizontal progression. Lots of build options and easy alt transfers are instantly opened up and grind/frustration removed.
It goes back to the argument of ..exactly how many times over do I have to grind or pay for the same thing ?
Why is once not enough ?
My rain coat still works as a rain coat unless it gets really old and starts to fall apart.
Buts thats degradation and not able to perform at the same level rather than performing better than the original.
A the end of the day it comes down to vertical vs horizontal progression.
Easy choice and multiple accessable options vs power and power gaps.
I would advise replacing LEVEL with AGE.
That way people still have to replace gear and keep the economy/crafting moving.
It also gives the people a chance to change build while they are at it
I envision a system where gear can be repaired often (usage/repair) but never quite reaches the full stats it had when new (age/degradation).
Wait wait wait hold up...
so... this would only mean that after hitting 160 CP, after finally having found all perfect trait pieces, the armor will continue to age/degrade thus forcing us to go and grind it again? What? Because that's how I imagine your solution to be. The gear, following your logic, will never stop aging. We will have to keep grinding and/or crafting new gear.
Please no.
Well the choice is new players do all the gear grinding (levelling) and capped vets do none.
Or you spread the love across everyone (aging).
I am not talking about changing gear ever day, week or even month.
But at sometime between 1-12 months.
Rather than raising the gear cap and forcing everyone to rebuild anyway.
The ecomomy and crafting relies on the requirement for mats.
The mats fill the requirement for gear/potions/enchantments.
If nobody changes their gear...the economy stops...because nobody needs anything.
So like it or not.....the gear levelling drives the economy..providing new players keep coming.
Demand drives supply.
Youre removing armour from the equation with non crafted instant drops.
Which leaves only alchemy and enchanting.
If you want a strong economy...you need a strong demand across the board yes ?
That means people need to make stuff to require parts.
Content isnt level gated anymore so its not like 2nd hand gear, hand me downs are required anymore.
Much of that is BOP anyway now so little help on the economy.
This has been stated by many of the trial runners who lost their gold earnings.
Honestly, I would rather never have to change gear ever again once I have made it.
But I also realise its crucial to drive the economy.
I would prefer the degradation to be on a quadrant curve of course.
That way it stays usable for as long as possible.
It would be more beneficial for everyone to argue on what a reasonable AGE would be.
I'll leave that one to the economy experts ..of which I am not one.
@Rune_Relic
Everyone has to do the same thing. A mad level player has already had to do what a new player has done. 1T changes little in that regard.
Aging gear is a bad idea and would only lead to a poor design.
Even at end game people change gear regularly and many have multiple sets of gear so the effect on the economy isn't needed.
Rune_Relic wrote: »Giles.floydub17_ESO wrote: »Rune_Relic wrote: »BlanketFort wrote: »Rune_Relic wrote: »Not staight forward and there is lots of collateral.
1. material levels
2. vertical progression (power)
Options.
1. Armour styles are tied to location via a local crafting station that requires the use of local materials to create the local set.
2. Horizontal progression. Lots of build options and easy alt transfers are instantly opened up and grind/frustration removed.
It goes back to the argument of ..exactly how many times over do I have to grind or pay for the same thing ?
Why is once not enough ?
My rain coat still works as a rain coat unless it gets really old and starts to fall apart.
Buts thats degradation and not able to perform at the same level rather than performing better than the original.
A the end of the day it comes down to vertical vs horizontal progression.
Easy choice and multiple accessable options vs power and power gaps.
I would advise replacing LEVEL with AGE.
That way people still have to replace gear and keep the economy/crafting moving.
It also gives the people a chance to change build while they are at it
I envision a system where gear can be repaired often (usage/repair) but never quite reaches the full stats it had when new (age/degradation).
Wait wait wait hold up...
so... this would only mean that after hitting 160 CP, after finally having found all perfect trait pieces, the armor will continue to age/degrade thus forcing us to go and grind it again? What? Because that's how I imagine your solution to be. The gear, following your logic, will never stop aging. We will have to keep grinding and/or crafting new gear.
Please no.
Well the choice is new players do all the gear grinding (levelling) and capped vets do none.
Or you spread the love across everyone (aging).
I am not talking about changing gear ever day, week or even month.
But at sometime between 1-12 months.
Rather than raising the gear cap and forcing everyone to rebuild anyway.
The ecomomy and crafting relies on the requirement for mats.
The mats fill the requirement for gear/potions/enchantments.
If nobody changes their gear...the economy stops...because nobody needs anything.
So like it or not.....the gear levelling drives the economy..providing new players keep coming.
