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With master writs now, could we get change trait?

Sheva I 7 I
Sheva I 7 I
✭✭✭✭
Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG
  • Turelus
    Turelus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Sadly as nice as this would be it would kill off many dungeon runs and inflate the price of write vouchers.

    You would see everyone run a dungeon to get a single piece of every slot, then never do them again but instead grind gold to buy the material needed for the trait switch.

    I think a better RNG solution is the token system others have asked for where you get an item from completing the content then can spend enough of those items to get the desired trait item. This mean you're still running the content the item comes from to gain it, but if you're constantly screwed by RNG you can at least buy it from all your time invested.
    @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."
  • Sheva I 7 I
    Sheva I 7 I
    ✭✭✭✭
    Turelus wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Sadly as nice as this would be it would kill off many dungeon runs and inflate the price of write vouchers.

    You would see everyone run a dungeon to get a single piece of every slot, then never do them again but instead grind gold to buy the material needed for the trait switch.

    I think a better RNG solution is the token system others have asked for where you get an item from completing the content then can spend enough of those items to get the desired trait item. This mean you're still running the content the item comes from to gain it, but if you're constantly screwed by RNG you can at least buy it from all your time invested.

    I def see where you are coming from, but token system would = people running one dungeon 50 times, get everything they need and never run it ever again. Apart from getting maelstrom weapons/moon dancer swords in sharpened/etc I wouldn't use a this token to change the trait. say the prices of writs would go up to 5-6k/writ from 3-4k now. Thats 2m gold to change one item into trait you want it in, for 98% of items out there its far too expensive
  • Ep1kMalware
    Ep1kMalware
    ✭✭✭✭✭
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Not quite, 3-400 is way too many, don't give zos ideas lol. Master writs have enough rng as is. How about, 25? Can still be grindy, but shouldnt be free either. One must consider how often people may use this feature. It does add a layer of acceptable rng, give crafting a much sought after use, and reason for all player to participate. It'll also solve alot of the rng issues this game has while not giving out handouts or participation shortcuts.

    E.g. you may still have to run vma 50x to get inferno staff, and still grindmout the vouchers, but at least you know you'll get rewarded. I support this, it seems balanced.
    Edited by Ep1kMalware on March 9, 2017 11:51AM
  • Turelus
    Turelus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Turelus wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Sadly as nice as this would be it would kill off many dungeon runs and inflate the price of write vouchers.

    You would see everyone run a dungeon to get a single piece of every slot, then never do them again but instead grind gold to buy the material needed for the trait switch.

    I think a better RNG solution is the token system others have asked for where you get an item from completing the content then can spend enough of those items to get the desired trait item. This mean you're still running the content the item comes from to gain it, but if you're constantly screwed by RNG you can at least buy it from all your time invested.

    I def see where you are coming from, but token system would = people running one dungeon 50 times, get everything they need and never run it ever again. Apart from getting maelstrom weapons/moon dancer swords in sharpened/etc I wouldn't use a this token to change the trait. say the prices of writs would go up to 5-6k/writ from 3-4k now. Thats 2m gold to change one item into trait you want it in, for 98% of items out there its far too expensive

    That depends on how the token system is set up and how many are required.

    You could set it that only the final boss of a dungeon drops a token for that dungeons sets, with a 20% chance from normal and 100% chance from VR.
    Now if you set the cost of an item to 50, that means players need 50 runs of the dungeon to purchase one piece of gear, however during those 50 runs they also get the chances for additional drops of the item they want.

    You could also run a trade for token system, where players can trade in set items they don't want for a token of the same set, then have 100 tokens required.
    This way a player can trade in 100 bits of normal gear for a single set item, but would have to still invest in 100 runs of a VR dungeon to get a perfect boss helm.

    Obviously there would need to be case by case numbers as something like vMSA is a much bigger investment than say VR Wayrest.

    One of the issues with a token system is however the number of token types required. As you don't want to fall into a trap where one token fits all. This way someone after Molag Kena could run Wayrest (much faster/easier dungeon) multiple times to get a helm from much harder content.

    Currently on EU the value of a Writ Token is about 1-1.5k, this of course would go up with the demand place on it under your system but it still puts the focus of perfect gear on master crafting writs and removes it from the content giving the items.
    @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."
  • Sheva I 7 I
    Sheva I 7 I
    ✭✭✭✭
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Not quite, 3-400 is way too many, don't give zos ideas lol. Master writs have enough rng as is. How about, 25? Can still be grindy, but shouldnt be free either. One must consider how often people may use this feature. It does add a layer of acceptable rng, give crafting a much sought after use, and reason for all player to participate. It'll also solve alot of the rng issues this game has while not giving out handouts or participation shortcuts.

