Artifact system

FiskarnasRike
FiskarnasRike
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Artifacts and rare items are a big part of the singleplayer Elder scrolls games but in ESO we dont really have any familiar artifacts such as the deadric artifacts. I'd like to see artifacts making a appearance in ESO aswell.

I don't want to see every player run around with the mace of molag bal, that would be immersion and lore breaking. What I'd like to see is some kind of system that would allow players to have artifacts in their inventory or some sort of artifact slot you can equip.

Inventory system:
For example Azuras star could be a item in your inventory that is an unbreakable soulgem that has priority in filling/use so you don't have to use up as many soulgems, it would be more of a cool thing to have that would simply save you some soulgems. The skeleton key artifact could work the same way more or less.

Artifact slot system:
For example the you could equip molag bals mace in your artifact slot and it could give you a 10% extra chance to capture a soul when killing an enemy or the mask of clavicus vile that could give you 5% extra gold when selling items to merchants etc. The Artifact slot system would allow you to only have one artifact bonus at once so to not make it OP even though i do NOT want to see any sort of damage or stats increases from the artifacts that would make them a must have.

I'm making this thread to see if any players would want to see some kind of artifact system put in place in the game (my ideas or your own), any ideas for different artifacts, their bonuses and how to implement them in the game such as deadric quest DLC, rewards for end game content etc.

  • MasterPerceval
    MasterPerceval
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  • Turelus
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    They do appear in ESO but they're normally story items to keep them special and rare.

    I think the issue that normally comes up is how many people do you want to see running around with these items? By making them accessible to players at all times you make them non-artefacts and just more regular gear.

    Then you have balance issues, shouldn't they be much more powerful than a normal weapons, but how do you make them strong enough to outlast every new patch and update, followed by the fact if they're so good then become the best in slot item for all builds and ZOS have issues making items in future updates people want to use.
    @Turelus - EU PC Megaserver
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  • NewBlacksmurf
    NewBlacksmurf
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    They are great in single player but I personally can't see these types of items in the game as meaningful because there's suppose to be only one.

    Balance aside....the way weapons work in this game, these items would have to increase weapon skills damage by 200% but not apply in PvP and it would be questionable in leaderboard PvE.

    Can't see the long term positives of these being added
    Edited by NewBlacksmurf on February 27, 2017 10:07AM
    -PC (PTS)/Xbox One: NewBlacksmurf
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  • FiskarnasRike
    FiskarnasRike
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    Did any of you actually read the post?
  • Theosis
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    Neat idea, wonder how this could be implemented..

    For those like myself, I don't raid, I rarely PvP.. How would a loner like myself get something like this?
    This is were my signature would be if I was allowed one.
  • Turelus
    Turelus
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    Did any of you actually read the post?

    Yes but the facts still remain on do you really want hundreds of thousands of people using (even as passive slots) items which there are meant to be one of.

    It just becomes another "must have x in y slot" build mechanic which no one will care about and devalue what these items are. I would rather see them in dungeons/trials where one player can pick them up for a boss mechanic or something.

    I was upset that you couldn't actually have a player grab the Ebonyblade and run around in that boss fight with it as a special weapon.

    I think they're better as mechanics in that way and retain the feel of power and awe without becoming a passive system which everyone just uses but doesn't care about.
    @Turelus - EU PC Megaserver
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  • NewBlacksmurf
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    Did any of you actually read the post?

    @FiskarnasRike

    Yep. Ppl aren't going to accept another slot for items when for years these have been actual items.

    Ppl know they should only have one in the game server wide.

    Players don't drop or loose inventory items.....see my comment above
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  • FiskarnasRike
    FiskarnasRike
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    Theosis wrote: »
    Neat idea, wonder how this could be implemented..

    For those like myself, I don't raid, I rarely PvP.. How would a loner like myself get something like this?

    This is why i asked how people would like to see this implemented, would you like it to be like a deadric quest like the singleplayer games?
  • FiskarnasRike
    FiskarnasRike
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    Turelus wrote: »
    Did any of you actually read the post?

    Yes but the facts still remain on do you really want hundreds of thousands of people using (even as passive slots) items which there are meant to be one of.

    It just becomes another "must have x in y slot" build mechanic which no one will care about and devalue what these items are.

    The idea of having it as a passive slot is to make it feel like you are the only one in possession of the item, therefore it shouldn't be a problem?

    It wouldn't be a must have if it is implemented as I suggested. I agree partly with the items doesn't really keep their value from the single player games but should be some way to work past this such as them being hard to obtain?
  • KingYogi415
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    ZOS has 0 chance at being able to implement somthing like this without ruining the game.

    Cheers!
  • NewBlacksmurf
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    Turelus wrote: »
    Did any of you actually read the post?

    Yes but the facts still remain on do you really want hundreds of thousands of people using (even as passive slots) items which there are meant to be one of.

