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Idea - Undaunted Overhaul

Avran_Sylt
Avran_Sylt
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TL:DwTR
The RNG for the undaunted chests is rather absurd given the amount of monster sets available for each chest (apart from Urgalarg's Chest, which is healthy in my opinion). I propose a coffer system similar to Cyrodillic Coffers. I as well propose a change to the Undaunted chests to introduce a "Transmog" system of sorts, as well a a random chance at some Housing specific items via the reworked "Pillage" chests.

Coffer System
The Proposed System would add in a new currency, or just rename the Undaunted Keys. This would be the Undaunted Merit(s)
They are awarded at the same rate as the current keys, one for normal hardmode, one for vet, two for vet hardmode. Meaning per character you would have a chance of obtaining 6 Merits at max.

These Merits would be used to purchase "[Dungeon's Name] Imbued Mantle" These being coffers that drop a monster set shoulder, of Random Trait. These would be sold by the Undaunted Quartermaster. They Would be of Purple Quality, be Bind on Pickup, be a Container, have the flavor text : Undaunted Scholars studied the remaining energies left in [Dungeon Name] once it was conquered, leading to the Imbuing of some of that energy into this armor , or something.

EX:
"Arx Corinium Imbued Mantle" 6 Undaunted Merits
(Contains a shoulder piece imbued by Undaunted Scholars with the volatile energies found within Arx Corinium)


Transmog System
Since the Coffers that are now sold by the Quartermaster are responsible for dropping the shoulders, that means that the Undaunted chests serve no real purpose apart from some soul gems and gold. So, how can these be made useful?

I propose a method to allow players to Transmog dropped dungeon gear with a specific motif in mind.

This is how it would work:

The old Undaunted Chests would now Contain random junk/crafting items, and be called "Pillage Chests". With an off-chance of dropping a rare crafting material. These materials would be: Imbued Hide Scrap for medium armor, Imbued Cloth Scrap for light armor, Imbued Metal Scrap for heavy armor and melee weapons, Imbued Wood Scrap for shield bows and staves. They would be Purple Quality, sell for 100g at a merchant, be Unbound, and have the flavor text: An Undaunted Scholars attempt to imbue the energy found within a dungeon failed spectacularly

These Imbued Scraps would be used with existing set items in order to "Transmog" the item.

Though it will not be as simple as gluing on bits and pieces of a material to change the look of your armor. The player must use the Imbued pieces, trait,style material, and the set piece they want to Transmog at an attuned crafting station for that set. An attuned set crafting station can be created by using a set cipher with an unattuned crafting station.

The Cipher can be obtained as a rare drop from a Veteran Hard Mode Boss, and can be one of the sets dropped in that dungeon. the Cipher is Unbound, Gold Quality, sells for 500g to a merchant, and has the flavor text: This crucial piece of information describes in detail the nature of some of the energies found within this dungeon.

This is how you would go about Transmoging your own dungeon set items:
Acquiring the specific set Cipher either from the vet boss or a player selling it
Acquire an unattuned attunable Crafting Station
Use the Cipher with the Crafting Station
Skip the above steps if you find a player willing to let you use the station (think guilds)
Have the Gear piece you want to "Transmog" (Traits are not crafted on, so if you want to transmog a divines chest, you need a divines chest from grinding.)
Have the Trait Researched for the Gear piece you want to "Transmog" (if you have divines chest, you need to have the divines chest trait researched)
Have the needed number of Infused Pieces for your desired level, gotten by the undaunted "pillage" chests or bought from players.
Have the trait and style material.
Have the needed crafting skill for your desired level.
Craft that piece (while consuming the dropped version)
The resulting piece is now Bind on Pickup (Bound to you)



Undaunted Housing Items
These undaunted "Pillage" chests would now also occasionally drop unbound furniture items able to be placed in your home. That's pretty much all I have for this section

Thoughts?

Edited by Avran_Sylt on April 15, 2017 9:31PM
  • DHale
    DHale
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    Just get rid of preposterous and try hard traits for all end game gear. That would make me happy.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • altemriel
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    yes, just remove training and prosperous from the loot tables for vet level players, that would solve many things
  • Avran_Sylt
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    altemriel wrote: »
    yes, just remove training and prosperous from the loot tables for vet level players, that would solve many things

    I understand the dislike for those traits, but let me give an example where training on a monster set would be beneficial.

