ZOS has continued to disappoint me with these changes to armor. Transmutation had great potential to make mastercrafters relevant again - no, they locked it behind accounts.
Transmog/outfitting had similar potential, but again ZOS chose to lock it behind accounts. I honestly think that at this point there is little hope for them opening up crafting and making it more of a social activity. They're catering too much to the solo players if you ask me.
ZOS has continued to disappoint me with these changes to armor. Transmutation had great potential to make mastercrafters relevant again - no, they locked it behind accounts.
Transmog/outfitting had similar potential, but again ZOS chose to lock it behind accounts. I honestly think that at this point there is little hope for them opening up crafting and making it more of a social activity. They're catering too much to the solo players if you ask me.
How are they catering to solo players? If anything, this system rewards players who are willing to spend the time hunting down motif pages (i.e. crafters) in order to sell them to solo players who wouldn't otherwise hunt for/buy those motifs WITHOUT the new outfit system. Also, the Transmutation system rewards crafters who can provide research items to non-crafters who'd like to, say, transmute their weapons to Nirnhoned or whatever.
ZOS has continued to disappoint me with these changes to armor. Transmutation had great potential to make mastercrafters relevant again - no, they locked it behind accounts.
Transmog/outfitting had similar potential, but again ZOS chose to lock it behind accounts. I honestly think that at this point there is little hope for them opening up crafting and making it more of a social activity. They're catering too much to the solo players if you ask me.
How are they catering to solo players? If anything, this system rewards players who are willing to spend the time hunting down motif pages (i.e. crafters) in order to sell them to solo players who wouldn't otherwise hunt for/buy those motifs WITHOUT the new outfit system. Also, the Transmutation system rewards crafters who can provide research items to non-crafters who'd like to, say, transmute their weapons to Nirnhoned or whatever.
The motif system existed before this and nothing has changed about it. The prices going up is entirely based on player's perceptions. That's a poor argument.
It's catering to solo players because there is no need to interact with anyone else. You research your own traits, craft your own gear, transmute your own traits, and now you transmog your own outfits. Even getting motifs has no interaction - you're just browsing an NPC store.
Where's the social interaction? There is none. It's all catered to the solo player.
ZOS has continued to disappoint me with these changes to armor. Transmutation had great potential to make mastercrafters relevant again - no, they locked it behind accounts.
Transmog/outfitting had similar potential, but again ZOS chose to lock it behind accounts. I honestly think that at this point there is little hope for them opening up crafting and making it more of a social activity. They're catering too much to the solo players if you ask me.
How are they catering to solo players? If anything, this system rewards players who are willing to spend the time hunting down motif pages (i.e. crafters) in order to sell them to solo players who wouldn't otherwise hunt for/buy those motifs WITHOUT the new outfit system. Also, the Transmutation system rewards crafters who can provide research items to non-crafters who'd like to, say, transmute their weapons to Nirnhoned or whatever.
The motif system existed before this and nothing has changed about it. The prices going up is entirely based on player's perceptions. That's a poor argument.
It's catering to solo players because there is no need to interact with anyone else. You research your own traits, craft your own gear, transmute your own traits, and now you transmog your own outfits. Even getting motifs has no interaction - you're just browsing an NPC store.
Where's the social interaction? There is none. It's all catered to the solo player.
What? I regularly farm Order of the Hour motifs and sell them to other people -- often AT THEIR REQUEST in zone chat. Demand for motifs will only increase with the outfitting system. Selling/trading motifs to other players is a social activity, whether the transaction occurs via zone chat or guild stores. The system might also encourage players who would have otherwise been uninterested in running trials to do so in order for the motifs -- also a social activity. Furthermore, you can't transmute something without first researching an item. I dunno about you, but I get a LOT of requests in my guilds for research items. Crafting items for research and then selling/gifting them to other players is also a social activity.
