Do you want restyling in the game?

  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Yes
    STEVIL wrote: »
    STEVIL wrote: »
    Recremen wrote: »
    STEVIL wrote: »
    No. At least, unless it is only available for crafted sets.

    The only thing that crafted sets have that is unique to them is motif control for all crafted pieces.

    traits - you can get thru farming.

    weight - some drop sets come in variable weights so that is not unique for all - more mixed than i thought actually.

    Giving motif control to drop sets removes one of the few remaining "why crafted sets exist" benefits.

    There's no reason to dump player style just because crafted sets are so niche. The real solution is to both have a restyling/wardrobe/etc. system AND make crafted sets competitive.

    Personally, I think restyling doesn't go far enough. We should have complete control over aesthetics, mixing and matching armor looks/costume components/etc. regardless of the weight of our actual underlying armor. We can already do it with costumes, I see no reason not to do it here.

    AFTER crafted sets get useful unique capabilities to bring them more in line with their investment in skill points and time, then sure we can talk about beefing up drop sets cosmetics.

    Not before.

    Gonna have to disagree with your premise. Everyone and their mom is a 9 trait crafter, if crafted sets could actually outperform dropped sets, there would be little incentive to run most content. I really like where they are now, very competitive, but not best in slot. You want a basic Magic DPS set, go craft julianos. You want to min/max for a bit more damage, go farm BSW, etc. There is a basic crafted set for everything in this game.

    The biggest problem I have with the current state of motifs and crafting is that most builds require a combo of different sets that often look terrible together. The whole point of motif changing would for me to be able to mix/match drop sets from an aesthetic standpoint. This would frankly make me more likely to buy/farm motifs. As it is now, I dont bother much.

    yawn...

    I write "get useful unique capabilities to bring them more in line with their investment in skill points and time," and you reply "if crafted sets could actually outperform dropped sets" and go on from there.

    What would the result be if crafted sets were able to for 1 pc kill,every monster in a zone and get you all their stuff?

    No, i didn't reference anything like that (anymore than i said i wanted crafted sets to outperform drop sets) but i am sure it would be interesting to hear what you think the impact of that change would be.

    i said i wanted crafted sets to be brought more in line with their investments and to get unique capabilities... and neither of those is synonymous with "outperform drop sets."

    The point i have made reopeatedly is:

    Drop sets right now are indispensable - if for no other reason than they have a monopoly on jewels.

    Every serious build uses drop sets.
    A number of serious builds dont use crafted at all.

    that is in part if not most part because drop sets have the following unique building blocks that you can only get from drops:
    jewels for all 5pc body sets.
    3pc jewel/wpn sets
    2pc body monster sets
    1-2pc "wpn" sets (mael/master)

    If you want to use those building blocks in your setup you have to use drops.

    You can also use 5pc body/wpn sets from crafted or drops.

    There is NO "you have to use crafted" building block there - the only thing they have "you have to" is cosmetic style control.

    crafted can give you advantages - traits for instance are quicker for crafted once you know it. getting the right piece is faster. getting armor of the weights you want is something a few sets have for drops but also there are tons of drops in each weight so... again crafted is faster not better.

    My suggestion for giving crafted sets "useful unique capabilities" was to allow them to craft their sets with fewer bonuses - drop one or two of the 2-3-4pc bonuses and create a 3pc "body/wpn set" or a 4pc "body/wpn" set which are building blocks drops do not have. this would help crafted sets at different "sizes" be able to fit in with 2h builds or DW/Shield builds a little easier than say drops would.

    "Unique" in that it cannot be done with drops - though they do have their own 3pc set options.
    More flexibility and customization - which is IMO part of the reasoning to exist for crafted vs drops.

    or not.

    As for this...

    "The whole point of motif changing would for me to be able to mix/match drop sets from an aesthetic standpoint."


    if the whole point is about aesthetics - you can use crafted, right?

    Like i said some time ago: this is about making drop sets better (more appealing) and getting the "benefits of drop sets" without the downsides by giving them the only unique upside of crafted too.

    yet to some the "balance" between drop sets and crafted shouldn't be part of this discussion.

