For me personally, there is nothing really to do anymore. Most items are bound so farming items is pointless. Farming these days is like gardening.
I see chat in zones is nowhere near as busy. Friends list only has half as many on, guild chats (mostly trading) don't talk much.
I'll be getting the DLC so I might actually get something to do, but there is really no reason to go to any of the older content. I'm max CP and have the items I sought out to farm.
ZOS desperately needs to remove the binding on items (Bind on Equip is fine), or implement a system to actually collect items (see below) to get people to go farm the old dungeons, it'd provide hundreds of hours of meaningful farming back to the game. As it stands now, there is nothing enticing me to log in anymore. It'll also work really well with the upcoming trait-change system in Clockwork.
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Collectible / Armory system
1) Have the undaunted quartermaster give the farming quest, only opens up a certain CP
2) Have an armory location in each zone, ie, Fighters guilds, Mages guilds, player homes, crafting station and places of note such as Amalexia temple in Deshaan.
3) When the quest is active it selects a zone at random and it only effects that zone. Quest changes weekly, all sets in quest zone are available to be racked. (Quest actually removes itself from Journal)
4) The goal is to collect every set item in every trait to complete a 'Master Project' item.
5) The master project item starts off terrible (white, no durability, no armor, no enchant) and gets better and better as more traits are added to it.
6) You have to do as much as you can in that week to complete the project.
7) You can recommence where you left off if that zone is randomly selected again by quest giver.
8) Zone is picked at random, but if you have completed the sets in that zone it won't be picked again.
9) If you complete a master project item (find and rack all 8 traits for the item and rack them) you lose 1 bank slot (max of 40 [80 for ESO+]).
10) Account wide, like housing and CP.
Racking
1) In order to rack an item you need to have already researched the trait the item and be level 4 in research.
2) Simply interact with the armor rack specific to the set you wish to rack to add the item similar to a workstation.
3) You cannot add items that are white, green or blue.
4) Purple items take 24 hours to successfully rack, Gold items are instant. (ESO+ is instant for purple too)
5) Purple items will take up one of the three research slots.
6) Items that can only be stored in purchasable homes - If owned by the player, then the player can enter and use the rack at will, if the house is not owned, the player has to pay a fee to take items from the rack and takes an additional day to add an item (ESO+ has no fee / delay). Gold 1 day, Purp 2 days.
7) There could also be a requirement that in order for an alt toon to access the rack they need to complete the quests in the zone.
How each trait added to the rack improves the master item
Well fitted - Temper increase by 1
Training - Level cap removed
Sturdy - Durability added
Reinforced - Armor added
Invigorating - Temper increased by 1
Infused - Enchantments can now be added
Impen - Temper increased by 1
Divine - Temper increased by 1
Any trait added can be used as the customary trait item benefit.
Loadout
1) The items, completed and works in progress, can be accessed via their prospective armory racks.
2) You can select any trait that has been added as it's item trait from a drop down menu
3) You can select any enchantment that has been added from the item from a drop down menu
This system can extend to master writs too for crafted items, if you complete a master writ it essentially unlocks the item, making certain writs extremely valuable.
1) Blacksmith, Clothing, Woodworking writs drop with the option of doing it in Gold or Purple.
2) If player chooses to do Gold it will unlock the item, trait, style and award many writs.
3) If player chooses to do Purple it will unlock the trait and style and award moderate writs.
4) Given so many combinations, prob should have a very low chance of unlocked traits / styles dropping twice.
5) At the rate motifs are added to the game, players will probably never run out of writs to do.
Edited by richo262 on September 11, 2017 4:36AM