    E.g. you may still have to run vma 50x to get inferno staff, and still grindmout the vouchers, but at least you know you'll get rewarded. I support this, it seems balanced.

    It has to be a high price in writ vouchers, 25 would basically kill maelstrom/dungeons I got a writ for 292 vouchers 2 days ago, that would mean I could upgrade 12 different items to BIS. The point of this wouldn't be to hand out freebies to people but for someone who ran maelstrom 300-400 times and didnt get sharpened maelstrom weapon they want, to be able to get it for sure.
  • Ep1kMalware
    Ep1kMalware
    ✭✭✭✭✭
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Not quite, 3-400 is way too many, don't give zos ideas lol. Master writs have enough rng as is. How about, 25? Can still be grindy, but shouldnt be free either. One must consider how often people may use this feature. It does add a layer of acceptable rng, give crafting a much sought after use, and reason for all player to participate. It'll also solve alot of the rng issues this game has while not giving out handouts or participation shortcuts.

    E.g. you may still have to run vma 50x to get inferno staff, and still grindmout the vouchers, but at least you know you'll get rewarded. I support this, it seems balanced.

    It has to be a high price in writ vouchers, 25 would basically kill maelstrom/dungeons I got a writ for 292 vouchers 2 days ago, that would mean I could upgrade 12 different items to BIS. The point of this wouldn't be to hand out freebies to people but for someone who ran maelstrom 300-400 times and didnt get sharpened maelstrom weapon they want, to be able to get it for sure.

    No, lol. For some people sure. If you lagged on last boss like I do you'd crap ur pants. Can take a while until game decides to work. You know when it does cuz you start flying around hyperfast. I get what you're saying though, but I've been doing writs on 2 max crafters since homestead and got 0 writs. ZERO. I have exactly zilch on 2 toons that do nothing but craft. Another consideration is the time spent farming non bis/materials that go into master writs. Seriously. You might hsve to go drop 50k+ on a motif just to get ~60 vouchers. And we're not talking about vma weps only, what about monster sets? I've been doing dailies every single day since IC to get a light divines kena shoulder, I've gotten 0.

    It still takes obscene quantities of time to go farm the gear, and go farm the sets. I've done 25ish vms runs and 0 bows. *** 0! Every time someone complains about getting too many feel dead inside. 25 doesn't seem like alot, but it can take 6+hrs to complete a run because since HS I'vr gotten these obsurd lag spikes that freeze the game. Last night I was helping a friend farm vcoh1, we were on lich boss fighting it, I freeze and rubber band and I'm suddenly im the room with the bone collosus. Now add that to vma. It aint just me, ik of 2 friends having these issues.
    =
    I think the saying goes: your milage may vary. In the end it's all about relieving the mental anguish out of the game isn't it? At this rate it'll take me like 2 more months of hellish farming to get 1 bow and 25 vouchers, while putting in as much effort as I can muster in my free time. I'm not vouching for entitlement, I'm just saying, we all have different reasons for being mad at this game.
  • idk
    idk
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    The idea would make crafting required, essentially.

    Devs have said they are looking at issues with RNG using the undaunted chests as an example. It was in an interview concerning the expansion so maybe we will see their idea in a few months.
  • zaria
    zaria
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    ✭✭✭✭✭
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Not quite, 3-400 is way too many, don't give zos ideas lol. Master writs have enough rng as is. How about, 25? Can still be grindy, but shouldnt be free either. One must consider how often people may use this feature. It does add a layer of acceptable rng, give crafting a much sought after use, and reason for all player to participate. It'll also solve alot of the rng issues this game has while not giving out handouts or participation shortcuts.

    E.g. you may still have to run vma 50x to get inferno staff, and still grindmout the vouchers, but at least you know you'll get rewarded. I support this, it seems balanced.
    I say 400 writs would be insane cheap for changing the trait on maelstrom weapons.
    Turelus wrote: »
    Turelus wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Sadly as nice as this would be it would kill off many dungeon runs and inflate the price of write vouchers.

    You would see everyone run a dungeon to get a single piece of every slot, then never do them again but instead grind gold to buy the material needed for the trait switch.

