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[Discussion] Spitballing Ideas - Traits, Storage, Housing.
As title suggests, just some future ideas for all different kinds of content. Please, leave detailed discussion and critique of what bits you did/didn't like. Also is there just a general ideas forum section? TL;DR at bottom
Anyway, here goes:
Previous Ideas - Traits:
- Updated Prosperous traits:
- Make Prosperous work similar to the Treasure Hunter Champion Point passive - each item of prosperous increases gold gain as well as slightly improving % odds of finding the next tier of item - if you would find a blue, while wearing 1 piece of Superior (blue) Prosperous, you now have a 3% chance to find a purple item. Also, give it increased odds of doubling materials found from harvesting nodes. 3% chance with a single Superior Prosperous piece of gear to find double the materials. Not sure if it should be able to find legendary items.
- Pros: Lets people have greater odds of finding harder to get items, makes some jewelry easier to obtain, gives farmers easier way of obtaining materials, encourages people to wear a "useless" item trait.
- Cons: Hardcore farmers may be annoyed by need to collect new gear, and if it can find Legendary items it may devalue the market and make people grind more for the new tiny chance to get them.
- Updated Training traits:
- Let training items boost guild experience too - could be done by artifically inflating guild questlines (e.g., instead of 100 experience now takes 10000 experience, but everything gives an appropriate amount to match.). Then, training items can boost guild experience by a similar amount to normal experience gain - no fractions required.
- Pros: makes getting higher ranks in guilds easier - Undaunted, Mage's guild etc. Can even be useful at high levels if people are using for stuff like DB or Thieves Guild and didn't finish them before.
- Cons: Might be too quick to finish them? People might have access to some abilities at too low a level? Some people probably enjoying collecting all the books and doing dailies (they still can do this but there are less intrinsic rewards attached)
New Ideas - Traits:
- Infused and Charged weapon traits:
- Combine current Infused and Charged into one, enchantment boosting stone. Just give it "Increases weapon enchantment effect, chance, and also reduces cooldowns"
- Create a new use for the leftover trait gem that boosts your OTHER trait gems. Not too sure what this one should actually be, but having 2 gems for weapon enchantments is just ridiculous. Obviously this new boosting gem would have to be not too strong, otherwise people end up with 100% crit chance with only a 5k penetration trade off. Perhaps instead it could boost move speed? Not sure how this would effect PvP. Or even a "lucky" gem, that increases proc chances for sets and passives slightly (or maybe just passives) or could decrease time between set and passive procs? (or maybe just passives).
- Pros: Gives all the weapon enchantment buffing items into one enchantment, possibly leading to new uses? Maybe you could run [new trait name] weapons if your group already has enough penetration. Reduces grind then, potentially. For the "new" trait gem, it might just be something spicy - maybe you want to risk a throw of the dice on making Earthen Heart passives happen more often, or you really, really want to power up your current traits (Make Nirnhoned Great Again!)
- Cons: Might be too strong depending on numbers/available enchantments. Maybe weapon enchantments just aren't meant to be stronger than the penetration buff for solo play. For the new trait gem, might be too overpowered in any iteration unless it is nerfed into uselessness (so hard to find a balance between good and not good), and would thus be an exercise in futility changing it.
- Powered and Reinforced weapon and armor traits:
- Let them also increase the power of buffs done - give a real utility trait item to pick from. E.g., Powered boosts healing done and extends any Major buff duration by 20%, and any Minor buff duration by 10%. Reinforced gives extra armor, and boosts by 3%/1.5% respectively. Perhaps it also works for shields?
- Pros: Gives more utility to underused sets (maybe gives self buffing DPS soloplayers a reason to take powered! Gives reinforced light armor some real options etc), gives healers a little power boost.
- Cons: Might still be useless, and not worth the change. Might be too strong depending on how well it can stack (welcome back the days of 20 second shielded sorcs!)
New Ideas - Housing:
Despite housing being so fresh, there are still many new ways ZOS can go with it.
- Storage:
Yeah, this is the big one. "3% of players" etc. etc.. What if storage was craftable though? I'm sure many of you have already thought of most of these ideas, this one included.
- You can craft storage - but it is not a very large number per item. Or, it is limited per item types per storage unit. For example, you can now craft a Mannequin which can hold exactly 12 items - and they must all be different except for the 2 ring slots and the 2 weapon slots a la Skyrim's mannequin display (NOT the inventory). A barrel can hold 5 different stacks of food items. (Big barrel, but sure, whatever.) A weapons rack can hold 6 weapons, etc etc. A desk can hold 10 small items, and a wardrobe can only hold big items. (Imagine big and small to be a whole range of things - most weapons are big, but daggers are small. Most armor is big, but belts are small.)
Maybe they also take up an appropriate amount of item slots in your house (per stack not per item)? So a fully pimped out Mannequin takes 13 slots, but a non-decked out one takes only a single slot. Likewise a full barrel would take 6 slots, but an empty barrel only one.
- Consider doubling the availability of placeable/storeable items if this housing change ever goes through! And also double pet spaces! My tiny Twin Arches can only fit 4 dogs/jackals, when I need my polar bear cub to join in, too.
- Craftable/Purchaseable guild stuff:
From things like, replica MASSIVE target dummies with ~50 million health, to your own hireable/placeable Guild vendor to place at your house - displays wares of your own chosen guild in your house.
- For the dummies, imagine say, an enormous Argonian skeleton with vet Serpent level HP. Or you could just have replica Trials bosses - see if you can do Vet Mantikoras! Two at once! Practice your positioning against the Twins! Maybe the bosses fight back? Would probably be a bad idea to do so - would increase the skill gap between elite "haves" and those who are just trying to move on from being "have-nots". But maybe the elite becoming super practiced isn't a bad thing? I mean, you wouldn't get achievements/skins/ etc until you do the real trial. Would provide more gold sink/writ voucher sink etc. Probably need a required house size - Large or Manor.
- Guild Vendor: You can acquire a specific, new NPC to come live at your house and be your guild vendor! This way if you don't have one for the week, you can invite people to your house to check out the wares available
Again, possibly only available at big houses? Does a vendor being craftable make sense? Perhaps even, you can choose any lootable/killeable NPC in the world to come live there (but then they become immune, of course). Choose via dialog preference! Might just be easier to have 1 new available person than a whole new system
- Other Merchant NPCs - Why not have a full time mystic on the premises? Choose your favourite from among those in the world! After all, they would surely be impressed by the crafting writ vouchers you can offer.
- Buildable "private" rooms - Similar to how in an inn in game (heck of a tongue twister) you are in your own instanced room, maybe we can have sub-instances within these houses. So your guild master can have their luxurious locked room, you can also have regular plebian rooms for the rest of your guild mates, without having to allocate 499 spaces in your manor. Maybe too complex and unnecessary.
- Another one that most people have said - an overhall of all items found in the world to be placeable in your house. Steal a pair of dice in Davon's Watch? Bam, they go on the table.
And that's it folks! 6 major/minor ideas to just make the game feel a little better overall.
Tl;DR: 1) improve useless traits, 2) storage in housing 3)make housing do more stuff
Edited by SwimsWithMemes on February 11, 2017 8:56AM