    @STEVIL

    Sounds like what you really want is Jewelry Crafting. I am not a fan of that concept, but dont really care to debate it. As you said, crafting has advantages, speed, style, and trait. I would not be apposed to introducing 2 piece and 3 piece crafted sets, but I dont think a 3 piece bonus should necessarily be as good as a 5 piece bonus. One thing to consider, is the monster sets are kind of the backbone to PVE. They are the primary reward of vet dungeons. If these are easily replaced, what happens to that content? Not sure I would be a fan of a crafter being able to create a one-piece on par with VMA weapons. We all love to *** about RNG (i am no exception), but MMOs need incentive to run content, and I personally believe there should be gear gated behind difficult content.

    I am all for making crafting more useful and rewarding based on the time spent. I have two 9-trait crafters, and thanks to master writs, am working on four more. I get it. I would like to give them different tools. For example, why can't a 9 trait sword crafter change a trait or a style on a sword he finds (or previously crafted)? I dont think it should be as simple as a mouse click, but I think it should be possible. What if a 9-trait blacksmith, could turn a dagger into a sword (looking at you 2 sharp moondancer daggers in my bank), or maybe I could turn a medium chest into a heavy chest if I was 9 trait in both, that sort of thing. One very simple request would be to be able to match two mismatched sets from a motif standpoint. It's not just about aesthetics, as you put it, but I am someone that will were what is best, not what is beautiful. I wish my 9 trait crafter could help on the latter.

    Edit: Also, when you start a response with "Yawn", it's frankly rather rude.
  • STEVIL
    STEVIL
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    No
    STEVIL wrote: »
    STEVIL wrote: »
    Recremen wrote: »
    STEVIL wrote: »
    No. At least, unless it is only available for crafted sets.

    The only thing that crafted sets have that is unique to them is motif control for all crafted pieces.

    traits - you can get thru farming.

    weight - some drop sets come in variable weights so that is not unique for all - more mixed than i thought actually.

    Giving motif control to drop sets removes one of the few remaining "why crafted sets exist" benefits.

    There's no reason to dump player style just because crafted sets are so niche. The real solution is to both have a restyling/wardrobe/etc. system AND make crafted sets competitive.

    Personally, I think restyling doesn't go far enough. We should have complete control over aesthetics, mixing and matching armor looks/costume components/etc. regardless of the weight of our actual underlying armor. We can already do it with costumes, I see no reason not to do it here.

    AFTER crafted sets get useful unique capabilities to bring them more in line with their investment in skill points and time, then sure we can talk about beefing up drop sets cosmetics.

    Not before.

    Gonna have to disagree with your premise. Everyone and their mom is a 9 trait crafter, if crafted sets could actually outperform dropped sets, there would be little incentive to run most content. I really like where they are now, very competitive, but not best in slot. You want a basic Magic DPS set, go craft julianos. You want to min/max for a bit more damage, go farm BSW, etc. There is a basic crafted set for everything in this game.

    The biggest problem I have with the current state of motifs and crafting is that most builds require a combo of different sets that often look terrible together. The whole point of motif changing would for me to be able to mix/match drop sets from an aesthetic standpoint. This would frankly make me more likely to buy/farm motifs. As it is now, I dont bother much.

    yawn...

    I write "get useful unique capabilities to bring them more in line with their investment in skill points and time," and you reply "if crafted sets could actually outperform dropped sets" and go on from there.

    What would the result be if crafted sets were able to for 1 pc kill,every monster in a zone and get you all their stuff?

    No, i didn't reference anything like that (anymore than i said i wanted crafted sets to outperform drop sets) but i am sure it would be interesting to hear what you think the impact of that change would be.

    i said i wanted crafted sets to be brought more in line with their investments and to get unique capabilities... and neither of those is synonymous with "outperform drop sets."

    The point i have made reopeatedly is:

    Drop sets right now are indispensable - if for no other reason than they have a monopoly on jewels.

    Every serious build uses drop sets.
    A number of serious builds dont use crafted at all.

    that is in part if not most part because drop sets have the following unique building blocks that you can only get from drops:
    jewels for all 5pc body sets.
    3pc jewel/wpn sets
    2pc body monster sets
    1-2pc "wpn" sets (mael/master)

    If you want to use those building blocks in your setup you have to use drops.

    You can also use 5pc body/wpn sets from crafted or drops.

    There is NO "you have to use crafted" building block there - the only thing they have "you have to" is cosmetic style control.

    crafted can give you advantages - traits for instance are quicker for crafted once you know it. getting the right piece is faster. getting armor of the weights you want is something a few sets have for drops but also there are tons of drops in each weight so... again crafted is faster not better.