    I think a better RNG solution is the token system others have asked for where you get an item from completing the content then can spend enough of those items to get the desired trait item. This mean you're still running the content the item comes from to gain it, but if you're constantly screwed by RNG you can at least buy it from all your time invested.

    I def see where you are coming from, but token system would = people running one dungeon 50 times, get everything they need and never run it ever again. Apart from getting maelstrom weapons/moon dancer swords in sharpened/etc I wouldn't use a this token to change the trait. say the prices of writs would go up to 5-6k/writ from 3-4k now. Thats 2m gold to change one item into trait you want it in, for 98% of items out there its far too expensive

    That depends on how the token system is set up and how many are required.

    You could set it that only the final boss of a dungeon drops a token for that dungeons sets, with a 20% chance from normal and 100% chance from VR.
    Now if you set the cost of an item to 50, that means players need 50 runs of the dungeon to purchase one piece of gear, however during those 50 runs they also get the chances for additional drops of the item they want.

    You could also run a trade for token system, where players can trade in set items they don't want for a token of the same set, then have 100 tokens required.
    This way a player can trade in 100 bits of normal gear for a single set item, but would have to still invest in 100 runs of a VR dungeon to get a perfect boss helm.

    Obviously there would need to be case by case numbers as something like vMSA is a much bigger investment than say VR Wayrest.

    One of the issues with a token system is however the number of token types required. As you don't want to fall into a trap where one token fits all. This way someone after Molag Kena could run Wayrest (much faster/easier dungeon) multiple times to get a helm from much harder content.

    Currently on EU the value of a Writ Token is about 1-1.5k, this of course would go up with the demand place on it under your system but it still puts the focus of perfect gear on master crafting writs and removes it from the content giving the items.
    Yes to an token system, you would get the normal drop and you get an token. Optionally let you select token instead of the reward chest after inspecting it. I would always give token but perhaps two for vet and 4 for HM.

    Now an fun option who might make this easier than an vendor with hundreds of items is an crafting station,
    Top is weapon or armor type, material is tokens, this select set instead of level of gear. Some sets like monster helmets are more expensive than normal armor.
    Next select style and trait. For balance let this station ignore crafting skill requirements and traits knowledge outside of nirhomed so somebody with no interest in crafting can still use it.
    Bonus is that you can select any style you like as long as you know it.
    An issue with an reward token ESO style is that you get an box with an selected weapon with an random trait
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Turelus
    Turelus
    ✭✭✭✭✭
    ✭✭✭✭✭
    zaria wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Not quite, 3-400 is way too many, don't give zos ideas lol. Master writs have enough rng as is. How about, 25? Can still be grindy, but shouldnt be free either. One must consider how often people may use this feature. It does add a layer of acceptable rng, give crafting a much sought after use, and reason for all player to participate. It'll also solve alot of the rng issues this game has while not giving out handouts or participation shortcuts.

    E.g. you may still have to run vma 50x to get inferno staff, and still grindmout the vouchers, but at least you know you'll get rewarded. I support this, it seems balanced.
    I say 400 writs would be insane cheap for changing the trait on maelstrom weapons.
    Turelus wrote: »
    Turelus wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Sadly as nice as this would be it would kill off many dungeon runs and inflate the price of write vouchers.

    You would see everyone run a dungeon to get a single piece of every slot, then never do them again but instead grind gold to buy the material needed for the trait switch.

    I think a better RNG solution is the token system others have asked for where you get an item from completing the content then can spend enough of those items to get the desired trait item. This mean you're still running the content the item comes from to gain it, but if you're constantly screwed by RNG you can at least buy it from all your time invested.

    I def see where you are coming from, but token system would = people running one dungeon 50 times, get everything they need and never run it ever again. Apart from getting maelstrom weapons/moon dancer swords in sharpened/etc I wouldn't use a this token to change the trait. say the prices of writs would go up to 5-6k/writ from 3-4k now. Thats 2m gold to change one item into trait you want it in, for 98% of items out there its far too expensive

    That depends on how the token system is set up and how many are required.

    You could set it that only the final boss of a dungeon drops a token for that dungeons sets, with a 20% chance from normal and 100% chance from VR.
    Now if you set the cost of an item to 50, that means players need 50 runs of the dungeon to purchase one piece of gear, however during those 50 runs they also get the chances for additional drops of the item they want.