Demand drives supply.
Youre removing armour from the equation with non crafted instant drops.
Which leaves only alchemy and enchanting.
If you want a strong economy...you need a strong demand across the board yes ?
That means people need to make stuff to require parts.
Content isnt level gated anymore so its not like 2nd hand gear, hand me downs are required anymore.
Much of that is BOP anyway now so little help on the economy.
This has been stated by many of the trial runners who lost their gold earnings.
Honestly, I would rather never have to change gear ever again once I have made it.
But I also realise its crucial to drive the economy.
I would prefer the degradation to be on a quadrant curve of course.
That way it stays usable for as long as possible.
It would be more beneficial for everyone to argue on what a reasonable AGE would be.
I'll leave that one to the economy experts ..of which I am not one.
@Rune_Relic
Everyone has to do the same thing. A mad level player has already had to do what a new player has done. 1T changes little in that regard.
Aging gear is a bad idea and would only lead to a poor design.
Even at end game people change gear regularly and many have multiple sets of gear so the effect on the economy isn't needed.
So you believe an optional gear change system is sufficient ?
People will try new things all the time anyway...thus always a gear/mat requirement
OK. Thats a fair point of view and I hopes it actually turns out that way.
What I fear is a FoTM situation where certain gear sets become dominant and nobody budges.
We know ZOS is incapable of properly balancing combat, so one set will always be best.
Unless ZOS actaully get a handle on how to make all gear equally desirable (or undesirable).
PLus what happens when you have all sets ?
Why would you need more ?
Giles.floydub17_ESO wrote: »Rune_Relic wrote: »Giles.floydub17_ESO wrote: »Rune_Relic wrote: »BlanketFort wrote: »Rune_Relic wrote: »Not staight forward and there is lots of collateral.
1. material levels
2. vertical progression (power)
Options.
1. Armour styles are tied to location via a local crafting station that requires the use of local materials to create the local set.
2. Horizontal progression. Lots of build options and easy alt transfers are instantly opened up and grind/frustration removed.
It goes back to the argument of ..exactly how many times over do I have to grind or pay for the same thing ?
Why is once not enough ?
My rain coat still works as a rain coat unless it gets really old and starts to fall apart.
Buts thats degradation and not able to perform at the same level rather than performing better than the original.
A the end of the day it comes down to vertical vs horizontal progression.
Easy choice and multiple accessable options vs power and power gaps.
I would advise replacing LEVEL with AGE.
That way people still have to replace gear and keep the economy/crafting moving.
It also gives the people a chance to change build while they are at it
I envision a system where gear can be repaired often (usage/repair) but never quite reaches the full stats it had when new (age/degradation).
Wait wait wait hold up...
so... this would only mean that after hitting 160 CP, after finally having found all perfect trait pieces, the armor will continue to age/degrade thus forcing us to go and grind it again? What? Because that's how I imagine your solution to be. The gear, following your logic, will never stop aging. We will have to keep grinding and/or crafting new gear.
Please no.
Well the choice is new players do all the gear grinding (levelling) and capped vets do none.
Or you spread the love across everyone (aging).
I am not talking about changing gear ever day, week or even month.
But at sometime between 1-12 months.
Rather than raising the gear cap and forcing everyone to rebuild anyway.
The ecomomy and crafting relies on the requirement for mats.
The mats fill the requirement for gear/potions/enchantments.
If nobody changes their gear...the economy stops...because nobody needs anything.
So like it or not.....the gear levelling drives the economy..providing new players keep coming.
Demand drives supply.
Youre removing armour from the equation with non crafted instant drops.
Which leaves only alchemy and enchanting.
If you want a strong economy...you need a strong demand across the board yes ?
That means people need to make stuff to require parts.
Content isnt level gated anymore so its not like 2nd hand gear, hand me downs are required anymore.
Much of that is BOP anyway now so little help on the economy.
This has been stated by many of the trial runners who lost their gold earnings.
Honestly, I would rather never have to change gear ever again once I have made it.
But I also realise its crucial to drive the economy.
I would prefer the degradation to be on a quadrant curve of course.
That way it stays usable for as long as possible.
It would be more beneficial for everyone to argue on what a reasonable AGE would be.
I'll leave that one to the economy experts ..of which I am not one.
@Rune_Relic
Everyone has to do the same thing. A mad level player has already had to do what a new player has done. 1T changes little in that regard.
Aging gear is a bad idea and would only lead to a poor design.
Even at end game people change gear regularly and many have multiple sets of gear so the effect on the economy isn't needed.
So you believe an optional gear change system is sufficient ?