    My suggestion for giving crafted sets "useful unique capabilities" was to allow them to craft their sets with fewer bonuses - drop one or two of the 2-3-4pc bonuses and create a 3pc "body/wpn set" or a 4pc "body/wpn" set which are building blocks drops do not have. this would help crafted sets at different "sizes" be able to fit in with 2h builds or DW/Shield builds a little easier than say drops would.

    "Unique" in that it cannot be done with drops - though they do have their own 3pc set options.
    More flexibility and customization - which is IMO part of the reasoning to exist for crafted vs drops.

    or not.

    As for this...

    "The whole point of motif changing would for me to be able to mix/match drop sets from an aesthetic standpoint."


    if the whole point is about aesthetics - you can use crafted, right?

    Like i said some time ago: this is about making drop sets better (more appealing) and getting the "benefits of drop sets" without the downsides by giving them the only unique upside of crafted too.

    yet to some the "balance" between drop sets and crafted shouldn't be part of this discussion.

    @STEVIL

    Sounds like what you really want is Jewelry Crafting. I am not a fan of that concept, but dont really care to debate it. As you said, crafting has advantages, speed, style, and trait. I would not be apposed to introducing 2 piece and 3 piece crafted sets, but I dont think a 3 piece bonus should necessarily be as good as a 5 piece bonus. One thing to consider, is the monster sets are kind of the backbone to PVE. They are the primary reward of vet dungeons. If these are easily replaced, what happens to that content? Not sure I would be a fan of a crafter being able to create a one-piece on par with VMA weapons. We all love to *** about RNG (i am no exception), but MMOs need incentive to run content, and I personally believe there should be gear gated behind difficult content.

    I am all for making crafting more useful and rewarding based on the time spent. I have two 9-trait crafters, and thanks to master writs, am working on four more. I get it. I would like to give them different tools. For example, why can't a 9 trait sword crafter change a trait or a style on a sword he finds (or previously crafted)? I dont think it should be as simple as a mouse click, but I think it should be possible. What if a 9-trait blacksmith, could turn a dagger into a sword (looking at you 2 sharp moondancer daggers in my bank), or maybe I could turn a medium chest into a heavy chest if I was 9 trait in both, that sort of thing. One very simple request would be to be able to match two mismatched sets from a motif standpoint. It's not just about aesthetics, as you put it, but I am someone that will were what is best, not what is beautiful. I wish my 9 trait crafter could help on the latter.

    My view on jewel crafting has changed over time.

    back in the day pre-Tg when most drop sets did not have jewels (and plenty did not have weapons in variety) and most drop sets that did did not scale to cp160 - i was flat-out against it. i thought it would shift too much to crafted.
    As Tg and beyond started introducing jewels for more and more drop sets (and modernized older drops to include jewels and weapons at max cap) I began to see it as something worth considering because the "advantages" of drops were growing and the advantages of crafted were dwindling.
    When 1T hit and i saw the hoardes of new drops, all with jewels and weapons, all scaled to max cap - it became clear the previous advantages of drops were even greater and the previous advantages of crafted were even lower. So i though its likely time for jewel crafting...

    but that didn't last long because at my core i am not a fan of "make the same so you get equal" kind of design.

    i *like* that drop sets have jewels unique to them. it means no matter what, drop sets will remain in play and will have a "seat at the table." so to speak in terms of whats relevant for the gameplay.

    I *don't* want to get rid of all the unique differences between drops and crafted even if that helps crafted get more relevance.

    I *prefer* for each to have their own set of unique capabilities which mean they both get to share the spotlight.

    Right now the unique capabilities for drops include:
    2pc monster body sets.
    3pc jewel/wpn sets
    jewels for all body/wpn sets
    1-2pc weapon sets.

    Right now the only unique capability for crafted is style control and the "drop sets need even more" crowd wants that too.

    Which leads me back to motif change for crafted is a great idea but before it can be given to drops crafteds needs other unique capabilities added.

    Giving jewels to crafting would (if it included quality upgrade for drops) raise both types and remove one unique element that makes them different from each other - so no its not my preference at all.

    Now, in a weird turn - if the changes were "jewels taken away from drop sets completely, jewels able to be crafted for crafted sets, motif change available for drops" as a package that would be worth considering. Then everybody would have cosmetic control, drops would have monster 2pc and maelstrom-master sets as unique while crafted would have jewelry as their unique capability. Should guarantee both types seats at the table.

    but not expecting that... so the "cut down sets" for crafting seems like a moderate approach that help the issue if not resolves it entirely.

