VaranisArano 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.
VaranisArano 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.
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.
VaranisArano 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.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.
Colecovision wrote: »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.
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.
VaranisArano 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.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.
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!