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Should we be able to craft dropped gear once we "research it"?

Knowledge
Knowledge
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Crafting is an important part of any MMORPG. There are some players that only play to craft or mostly craft. I think there should be an in-game system that allows crafters to research dropped gear to then be able to make it. This system would operate similarly to how trait research currently works and would be called "Reverse Engineering"

Reverse Engeering could be added with a DLC or expansion like Summerset or just added to the base game. The system would require extreme amounts of research time and this time could not be reduced. For example, if someone wanted to be able to craft "Light Spellpower Cure Robes" they would have to wait thirty days and occupy one of two or three research spots. This would allow farming for gear to remain important while giving crafters the opportunity to make end game gear.

Specialized weapons such as Asylum, Maelstrom, and Master would not be allowed to Reverse Engineer. Items dropped in trials would have even longer research times such as 45 days.
  • Tasear
    Tasear
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    This is an interesting idea.
  • VaranisArano
    VaranisArano
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    Why would ZOS add a function that would ultimately encourage players to not run the dungeons for the gear they need?

    With Bind-on-pickup gear and dungeon motifs, its clear that ZOS wants to give players more reasons to run dungeons, not less.
  • Kodrac
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    I'd love to not grind, but no grind means no continued subs. Or at least that's how ZoS would see it.
  • Knowledge
    Knowledge
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    Why would ZOS add a function that would ultimately encourage players to not run the dungeons for the gear they need?

    With Bind-on-pickup gear and dungeon motifs, its clear that ZOS wants to give players more reasons to run dungeons, not less.

    The time requirement involved in this would make it very difficult to simply "not run the dungeon" not to mention the demand would be extremely high while the supply would be low. Another idea is to add a cool down to how many "Reverse Engineered" items you can make a day.
  • Knowledge
    Knowledge
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    You could also further add an ingredient necessary to be farmed from the dungeon to make the reverse engineered item that the final boss dropped.
  • Yzalirk
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    Knowledge wrote: »
    Why would ZOS add a function that would ultimately encourage players to not run the dungeons for the gear they need?

    With Bind-on-pickup gear and dungeon motifs, its clear that ZOS wants to give players more reasons to run dungeons, not less.

    The time requirement involved in this would make it very difficult to simply "not run the dungeon" not to mention the demand would be extremely high while the supply would be low. Another idea is to add a cool down to how many "Reverse Engineered" items you can make a day.
    Knowledge wrote: »
    You could also further add an ingredient necessary to be farmed from the dungeon to make the reverse engineered item that the final boss dropped.

    Then what would be the point of this system? It seems like farming set pieces would still be much easier and faster.

    The only upside to this that I can see is for players who run dungeons early on so when they reach CP 160, they can craft said pieces if they choose to.
  • Knowledge
    Knowledge
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    Yzalirk wrote: »
    Knowledge wrote: »
    Why would ZOS add a function that would ultimately encourage players to not run the dungeons for the gear they need?

    With Bind-on-pickup gear and dungeon motifs, its clear that ZOS wants to give players more reasons to run dungeons, not less.

    The time requirement involved in this would make it very difficult to simply "not run the dungeon" not to mention the demand would be extremely high while the supply would be low. Another idea is to add a cool down to how many "Reverse Engineered" items you can make a day.
    Knowledge wrote: »
    You could also further add an ingredient necessary to be farmed from the dungeon to make the reverse engineered item that the final boss dropped.

    Then what would be the point of this system? It seems like farming set pieces would still be much easier and faster.

    The only upside to this that I can see is for players who run dungeons early on so when they reach CP 160, they can craft said pieces if they choose to.

    Players that don't want to do dungeons can craft the item or people that don't want to can buy it. However, it incentivizes doing dungeons because farming the "mat" for reverse engineering would make the dungeon runner gold. It adds a new market, makes crafting even more relevant, and gives the players more economic control over existing bound items.
  • VaranisArano
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    Frankly, I'm not in favor.

    ZOS adds plenty of new crafted sets, so its not like crafters dont have plenty of work along with old standbys like Julianos or Hundings.

    If you cant farm the dungeon for the gear you want, you probably dont need the gear. If you cant run normal WGT for spellpower cure, you aren't healing hard enough content for that set to be needed. If you cant run Crypt of Hearts for Ebon Armory, you aren't tanking hard enough content to need it. Since anyone who can run the dungeons for gear will do so since its far more efficient, the only people who use this service will be people who can't run the dungeon or who don't want to (and ZOS wants people to run the dungeons).

