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Remove Gear Levels. Yea or Nay?

  • idk
    idk
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    No, Keep it as it is.
    Rune_Relic wrote: »
    Rune_Relic wrote: »
    Rune_Relic wrote: »
    Rune_Relic 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.

    Apologies. I cant help your lack of comprehension.

    You can make sense. Your points have zero logic. Zero reason to change his gear works in the context of the OPs post.
    Edited by idk on November 18, 2016 5:28PM
  • Rune_Relic
    Rune_Relic
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    @Rune_Relic

    You make some fine points... but I don't know, I'm still far from convinced.
    I've never had a problem with gear levels. Even after having to start all over again on both XB1 and PS4, it just never bothered me. I can't explain why, but it made sense, even after 1T.

    I have this feeling that your solution would only open a can of worms. It might be better, who knows, but I'm sure there'll be a negative side effect to it, as is with system changes in MMOs -hardly anything is without its cons.
    Perhaps it will be dead zones, because everyone has already started farming for perfect trait pieces since lvl 3.
    On the other hand, it might solve the issue with players kicking others from the group (formed through GF) because their level was insufficient to serve their purpose- to farm gear.
    Or it might have the opposite effect on the economy as opposed to what you were expecting.

    Someone above has also already mentioned the impact this will have on crafting tiers. Will we just be using one type of mat for each type of armor weight? If so, ZOS would need to significantly increase the number of mats required to create gear because everyone has thousands and thousands of materials.

    There are probably a dozen other scenarios of possible Good and bad outcomes if such a system were implemented in ESO. It might be better than what we have now, could be worse, or it simply wouldn't make enough of a significant difference to warrant a change.

    I, personally, have no issue with the current gear levels. What I would totally want, though, is the option to change motif style on dropped sets, at the cost of gold and increased mats :)

    @BlanketFort
    Fair dos. Cant argue with that.

    And I agree on the motif.....whats the point of having style motifs if you cant really use them to change style.
    Seems like one hell of a contradiction.
    Like saying heres a wonderful gimmick....but its actually unusable.
    Still its the thought that counts right ?
    :smiley:
    Edited by Rune_Relic on November 20, 2016 11:17AM
    Anything that can be exploited will be exploited
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