    Training Grothdar Set, Cracked Wood Cave, accelerates dps on mob groups while grinding CP.

    Prosperous is still kinda *** though.
    Edited by Avran_Sylt on March 22, 2017 9:42PM
  • Dr.NRG
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    @Avran_Sylt

    In general I think this is a great idea but I would change that the crafted set is bind on pick up because otherwise people will stop grinding for their own gear as they could just buy it from raiding groups. The proble is that once you get a lot of raids going the price will keep dropping, everyone will have their desired sets with right traits much to quickly, and then a lot of gamers will quit dungeons for good.
    I keep telling myself im sick and tired of dungeons but when I need a set piece for a new build i crafted I gotta say I kinda enjoy the grind cause this happes rather rarly and thus is kinda refresing from the other content I do.

    I like the system as is but hate training and prosperous traints.
    I think th rng is broken as its in my opinion not a flat percentage chance but rather a rotation.
    How? Evertime I open 4 chests very fast in a row I get at lest 3 times the same shoulder but with differnt traints.
    I fell like its a time rotaion so within 20secs or whatever a certain set rotates between its traits, then goes to the next.

    I might be wrong but in the end Its not the system thats bad(quite the opposite) it is the traits and rng.

    Last, if your idea gets implemented i would be fine with it because it is a good idea that would change things up.
    However, this is coming from sombody who is done with pve and only grinds for gear used in pvp and thus my voice should not count as much as the one of new gamers or pve people;)
    Edited by Dr.NRG on April 7, 2017 6:21PM
    .
  • DeadlyRecluse
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    Some good ideas, but Undaunted overall got tuned up/tweaked pretty significantly with 1Tamriel, I don't think it's really "due" for a complete overhaul quite yet.

    Pulling garbage traits out of the chest, obviously, would be great.
    Thrice Empress, Forever Scrub
  • Avran_Sylt
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    @Dr.NRG Yeah, I was iffy on the BoE part. since Divines is for the most part BiS you'd only have to research one or two traits to get what you want.
    Gonna change that to BoP
  • Dr.NRG
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    Avran_Sylt wrote: »
    @Dr.NRG Yeah, I was iffy on the BoE part. since Divines is for the most part BiS you'd only have to research one or two traits to get what you want.
    Gonna change that to BoP

    I think you are on a good track, its a solid idea but still needs some fixing! If your post gets enough attention maybe Zos will implement your idea. Dont count on it tho;)
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  • Avran_Sylt
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    @DeadlyRecluse
    I think each trait has it's own function, or will in the future.

    Changing it to a coffer system makes it so you have a 1/9 chance of pulling your desired trait, which heavily increases the chance for your desired item in comparison to the current system. but adding additional functionality to the undaunted would then promote increased dungeon running.
  • Ep1kMalware
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    Avran_Sylt wrote: »
    altemriel wrote: »
    yes, just remove training and prosperous from the loot tables for vet level players, that would solve many things

    I understand the dislike for those traits, but let me give an example where training on a monster set would be beneficial.

    Training Grothdar Set, Cracked Wood Cave, accelerates dps on mob groups while grinding CP.

    Prosperous is still kinda *** though.

    No. No. Just equip heem-jas in training for huge mob grindimg fpr crackhead cave/skyreach
  • idk
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    An idea Matt Firor is considering is a token system, amongst other idea.

    It seems that OP is thinking we should be able to craft undaunted sets, which of course would lead to being able to craft every dropped set in the game. I do not think that is a good idea, if I have understood correctly.

    Those that get the crafting up would make bank for awhile. Serious bank. Further, there would be zero reason for running content outside of just wanting to.

    Again, If I have read it correctly. As such, I seriously doubt any idea that leads to players being able to craft undaunted monster sets will be given serious consideration.
  • Avran_Sylt
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    @Giles.floydub17_ESO

    If by undaunted set you mean the dungeon sets (not monster sets). then yes, kind of.

    After consideration with some other players who commented, the pieces would be bind on pickup, and it wouldn't really be a "crafting" system, more of a "Transmog" system at that point. You would still need to grind for the gear piece you want, but in order to "Transmog" it to the motif that you want, it would require additional steps.

