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Why is there a limit on how many transmute stones you can have a time?

  • Taleof2Cities
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    grannas211 wrote: »
    Because this game is interested in making inventory as painful as humanly possible.

    Each player account inventory is nearly 4,000 slots when fully maxed with bank, housing storage, character inventory, and mount capacity.

    That’s hardly “painful as humanly possible”.

    It might be painful getting to 4,000 slots. But, every player knows that going in ... when they choose an MMO style game to play.

    Edited by Taleof2Cities on December 4, 2019 8:32PM
  • kargen27
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    Danouk wrote: »
    Ok tks that's what I wanted to know. But it's a stupid reason. It's part of the game changing your traits. It's making something a grind where there should not be. 😂

    MMOs survive on the players repeating content. Limiting the amount of stones we can carry means we need to repeat content as the game changes. Same reason we can't sell those stones. It is good for the long term health of the game to limit the availability of the stones. Players may see it as a pain in the @$$ but it is good for the game.
    and then the parrot said, "must be the water mines green too."
  • Kelces
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    As soon as something is considered "grind", it doesn't matter if there is an infinite amount of crystals you can hold or not. There will always be something else to complain about, because the capability to enjoy an activity is no longer there.
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  • Tommy_The_Gun
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    grannas211 wrote: »
    Because this game is interested in making inventory as painful as humanly possible.

    Each player account inventory is nearly 4,000 slots when fully maxed with bank, housing storage, character inventory, and mount capacity.

    That’s hardly “painful as humanly possible”.

    It might be painful getting to 4,000 slots. But, every player knows that going in ... when they choose an MMO style game to play.
    It is just an illusion here, a number that looks good only on paper. In practise:

    - 240 bank space slots - not enough to even keep at least one stack of top tier crafting mats + motive mats.

    - Each Chapter and DLC provides sit ton of new crafting mats, motive mats etc. , but it does not provide space necessary to keep those mats, even if you buy digital collectors edition. Hence why the inventory management problems is getting greater & greater as time passes (Bank was not updated since the game launched, back in 2014).

    - Housing storage & other character inventory is "cut off" from you. You don't know what you have where unless you memorize it or make a catalogue or maybe use add-on. It is not supported by base game. Oh and Consoles are screwed.
    ^ This means that it is not one 4K slots but it is divided into small clusters (18 characters + hosing storage + bank).

    - Many things do not stack (treasure maps, containers etc. ). It can not be accidental. For example, if containers do not stack because they have different stuff inside, why then Cyro Campaign rewards transmute boxes do not stack ? They all have 50 stones inside, they are all identical.

    - Inventory "juggle" mini-game. You have to make room in bank, log-off, log in, put stuff in bank, log off, log in, withdraw stuff from bank. It takes WAY too much tine and is tedious AF. It greatly discourages players of playing alts.
    Oh and btw. - too frequent re-logging will result in server kicking you "booted from server" - because that is apparently "spamming"...

    - Crafting on multiple characters feels almost impossible at this point, UNLESS you level up all crafting skills to max on all crafting alts. Another thing that is way too time consuming & feels almost impossible to do.

    - Recent non-combat pet that gives 5+ inventory is a bare minimum ZOS did to basically say: "We are aware of the non-eso+ inventory issues, here, CATCH !... * laughs * ".
    Edited by Tommy_The_Gun on December 4, 2019 9:43PM
  • NBrookus
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    NBrookus wrote: »
    The storage cap just needs to go away. All it does it put pressure on inventory with the unopened geodes and creates another unfun inventory dance mini game.

    That’s the intended design, NBrookus ... which ZOS is likely not changing.

    The more geodes you hoard, the higher impact on inventory it becomes.