People will try new things all the time anyway...thus always a gear/mat requirement
OK. Thats a fair point of view and I hopes it actually turns out that way.
What I fear is a FoTM situation where certain gear sets become dominant and nobody budges.
We know ZOS is incapable of properly balancing combat, so one set will always be best.
Unless ZOS actaully get a handle on how to make all gear equally desirable (or undesirable).
PLus what happens when you have all sets ?
Why would you need more ?
Do I believe an optional gear change system is sufficient? I think it's fine as it is.
Zos changes something every 3 months that affects gear for something. We also have gear repair at the vendor as a gold sink.
Additionally, it is matts for pots that are the only matts that drive the economy my. Few craft any gear these days after they get good dropped sets. No need to artificially inflate need for certain matts.
Rune_Relic wrote: »Giles.floydub17_ESO wrote: »Rune_Relic wrote: »Giles.floydub17_ESO wrote: »Rune_Relic wrote: »BlanketFort wrote: »Rune_Relic wrote: »Not staight forward and there is lots of collateral.
1. material levels
2. vertical progression (power)
Options.
1. Armour styles are tied to location via a local crafting station that requires the use of local materials to create the local set.
2. Horizontal progression. Lots of build options and easy alt transfers are instantly opened up and grind/frustration removed.
It goes back to the argument of ..exactly how many times over do I have to grind or pay for the same thing ?
Why is once not enough ?
My rain coat still works as a rain coat unless it gets really old and starts to fall apart.
Buts thats degradation and not able to perform at the same level rather than performing better than the original.
A the end of the day it comes down to vertical vs horizontal progression.
Easy choice and multiple accessable options vs power and power gaps.
I would advise replacing LEVEL with AGE.
That way people still have to replace gear and keep the economy/crafting moving.
It also gives the people a chance to change build while they are at it
I envision a system where gear can be repaired often (usage/repair) but never quite reaches the full stats it had when new (age/degradation).
Wait wait wait hold up...
so... this would only mean that after hitting 160 CP, after finally having found all perfect trait pieces, the armor will continue to age/degrade thus forcing us to go and grind it again? What? Because that's how I imagine your solution to be. The gear, following your logic, will never stop aging. We will have to keep grinding and/or crafting new gear.
Please no.
Well the choice is new players do all the gear grinding (levelling) and capped vets do none.
Or you spread the love across everyone (aging).
I am not talking about changing gear ever day, week or even month.
But at sometime between 1-12 months.
Rather than raising the gear cap and forcing everyone to rebuild anyway.
The ecomomy and crafting relies on the requirement for mats.
The mats fill the requirement for gear/potions/enchantments.
If nobody changes their gear...the economy stops...because nobody needs anything.
So like it or not.....the gear levelling drives the economy..providing new players keep coming.
Demand drives supply.
Youre removing armour from the equation with non crafted instant drops.
Which leaves only alchemy and enchanting.
If you want a strong economy...you need a strong demand across the board yes ?
That means people need to make stuff to require parts.
Content isnt level gated anymore so its not like 2nd hand gear, hand me downs are required anymore.
Much of that is BOP anyway now so little help on the economy.
This has been stated by many of the trial runners who lost their gold earnings.
Honestly, I would rather never have to change gear ever again once I have made it.
But I also realise its crucial to drive the economy.
I would prefer the degradation to be on a quadrant curve of course.
That way it stays usable for as long as possible.
It would be more beneficial for everyone to argue on what a reasonable AGE would be.
I'll leave that one to the economy experts ..of which I am not one.
@Rune_Relic
Everyone has to do the same thing. A mad level player has already had to do what a new player has done. 1T changes little in that regard.
Aging gear is a bad idea and would only lead to a poor design.
Even at end game people change gear regularly and many have multiple sets of gear so the effect on the economy isn't needed.
So you believe an optional gear change system is sufficient ?
People will try new things all the time anyway...thus always a gear/mat requirement
OK. Thats a fair point of view and I hopes it actually turns out that way.
What I fear is a FoTM situation where certain gear sets become dominant and nobody budges.
We know ZOS is incapable of properly balancing combat, so one set will always be best.
Unless ZOS actaully get a handle on how to make all gear equally desirable (or undesirable).
PLus what happens when you have all sets ?
Why would you need more ?
Do I believe an optional gear change system is sufficient? I think it's fine as it is.
Zos changes something every 3 months that affects gear for something. We also have gear repair at the vendor as a gold sink.
Additionally, it is matts for pots that are the only matts that drive the economy my. Few craft any gear these days after they get good dropped sets. No need to artificially inflate need for certain matts.