    As for... the yawn... well its also rude and boring to do the same bait and switch between someone saying "i want unique capabilities" and twisting that into "outperform" so you can argue the outperform and not the "unique".

    look at how many times i have said i wanted crafted sets to be more powerful than or outperforming drops? not once.
    look at how many times that challenge tho has been thrown back as if it were what i asked for?!?

    its an easy sleight-of-mind that gets boring and can be seen as rude as well.

    But hey - i apologize for any offense my yawn may have caused you. Feel free to continue to answer "unique" as if it means "outperform" just like others have done repeatedly.





    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • idk
    idk
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    Toolzy wrote: »
    I think I saw someone post on here about being able to restyle unique items like the monster helms.

    While I fully support a transmog system, I cannot support a transmog that can be applied to unique items like the monster helms. They have a unique skin. It's a trophy basically. Why would you have your trophy melted down and be made into something else? Another reason why it's called unique.
    For a lot of monster sets, being "unique" isn't actually a good thing. Take Grothdarr, for example.

    Grothdarr-Female-Front.jpg

    The shoulder pad is levitating and the helmet looks like a potato that has seen better days. Unique or not, under no circumstances do I want to show this off. I'm only wearing it because it's best in slot, and I'm hiding it with a costume 110% of the time.

    I already try my damndest to forget that I'm wearing that abomination by burying it deep under a costume. A transmog system would not take away anyone's ability to keep its unique appearance. It would, however, allow people to use their BiS items and still keep the aesthetic they want.

    Monster sets should not be subject to morphing.

    Simply put it shouldn't be that someone can change an item from a style they know to a style they know.

    Monster helms see unique and should remain so.
  • Own
    Own
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    No
    I use the gear enemies wear to determine their build. Is like to keep this advantage... Bloodspawn, malubeth, viper etc
    Edited by Own on January 26, 2017 7:11PM
  • Toolzy
    Toolzy
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    Yes
    You know what? Let's all protest about this. Let's all log into the game, take off all our clothes (minus the monster set...because I know @EldritchPenguin loves that!) and run around half naked until Zos puts a balance to crafted sets vs. dropped sets and a transmog system!!
    Uh-oh, running out of breath, but I
    Oh, I, I got stamina
    Uh-oh, running now, I close my eyes
    Well, oh, I got stamina
    And uh-oh, I see another mountain to climb
    But I, I, I got stamina

    - Raevenhart (DK Nord Tank)
  • Gargath
    Gargath
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    Yes
    Restyling allows you to give a current item a new style.
    Example: My ugly Argonian Styled helm can be changed to a beautiful Redguard styled helm.
    I feel the same way, was playing a long time using cool crafted AD style (chest, helmet, gloves, boots) with glass bow.
    Was feeling quite unique in the crowd. After I changed this style, which was a crafted Twice Born Star set, into Red Mountain set pieces with this set's typical bow, I witnessed all the ugliness of OT armors. So I need this change described, make OT great again.

    Before:
    o1bvD6L.jpg

    After:
    iZ0p0Gy.jpg
    PC EU (PL): 14 characters. ESO player since 06.08.2015. Farkas finest quote: "Some people don't think I'm smart. Those people get my fist. But you, I like."
  • max_only
    max_only
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    Yes
    If I know how to make infused rubedite shoulders in Primal style, I should be allowed to use a mimic stone to convert them to infused rubedite shoulders in Skinchanger style. Provided I know Prinal and Skinchanger, I have a mimic stone, and I know infused shoulders. Even if you make it a passive I have to spend a skill point in for each equipment crafting skill line that is fine. This should include drop sets like Spinners, Spriggan etc. It should make the item bound once I convert it. It should NOT include items with (Unique) in their name.

    I'm not seeing how this idea hurts anyone or takes away progression or "earned" skills. I'll buy mimic stones so Zos gets more money. This isn't p2w in any way. This is Pay to not look like a Garbage can of gear. You still have to know both motifs, you still have to be a high level crafter.

    Also it doesn't invalidate costumes because there isn't a motif to look like a Glenmoril witch is there? Not every costume in the store is a set of in game armor. In fact this will make unique costumes that can't be made with in game assets even more special.