EDIT: Also, before people can learn a high tier motif, they have to level up their crafting. What's the cheapest/easiest way to level up crafting, outside of deconstructing random intricate items you find or purchase in guild stores? Hire a crafter to craft you a boatload of items for deconstruction.
ZOS has continued to disappoint me with these changes to armor. Transmutation had great potential to make mastercrafters relevant again - no, they locked it behind accounts.
Transmog/outfitting had similar potential, but again ZOS chose to lock it behind accounts. I honestly think that at this point there is little hope for them opening up crafting and making it more of a social activity. They're catering too much to the solo players if you ask me.
How are they catering to solo players? If anything, this system rewards players who are willing to spend the time hunting down motif pages (i.e. crafters) in order to sell them to solo players who wouldn't otherwise hunt for/buy those motifs WITHOUT the new outfit system. Also, the Transmutation system rewards crafters who can provide research items to non-crafters who'd like to, say, transmute their weapons to Nirnhoned or whatever.
The motif system existed before this and nothing has changed about it. The prices going up is entirely based on player's perceptions. That's a poor argument.
It's catering to solo players because there is no need to interact with anyone else. You research your own traits, craft your own gear, transmute your own traits, and now you transmog your own outfits. Even getting motifs has no interaction - you're just browsing an NPC store.
Where's the social interaction? There is none. It's all catered to the solo player.
What? I regularly farm Order of the Hour motifs and sell them to other people -- often AT THEIR REQUEST in zone chat. Demand for motifs will only increase with the outfitting system. Selling/trading motifs to other players is a social activity, whether the transaction occurs via zone chat or guild stores. The system might also encourage players who would have otherwise been uninterested in running trials to do so in order for the motifs -- also a social activity. Furthermore, you can't transmute something without first researching an item. I dunno about you, but I get a LOT of requests in my guilds for research items. Crafting items for research and then selling/gifting them to other players is also a social activity.
EDIT: Also, before people can learn a high tier motif, they have to level up their crafting. What's the cheapest/easiest way to level up crafting, outside of deconstructing random intricate items you find or purchase in guild stores? Hire a crafter to craft you a boatload of items for deconstruction.
What you're talking about is player-driven social interaction, often initiated between players. It's not the same thing. I'm talking about the system being inherently socially-driven - as in, hardcoded to require social interaction to complete (or more accurately, to allow freedom of social interaction to complete). The current systems for transmutation and outfitting don't do this - they are a closed system that requires you to be almost completely self-sufficient. I want the opposite. I want there to be more social interaction in crafting, and for there to be a freedom for players to choose, either to do it themselves or to have someone else to do it for them.
ZOS has continued to disappoint me with these changes to armor. Transmutation had great potential to make mastercrafters relevant again - no, they locked it behind accounts.
Transmog/outfitting had similar potential, but again ZOS chose to lock it behind accounts. I honestly think that at this point there is little hope for them opening up crafting and making it more of a social activity. They're catering too much to the solo players if you ask me.
How are they catering to solo players? If anything, this system rewards players who are willing to spend the time hunting down motif pages (i.e. crafters) in order to sell them to solo players who wouldn't otherwise hunt for/buy those motifs WITHOUT the new outfit system. Also, the Transmutation system rewards crafters who can provide research items to non-crafters who'd like to, say, transmute their weapons to Nirnhoned or whatever.
The motif system existed before this and nothing has changed about it. The prices going up is entirely based on player's perceptions. That's a poor argument.
It's catering to solo players because there is no need to interact with anyone else. You research your own traits, craft your own gear, transmute your own traits, and now you transmog your own outfits. Even getting motifs has no interaction - you're just browsing an NPC store.
Where's the social interaction? There is none. It's all catered to the solo player.
What? I regularly farm Order of the Hour motifs and sell them to other people -- often AT THEIR REQUEST in zone chat. Demand for motifs will only increase with the outfitting system. Selling/trading motifs to other players is a social activity, whether the transaction occurs via zone chat or guild stores. The system might also encourage players who would have otherwise been uninterested in running trials to do so in order for the motifs -- also a social activity. Furthermore, you can't transmute something without first researching an item. I dunno about you, but I get a LOT of requests in my guilds for research items. Crafting items for research and then selling/gifting them to other players is also a social activity.
