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Relocating the craftable sets

richo262
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Since T1, the game has not really adjusted the fact we have triplicates of the base game crafting sets. Furthermore, a welcome change in the new sets is that they no longer focus on Heavy / Medium / Light or Mag or Stam but they seem to be universal, which is great. Also, I personally think that getting 3 crafted sets per DLC/Chapter is a bit overkill to the point where it dilutes the sets. I know right, complaining about more content? But sometimes less is more. It had me thinking I'd prefer 2 well fleshed out crafted sets per update rather than 3 not so great crafted sets that will get ignored and forgotten.

The following is a list of crafted sets, and where I'd like to see them relocated. FYI, I own all DLC's so you may see some DLC sets moved into the base zones, that is not me trying to get free stuff :p. It just makes more sense. If every zone only had 2 crafting sets, there still isn't enough crafting sets to fill all the zones. So I moved 1 from the Fighters and Mages guilds. This still leaves 3 zones with only 1 crafted set.

Stone Falls
Ashen Grip / Innate Axium

Deshaan
Twilight's Embrace / Assassins Guile

Shadowfen
Hist Bark / Naga Shaman

Eastmarch
Shalidor's Curse / Noble's Conquest

The Rift
Night Mother's Gaze / ??

Glenumbra
Deaths Wind / ??

Stormhaven
Torug's Pact / Trial by Fire

Rivenspire
Whitestrake's Retribution / Vampire's Kiss (Vampire's kiss was likely Eastmarch, but moved to Rivenspire given its vampire orientated theme is more prevalent)

Alik'r Desert
Alessia's Bulwark / Tava's Favor

Bangkorai
Hundings Rage / Pelinal's Aptitude

Auridon
Night's Silence / Adept Rider

Grahtwood
Seducer / Vastarie's Tutelage

Greenshade
Magnus' Gift / ??

Malabal Tor
Song of Lamae / Orgnum's Scales (Orgnum was a Maormer - Tempest Island relation)

Reaper's March
Willow's Path / Daring Corsair (U24)

Cold Harbor
Oblivion's Foe / Spectre's Eye

Elsweyr
Cold Harbor's Favorite / Senche-ragt's Grit

Vvardenfel
Shacklebraker / Daedric Trickery

CWC
Fortified Brass / Mechanical Acuity

Murkmire
Might of the Lost Legion / Grave-Stake Collector

Wrothgar
Law of Julianos / Morkuldin

Hew's Bane
Clever Alchemist / Eternal Hunt

Summerset
Sload's Semblance / Nocturnal's Favor

Gold Coast
Varen's Legacy / Kvatch Gladiator

Craglorn
Twice Born Star / Way of the Arena

Fighter's Guild
Kagrenac's Hope

Mage's Guild
Eyes of Mara

Imperial City
Redistributor / Armor Master

Pellitine (U24)
Ancient Dragonguard / New Moon Acolyte


Anyway, yes this would result in base game players getting access to several crafted sets, but it would make the game cleaner and more in line with T1. Also setting a trend for 2 sets per update in the future. Well, ZOS will probably need to release 3 more updates with 3 sets to fill The Rift / Glenumbra / Greenshade.

I'm interested to know if you think this would be a better direction for crafted sets? It is just a quick template, some sets may be better suited to a different locations.
Edited by richo262 on September 19, 2019 10:31AM
  • Dusk_Coven
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    Mostly I think people use a crafter's home that has all the sets (or once they figure out this is a thing, that's what they'll do). Serious guilds also start accumulating stations to get a crafting hall where all the sets are available.

    A bit sad, but I think realistically no one who has access to a big guild or who knows someone with a crafting hall will trek anywhere (original destination or not) to make a set item.

    So in the end, whether the idea has any sort of merit, it's going to amount to busywork for ZOS.

    As for 3 sets per update -- isn't it always 1 light 1 medium 1 heavy and that's why there "must" be three? Whether anyone uses them or not, it's sort of "expected" and "stuff to discover".
    Edited by Dusk_Coven on September 18, 2019 3:47AM
  • richo262
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    Dusk_Coven wrote: »
    Mostly I think people use a crafter's home that has all the sets (or once they figure out this is a thing, that's what they'll do). Serious guilds also start accumulating stations to get a crafting hall where all the sets are available.

    A bit sad, but I think realistically no one who has access to a big guild or who knows someone with a crafting hall will trek anywhere (original destination or not) to make a set item.

    So in the end, whether the idea has any sort of merit, it's going to amount to busywork for ZOS.

    As for 3 sets per update -- isn't it always 1 light 1 medium 1 heavy and that's why there "must" be three? Whether anyone uses them or not, it's sort of "expected" and "stuff to discover".

    Probably wouldn't be much work given it is no new content, simply changing a tool tip and replacing crafting stations.

