FiskarnasRike wrote: »Did any of you actually read the post?
FiskarnasRike wrote: »Did any of you actually read the post?
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?
FiskarnasRike 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.
FiskarnasRike wrote: »FiskarnasRike 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 wrote: »ZOS has 0 chance at being able to implement somthing like this without ruining the game.
Cheers!
NewBlacksmurf wrote: »FiskarnasRike wrote: »FiskarnasRike 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
Tommy_The_Gun wrote: »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 ?!
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.FiskarnasRike wrote: »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 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.FiskarnasRike wrote: »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.
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.FiskarnasRike wrote: »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.
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.FiskarnasRike 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.
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!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.FiskarnasRike 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.
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.
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.
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.