EDIT: Also, before people can learn a high tier motif, they have to level up their crafting. What's the cheapest/easiest way to level up crafting, outside of deconstructing random intricate items you find or purchase in guild stores? Hire a crafter to craft you a boatload of items for deconstruction.
What you're talking about is player-driven social interaction, often initiated between players. It's not the same thing. I'm talking about the system being inherently socially-driven - as in, hardcoded to require social interaction to complete (or more accurately, to allow freedom of social interaction to complete). The current systems for transmutation and outfitting don't do this - they are a closed system that requires you to be almost completely self-sufficient. I want the opposite. I want there to be more social interaction in crafting, and for there to be a freedom for players to choose, either to do it themselves or to have someone else to do it for them.
There's hair-splitting, and then there's...well, whatever that response was.
Look. I get it. I'm a crafter too, and sure, I'd welcome the opportunity to craft outfits for people or transmute weapons for them (and get additional payment for my services). What I'm contesting here is the idea that the outfitting and transmutation systems cater to solo players, and the related idea that there is no place for crafters or social interaction in these systems. If you truly believe that crafters do not have a significant role to play in outfitting and transmutation, then you're taking a glass-half-empty approach. I've personally seen requests for researching items increase significantly since transmutation went live -- much as I expect that requests for motif pages and crafted items for deconstruction will increase when outfitting goes live. If you truly want to help people create outfits, don't shed salt because you can't directly do it for them; help them achieve their vision by personally offering them what they need to get there. You have knowledge to impart (don't forget, ESO's crafting system isn't the most intuitive thing when you're wading into it for the first time -- I know I struggled at first, until I turned to others for advice). You can craft items for deconstruction and help them speed up the process of levelling their crafts to 10. You can sell or trade them any motifs you regularly farm.
Honestly, I think the main reason why some crafters (not you, necessarily) are probably up in arms about this is because they can't sell outfits or transmute other players' weapons at a significant profit. Another possible reason is that they're scared that if more people start dabbling with crafting, they'll become obsolete (which is just silly).
ZOS has continued to disappoint me with these changes to armor. Transmutation had great potential to make mastercrafters relevant again - no, they locked it behind accounts.
Transmog/outfitting had similar potential, but again ZOS chose to lock it behind accounts. I honestly think that at this point there is little hope for them opening up crafting and making it more of a social activity. They're catering too much to the solo players if you ask me.
How are they catering to solo players? If anything, this system rewards players who are willing to spend the time hunting down motif pages (i.e. crafters) in order to sell them to solo players who wouldn't otherwise hunt for/buy those motifs WITHOUT the new outfit system. Also, the Transmutation system rewards crafters who can provide research items to non-crafters who'd like to, say, transmute their weapons to Nirnhoned or whatever.
The motif system existed before this and nothing has changed about it. The prices going up is entirely based on player's perceptions. That's a poor argument.
It's catering to solo players because there is no need to interact with anyone else. You research your own traits, craft your own gear, transmute your own traits, and now you transmog your own outfits. Even getting motifs has no interaction - you're just browsing an NPC store.
Where's the social interaction? There is none. It's all catered to the solo player.
What? I regularly farm Order of the Hour motifs and sell them to other people -- often AT THEIR REQUEST in zone chat. Demand for motifs will only increase with the outfitting system. Selling/trading motifs to other players is a social activity, whether the transaction occurs via zone chat or guild stores. The system might also encourage players who would have otherwise been uninterested in running trials to do so in order for the motifs -- also a social activity. Furthermore, you can't transmute something without first researching an item. I dunno about you, but I get a LOT of requests in my guilds for research items. Crafting items for research and then selling/gifting them to other players is also a social activity.
