LadyLethalla wrote: »And here was I thinking that ZOS had run out of ways to further devalue crafting. I should have known better.
Except... how many players will actually have more than one Master Crafter, and more than one that knows most or all motifs?
I have one Master, who doesn't yet know ALL motifs - the addition of new ones is too fast to keep up with, especially since I'm not going to spend huge amounts of gold on DLC drops. And my other 8 toons, while they're usually always researching items, I won't ever do Nirn items on any of them. And they learn only cheap motifs I can't be bothered listing, like Mercenary.
LadyLethalla wrote: »As a (small) plus, if you got a particular high priced motif page and accidentally read it on the wrong character, it's now worth something.
LadyLethalla wrote: »So IMO I don't think it devalues crafting any further than it is now.

SantieClaws wrote: »Khajiit has thoughts. Questions. Things with pictures.
Is it possible to use the outfit system to mix a store costume with a piece of armour - say a pretty dress and a level 14 Khajiit style helmet ... ?
If the home is already full will this one need to remove some of her fishes and yarn to make room for the chests?
Will the chests obtained from crafting writs grumpy elf be bound or can we sell them on as with the crafting stations?
Yours with paws
Santie Claws
I do not think so, Lambert explained the hirarchy: Costumes overwrite Outfits, Outfits overwrite Armor. So you could prolly wear a costume hat over a outfit but not the other way around
Xoelarasizerer wrote: »Changing weapon styles and weapon dyes included in the outfit system?
ESO for immediate 2018 GOTY, right here (and we ain't even gotten to Summerset, yet!)
LadyLethalla wrote: »And here was I thinking that ZOS had run out of ways to further devalue crafting. I should have known better.
Except... how many players will actually have more than one Master Crafter, and more than one that knows most or all motifs?
I have one Master, who doesn't yet know ALL motifs - the addition of new ones is too fast to keep up with, especially since I'm not going to spend huge amounts of gold on DLC drops. And my other 8 toons, while they're usually always researching items, I won't ever do Nirn items on any of them. And they learn only cheap motifs I can't be bothered listing, like Mercenary.
Me. I have 5 characters who have 50 in their craft skills and three who have been working on their motifs. I know that I am not the only one, but since I haven't done a full survey of the entire playerbase I am not about to make an appeal to majority here.LadyLethalla wrote: »As a (small) plus, if you got a particular high priced motif page and accidentally read it on the wrong character, it's now worth something.
O.o .. have you ever actually done this? Yourself I mean. If I have a high-priced motif page then I am extra careful with it. It either goes to the character who needs to read it, or into my bank. The chance of any other outcome is pretty much nil*.
[*allowing for factors such as my baby son smashing the keyboard, single-key sized meteorites, acts of deity etc.]LadyLethalla wrote: »So IMO I don't think it devalues crafting any further than it is now.
Your points above refer to a crafter on their own, and the effects this system will have on that one crafter.
The effects of this will be felt in terms of the motif economy and the crafting economy (what's left of it):
Motif Economy: There will be a short-term run on motifs that will, likely, drive up prices as things get scarce after release. However, since only one motif will be needed by each player, instead of each character, the eventual prospect for this market is negative. Every sale that might have been made based on a player investing even a single gold piece in buying a motif for another one of their characters... may well now not take place. Why both learning a motif when you can craft in your race-base style and then use an outfit to make it look the way you want?
Crafting Economy: I've had orders in the past that were entirely based on motif. Good luck with that. It is more likely that another player will buy the motif themselves (and thus be able to use it at any time) rather than track down a crafter who will then make them the specific armour piece required (and have to repeat that any time they want to reuse/change the piece).
IMO this devalues the effort put in by players like me to have motifs on more than one character, it will devalue the motif market and it will (further) devalue the crafting economy as a whole.
I would prefer a LOTRO style outfit system, but even if they just removed the account-wide motif access then I would be much MUCH happier about this.
Can we use a part of a costume we own into the outfit system??? Please, please make it happen! @ZOS_GinaBruno
The_Brosteen wrote: »Wait so I can duel wield axes in cyrodiil but make them look like swords?
*braces for CE claims*
Exactly, you can
Remember though: You can make one handed weapons like swords look like other 1 handed weapons only (daggers, axes, maces) and the same goes for 2 handed weapons.
SirCritical wrote: »The_Brosteen wrote: »Wait so I can duel wield axes in cyrodiil but make them look like swords?
*braces for CE claims*
Exactly, you can
Remember though: You can make one handed weapons like swords look like other 1 handed weapons only (daggers, axes, maces) and the same goes for 2 handed weapons.
How about shields?
Dont see any issue with account wide access to motifs for this.LadyLethalla wrote: »And here was I thinking that ZOS had run out of ways to further devalue crafting. I should have known better.
Except... how many players will actually have more than one Master Crafter, and more than one that knows most or all motifs?
I have one Master, who doesn't yet know ALL motifs - the addition of new ones is too fast to keep up with, especially since I'm not going to spend huge amounts of gold on DLC drops. And my other 8 toons, while they're usually always researching items, I won't ever do Nirn items on any of them. And they learn only cheap motifs I can't be bothered listing, like Mercenary.
Me. I have 5 characters who have 50 in their craft skills and three who have been working on their motifs. I know that I am not the only one, but since I haven't done a full survey of the entire playerbase I am not about to make an appeal to majority here.LadyLethalla wrote: »As a (small) plus, if you got a particular high priced motif page and accidentally read it on the wrong character, it's now worth something.
O.o .. have you ever actually done this? Yourself I mean. If I have a high-priced motif page then I am extra careful with it. It either goes to the character who needs to read it, or into my bank. The chance of any other outcome is pretty much nil*.