    You could also run a trade for token system, where players can trade in set items they don't want for a token of the same set, then have 100 tokens required.
    This way a player can trade in 100 bits of normal gear for a single set item, but would have to still invest in 100 runs of a VR dungeon to get a perfect boss helm.

    Obviously there would need to be case by case numbers as something like vMSA is a much bigger investment than say VR Wayrest.

    One of the issues with a token system is however the number of token types required. As you don't want to fall into a trap where one token fits all. This way someone after Molag Kena could run Wayrest (much faster/easier dungeon) multiple times to get a helm from much harder content.

    Currently on EU the value of a Writ Token is about 1-1.5k, this of course would go up with the demand place on it under your system but it still puts the focus of perfect gear on master crafting writs and removes it from the content giving the items.
    Yes to an token system, you would get the normal drop and you get an token. Optionally let you select token instead of the reward chest after inspecting it. I would always give token but perhaps two for vet and 4 for HM.

    Now an fun option who might make this easier than an vendor with hundreds of items is an crafting station,
    Top is weapon or armor type, material is tokens, this select set instead of level of gear. Some sets like monster helmets are more expensive than normal armor.
    Next select style and trait. For balance let this station ignore crafting skill requirements and traits knowledge outside of nirhomed so somebody with no interest in crafting can still use it.
    Bonus is that you can select any style you like as long as you know it.
    An issue with an reward token ESO style is that you get an box with an selected weapon with an random trait

    I like this, these are the kind of idea debates I wish we could have on the forums more often. Players picking apart and iteration on one another's ideas without name calling and L2P insults.
    @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."
  • Lauranae
    Lauranae
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    All this is fine for those running dungeons, but not everyone do those, for different reasons.
    So actually, everyone has the same hope of luck, or can buy some as the price are lets say quite correct.
    But if i have to go in dungeons to get a token and etc, then my luck will be even worst than now and my possibiities to get some station by myself, will be 0, as i can not run dungeons or grind them as you can do.
    And no, i definitly do not want to buy the stations from players, the price attached to it is definitly out of proportion.

    if you want some changes, then anywthing but no dungeons tied to this.

    There is actually a lot of vet players kicking normal or low vet as soon as they enter in dungeon, so they can farm fast the place without bothering of someone doing the place to learn it. I see easily the picture : group will form to farm again and again while some will very rarely be part of it. Worst than RNG.

    zaria wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Not quite, 3-400 is way too many, don't give zos ideas lol. Master writs have enough rng as is. How about, 25? Can still be grindy, but shouldnt be free either. One must consider how often people may use this feature. It does add a layer of acceptable rng, give crafting a much sought after use, and reason for all player to participate. It'll also solve alot of the rng issues this game has while not giving out handouts or participation shortcuts.

    E.g. you may still have to run vma 50x to get inferno staff, and still grindmout the vouchers, but at least you know you'll get rewarded. I support this, it seems balanced.
    I say 400 writs would be insane cheap for changing the trait on maelstrom weapons.
    Turelus wrote: »
    Turelus wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Sadly as nice as this would be it would kill off many dungeon runs and inflate the price of write vouchers.

    You would see everyone run a dungeon to get a single piece of every slot, then never do them again but instead grind gold to buy the material needed for the trait switch.

    I think a better RNG solution is the token system others have asked for where you get an item from completing the content then can spend enough of those items to get the desired trait item. This mean you're still running the content the item comes from to gain it, but if you're constantly screwed by RNG you can at least buy it from all your time invested.

    I def see where you are coming from, but token system would = people running one dungeon 50 times, get everything they need and never run it ever again. Apart from getting maelstrom weapons/moon dancer swords in sharpened/etc I wouldn't use a this token to change the trait. say the prices of writs would go up to 5-6k/writ from 3-4k now. Thats 2m gold to change one item into trait you want it in, for 98% of items out there its far too expensive

    That depends on how the token system is set up and how many are required.

    You could set it that only the final boss of a dungeon drops a token for that dungeons sets, with a 20% chance from normal and 100% chance from VR.
    Now if you set the cost of an item to 50, that means players need 50 runs of the dungeon to purchase one piece of gear, however during those 50 runs they also get the chances for additional drops of the item they want.

    You could also run a trade for token system, where players can trade in set items they don't want for a token of the same set, then have 100 tokens required.
    This way a player can trade in 100 bits of normal gear for a single set item, but would have to still invest in 100 runs of a VR dungeon to get a perfect boss helm.