    I know it's intended, but doing the inventory dance we all know qualifies as something we'd rather not have to do, reduces player enjoyment and makes me less likely to want to play at any given moment. And on PC we at least have Inventory Insight to help know where everything is.
  • tmbrinks
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    Huyen wrote: »
    Danouk wrote: »
    Ok tks that's what I wanted to know. But it's a stupid reason. It's part of the game changing your traits. It's making something a grind where there should not be. 😂

    Zos makes everything a grind to keep players in the game, so they might spend more money.

    This statement isn't even fair, nor true.

    Transmutation was introduced to REDUCE the grind. So that you could change the piece of gear when you got it instead of running content over and over and over again.

    You can't even buy transmutation things from the crown store, so how exactly are you going to "spend more money"?

    It's false statements like this that just make people more pissed off... stop it. seriously stop.

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  • grannas211
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    grannas211 wrote: »
    Because this game is interested in making inventory as painful as humanly possible.

    Each player account inventory is nearly 4,000 slots when fully maxed with bank, housing storage, character inventory, and mount capacity.

    That’s hardly “painful as humanly possible”.

    It might be painful getting to 4,000 slots. But, every player knows that going in ... when they choose an MMO style game to play.

    And none of that is convenient. Your bank is tiny despite gear increasing. You can’t access those storage units without going to your home. And then you can’t access that bank at you home without paying crowns for a banker.

    Also I don’t consider alts holding your gear that you have to log and relog to get to as convenient.

    Your number looks great. But it’s just a number and it’s not as practical in appearance.

    While as bad as human possible may be a stretch, inventory management in this game is not fun and is very tedious.


    Edit; guy above me said everything better
  • buttaface
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    They are past the max "revenue point" on the "Laffer Curve" (please note the quotes before posting some moronic jr college armchair economist retort) IMO where transmutes are concerned. I'm sitting on 120-30 atm, and -would- spend them and keep grinding for more IFF more didn't just "trickle in" whether daily or once a month. If they were just a bit easier to get, I'd play more to get more. As it is I just sit on them until... and play less to get them during the interim.

    Should drop more or have less required. I understand why they designed it as they did -initially-, but we are no longer in that initial period. Transmutes are not particularly powerful, certainly not as much as many pretend they are.

    BTW folks, "just pvp and you'll get plenty... in a month" is not a reasonable response to requests for change to the transmute system.

    And of course they should stack along with a host of other things.
  • kargen27
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    buttaface wrote: »
    They are past the max "revenue point" on the "Laffer Curve" (please note the quotes before posting some moronic jr college armchair economist retort) IMO where transmutes are concerned. I'm sitting on 120-30 atm, and -would- spend them and keep grinding for more IFF more didn't just "trickle in" whether daily or once a month. If they were just a bit easier to get, I'd play more to get more. As it is I just sit on them until... and play less to get them during the interim.

    Should drop more or have less required. I understand why they designed it as they did -initially-, but we are no longer in that initial period. Transmutes are not particularly powerful, certainly not as much as many pretend they are.

    BTW folks, "just pvp and you'll get plenty... in a month" is not a reasonable response to requests for change to the transmute system.

    And of course they should stack along with a host of other things.

    Why is just PvP not a reasonable response? It gets you to play another aspect of the game and that is good for the long term health of the game. Last thirty day cycle I took 16 characters to tier two (a few of them to tier three) and I don't PvP often. Tier one can be easily hit in an hour even if you are horrible at PvP. Run a couple of characters to tier one and do a few pledges each month and most players will have the stones they need. If you are one of the few players that feel the need to enter into the never ending circle of getting the super best build out there then sure you are going to always be short stones.
    and then the parrot said, "must be the water mines green too."
  • Ratzkifal
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    Danouk wrote: »
    Ok tks that's what I wanted to know. But it's a stupid reason. It's part of the game changing your traits. It's making something a grind where there should not be. 😂

    You are correct in that observation, but there is some context missing. The transmute system is and was advertised as being designed to assist the grind, not to circumvent it fully. So in that sense it's logical that there is a limit. The reasoning is sound, the motive/intention is the questionable part.
    ZOS doesn't want to hand BiS gear to anyone just like that, because it's supposedly going to make content last longer.
    This Bosmer was tortured to death. There is nothing left to be done.
  • MasterSpatula
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    Limit on Transmutation Stones? Good. Limit of 4 total items worth of stones across an entire account? Bad.