[*allowing for factors such as my baby son smashing the keyboard, single-key sized meteorites, acts of deity etc.]LadyLethalla wrote: »So IMO I don't think it devalues crafting any further than it is now.
Your points above refer to a crafter on their own, and the effects this system will have on that one crafter.
The effects of this will be felt in terms of the motif economy and the crafting economy (what's left of it):
Motif Economy: There will be a short-term run on motifs that will, likely, drive up prices as things get scarce after release. However, since only one motif will be needed by each player, instead of each character, the eventual prospect for this market is negative. Every sale that might have been made based on a player investing even a single gold piece in buying a motif for another one of their characters... may well now not take place. Why both learning a motif when you can craft in your race-base style and then use an outfit to make it look the way you want?
Crafting Economy: I've had orders in the past that were entirely based on motif. Good luck with that. It is more likely that another player will buy the motif themselves (and thus be able to use it at any time) rather than track down a crafter who will then make them the specific armour piece required (and have to repeat that any time they want to reuse/change the piece).
IMO this devalues the effort put in by players like me to have motifs on more than one character, it will devalue the motif market and it will (further) devalue the crafting economy as a whole.
I would prefer a LOTRO style outfit system, but even if they just removed the account-wide motif access then I would be much MUCH happier about this.
Good question hopefully it would also hold back bar, note that for magic builds its nice to have very different staffs is nice so you know who you are on without looking at the bar.SirCritical wrote: »What's when changing bars (weapons) ? Will the 'costumes' contain 2 weapon sets? Or the 2nd bar will be the original, 'non-transmogrified' weapon? What will happen if I create a costume for a DW setup (let's say I 'create' daggers from axes), but I pickup a bow (what can't be 'hidden' by a DW costume)? The weapon transmog will be overridden by the new weapon, so only the armorpieces will be costumed?
*allowing for factors such as my baby son smashing the keyboard, single-key sized meteorites, acts of deity etc.*
Rohamad_Ali wrote: »Best stream ever . @ZOS_GinaBruno , @ZOS_RichLambert and @ZOS_JessicaFolsom , thank you so much for doing the show despite technical issues . Great announcements ! Thank you for listening and giving house storage , transmog costumes and all the help for new players learning to make builds . Amazing showcase tonight .
LadyAstrum wrote: »
Dont see any issue with account wide access to motifs for this.LadyLethalla wrote: »And here was I thinking that ZOS had run out of ways to further devalue crafting. I should have known better.
Except... how many players will actually have more than one Master Crafter, and more than one that knows most or all motifs?
I have one Master, who doesn't yet know ALL motifs - the addition of new ones is too fast to keep up with, especially since I'm not going to spend huge amounts of gold on DLC drops. And my other 8 toons, while they're usually always researching items, I won't ever do Nirn items on any of them. And they learn only cheap motifs I can't be bothered listing, like Mercenary.
Me. I have 5 characters who have 50 in their craft skills and three who have been working on their motifs. I know that I am not the only one, but since I haven't done a full survey of the entire playerbase I am not about to make an appeal to majority here.LadyLethalla wrote: »As a (small) plus, if you got a particular high priced motif page and accidentally read it on the wrong character, it's now worth something.
O.o .. have you ever actually done this? Yourself I mean. If I have a high-priced motif page then I am extra careful with it. It either goes to the character who needs to read it, or into my bank. The chance of any other outcome is pretty much nil*.
[*allowing for factors such as my baby son smashing the keyboard, single-key sized meteorites, acts of deity etc.]LadyLethalla wrote: »So IMO I don't think it devalues crafting any further than it is now.
Your points above refer to a crafter on their own, and the effects this system will have on that one crafter.
The effects of this will be felt in terms of the motif economy and the crafting economy (what's left of it):
Motif Economy: There will be a short-term run on motifs that will, likely, drive up prices as things get scarce after release. However, since only one motif will be needed by each player, instead of each character, the eventual prospect for this market is negative. Every sale that might have been made based on a player investing even a single gold piece in buying a motif for another one of their characters... may well now not take place. Why both learning a motif when you can craft in your race-base style and then use an outfit to make it look the way you want?
Crafting Economy: I've had orders in the past that were entirely based on motif. Good luck with that. It is more likely that another player will buy the motif themselves (and thus be able to use it at any time) rather than track down a crafter who will then make them the specific armour piece required (and have to repeat that any time they want to reuse/change the piece).
IMO this devalues the effort put in by players like me to have motifs on more than one character, it will devalue the motif market and it will (further) devalue the crafting economy as a whole.
I would prefer a LOTRO style outfit system, but even if they just removed the account-wide motif access then I would be much MUCH happier about this.
LOTRO system would let you buy crafted gear to use as outfits. this would typical be cp150 or lower gear there the only benefit was the motif. In ESO you need to know the motif on one character this would be on you main crafter who would also make crafted gear. Crafting economy is dead as half the high level players can make julianos and hurdling and you go to guild members who just want an tip for doing it.
Require that the character knew the motif would be seriously annoying.
However I don't see how this has negative impact, more players would be buying motifs, crafted sets will not take an huge hit, main benefit is that they are easy to get and easy to adjust around, yes some wear them just for the look.
Motif Economy: There will be a short-term run on motifs that will, likely, drive up prices as things get scarce after release. However, since only one motif will be needed by each player, instead of each character, the eventual prospect for this market is negative. Every sale that might have been made based on a player investing even a single gold piece in buying a motif for another one of their characters... may well now not take place. Why both learning a motif when you can craft in your race-base style and then use an outfit to make it look the way you want?
Crafting Economy: I've had orders in the past that were entirely based on motif. Good luck with that. It is more likely that another player will buy the motif themselves (and thus be able to use it at any time) rather than track down a crafter who will then make them the specific armour piece required (and have to repeat that any time they want to reuse/change the piece).