    Obviously there would need to be case by case numbers as something like vMSA is a much bigger investment than say VR Wayrest.

    One of the issues with a token system is however the number of token types required. As you don't want to fall into a trap where one token fits all. This way someone after Molag Kena could run Wayrest (much faster/easier dungeon) multiple times to get a helm from much harder content.

    Currently on EU the value of a Writ Token is about 1-1.5k, this of course would go up with the demand place on it under your system but it still puts the focus of perfect gear on master crafting writs and removes it from the content giving the items.
    Yes to an token system, you would get the normal drop and you get an token. Optionally let you select token instead of the reward chest after inspecting it. I would always give token but perhaps two for vet and 4 for HM.

    Now an fun option who might make this easier than an vendor with hundreds of items is an crafting station,
    Top is weapon or armor type, material is tokens, this select set instead of level of gear. Some sets like monster helmets are more expensive than normal armor.
    Next select style and trait. For balance let this station ignore crafting skill requirements and traits knowledge outside of nirhomed so somebody with no interest in crafting can still use it.
    Bonus is that you can select any style you like as long as you know it.
    An issue with an reward token ESO style is that you get an box with an selected weapon with an random trait

    My most recent characters
    AD - Chjara NB
    -
  • Ep1kMalware
    Ep1kMalware
    ✭✭✭✭✭
    zaria wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Not quite, 3-400 is way too many, don't give zos ideas lol. Master writs have enough rng as is. How about, 25? Can still be grindy, but shouldnt be free either. One must consider how often people may use this feature. It does add a layer of acceptable rng, give crafting a much sought after use, and reason for all player to participate. It'll also solve alot of the rng issues this game has while not giving out handouts or participation shortcuts.

    E.g. you may still have to run vma 50x to get inferno staff, and still grindmout the vouchers, but at least you know you'll get rewarded. I support this, it seems balanced.
    I say 400 writs would be insane cheap for changing the trait on maelstrom weapons.
    Turelus wrote: »
    Turelus wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Sadly as nice as this would be it would kill off many dungeon runs and inflate the price of write vouchers.

    You would see everyone run a dungeon to get a single piece of every slot, then never do them again but instead grind gold to buy the material needed for the trait switch.

    I think a better RNG solution is the token system others have asked for where you get an item from completing the content then can spend enough of those items to get the desired trait item. This mean you're still running the content the item comes from to gain it, but if you're constantly screwed by RNG you can at least buy it from all your time invested.

    I def see where you are coming from, but token system would = people running one dungeon 50 times, get everything they need and never run it ever again. Apart from getting maelstrom weapons/moon dancer swords in sharpened/etc I wouldn't use a this token to change the trait. say the prices of writs would go up to 5-6k/writ from 3-4k now. Thats 2m gold to change one item into trait you want it in, for 98% of items out there its far too expensive

    That depends on how the token system is set up and how many are required.

    You could set it that only the final boss of a dungeon drops a token for that dungeons sets, with a 20% chance from normal and 100% chance from VR.
    Now if you set the cost of an item to 50, that means players need 50 runs of the dungeon to purchase one piece of gear, however during those 50 runs they also get the chances for additional drops of the item they want.

    You could also run a trade for token system, where players can trade in set items they don't want for a token of the same set, then have 100 tokens required.
    This way a player can trade in 100 bits of normal gear for a single set item, but would have to still invest in 100 runs of a VR dungeon to get a perfect boss helm.

    Obviously there would need to be case by case numbers as something like vMSA is a much bigger investment than say VR Wayrest.

    One of the issues with a token system is however the number of token types required. As you don't want to fall into a trap where one token fits all. This way someone after Molag Kena could run Wayrest (much faster/easier dungeon) multiple times to get a helm from much harder content.

    Currently on EU the value of a Writ Token is about 1-1.5k, this of course would go up with the demand place on it under your system but it still puts the focus of perfect gear on master crafting writs and removes it from the content giving the items.
    Yes to an token system, you would get the normal drop and you get an token. Optionally let you select token instead of the reward chest after inspecting it. I would always give token but perhaps two for vet and 4 for HM.