    As with much of what ZOS does, it's not the idea that's bad so much as the stinginess of the execution.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Imryll
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    BNOC wrote: »
    Huyen wrote: »
    This has been answered when it was introduced: to prevent players hoarding to transmute all gear when the meta changes.

    Nothing but time stops me hoarding 205 containers in my inventory and holding them until next patch.

    Nothing stops me leaving them in my mail.

    Nothing stops me researching the ~1/2 pvp traits for each item I regularly use and collecting them on an alt as well, ready for if I needed to sort it, it's literally like 2 days to get all that researched - People with multiple master crafters obvs have significant crystal storage capability.


    All the limit does, is force wasted inventory space. Whether that's to push ESO+ and things like the inventory slot pet that was introduced after (but probably designed and planned long before) is up to you.

    It's still really annoying with ESO+, especially if you want to PvP on a leveling character. Having to prioritize bag upgrades to make room for geodes is beyond aggravating.
  • Tsar_Gekkou
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    The least they could do is let geodes and runeboxes be bankable. I have a few runeboxes that I want to hold on to and 58 of the 50-crystal geodes in my crafters inventory. It doesn't make sense why neither can be put in the bank and have to be mailed to a friend and returned if I want to move them to a different character.
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  • oddbasket
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    At some point, you'd be forced to join a guild, be ESO+ or buy clockwork city.
  • buttaface
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    kargen27 wrote: »
    Why is just PvP not a reasonable response?

    Because 1. to repeat, it takes a month. 2. not everyone plays lots of alts 3. not everyone pvps. 4. anyone posting about this issue already knows full well they could pvp to get more transmutes, leading to the conclusion that they would rather ask for a higher drop rate, a perfectly reasonable request in light of how minor transmutes are.


  • kargen27
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    buttaface wrote: »
    kargen27 wrote: »
    Why is just PvP not a reasonable response?

    Because 1. to repeat, it takes a month. 2. not everyone plays lots of alts 3. not everyone pvps. 4. anyone posting about this issue already knows full well they could pvp to get more transmutes, leading to the conclusion that they would rather ask for a higher drop rate, a perfectly reasonable request in light of how minor transmutes are.


    The higher drop rate is available. They just don't want to take advantage of it. Transmutes were put in game to provide some relief from running the same dungeon over and over with no guarantee to get the trait you wanted. It wasn't put in the game to completely replace repeating content.
    A month isn't that long. A bit of planning ahead will allow you to transmute a few pieces for your new latest greatest build and the other pieces you can try your luck in the dungeons. Repeating content is needed for the long term health of the game. Allowing huge stockpiles of transmute stones takes away from repeated content.
    and then the parrot said, "must be the water mines green too."
  • Asardes
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    buttaface wrote: »
    kargen27 wrote: »
    Why is just PvP not a reasonable response?

    Because 1. to repeat, it takes a month. 2. not everyone plays lots of alts 3. not everyone pvps. 4. anyone posting about this issue already knows full well they could pvp to get more transmutes, leading to the conclusion that they would rather ask for a higher drop rate, a perfectly reasonable request in light of how minor transmutes are.


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  • VaranisArano
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    buttaface wrote: »
    kargen27 wrote: »
    Why is just PvP not a reasonable response?

    Because 1. to repeat, it takes a month. 2. not everyone plays lots of alts 3. not everyone pvps. 4. anyone posting about this issue already knows full well they could pvp to get more transmutes, leading to the conclusion that they would rather ask for a higher drop rate, a perfectly reasonable request in light of how minor transmutes are.

    "I know there's an answer to my problem, but I don't like that answer, so clearly ZOS needs to provide me a different solution even though the status quo benefits them and matches how they intend for us to get lots of transmute stones."