    I don't get the argument against restyling, I really don't.
    Edited by max_only on January 26, 2017 8:39PM
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • EldritchPenguin
    EldritchPenguin
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    Yes
    Toolzy wrote: »
    You know what? Let's all protest about this. Let's all log into the game, take off all our clothes (minus the monster set...because I know @EldritchPenguin loves that!) and run around half naked until Zos puts a balance to crafted sets vs. dropped sets and a transmog system!!
    What? No! I... uh... Hate it! Where would you get the idea that I love it?
    GU7G3mQ.gif
    Lilelle Adlis - Dark Elf Dragonknight

    Vaynothah Sailenar - Dark Elf Templar

    Sherivah Telvanni - Dark Elf Sorcerer

    Nephiah Telvanni - Dark Elf Nightblade
  • LuminaLilly
    LuminaLilly
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    Yes
    I desperately want to change my licht set to trinimac
  • Elsonso
    Elsonso
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    No
    Nah, I don't need this.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • kargen27
    kargen27
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    @Stevil

    "Still no strong set without drops included? You seemed very certain when you said what i claimed wasnt true."

    It is absolutely true. You offered jewelry up in the conversation and that is irrelevant to the conversation. The conversation is about being able to morph weapons and armor. You can have a very powerful build using crafted weapons and armor only. You tried to steer the conversation away and I didn't follow. As others did I am going to drag it back. This is about the cosmetics of dropped sets and how that may or may not have an impact on crafted sets. As we are unable to craft jewelry we need not be concerned with jewelry. It does not add to the conversation at all and in fact detracts from the topic at hand.

    "I said it wasnt about how busy crafters are, not that it wasnt about crafting. You seem to conflate busy and relevant/important or even "great"."

    The two are directly related. No way to disconnect the two. If crafters are not busy then they are not relevant. If nobody wants a crafted set then they are not relevant. If crafters are busy then there is an obvious relevance. If items are in demand that means crafters are in demand. Just like when people learn new traits and often count on a crafter to provide them an item so they can use it for research. Using an item for fusing items would be no different. It creates an opportunity for crafters to craft. That is relevance.

    "I dont consider a game where crafters are really busy making lotsa "crafted pieces" so those pieces can be consumed to give a cosmetic facelift to drop sets (but where the functional impact to results comes from the drop set) to be a game where "crafting" is "great" or "relevant" even if that means the crafters get lotsa requests and make lotsa gold while fewer and fewer characters are "running around with crafted gear on" and i really dont think that lives up to the investment-to-reward of other skill lines such as the consumable crafting."

    By its very definition increasing the opportunities of crafters and increasing the demand for crafted items makes crafters more relevant to the game. Doesn't matter what the pieces are used for in the end the crafters are relevant. I can see where crafted items might not be relevant but that is a separate issue that could be fixed by giving crated sets their own unique bonuses.

    "I consider crafting to be "great again" when like drop sets, its role is to provide the meat and potatoes, not the colorful garnish on the plate of drop set entrees."

    Agreed but a separate issue. You are insisting on trying to lump the two together. If crafted armor is seen as inferior the way to fix that is to make crafted armor better. Limiting or expanding its uses in other areas such as morphing doesn't address the problems with crafted armor.

    "Finally, let me be again ckear. I am all for motif change now for crafted sets.
    I would even be in favor of motif change for drop sets later once crafted sets have been given other new unique capabilities that make their use, actual use not feed them to drop sets for cosmetics use, relevant and impactful and worth their skills and time."

    I see both as being a problem with neither being a priority over the other. Creating new skills or upgrading existing skills for crafted gear would be a huge undertaking that has a definite affect on game play. Would if done right involve extensive testing in a variety of situations. Changing item styles would have zero affect on game play thus should be easier to put into the game.

    Right now being a crafter is all but useless. I have all kinds of motifs I could use to make weapons and armor but very few people who want crafted items. Allowing a merge of items like I suggested would make learning all those motifs worth something again and I'm not just talking about gold.
    and then the parrot said, "must be the water mines green too."
  • patrykplawskib16_ESO
    Yes
    It be nice to be able to restyle the BSW set it is so fuqing ugly like insanely ugly and the color changes don't even help xD they look washed out cause of the material and texture of the Armor in-game.
    Dunmer Master Race
  • STEVIL
    STEVIL
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    No
    kargen27 wrote: »
    @Stevil

    "Still no strong set without drops included? You seemed very certain when you said what i claimed wasnt true."