    Now an fun option who might make this easier than an vendor with hundreds of items is an crafting station,
    Top is weapon or armor type, material is tokens, this select set instead of level of gear. Some sets like monster helmets are more expensive than normal armor.
    Next select style and trait. For balance let this station ignore crafting skill requirements and traits knowledge outside of nirhomed so somebody with no interest in crafting can still use it.
    Bonus is that you can select any style you like as long as you know it.
    An issue with an reward token ESO style is that you get an box with an selected weapon with an random trait

    My main fear is zos making them token on crown store like they did with many other features that should have been in the game for free since launch. I think the only thing that may stop them is how largely that sits at the feet of p2win
  • zaria
    zaria
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    zaria wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Not quite, 3-400 is way too many, don't give zos ideas lol. Master writs have enough rng as is. How about, 25? Can still be grindy, but shouldnt be free either. One must consider how often people may use this feature. It does add a layer of acceptable rng, give crafting a much sought after use, and reason for all player to participate. It'll also solve alot of the rng issues this game has while not giving out handouts or participation shortcuts.

    E.g. you may still have to run vma 50x to get inferno staff, and still grindmout the vouchers, but at least you know you'll get rewarded. I support this, it seems balanced.
    I say 400 writs would be insane cheap for changing the trait on maelstrom weapons.
    Turelus wrote: »
    Turelus wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Sadly as nice as this would be it would kill off many dungeon runs and inflate the price of write vouchers.

    You would see everyone run a dungeon to get a single piece of every slot, then never do them again but instead grind gold to buy the material needed for the trait switch.

    I think a better RNG solution is the token system others have asked for where you get an item from completing the content then can spend enough of those items to get the desired trait item. This mean you're still running the content the item comes from to gain it, but if you're constantly screwed by RNG you can at least buy it from all your time invested.

    I def see where you are coming from, but token system would = people running one dungeon 50 times, get everything they need and never run it ever again. Apart from getting maelstrom weapons/moon dancer swords in sharpened/etc I wouldn't use a this token to change the trait. say the prices of writs would go up to 5-6k/writ from 3-4k now. Thats 2m gold to change one item into trait you want it in, for 98% of items out there its far too expensive

    That depends on how the token system is set up and how many are required.

    You could set it that only the final boss of a dungeon drops a token for that dungeons sets, with a 20% chance from normal and 100% chance from VR.
    Now if you set the cost of an item to 50, that means players need 50 runs of the dungeon to purchase one piece of gear, however during those 50 runs they also get the chances for additional drops of the item they want.

    You could also run a trade for token system, where players can trade in set items they don't want for a token of the same set, then have 100 tokens required.
    This way a player can trade in 100 bits of normal gear for a single set item, but would have to still invest in 100 runs of a VR dungeon to get a perfect boss helm.

    Obviously there would need to be case by case numbers as something like vMSA is a much bigger investment than say VR Wayrest.

    One of the issues with a token system is however the number of token types required. As you don't want to fall into a trap where one token fits all. This way someone after Molag Kena could run Wayrest (much faster/easier dungeon) multiple times to get a helm from much harder content.

    Currently on EU the value of a Writ Token is about 1-1.5k, this of course would go up with the demand place on it under your system but it still puts the focus of perfect gear on master crafting writs and removes it from the content giving the items.
    Yes to an token system, you would get the normal drop and you get an token. Optionally let you select token instead of the reward chest after inspecting it. I would always give token but perhaps two for vet and 4 for HM.

    Now an fun option who might make this easier than an vendor with hundreds of items is an crafting station,
    Top is weapon or armor type, material is tokens, this select set instead of level of gear. Some sets like monster helmets are more expensive than normal armor.
    Next select style and trait. For balance let this station ignore crafting skill requirements and traits knowledge outside of nirhomed so somebody with no interest in crafting can still use it.
    Bonus is that you can select any style you like as long as you know it.
    An issue with an reward token ESO style is that you get an box with an selected weapon with an random trait

    My main fear is zos making them token on crown store like they did with many other features that should have been in the game for free since launch. I think the only thing that may stop them is how largely that sits at the feet of p2win
    Yes an trait change stone would be obviously pay to win with the current system of unbalanced traits.

    An token system would not, WOW uses it, one weakens with wow system is that people was grinding veteran dungeons, not for the loot in dungeon but to get tokens to buy raiding gear.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Turelus
    Turelus
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    zaria wrote: »
    zaria wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Not quite, 3-400 is way too many, don't give zos ideas lol. Master writs have enough rng as is. How about, 25? Can still be grindy, but shouldnt be free either. One must consider how often people may use this feature. It does add a layer of acceptable rng, give crafting a much sought after use, and reason for all player to participate. It'll also solve alot of the rng issues this game has while not giving out handouts or participation shortcuts.