    This seems to amount to most of the complaints on this issue, and most people skip the step where they have to convince ZOS that the benefits of whatever change they want to suggest outweigh the benefits of the status quo for ZOS. Its never as simple as "Changing this would make me happy, so you should do it."
  • Gravord
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    buttaface wrote: »
    kargen27 wrote: »
    Why is just PvP not a reasonable response?

    Because 1. to repeat, it takes a month. 2. not everyone plays lots of alts 3. not everyone pvps. 4. anyone posting about this issue already knows full well they could pvp to get more transmutes, leading to the conclusion that they would rather ask for a higher drop rate, a perfectly reasonable request in light of how minor transmutes are.

    "I know there's an answer to my problem, but I don't like that answer, so clearly ZOS needs to provide me a different solution even though the status quo benefits them and matches how they intend for us to get lots of transmute stones."

    This seems to amount to most of the complaints on this issue, and most people skip the step where they have to convince ZOS that the benefits of whatever change they want to suggest outweigh the benefits of the status quo for ZOS. Its never as simple as "Changing this would make me happy, so you should do it."

    Not wasting inventory space for a currency is basic level of quality of life, something ZOS should be extremely interested to provide given all current ongoing issues with other basic things like not being able to log in, play without crash every hour, without ping skyrocketing to a thousand and with group finder actually working at all.
  • VaranisArano
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    Gravord wrote: »
    buttaface wrote: »
    kargen27 wrote: »
    Why is just PvP not a reasonable response?

    Because 1. to repeat, it takes a month. 2. not everyone plays lots of alts 3. not everyone pvps. 4. anyone posting about this issue already knows full well they could pvp to get more transmutes, leading to the conclusion that they would rather ask for a higher drop rate, a perfectly reasonable request in light of how minor transmutes are.

    "I know there's an answer to my problem, but I don't like that answer, so clearly ZOS needs to provide me a different solution even though the status quo benefits them and matches how they intend for us to get lots of transmute stones."

    This seems to amount to most of the complaints on this issue, and most people skip the step where they have to convince ZOS that the benefits of whatever change they want to suggest outweigh the benefits of the status quo for ZOS. Its never as simple as "Changing this would make me happy, so you should do it."

    Not wasting inventory space for a currency is basic level of quality of life, something ZOS should be extremely interested to provide given all current ongoing issues with other basic things like not being able to log in, play without crash every hour, without ping skyrocketing to a thousand and with group finder actually working at all.

    Considering that ZOS's stance on inventory is essentially "make a problem so players will buy the ESO+ solution"... I'm not the least surprised that ZOS isn't interested in that QOL change.

    Again, you fail to address how your proposed changes benefits ZOS, outweighing the substantial benefits that the status quo brings them. Without that, do you really expect to convince ZOS? Think of it like making a presentation to convince your workplace to adopt a different methodology - you have the status quo for a reason, so you have to show why your new idea is better for your business.
    Edited by VaranisArano on December 5, 2019 5:00PM
  • kargen27
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    Gravord wrote: »
    buttaface wrote: »
    kargen27 wrote: »
    Why is just PvP not a reasonable response?

    Because 1. to repeat, it takes a month. 2. not everyone plays lots of alts 3. not everyone pvps. 4. anyone posting about this issue already knows full well they could pvp to get more transmutes, leading to the conclusion that they would rather ask for a higher drop rate, a perfectly reasonable request in light of how minor transmutes are.

    "I know there's an answer to my problem, but I don't like that answer, so clearly ZOS needs to provide me a different solution even though the status quo benefits them and matches how they intend for us to get lots of transmute stones."

    This seems to amount to most of the complaints on this issue, and most people skip the step where they have to convince ZOS that the benefits of whatever change they want to suggest outweigh the benefits of the status quo for ZOS. Its never as simple as "Changing this would make me happy, so you should do it."