    Yes, that was the old system, 3 sets, 1 of each light/med/heavy but the trend seems to be universality. Where DPS is both Weapon and Spell. So it could be made in any weight at still be functional. Why I'd want to see it dropped to 2, which could end up being 1 Support, 1 Damage. The weight or mag/stam focus is irrelevant now given their universal approach, which is great.
  • kind_hero
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    The solution is to have crafting stations that can make more than one set. Maybe 10 per station or more.

    This way guilds can save a lot of space with crafting areas, and make things easier for everyone involved in crafting.
    [PC/EU] Tamriel Hero, Stormproof, Grand Master Crafter
  • Dusk_Coven
    Dusk_Coven
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    kind_hero wrote: »
    The solution is to have crafting stations that can make more than one set. Maybe 10 per station or more.

    The more DLCs they make, the more of a hassle it will be to start up a crafting hall. Even existing crafting halls would probably balk at the idea of rearranging their stuff just to keep things in alphabetical order.

    So a combined "Hall of Fabrication" (even one with a huge footprint, requiring a huge estate) that could do multiple sets would be great.
  • richo262
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    kind_hero wrote: »
    The solution is to have crafting stations that can make more than one set. Maybe 10 per station or more.

    This way guilds can save a lot of space with crafting areas, and make things easier for everyone involved in crafting.

    I wasn't referring to attuneables, I was referring to those out on the field and future craftable sets being limited to two so they can have more polish (although the 3 coming are very polished).

    Regarding the attuneables, I'd like to be able to make a Master Crafting Station.

    Similar to how 10 Welkynar pages + 1 Binder = Welkynar Motif. Have an item in the writ vendor that merges them similar to how the Welk Binder works.

    10 Standard Blacksmith station = 1 Attuneable Blacksmith station
    10 Attuneables Blacksmith station = 1 Master Blacksmith station

    A Master Blacksmith station contains all sets in the game that the character has visited.

    Alternatively

    A Master Blacksmith station (and all other stations) is actually an unlock to the account and it consumes attuneables.

    So if you have an Attuneable Sloads Blacksmith station in your inventory and you interact with a Master Blacksmith station it can essentially 'research' Sload's Semblance set. Research time is instant. The Master Blacksmith station is an account linked item just like many quest reward items.
  • Dark_Lord_Kuro
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    Summerset already have 2
    Arteum got 1
  • Taleof2Cities
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    I’m not excited about using developer time to move existing crafting tables ... in the place of new content or fixes.
  • gatekeeper13
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    I would be more interested in seeing zos make crafted sets useful than moving them. With an exception of few (Hundigs, Torug, NMG, LoJ, etc), most of them are useless.
    Edited by gatekeeper13 on September 18, 2019 3:44PM
  • DaveMoeDee
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    I’m not excited about using developer time to move existing crafting tables ... in the place of new content or fixes.

    Agreed. Feels pointless unless you have OCD.
  • richo262
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    It's not OCD to clear out redundant material that is in triplicate. The next ZOS patch is all about that under the hood. They are going through the entire game clearing out duplicate assets in game files and updating the file structure and patching system. It is something that should have been done when they did T1 and triplicate crafting stations were no longer required. It is only in its present state because it was once physically impossible to visit the other alliance areas.

    As for time required. If the world editor is anything like the housing editor, I could do it myself in about 3 hours, maybe less given in the last live stream the dev just insta-ported to a tree. The bulk of the time required would be planning precisely where things would go.
  • bmnoble
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    I don't really remember the last time I made the trek out to one of the crafting locations in the zones, mostly just use guild halls with all the stations, all 5 of the guilds I am in have one with all the sets the weekly trader fees are more than worth it just for access to those crafting halls at least to me, since it save me the time and expense to create my own craft hall.

    There are plenty of guilds players can join and gain access to all the stations either for a small weekly fee or no fee at all.

    Most players have no interest in researching the traits, so they rarely make use of the stations in the zones and just contact a master crafter either in zone chat or in the guilds they are in when they need something made.


    I see no value in removing the extra copies of crafting stations, players still use them and there are some players, at least on their first characters don't leave their alliance territory until they do Cadwell's silver and gold (they exist because that was exactly what I did, the moment I realized Summer-set was not the start of the game that is and ported to the correct starter Island on my first character at least and I spend months leveling that one character/doing the story quests)

    As for moving DLC stations to base zones they, won't do that they want people to buy the DLC or subscribe to access the DLC, there are players out there that have no interest in being social and have no desire to join guilds.


    As for 3 crafted sets, I thought that was because they release all sets in three's, 3 sets per zone, 3 sets per dungeon, 3 sets per trial etc.. See no reason to reduce the number of crafted sets being released and for once the 3 sets they are planning to release look decent, one looks like it might even take Hundings rage place as the most asked for Stam DPS crafted set that guild mates ask me to make them.

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