/sighs
I guess you validated my point.
Does everyone saying no in this thread realize that with bolstering everywhere, as long as your gear is not >5 levels below your level, 10, 20, 30, 40 and so on are just meaningless numbers since ALL of it has the same effect once you're bolstered?
Giles.floydub17_ESO wrote: »Rune_Relic wrote: »Giles.floydub17_ESO wrote: »Rune_Relic wrote: »Giles.floydub17_ESO wrote: »Rune_Relic wrote: »BlanketFort wrote: »Rune_Relic wrote: »Not staight forward and there is lots of collateral.
1. material levels
2. vertical progression (power)
Options.
1. Armour styles are tied to location via a local crafting station that requires the use of local materials to create the local set.
2. Horizontal progression. Lots of build options and easy alt transfers are instantly opened up and grind/frustration removed.
It goes back to the argument of ..exactly how many times over do I have to grind or pay for the same thing ?
Why is once not enough ?
My rain coat still works as a rain coat unless it gets really old and starts to fall apart.
Buts thats degradation and not able to perform at the same level rather than performing better than the original.
A the end of the day it comes down to vertical vs horizontal progression.
Easy choice and multiple accessable options vs power and power gaps.
I would advise replacing LEVEL with AGE.
That way people still have to replace gear and keep the economy/crafting moving.
It also gives the people a chance to change build while they are at it
I envision a system where gear can be repaired often (usage/repair) but never quite reaches the full stats it had when new (age/degradation).
Wait wait wait hold up...
so... this would only mean that after hitting 160 CP, after finally having found all perfect trait pieces, the armor will continue to age/degrade thus forcing us to go and grind it again? What? Because that's how I imagine your solution to be. The gear, following your logic, will never stop aging. We will have to keep grinding and/or crafting new gear.
Please no.
Well the choice is new players do all the gear grinding (levelling) and capped vets do none.
Or you spread the love across everyone (aging).
I am not talking about changing gear ever day, week or even month.
But at sometime between 1-12 months.
Rather than raising the gear cap and forcing everyone to rebuild anyway.
The ecomomy and crafting relies on the requirement for mats.
The mats fill the requirement for gear/potions/enchantments.
If nobody changes their gear...the economy stops...because nobody needs anything.
So like it or not.....the gear levelling drives the economy..providing new players keep coming.
Demand drives supply.
Youre removing armour from the equation with non crafted instant drops.
Which leaves only alchemy and enchanting.
If you want a strong economy...you need a strong demand across the board yes ?
That means people need to make stuff to require parts.
Content isnt level gated anymore so its not like 2nd hand gear, hand me downs are required anymore.
Much of that is BOP anyway now so little help on the economy.
This has been stated by many of the trial runners who lost their gold earnings.
Honestly, I would rather never have to change gear ever again once I have made it.
But I also realise its crucial to drive the economy.
I would prefer the degradation to be on a quadrant curve of course.
That way it stays usable for as long as possible.
It would be more beneficial for everyone to argue on what a reasonable AGE would be.
I'll leave that one to the economy experts ..of which I am not one.
@Rune_Relic
Everyone has to do the same thing. A mad level player has already had to do what a new player has done. 1T changes little in that regard.
Aging gear is a bad idea and would only lead to a poor design.
Even at end game people change gear regularly and many have multiple sets of gear so the effect on the economy isn't needed.
So you believe an optional gear change system is sufficient ?
People will try new things all the time anyway...thus always a gear/mat requirement
OK. Thats a fair point of view and I hopes it actually turns out that way.
What I fear is a FoTM situation where certain gear sets become dominant and nobody budges.
We know ZOS is incapable of properly balancing combat, so one set will always be best.
Unless ZOS actaully get a handle on how to make all gear equally desirable (or undesirable).
PLus what happens when you have all sets ?
Why would you need more ?
Do I believe an optional gear change system is sufficient? I think it's fine as it is.
Zos changes something every 3 months that affects gear for something. We also have gear repair at the vendor as a gold sink.
Additionally, it is matts for pots that are the only matts that drive the economy my. Few craft any gear these days after they get good dropped sets. No need to artificially inflate need for certain matts.
/sighs
I guess you validated my point.
You make zero sense.
vamp_emily wrote: »I'm sure glad the forum users did not develop this game.
This game would be something like:
- Install game
- Create a Max toon
- Push button to get your skyshards
- Push button to get your lore books
- Push button to get your favorite gold armor
- Push button to get your favorite Vma Weapon
- Push button to get your favorite Monster helm
-Hop on your maxed out mount