    Not wasting inventory space for a currency is basic level of quality of life, something ZOS should be extremely interested to provide given all current ongoing issues with other basic things like not being able to log in, play without crash every hour, without ping skyrocketing to a thousand and with group finder actually working at all.

    Providing unlimited transmute stones is not healthy for the game long term. The other problems you listed are unrelated and would still be problems even if transmute stones didn't take inventory space. Players would not be thinking I can't log in but at least I have plenty of bag space what a great game.
    and then the parrot said, "must be the water mines green too."
  • Gravord
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    kargen27 wrote: »
    Gravord wrote: »
    buttaface wrote: »
    kargen27 wrote: »
    Why is just PvP not a reasonable response?

    Because 1. to repeat, it takes a month. 2. not everyone plays lots of alts 3. not everyone pvps. 4. anyone posting about this issue already knows full well they could pvp to get more transmutes, leading to the conclusion that they would rather ask for a higher drop rate, a perfectly reasonable request in light of how minor transmutes are.

    "I know there's an answer to my problem, but I don't like that answer, so clearly ZOS needs to provide me a different solution even though the status quo benefits them and matches how they intend for us to get lots of transmute stones."

    This seems to amount to most of the complaints on this issue, and most people skip the step where they have to convince ZOS that the benefits of whatever change they want to suggest outweigh the benefits of the status quo for ZOS. Its never as simple as "Changing this would make me happy, so you should do it."

    Not wasting inventory space for a currency is basic level of quality of life, something ZOS should be extremely interested to provide given all current ongoing issues with other basic things like not being able to log in, play without crash every hour, without ping skyrocketing to a thousand and with group finder actually working at all.

    Providing unlimited transmute stones is not healthy for the game long term. The other problems you listed are unrelated and would still be problems even if transmute stones didn't take inventory space. Players would not be thinking I can't log in but at least I have plenty of bag space what a great game.

    Mate, it is in essence unlimited already if you play a bit of the game. Its just a massive annoyance how much inventory space you waste across characters for geodes that should be currency as every other. Transmutation geodes are easy to come by and with little effort you can stash hundreds of transmutations stones over few months. Would you like gold taking your inventory space? Tel Var? Event tickets? Transmutation crystals is literally only currency doing it, and the reason it had cap in the first place is no longer valid in the slightest.
  • Taleof2Cities
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    Gravord wrote: »
    kargen27 wrote: »
    Gravord wrote: »
    buttaface wrote: »
    kargen27 wrote: »
    Why is just PvP not a reasonable response?

    Because 1. to repeat, it takes a month. 2. not everyone plays lots of alts 3. not everyone pvps. 4. anyone posting about this issue already knows full well they could pvp to get more transmutes, leading to the conclusion that they would rather ask for a higher drop rate, a perfectly reasonable request in light of how minor transmutes are.

    "I know there's an answer to my problem, but I don't like that answer, so clearly ZOS needs to provide me a different solution even though the status quo benefits them and matches how they intend for us to get lots of transmute stones."

    This seems to amount to most of the complaints on this issue, and most people skip the step where they have to convince ZOS that the benefits of whatever change they want to suggest outweigh the benefits of the status quo for ZOS. Its never as simple as "Changing this would make me happy, so you should do it."

    Not wasting inventory space for a currency is basic level of quality of life, something ZOS should be extremely interested to provide given all current ongoing issues with other basic things like not being able to log in, play without crash every hour, without ping skyrocketing to a thousand and with group finder actually working at all.

    Providing unlimited transmute stones is not healthy for the game long term. The other problems you listed are unrelated and would still be problems even if transmute stones didn't take inventory space. Players would not be thinking I can't log in but at least I have plenty of bag space what a great game.

    Mate, it is in essence unlimited already if you play a bit of the game. Its just a massive annoyance how much inventory space you waste across characters for geodes that should be currency as every other. Transmutation geodes are easy to come by and with little effort you can stash hundreds of transmutations stones over few months. Would you like gold taking your inventory space? Tel Var? Event tickets? Transmutation crystals is literally only currency doing it, and the reason it had cap in the first place is no longer valid in the slightest.