    These steps would be:
    Acquiring the specific set Cipher either from the vet boss or a player selling it
    Acquire an unattuned attunable Crafting Station
    Use the Cipher with the Crafting Station
    Skip the above steps if you find a player willing to let you use the station (think guilds)
    Have the Gear piece you want to "Transmog" (Traits are not crafted on, so if you want to transmog a divines chest, you need a divines chest from grinding.)
    Have the Trait Researched for the Gear piece you want to "Transmog" (if you have divines chest, you need to have the divines chest trait researched)
    Have the needed number of Infused Pieces for your desired level, gotten by the undaunted "pillage" chests or bought from players.
    Have the trait and style material.
    Have the needed crafting skill for your desired level.
    Craft that piece (while consuming the dropped version)
    The resulting piece is now Bind on Pickup (Bound to you)


    Edit: I need to clarify this in the main post. and spiffy up my formatting.
    Edited by Avran_Sylt on April 8, 2017 12:38AM
  • D0ntevenL1ft
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    Honestly the current system isn't that bad since we can get so many keys each day. I only wish the drop chance was actually equal because i get about 1/10 velidreth shoulders from the one chest.
  • Avran_Sylt
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    @D0ntevenL1ft

    The drop chance is equal in the chests. it's just the RNG factor that makes it so hard to even get the set you're looking for. which is why I suggest the coffer system, at an increased cost (essentially paying more keys to remove the unwanted sets from your drop table)
  • D0ntevenL1ft
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    Avran_Sylt wrote: »
    @D0ntevenL1ft

    The drop chance is equal in the chests. it's just the RNG factor that makes it so hard to even get the set you're looking for. which is why I suggest the coffer system, at an increased cost (essentially paying more keys to remove the unwanted sets from your drop table)

    What you're saying kind of contradicts yourself… Drop chance cannot be equal with RNG incorporated. This is why I've gotten 1 veledreth shoulder with 10 other ones i don't need. Equal drop chance would mean that if i open infinite chests then eventually i should get close to even but at this rate i don't think its equal at all :)
  • Avran_Sylt
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    @D0ntevenL1ft
    The percentage chance of an item being dropped can have it's hardcoded percentage be equal to another item. In practice, with random selection, one item may in fact be chosen more often than the other. This is a result of Random selection, the game uses a random number generator which is then used to figure out what item drops. hence RNG (random number generator). The Drop chance(I.E.the weight) is equal between all items, but the number that is generated, being random, also has the chance to repeatedly choose the same number over and over, potentially an infinite number of times, which, with a finite test selection, would only show one item ever being able to drop (even though all the items had the same chance to drop).

    The drop chance is equal, but what drops is random. What you are referring to is the drop rate.
    Edited by Avran_Sylt on April 8, 2017 1:04AM
  • Avran_Sylt
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    Edited the main post for clarity.
  • idk
    idk
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    Avran_Sylt wrote: »
    @Giles.floydub17_ESO

    If by undaunted set you mean the dungeon sets (not monster sets). then yes, kind of.

    After consideration with some other players who commented, the pieces would be bind on pickup, and it wouldn't really be a "crafting" system, more of a "Transmog" system at that point. You would still need to grind for the gear piece you want, but in order to "Transmog" it to the motif that you want, it would require additional steps.

    These steps would be:
    Acquiring the specific set Cipher either from the vet boss or a player selling it
    Acquire an unattuned attunable Crafting Station
    Use the Cipher with the Crafting Station
    Skip the above steps if you find a player willing to let you use the station (think guilds)
    Have the Gear piece you want to "Transmog" (Traits are not crafted on, so if you want to transmog a divines chest, you need a divines chest from grinding.)
    Have the Trait Researched for the Gear piece you want to "Transmog" (if you have divines chest, you need to have the divines chest trait researched)
    Have the needed number of Infused Pieces for your desired level, gotten by the undaunted "pillage" chests or bought from players.
    Have the trait and style material.
    Have the needed crafting skill for your desired level.
    Craft that piece (while consuming the dropped version)
    The resulting piece is now Bind on Pickup (Bound to you)


    Edit: I need to clarify this in the main post. and spiffy up my formatting.