    E.g. you may still have to run vma 50x to get inferno staff, and still grindmout the vouchers, but at least you know you'll get rewarded. I support this, it seems balanced.
    I say 400 writs would be insane cheap for changing the trait on maelstrom weapons.
    Turelus wrote: »
    Turelus wrote: »
    Similar to glass motiff combine formula, a gold item that when used with a trait gem changes the item you choose to the trait of the gem its combined with, make it worth 300 or 400 writs. Problem solved for RNG

    Sadly as nice as this would be it would kill off many dungeon runs and inflate the price of write vouchers.

    You would see everyone run a dungeon to get a single piece of every slot, then never do them again but instead grind gold to buy the material needed for the trait switch.

    I think a better RNG solution is the token system others have asked for where you get an item from completing the content then can spend enough of those items to get the desired trait item. This mean you're still running the content the item comes from to gain it, but if you're constantly screwed by RNG you can at least buy it from all your time invested.

    I def see where you are coming from, but token system would = people running one dungeon 50 times, get everything they need and never run it ever again. Apart from getting maelstrom weapons/moon dancer swords in sharpened/etc I wouldn't use a this token to change the trait. say the prices of writs would go up to 5-6k/writ from 3-4k now. Thats 2m gold to change one item into trait you want it in, for 98% of items out there its far too expensive

    That depends on how the token system is set up and how many are required.

    You could set it that only the final boss of a dungeon drops a token for that dungeons sets, with a 20% chance from normal and 100% chance from VR.
    Now if you set the cost of an item to 50, that means players need 50 runs of the dungeon to purchase one piece of gear, however during those 50 runs they also get the chances for additional drops of the item they want.

    You could also run a trade for token system, where players can trade in set items they don't want for a token of the same set, then have 100 tokens required.
    This way a player can trade in 100 bits of normal gear for a single set item, but would have to still invest in 100 runs of a VR dungeon to get a perfect boss helm.

    Obviously there would need to be case by case numbers as something like vMSA is a much bigger investment than say VR Wayrest.

    One of the issues with a token system is however the number of token types required. As you don't want to fall into a trap where one token fits all. This way someone after Molag Kena could run Wayrest (much faster/easier dungeon) multiple times to get a helm from much harder content.

    Currently on EU the value of a Writ Token is about 1-1.5k, this of course would go up with the demand place on it under your system but it still puts the focus of perfect gear on master crafting writs and removes it from the content giving the items.
    Yes to an token system, you would get the normal drop and you get an token. Optionally let you select token instead of the reward chest after inspecting it. I would always give token but perhaps two for vet and 4 for HM.

    Now an fun option who might make this easier than an vendor with hundreds of items is an crafting station,
    Top is weapon or armor type, material is tokens, this select set instead of level of gear. Some sets like monster helmets are more expensive than normal armor.
    Next select style and trait. For balance let this station ignore crafting skill requirements and traits knowledge outside of nirhomed so somebody with no interest in crafting can still use it.
    Bonus is that you can select any style you like as long as you know it.
    An issue with an reward token ESO style is that you get an box with an selected weapon with an random trait

    My main fear is zos making them token on crown store like they did with many other features that should have been in the game for free since launch. I think the only thing that may stop them is how largely that sits at the feet of p2win
    Yes an trait change stone would be obviously pay to win with the current system of unbalanced traits.

    An token system would not, WOW uses it, one weakens with wow system is that people was grinding veteran dungeons, not for the loot in dungeon but to get tokens to buy raiding gear.

    This is exactly my worry if (when) ZOS implement a token system. People will just run the easy fast VR dungeons like Wayrest then spend their tokens on gear from ICP.

    One counter would be to have separate tokens for each dungeon, but that would be a mess of different tokens which would only get more as the game goes on. Look how we already had IC key fragments changed to a one size fits all system.

    That's why I was thinking maybe a system which lets you turn unwanted items in for a more desired item, so the BoP items themselves are the tokens. Issue with this would be inventory space.

    Lastly I guess they could have a new journal screen which tracks you completed runs in each dungeon and when you hit x number of runs you can go to an NPC and buy any item from that dungeon from it.
    This would at least avoid any inventory clutter but wouldn't be any less cluttered than each dungeon having its own currency based token.

    I am very interested to see what ZOS does if they go down this route, but I worry they will go for a less complex more open to abuse system rather than a complex one which has less options for abuse.
    @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."
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