    It just becomes another "must have x in y slot" build mechanic which no one will care about and devalue what these items are.

    The idea of having it as a passive slot is to make it feel like you are the only one in possession of the item, therefore it shouldn't be a problem?

    It wouldn't be a must have if it is implemented as I suggested. I agree partly with the items doesn't really keep their value from the single player games but should be some way to work past this such as them being hard to obtain?

    I think you're misunderstanding how the game works and only want single player things added.

    This doesn't make sense.
    You write that ZOS would make a new equip slot but only an extremely small amount of players could obtain the items that fill the slot.

    To me that pointless development and much more suitable for a different type of game
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  • Tommy_The_Gun
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    latest?cb=20121013204904
    Azura's Star is an artifact of the Daedric Prince Azura - that is basically a multi-use soulgem. There's only one such artifact in the world.. what ? You are saying that everybody has one ?!
  • FiskarnasRike
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    ZOS has 0 chance at being able to implement somthing like this without ruining the game.

    Cheers!

    How come?
  • FiskarnasRike
    FiskarnasRike
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    Turelus wrote: »
    Did any of you actually read the post?

    Yes but the facts still remain on do you really want hundreds of thousands of people using (even as passive slots) items which there are meant to be one of.

    It just becomes another "must have x in y slot" build mechanic which no one will care about and devalue what these items are.

    The idea of having it as a passive slot is to make it feel like you are the only one in possession of the item, therefore it shouldn't be a problem?

    It wouldn't be a must have if it is implemented as I suggested. I agree partly with the items doesn't really keep their value from the single player games but should be some way to work past this such as them being hard to obtain?

    You write that ZOS would make a new equip slot but only an extremely small amount of players could obtain the items that fill the slot.

    To me that pointless development and much more suitable for a different type of game

    I am simply bouncing ideas, I would personally like to see it be more easily accessible because i dont really see the problems you seem to have with it. Thank you for your contribution though.
  • FiskarnasRike
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    Azura's Star is an artifact of the Daedric Prince Azura - that is basically a multi-use soulgem. There's only one such artifact in the world.. what ? You are saying that everybody has one ?!

    Well if it is implemented as i suggested it would feel like you are the only one with it.
  • Turelus
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    As you're looking for more productive feedback OP I will indulge you.
    Artifacts and rare items are a big part of the singleplayer Elder scrolls games but in ESO we dont really have any familiar artifacts such as the deadric artifacts. I'd like to see artifacts making a appearance in ESO aswell.
    The items are in the game already, however they're used as story pieces or short term quest items. There is also an issue here in which some items wouldn't be granted to our characters because we're actively opposing those Princes.

    For example Molag Bal's Mace, why would he grant us the use of his weapon whilst we're running around doing everything we can to stop him.
    We also know through a couple of conversations that future Princes will be our opponents in upcoming content, it's doubtful these will also want to give us their boons.
    I don't want to see every player run around with the mace of molag bal, that would be immersion and lore breaking. What I'd like to see is some kind of system that would allow players to have artifacts in their inventory or some sort of artifact slot you can equip.

    Inventory system:
    For example Azuras star could be a item in your inventory that is an unbreakable soulgem that has priority in filling/use so you don't have to use up as many soulgems, it would be more of a cool thing to have that would simply save you some soulgems. The skeleton key artifact could work the same way more or less.

    Artifact slot system:
    For example the you could equip molag bals mace in your artifact slot and it could give you a 10% extra chance to capture a soul when killing an enemy or the mask of clavicus vile that could give you 5% extra gold when selling items to merchants etc. The Artifact slot system would allow you to only have one artifact bonus at once so to not make it OP even though i do NOT want to see any sort of damage or stats increases from the artifacts that would make them a must have.
    The problem is just because you can't see it doesn't mean it's not there. You'll see builds and guides start listing your best artefact in slow for different content, even when it's not damage related this will become a system.

    This just becomes another generic system every uses without capturing the awe of these items. If I have the mace of Molag Bal I expect to be able to sap my enemies strength and wreak havoc on my enemies, not a passive which is just another CP style passive.

    It would be go out farming NPC's use soul gem/gold bonus artefact, get to town turn of selling bonus passive, go to hand in quest turn on exp bonus passive etc.

    You're not adding anything interesting or special for what are meant to be special items, you're turning them into a dull system which just adds another chore for efficient gameplay.
    I'm making this thread to see if any players would want to see some kind of artifact system put in place in the game (my ideas or your own), any ideas for different artifacts, their bonuses and how to implement them in the game such as deadric quest DLC, rewards for end game content etc.
    As I said above I want to see these items in the game more, but I feel they serve a better place as boss mechanics items in instanced group content, where one player gets to make use of the item for the entire content or just one encounter.