EDIT: Also, before people can learn a high tier motif, they have to level up their crafting. What's the cheapest/easiest way to level up crafting, outside of deconstructing random intricate items you find or purchase in guild stores? Hire a crafter to craft you a boatload of items for deconstruction.
What you're talking about is player-driven social interaction, often initiated between players. It's not the same thing. I'm talking about the system being inherently socially-driven - as in, hardcoded to require social interaction to complete (or more accurately, to allow freedom of social interaction to complete). The current systems for transmutation and outfitting don't do this - they are a closed system that requires you to be almost completely self-sufficient. I want the opposite. I want there to be more social interaction in crafting, and for there to be a freedom for players to choose, either to do it themselves or to have someone else to do it for them.
There's hair-splitting, and then there's...well, whatever that response was.
Look. I get it. I'm a crafter too, and sure, I'd welcome the opportunity to craft outfits for people or transmute weapons for them (and get additional payment for my services). What I'm contesting here is the idea that the outfitting and transmutation systems cater to solo players, and the related idea that there is no place for crafters or social interaction in these systems. If you truly believe that crafters do not have a significant role to play in outfitting and transmutation, then you're taking a glass-half-empty approach. I've personally seen requests for researching items increase significantly since transmutation went live -- much as I expect that requests for motif pages and crafted items for deconstruction will increase when outfitting goes live. If you truly want to help people create outfits, don't shed salt because you can't directly do it for them; help them achieve their vision by personally offering them what they need to get there. You have knowledge to impart (don't forget, ESO's crafting system isn't the most intuitive thing when you're wading into it for the first time -- I know I struggled at first, until I turned to others for advice). You can craft items for deconstruction and help them speed up the process of levelling their crafts to 10. You can sell or trade them any motifs you regularly farm.
Honestly, I think the main reason why some crafters (not you, necessarily) are probably up in arms about this is because they can't sell outfits or transmute other players' weapons at a significant profit. Another possible reason is that they're scared that if more people start dabbling with crafting, they'll become obsolete (which is just silly).
Wouldn't call it hair-splitting. You might not see the distinction, but I do. The new systems were clearly made without social interaction in mind. They cater to, and better suit, people who don't interact socially, and who are more self-reliant - i.e. solo players. Doesn't mean the systems were made with only them in mind - but they clearly are not meant for people like me who prefer the free and open system of social transaction and interaction.
By the way, the main reason I want more freedom isn't to profit. I've played this game since closed beta and I've never found crafting to be a profitable venture - most crafters are happy to render services at cost or free with materials provided. It's always been more about the social interaction between players. I pride myself as being a giving and helpful mastercrafter for my guild and I always give my time and skill to anyone who needs it, at no profit.
I just want a more open system that fosters social interaction between players, instead of sequestering us into our own little bubbles.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
the problem with forcing people into crafting is that.. gasp. not everyone enjoys crafting!
ZOS has continued to disappoint me with these changes to armor. Transmutation had great potential to make mastercrafters relevant again - no, they locked it behind accounts.
Transmog/outfitting had similar potential, but again ZOS chose to lock it behind accounts. I honestly think that at this point there is little hope for them opening up crafting and making it more of a social activity. They're catering too much to the solo players if you ask me.
How are they catering to solo players? If anything, this system rewards players who are willing to spend the time hunting down motif pages (i.e. crafters) in order to sell them to solo players who wouldn't otherwise hunt for/buy those motifs WITHOUT the new outfit system. Also, the Transmutation system rewards crafters who can provide research items to non-crafters who'd like to, say, transmute their weapons to Nirnhoned or whatever.
The motif system existed before this and nothing has changed about it. The prices going up is entirely based on player's perceptions. That's a poor argument.
It's catering to solo players because there is no need to interact with anyone else. You research your own traits, craft your own gear, transmute your own traits, and now you transmog your own outfits. Even getting motifs has no interaction - you're just browsing an NPC store.
Where's the social interaction? There is none. It's all catered to the solo player.