    Non
    Avran_Sylt wrote: »
    @Giles.floydub17_ESO

    If by undaunted set you mean the dungeon sets (not monster sets). then yes, kind of.

    After consideration with some other players who commented, the pieces would be bind on pickup, and it wouldn't really be a "crafting" system, more of a "Transmog" system at that point. You would still need to grind for the gear piece you want, but in order to "Transmog" it to the motif that you want, it would require additional steps.

    These steps would be:
    Acquiring the specific set Cipher either from the vet boss or a player selling it
    Acquire an unattuned attunable Crafting Station
    Use the Cipher with the Crafting Station
    Skip the above steps if you find a player willing to let you use the station (think guilds)
    Have the Gear piece you want to "Transmog" (Traits are not crafted on, so if you want to transmog a divines chest, you need a divines chest from grinding.)
    Have the Trait Researched for the Gear piece you want to "Transmog" (if you have divines chest, you need to have the divines chest trait researched)
    Have the needed number of Infused Pieces for your desired level, gotten by the undaunted "pillage" chests or bought from players.
    Have the trait and style material.
    Have the needed crafting skill for your desired level.
    Craft that piece (while consuming the dropped version)
    The resulting piece is now Bind on Pickup (Bound to you)


    Edit: I need to clarify this in the main post. and spiffy up my formatting.

    I specifically mentioned the undaunted chests. Not the undaunted sets that drop in a few dungeons.

    Your suggestion starts with talking about the very same chests indicating it is the primary focus of your idea.

    If I misunderstood that you are talking about being able to craft the monster sets, my bad. It appears that way but the idea could be presented a little clearer.

    As for the "Transmog" idea, many have posted the desire to restyle gear to a motif they have on one of their crafters. Probably the best idea merely required an item that could be purchased with master writs vouchers. Really can be simple, just requires a rare and expensive matt.
  • idk
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    Avran_Sylt wrote: »
    @D0ntevenL1ft
    The percentage chance of an item being dropped can have it's hardcoded percentage be equal to another item. In practice, with random selection, one item may in fact be chosen more often than the other. This is a result of Random selection, the game uses a random number generator which is then used to figure out what item drops. hence RNG (random number generator). The Drop chance(I.E.the weight) is equal between all items, but the number that is generated, being random, also has the chance to repeatedly choose the same number over and over, potentially an infinite number of times, which, with a finite test selection, would only show one item ever being able to drop (even though all the items had the same chance to drop).

    The drop chance is equal, but what drops is random. What you are referring to is the drop rate.

    As I pointed out earlier, Matt Firor has mentioned they are looking at making changes to certain dropped items including the possibility of a token system. They specifically mentioned the undaunted chests as an example of what they are looking at. The comment was less than a month ago.
  • Avran_Sylt
    Avran_Sylt
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    Avran_Sylt wrote: »
    @D0ntevenL1ft
    The percentage chance of an item being dropped can have it's hardcoded percentage be equal to another item. In practice, with random selection, one item may in fact be chosen more often than the other. This is a result of Random selection, the game uses a random number generator which is then used to figure out what item drops. hence RNG (random number generator). The Drop chance(I.E.the weight) is equal between all items, but the number that is generated, being random, also has the chance to repeatedly choose the same number over and over, potentially an infinite number of times, which, with a finite test selection, would only show one item ever being able to drop (even though all the items had the same chance to drop).

    The drop chance is equal, but what drops is random. What you are referring to is the drop rate.

    As I pointed out earlier, Matt Firor has mentioned they are looking at making changes to certain dropped items including the possibility of a token system. They specifically mentioned the undaunted chests as an example of what they are looking at. The comment was less than a month ago.

    Hope they make it more interesting than just a token system though. I dunno, if the tokens are used to buy specific item/trait, then maybe change that to a system where you can build your item through dungeon dropped items taken to a scholar. make it a mini-quest or something. a Token system is an easy slap on fix, which, will work, but would be highly unimaginative.
    Edited by Avran_Sylt on April 8, 2017 6:22AM
  • idk
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    I would rather not have to do a quest to do a quest and repeat to get what I want. RNG is already enough fun and excitement.
  • KimoBitz
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    I love everything you just said. @ZOS_GinaBruno @ZOS_JessicaFolsom
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