    This adds the feel or awe that players are seeing and using artefacts but keeps it in a controlled environment where you can make them OP crazy things limited to one player but people can actually use them.



    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • KerinKor
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    Turelus wrote: »
    Did any of you actually read the post?

    Yes but the facts still remain on do you really want hundreds of thousands of people using (even as passive slots) items which there are meant to be one of.
    Such items already exist in all but name, for example the weapon you get when you complete the Maim Story .. by definition there can only ever be one of them as they were previously owned by a named individual and the weapon's name includes that reference.

    Edited by KerinKor on February 27, 2017 11:08AM
  • Turelus
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    KerinKor wrote: »
    Turelus wrote: »
    Did any of you actually read the post?

    Yes but the facts still remain on do you really want hundreds of thousands of people using (even as passive slots) items which there are meant to be one of.
    Such items already exist in all but name, for example the weapon you get when you complete the Maim Story .. by definition there can only ever be one of them as they were previously owned by a named individual and the weapon's name includes that reference.
    This is why main stories which focus on one hero are stupid in MMO story design. We're all the vestige who saved the world!

    However I feel there is an argument to be made about the difference of these items which are relatively unknown (and worthless) vs items which have heavy lore establishment as single items of great power.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • LordGavus
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    Turelus wrote: »
    As I said above I want to see these items in the game more, but I feel they serve a better place as boss mechanics items in instanced group content, where one player gets to make use of the item for the entire content or just one encounter.

    This adds the feel or awe that players are seeing and using artefacts but keeps it in a controlled environment where you can make them OP crazy things limited to one player but people can actually use them.

    This, I think, would be the best way to implement daedric artifacts. In a controlled environment where only one player can possess it.

    Could make for some interesting boss mechanics too.
    Edited by LordGavus on February 27, 2017 11:15AM
  • cdobratz
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    So I never played WoW, but apparently there are these artifact weapons that take up absurd amounts of time to finish and give a lot of bonuses. I wouldn't necessarily mind these if they were PvE only, but they might be redundant with the cp system.
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  • FiskarnasRike
    FiskarnasRike
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    Turelus wrote: »
    I would rather see them in dungeons/trials where one player can pick them up for a boss mechanic or something.

    I was upset that you couldn't actually have a player grab the Ebonyblade and run around in that boss fight with it as a special weapon.

    This is a cool alternative that i would like to see if another system couldn't be put into place. I do not by any means say that all artifacts should be made available either and this idea is a better idea for the weapons specifically. I still think we could get artifact items as azuras star and skeleton key etc for some cool quest rewards though without them being a problem at all.
  • FiskarnasRike
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    cdobratz wrote: »
    So I never played WoW, but apparently there are these artifact weapons that take up absurd amounts of time to finish and give a lot of bonuses. I wouldn't necessarily mind these if they were PvE only, but they might be redundant with the cp system.

    This system wouldn't be as the WoW system at all
  • Kalann_Pander
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    If implemented, Daedric Artifacts should really be unique - 1 of each per megaserver.

    Add the following mechanics :
    - Bearer auto-accepts all duels
    - If defeated, the winner has the option to steal the Artifact (becoming the new bearer)
    - If the bearer doesn't login for a set amount of time (maybe a week ?), he loses the artifact (which could become a random drop in the bearer's current region)
    - A given toon can only carry 1 Daedric Artifact (assuming these items are infused with their creator's personalities, none of them would accept any competition from a similarly powerful item)
    - Specifically designed NPCs could occasionally (5 - 10% every hour) attack the bearer to steal the Artifact (and become the new bearer, although that shouldn't last long)

    Optionally :
    - Limit it to 1 Artifact per account (to prevent hoarding)
    - Add conditions to be able to pickup the Artifact, and/or restrictions while wielding it.
    - Limit to CP 160 (or even Max CP), as these items will not accept less than one of the very best as their bearer
    - (If not : Artifacts should not have an assigned level, but simply be top notch whatever the bearer's current level)

    For example :
    Molag Bal's Mace is a 1H Mace :
    - Legendary quality
    - Trait = Nirnhoned (optionally : Infused - Precise - Sharpened)
    - Enchantment = (PvP) Damage also applies to Stamina and Magicka - (PvE) Adds 1 second to all of opponent's current cooldowns - Captures soul if opponent dies within the next 3 seconds
    - Condition = Have finished the main quest. No using his playthings until you've stopped actively opposing his plans.
    - Restriction = Can't obtain any quest's from the Fighter's guild
    - All Wormcult Bosses can steal the Mace from the bearer if they defeat him. Special Wormcult Agents may occasionally attack the bearer to steal the Mace.

    Obviously this would mostly be something for PvPers to play around with, but I agree with above opinions : From a mainly PvE point of view, they'll just become another mechanic to tweak. I feel the above method allows them to keep their awe and significance, which is the only good reason to introduce them.

    Thoughts ?
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