    It is absolutely true. You offered jewelry up in the conversation and that is irrelevant to the conversation. The conversation is about being able to morph weapons and armor. You can have a very powerful build using crafted weapons and armor only. You tried to steer the conversation away and I didn't follow. As others did I am going to drag it back. This is about the cosmetics of dropped sets and how that may or may not have an impact on crafted sets. As we are unable to craft jewelry we need not be concerned with jewelry. It does not add to the conversation at all and in fact detracts from the topic at hand.

    "I said it wasnt about how busy crafters are, not that it wasnt about crafting. You seem to conflate busy and relevant/important or even "great"."

    The two are directly related. No way to disconnect the two. If crafters are not busy then they are not relevant. If nobody wants a crafted set then they are not relevant. If crafters are busy then there is an obvious relevance. If items are in demand that means crafters are in demand. Just like when people learn new traits and often count on a crafter to provide them an item so they can use it for research. Using an item for fusing items would be no different. It creates an opportunity for crafters to craft. That is relevance.

    "I dont consider a game where crafters are really busy making lotsa "crafted pieces" so those pieces can be consumed to give a cosmetic facelift to drop sets (but where the functional impact to results comes from the drop set) to be a game where "crafting" is "great" or "relevant" even if that means the crafters get lotsa requests and make lotsa gold while fewer and fewer characters are "running around with crafted gear on" and i really dont think that lives up to the investment-to-reward of other skill lines such as the consumable crafting."

    By its very definition increasing the opportunities of crafters and increasing the demand for crafted items makes crafters more relevant to the game. Doesn't matter what the pieces are used for in the end the crafters are relevant. I can see where crafted items might not be relevant but that is a separate issue that could be fixed by giving crated sets their own unique bonuses.

    "I consider crafting to be "great again" when like drop sets, its role is to provide the meat and potatoes, not the colorful garnish on the plate of drop set entrees."

    Agreed but a separate issue. You are insisting on trying to lump the two together. If crafted armor is seen as inferior the way to fix that is to make crafted armor better. Limiting or expanding its uses in other areas such as morphing doesn't address the problems with crafted armor.

    "Finally, let me be again ckear. I am all for motif change now for crafted sets.
    I would even be in favor of motif change for drop sets later once crafted sets have been given other new unique capabilities that make their use, actual use not feed them to drop sets for cosmetics use, relevant and impactful and worth their skills and time."

    I see both as being a problem with neither being a priority over the other. Creating new skills or upgrading existing skills for crafted gear would be a huge undertaking that has a definite affect on game play. Would if done right involve extensive testing in a variety of situations. Changing item styles would have zero affect on game play thus should be easier to put into the game.

    Right now being a crafter is all but useless. I have all kinds of motifs I could use to make weapons and armor but very few people who want crafted items. Allowing a merge of items like I suggested would make learning all those motifs worth something again and I'm not just talking about gold.

    The relevance of jewelry is that it is one of the several unique elements for drop sets, one of the ones that make them as popular as they are and it highlights the value and importance of having unique capabilities in the various types of gear.

    You are proposing taking the one remaining unique capability that crafted sets have over drop sets and giving it to drop sets while at the same time wanting to exclude from the discussion jewelry literally on the basis of the fact that it is unique to drop sets and not available for crafting.

    "As we are unable to craft jewelry we need not be concerned with jewelry. "

    Since this discussion is hinging on taking the only unique capability orafted sets and sharing it to drop sets - control of image - deciding that you can exclude the unique capabilities drop sets have and would retain just seems to be another of those convenient "lets exclude this as it doesn't help our cause" items. The proposal offers no *** for tat. Drop sets simply benefit- they gain the ability to have their appearance changed to move appealing types if they want to. crafted sets see their one unique capability given to other sets - that diminishes their appeal as comment on this thread have shown.


    As for busy relevance etc - sorry but again being more busy does not equate to or even guarantee relevance or import. More birthday cards are sold each year than are artificial heart valves but that doesn't mean the greating card creators or sellers are more important or relevant than the heart values.

    It does natter what the crafting does, not just that the crafter is clicking more. Crafting three sets to change appearance is less of a relevant to the game role than making one set that is worn and serves functions.

    All thru this thread there are examples where folks are saying how this doesn't have to be a big thing or considered a "loss" kind of arguments because "its just cosmetics not like stuff that affects play." But here when you need to for the argument, making more cosmetic shift feeder pieces make crafting more relevant even if that leads to fewer worn sets.