    I don't see a need for this and this only adds a grind for very little purpose and encourages people to not run dungeons for the gear they need.
  • Colecovision
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    Seems like people would need to choose between transmutation and this system. I’d be fine with that. Maybe limit transmute to monster sets and the one piece weapons. I’d also farm more, not less. There are a lot of us collectors that would want to know every trait for every set. Add the research to the lore book like motifs.

    Sounds like fun.
  • Knowledge
    Knowledge
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    Seems like people would need to choose between transmutation and this system. I’d be fine with that. Maybe limit transmute to monster sets and the one piece weapons. I’d also farm more, not less. There are a lot of us collectors that would want to know every trait for every set. Add the research to the lore book like motifs.

    Sounds like fun.

    Awesome, I'm glad you think so.
  • Jhalin
    Jhalin
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    Absolutely not :)
  • crjs1
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    I love the idea and I think having a long research cost would be a good balance to it! Great idea
  • Still_Mind
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    I'm in favour, as long as you get to research crafted items made from reverse-engineered drops, too.

    I don't enjoy dungeons, but I'd pay good money to a pve enthusiast for my research materials.
    "I'm not *giving* him cake, I'm *assaulting* him with cake!"
  • Ragged_Claw
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    I can't see a problem with this if the stuff you crafted was bound. It would mean people would still have to run the dungeons, but you wouldn't have to keep farming over and over again for IA in divines or whatever. As much as I'd love to rock up to a guild trader and just buy trial gear, I could understand players getting salty over it :smiley:
    PC EU & NA
  • Jameliel
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    No, because it makes too much sense. That is in direct opposition to the ZO$ norm.
  • DuskMarine
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    itd be a nice idea to have in game itd open up a ton of diversity as well.
  • Sheezabeast
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    Binding crafting to any specific non-crafting activity is tricky. Look what happened when Laurel first was introduced, crafters who were not PVE dungeoneers had trouble getting it, eventually Zos made it easier to obtain. If your idea was introduced and crafters would be required to do specific dungeons to be able to make end-game loot, no matter how long the research, it would put content in jeopardy of being nerfed to hell. As a master crafter, I cannot see a way to implement it without harming other aspects of the game.
    Grand Master Crafter, Beta baby who grew with the game. PC/NA. @Sheezabeast if you have crafting needs!
  • LordGavus
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    It's an interesting idea but I don't think its needed. With the retraiting system we have, the gear grind is much more friendly.
    It doesn't really take more than a few runs of a dungeon to get the gear you need. Then retrait to suit.

    When I build another healer it would be nice to be able to craft a new set of spc right of the bat. As I've already farmed a whole set and then a second set for reverse engineering, the grind is all pretty even. No problem there.

    The issue I see is if this reverse engineered gear is tradable. Then 1 player could outfit a whole guild.
  • Morgul667
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    I think transmutation stones fit that general purpose

    Reduce the grind for dungeons
  • DoctorESO
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    Knowledge wrote: »
    Crafting is an important part of any MMORPG. There are some players that only play to craft or mostly craft. I think there should be an in-game system that allows crafters to research dropped gear to then be able to make it. This system would operate similarly to how trait research currently works and would be called "Reverse Engineering"

    Reverse Engeering could be added with a DLC or expansion like Summerset or just added to the base game. The system would require extreme amounts of research time and this time could not be reduced. For example, if someone wanted to be able to craft "Light Spellpower Cure Robes" they would have to wait thirty days and occupy one of two or three research spots. This would allow farming for gear to remain important while giving crafters the opportunity to make end game gear.

    Specialized weapons such as Asylum, Maelstrom, and Master would not be allowed to Reverse Engineer. Items dropped in trials would have even longer research times such as 45 days.

    Hmmm...this is a very interesting and creative idea!

    And on the plus side, this may stop the casual dungeon runners from complaining about the speedrunners and the speedrunners from complaining about the casual runners!
  • Yzalirk
    Yzalirk
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    Knowledge wrote: »
    Yzalirk wrote: »
    Knowledge wrote: »
    Why would ZOS add a function that would ultimately encourage players to not run the dungeons for the gear they need?

    With Bind-on-pickup gear and dungeon motifs, its clear that ZOS wants to give players more reasons to run dungeons, not less.

    The time requirement involved in this would make it very difficult to simply "not run the dungeon" not to mention the demand would be extremely high while the supply would be low. Another idea is to add a cool down to how many "Reverse Engineered" items you can make a day.
    Knowledge wrote: »
    You could also further add an ingredient necessary to be farmed from the dungeon to make the reverse engineered item that the final boss dropped.

    Then what would be the point of this system? It seems like farming set pieces would still be much easier and faster.

