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Idea - Remove Gear Level Requirements - Expand Crafting

  • Avran_Sylt
    Avran_Sylt
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    @DaveMoeDee

    And I actually think that should be changed. The quests are nicely written, and all fully voice acted. I'd love if they had more incentive for players to even just run through them.

    Also, don't assume that players start DLC after the main quests. Since One Tamriel players have greater freedom as to where they decide to go.
  • TheShadowScout
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    Ah, crafting materials...

    I kinda wish they had done things a bit different from the start, made less "gimmick" ores/cloths/woods... (You know, the "funny color" stuff never before mentioned in any TES game) and a more involved ore refining system...
    I would have loved to throw copper and tin into a smelter with some wood to burn to make bronze, or iron ore and wood to make iron ingots, or iron ore with mined coal to make steel ingots, or iron ore with coal and some alloying material to make higher grade alloys...
    ...but alas, that was not to be, so we have a bit of a more simple system.

    Now? Now with Battle Levelling, a level-less system might be doable. Though I doubt it would happen...

    They could still keep the materials (or maybe just the good ones), for a bonus... have an item have a base effect and better materials just give a small bonus... a sword would be a sword, usable at any level with the same effect, but have an 1% damage bonus if made from steel instead of iron, more for other materials like orichalcic steel, dwemer alloy, elven alloy, etc. and keep, say, classic ebony as maximum at 10%... (seeing how daedric is a style nowadays instead of a crafting tier).

    All "ore" resource nodes would then spawn at a percentage... moslty iron ore, with a percentable chance of one of the rare materials, so crafters would drown in iron, but other materials would be harder to hoard, since you could not just farm them, but be dependent on chance...
    Or course, the otzher materials could be made to stretch more by using allows... take 10 normal steel ingots, add one orichalcum ore, get 10 orichalcic steel ingots...

    Similar for other crafting, higher quality rare ingredients would just add to the resulting effect...

    Again, I doubt something like this will happen. I mean, why would they spend the effort to tinker with their working system -now- when they can spend the effort on making the next DLC instead? Which would bring them extra profit, while a improved crafting system... not so much?
    DaveMoeDee wrote: »
    Very few quests give gear of value in the base game. What is there except for the final bit of loot from the Fighters Guild? It is mostly just named but not set gear. There is no extra benefit from waiting.
    Uhm... you do realize they changed that with TU? Used to be just as you say, now many of the quest rewards are set items for the regional overland sets... yes, even back in the base game. Some of those sets are worth keeping... (though you can do that anyhow thanks to cadwells and the shared bank... just grab the sets you wanted on your alts running cadwells at decent CP ranks...)
  • DaveMoeDee
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    Avran_Sylt wrote: »
    @DaveMoeDee

    And I actually think that should be changed. The quests are nicely written, and all fully voice acted. I'd love if they had more incentive for players to even just run through them.

    Also, don't assume that players start DLC after the main quests. Since One Tamriel players have greater freedom as to where they decide to go.

    I assumed nothing. I was responding to the idea of needing to level first before questing for the sake of the gear. There is no need to do so. If you want to start with TG, then you can just hold on to the gear bags they give you until you are cp160.

    If you would rather grind out levels to go straight to TG and get their set gear, than that is your right. But instead of grinding out levels you could just do the main story or even the Morrowind story and just use the quest rewards for research, decon, or selling to vendor because it is all junk.
    DaveMoeDee wrote: »
    Very few quests give gear of value in the base game. What is there except for the final bit of loot from the Fighters Guild? It is mostly just named but not set gear. There is no extra benefit from waiting.
    Uhm... you do realize they changed that with TU? Used to be just as you say, now many of the quest rewards are set items for the regional overland sets... yes, even back in the base game. Some of those sets are worth keeping... (though you can do that anyhow thanks to cadwells and the shared bank... just grab the sets you wanted on your alts running cadwells at decent CP ranks...)

    If that is the case, awesome. I know delves, dolmen, and world bosses drop set gear. Since I haven't done any recent base game zone quests recently, I had no idea they started giving set gear for those.

    What is ironic is that some people grind by doing dolmen, which drops low level set pieces. Might as well just do the regular quests that don't rain set gear and grind gear at dolmen at cp160. People really do weird stuff in MMOs.
  • JKorr
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    Avran_Sylt wrote: »
    @JKorr

    In particular I refer to the grind of a new character to level 50 just in order to try out that piece of gear effectively.

    Again, has to be dropped gear. Up to level 50 gear goes by even levels. After 50 before cp160 it goes by tens. You can effectively use any crafted gear within a couple of levels of your character. You have a level 37 character, I can make you gear for level 36 or 38.

    If you have level cp160 dropped gear then yes, you'll have to wait to use it. One account I have 14 characters, 4 are under level 50. All of them have crafted gear. I have an assortment of dropped gear that I can use. However, considering that I still haven't bothered to suit up any of my level 50+ characters in the dropped sets, for doing pve the dropped sets don't seem to be a "can't play without them" type of thing. At least for pve.

  • drakhan2002_ESO
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    Avran_Sylt wrote: »

    Handling Crafting


    Since levels Will be removed, that means a lot of materials are going to be useless, and getting a crafting level to 50 is pointless (since that 10 points for writs is pointless if you can craft rubedite already). This will need to be addressed.

    I tried following the threads in your spoiler section, but couldn't find there ZOS confirmed that "levels will be removed".

    You asked for my thoughts - I'll keep it simple - don't change any thing - the game already has enough issues that need to be corrected. Fix the broken stuff first, before you mess with a core function of the game.
    Edited by drakhan2002_ESO on June 19, 2017 4:35PM
  • Avran_Sylt
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    Updated this to have reasoning behind it, located at the top of the Original Post.

    (@Giles.floydub17_ESO )
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