    Anything for the cause i guess.

    Like i said, i want crafting to be as relevant and impactful to the game and play as its investment in skills and time deserves - and that does mean slowly morphing it into a cosmetic busy work gold mine is the direction i want to go - especially when that results in less play of the actual crafted sets by removing the appearance issue of the number one competitor for being worn -drop sets.

    if the end goal for crafting of equip is making drop sets prettier and upgrading drop sets when you dont get the hard mode drops - then they need to cut the skill lines down to maybe using 5-6 skill points - not 20.

    20 skill points are for "crafting skills" where they produce meaningful relevant and used items - like say all the consumables lines do.

    maybe if they do go your route they could just merge the three skill lines into one comprising wood, metal and cloth with each being one passive with:
    1 pip meaning can change to any normal "blue" motif or raise quality to green
    2 pip meaning can change to any purple motif or raise quality to blue
    3 pip can change to any known yellow motif or raise quality to purple
    4 pip can raise quality to gold.

    12 skill points for changing looks and raising quality for all three material types of drop sets soundsa a lot closer to sane than sixty some skill points.

    These "Alteration" specialists would stay busy all right, busy as heck. But relevant... not as much... but their skills cost would reflect that.

    "Right now being a crafter is all but useless. I have all kinds of motifs I could use to make weapons and armor but very few people who want crafted items. Allowing a merge of items like I suggested would make learning all those motifs worth something again and I'm not just talking about gold"


    Again, i have no problem with allowing crafted sets to be re-styled.
    i have no problem with allowing drop sets to be re-styled ONCE crafted sets have other unique aspects added to them to insure that loss of their only unique feature wont finish them off - take them from "all but useless" to "useless."

    You are willing to trade or wanting to trade in relevance for busy.. .trading off making crafted sets to be worn for their benefits in play for making crafted pieces to be fed as grist into the cosmetic mill for better drop set looks... and i have never seen a more clear cut example of trading substance for style in my life.

    this will serve as a good example of bad reasoning IMO.
    Edited by STEVIL on January 27, 2017 4:10AM
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • kargen27
    kargen27
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    "The relevance of jewelry is that it is one of the several unique elements for drop sets, one of the ones that make them as popular as they are and it highlights the value and importance of having unique capabilities in the various types of gear."

    Jewelry is not relevant to the conversation. The conversation is about the aesthetic qualities, or the lack of, for dropped sets. As there is no aesthetic quality to jewelry and no crafted equivalent any mention of jewelry is just an attempt to derail the discussion.

    "You are willing to trade or wanting to trade in relevance for busy.. .trading off making crafted sets to be worn for their benefits in play for making crafted pieces to be fed as grist into the cosmetic mill for better drop set looks... and i have never seen a more clear cut example of trading substance for style in my life."

    I am saying busy is the same as relevant when it comes to crafting. Whether it be for aesthetic qualities or function. You created an item and the end user used it as they saw fit.

    Some people buy a coat because it is warm. Some people buy a coat because they like blue. Either way the coat is used. As the manufacturer of said coat why would you care how it was used?

    And one more time the most important point is this.

    No matter what their dropped sets look like it does not interfere with game play in any way. Allowing dropped sets appearances to be changed only changes what they look like. Nothing else.

    and then the parrot said, "must be the water mines green too."
  • Carbonised
    Carbonised
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    Yes
    There is no reason at all why restyling should be a bad idea. Having a restyle function in game would only be a good thing. Only good. It is merely cosmetic, it changes nothing regarding stats, it just allows people to look like they wanna look, and not look like the dropped sets want them to look like. Also, it could possibly serve as a mat sink if it requires style mats or other mats to change the style.

    95 % of the voters voted 'yes' here. That is also consistent with the many other polls we have had about the issue, and it is also consistent with the monthly, weekly and even daily threads we keep having on this forum asking for style changing. Can you show me another area where 95 % of the playerbase actually agrees on something?

    If ZOS is worried about costume sales, well, look at your demographics. Some people are freebies, they will never buy anything from your crown store, they don't care what they look like, they just want to play and win the game. Others care about pets, mounts and looks. And even with style changing, they will keep buying that stuff because they enjoy the diversity. Style changing would not affect costume sales. Possibly, it would even make some people buy more motifs from the crown store, or crown mimic stones if they are out of style mats for style changing, since right now motifs are pretty much just a joke with very little actual value or use.