    The only upside to this that I can see is for players who run dungeons early on so when they reach CP 160, they can craft said pieces if they choose to.

    Players that don't want to do dungeons can craft the item or people that don't want to can buy it. However, it incentivizes doing dungeons because farming the "mat" for reverse engineering would make the dungeon runner gold. It adds a new market, makes crafting even more relevant, and gives the players more economic control over existing bound items.

    But Crafting is still relevant. People continue to pay crafters for crafted sets, usually with XP traits, and items with specific traits on specific items they do not have researched. We do not need another terrible economy in ESO, we have jewelery crafting coming.
  • Knowledge
    Knowledge
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    DoctorESO wrote: »
    Knowledge wrote: »
    Crafting is an important part of any MMORPG. There are some players that only play to craft or mostly craft. I think there should be an in-game system that allows crafters to research dropped gear to then be able to make it. This system would operate similarly to how trait research currently works and would be called "Reverse Engineering"

    Reverse Engeering could be added with a DLC or expansion like Summerset or just added to the base game. The system would require extreme amounts of research time and this time could not be reduced. For example, if someone wanted to be able to craft "Light Spellpower Cure Robes" they would have to wait thirty days and occupy one of two or three research spots. This would allow farming for gear to remain important while giving crafters the opportunity to make end game gear.

    Specialized weapons such as Asylum, Maelstrom, and Master would not be allowed to Reverse Engineer. Items dropped in trials would have even longer research times such as 45 days.

    Hmmm...this is a very interesting and creative idea!

    And on the plus side, this may stop the casual dungeon runners from complaining about the speedrunners and the speedrunners from complaining about the casual runners!

    That is an important point. If we could farm for this "resource" at the end of every dungeon, unique specifically to that dungeons set, it would encourage dungeon running. It would also no longer force those that want this gear to run the dungeon. What's the fun in "forcing" people to do activities they don't want?

    The resource would be specific to the sets in the dungeon and only one person may get it and it may only be for one type of set. Or perhaps sometimes no one gets anything at all!

    SPC Could be called "Daedric Dust" as an example.
  • MattT1988
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    This idea has been brought up before a lot. I really doubt this would happen.
  • Beardimus
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    Personally don't think the game needs this for a number of reasons.

    In terms of motivations to run content, sadly people DO need reasons. Look at the recent event, how many PvEers we t PvP just to get boxes.

    I'd love a world where people play content they enjoy just for the content, but it doesn't work like that here.

    Plus your system is a contradiction. You are saying stop people needing to run dungeons, then saying you want to increase them so thru earn the Mat. Makes no sense.

    Currently there is motivation to run dungeons with friends, to trade the BOP items at the end. It encourages social play.

    There are other reasons i don't think its needed, but without the context of the problem you are trying to fix its hard to elaborate further.
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  • Slick_007
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    isnt this what swtor does?
    no
  • efster
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    I have another idea: a new profession that lets you reverse engineer an item to be able to convert that item to a different armour weight. The item is consumed after conversion so if you want to convert another, you have to farm it up again.

    I just want heavy SPC for my nb tank, if that is wrong then I don't want to be right.
    AD is the best looking faction. I don't make the rules, I just enforce them.
  • jedtb16_ESO
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    no.

    the division between crafted/dropped is fine as it is.
  • Violynne
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    What in the world did I just read.

    Oh, it's another one of those "I don't want to do dungeons, instead, just allow people to craft weapons I can buy, then research, instead of going into dungeon" threads.

    Can we please stop with these? If you people don't want to do the time to get the items you desire, please go find another game to suit your needs.

  • Bigevilpeter
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    That would be a very great idea and would make crafters actually have some use and can make money out of crafting for the months of leveling and research they have done.

    I would really like to see that
  • Merlin13KAGL
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    Some things in the game should be reward for being able to complete content, if on principle alone.

    WIth the ability to upgrade every single piece of gear in the upcoming patch, short of the special mat that drops, you'll already be able to acquire every piece of gear you need from Norm as it is.

    Your suggestion would lead to a circumstance where eventually, no one would have to run any content because the crafters would eventually max their set knowledge.

    There was a time in game when crafted sets were second class citizens.

    Crafted sets should have a place and purpose. Dropped sets should have the same.

    The goal is to get people to interact and play the game, not turn it into a gold grind and shopping simulator.

    Unique items/sets that are not reproducable by other means should be one of the key attractions to running certain content. No such item should ever be absolutely required to clear other content, but it should not be devalued by artificial reproduction.
    Just because you don't like the way something is doesn't necessarily make it wrong...

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