    The ONLY thing we have hear from ZOS was that they had 'no current plans' for style changing a while back. Quite frankly, with the above points made, this simply does not suffice.
    Either you, the devs, will have to work on implementing this style changing/appearance changing/transmogrify function into the game, or you will have to explain much more detailed why you cannot, or will not, look into this any further.

    That is pretty much end of topic.
    Edited by Carbonised on January 27, 2017 9:01AM
  • FloppyTouch
    FloppyTouch
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    Yes
    One of the most asked for features and nothing is said hmmmm
  • theher0not
    theher0not
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    Yes
    Carbonised wrote: »
    There is no reason at all why restyling should be a bad idea. Having a restyle function in game would only be a good thing. Only good. It is merely cosmetic, it changes nothing regarding stats, it just allows people to look like they wanna look, and not look like the dropped sets want them to look like. Also, it could possibly serve as a mat sink if it requires style mats or other mats to change the style.

    95 % of the voters voted 'yes' here. That is also consistent with the many other polls we have had about the issue, and it is also consistent with the monthly, weekly and even daily threads we keep having on this forum asking for style changing. Can you show me another area where 95 % of the playerbase actually agrees on something?

    If ZOS is worried about costume sales, well, look at your demographics. Some people are freebies, they will never buy anything from your crown store, they don't care what they look like, they just want to play and win the game. Others care about pets, mounts and looks. And even with style changing, they will keep buying that stuff because they enjoy the diversity. Style changing would not affect costume sales. Possibly, it would even make some people buy more motifs from the crown store, or crown mimic stones if they are out of style mats for style changing, since right now motifs are pretty much just a joke with very little actual value or use.

    The ONLY thing we have hear from ZOS was that they had 'no current plans' for style changing a while back. Quite frankly, with the above points made, this simply does not suffice.
    Either you, the devs, will have to work on implementing this style changing/appearance changing/transmogrify function into the game, or you will have to explain much more detailed why you cannot, or will not, look into this any further.

    That is pretty much end of topic.

    Also if they add it more people will buy motifs in the store, and possibly mimic stones too if style mats was requierd ti restyle an item.
  • Nickernator
    Nickernator
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    Yes
    One of the most asked for features and nothing is said hmmmm

    This indeed, when I started playing in 2014 a lot of people were asking for it, and now it's 2017 already.
    ESO player since release
    EU - PC

    Meet the CP 350+ family:
    Nickernator, Imperial Dragonknight, EP
    Dar'Dur, Khajit Nightblade, AD
    Elidur, High Elf Sorcerer, DC
    Gagane, Breton Tempelar, EP
    Remos Hlaalu, Dark Elf Dragonknight, EP
    Bazugor gro-Mazgulub, Orc Tempelar, EP
    Halcan, Redguard Sorcerer, EP
    Entros Longshot, Bosmer Nightblade, EP
  • FerrumnCutem
    FerrumnCutem
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    Yes
    How is this not a thing yet?
  • Bobby_V_Rockit
    Bobby_V_Rockit
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    No
    I do, mostly because I am sick of the clipping issues when you mix armour set style
  • Lylith
    Lylith
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    Yes
    there's a reason 10 of my 12 characters wear costumes.

    damned shame, really.
  • Sausage
    Sausage
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    No
    So sad to see so many yes, I think theres way too much customization already and this game more than anything needs streamlining/simplifying, not becoming more confusing. You guys want to kill this game I suppose???
    Edited by Sausage on January 31, 2017 7:20AM
  • Nickernator
    Nickernator
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    Yes
    Maybe for the Morrowind Expansion now @Zenimax ? ^^
    ESO player since release
    EU - PC

    Meet the CP 350+ family:
    Nickernator, Imperial Dragonknight, EP
    Dar'Dur, Khajit Nightblade, AD
    Elidur, High Elf Sorcerer, DC
    Gagane, Breton Tempelar, EP
    Remos Hlaalu, Dark Elf Dragonknight, EP
    Bazugor gro-Mazgulub, Orc Tempelar, EP
    Halcan, Redguard Sorcerer, EP
    Entros Longshot, Bosmer Nightblade, EP
  • raglau
    raglau
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    Yes
    The entire motif structure is redundant without restyling. I've never understood why this was not in the game at release. Well, I have understood, it's the same reason as all the other half-arsed things with see in ESO; ZOS do not understand how their own game is played.
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