    Have you read any post in this thread?

    Geodes taking up inventory space is the intended design ... which ZOS is likely not changing.

    The more geodes you hoard, the higher impact on inventory it becomes.

    Transmute stones are not intended to be a substitute for you running content to get gear.

    Transmute stones are intended to change gear (AFTER you running content) on those odd pieces found in the wrong trait.

    Edited by Taleof2Cities on December 5, 2019 6:52PM
  • Gravord
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    Gravord wrote: »
    kargen27 wrote: »
    Gravord wrote: »
    buttaface wrote: »
    kargen27 wrote: »
    Why is just PvP not a reasonable response?

    Because 1. to repeat, it takes a month. 2. not everyone plays lots of alts 3. not everyone pvps. 4. anyone posting about this issue already knows full well they could pvp to get more transmutes, leading to the conclusion that they would rather ask for a higher drop rate, a perfectly reasonable request in light of how minor transmutes are.

    "I know there's an answer to my problem, but I don't like that answer, so clearly ZOS needs to provide me a different solution even though the status quo benefits them and matches how they intend for us to get lots of transmute stones."

    This seems to amount to most of the complaints on this issue, and most people skip the step where they have to convince ZOS that the benefits of whatever change they want to suggest outweigh the benefits of the status quo for ZOS. Its never as simple as "Changing this would make me happy, so you should do it."

    Not wasting inventory space for a currency is basic level of quality of life, something ZOS should be extremely interested to provide given all current ongoing issues with other basic things like not being able to log in, play without crash every hour, without ping skyrocketing to a thousand and with group finder actually working at all.

    Providing unlimited transmute stones is not healthy for the game long term. The other problems you listed are unrelated and would still be problems even if transmute stones didn't take inventory space. Players would not be thinking I can't log in but at least I have plenty of bag space what a great game.

    Mate, it is in essence unlimited already if you play a bit of the game. Its just a massive annoyance how much inventory space you waste across characters for geodes that should be currency as every other. Transmutation geodes are easy to come by and with little effort you can stash hundreds of transmutations stones over few months. Would you like gold taking your inventory space? Tel Var? Event tickets? Transmutation crystals is literally only currency doing it, and the reason it had cap in the first place is no longer valid in the slightest.

    Have you read any post in this thread?

    Geodes taking up inventory space is the intended design ... which ZOS is likely not changing.

    The more geodes you hoard, the higher impact on inventory it becomes.

    Transmute stones are not intended to be a substitute for you running content to get gear.

    Transmute stones are intended to change gear (AFTER you running content) on those odd pieces found in the wrong trait.

    Intended and flawed design that should be changed.
  • buttaface
    buttaface
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    "I know there's an answer to my problem, but I don't like that answer, so clearly ZOS needs to provide me a different solution even though the status quo benefits them and matches how they intend for us to get lots of transmute stones."

    Nonresponsive to what was actually posted, the above is the truth behind MOST feedback requests whether you agree with them or not, so moot, and a straw man to boot, typical of many of your posts (and a few other of the high postcount crowd) I've had the displeasure to read on this forum.

    You all seem cut from the same cloth, here as on other game forums, how's that for a fallacy? See, I can do them too.





  • keepero
    keepero
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    I just use the geodes to get potent nirncrux and sell it I have a ridiculous amount of the 50 geode stones.
  • VaranisArano
    VaranisArano
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    buttaface wrote: »
    "I know there's an answer to my problem, but I don't like that answer, so clearly ZOS needs to provide me a different solution even though the status quo benefits them and matches how they intend for us to get lots of transmute stones."

    Nonresponsive to what was actually posted, the above is the truth behind MOST feedback requests whether you agree with them or not, so moot, and a straw man to boot, typical of many of your posts (and a few other of the high postcount crowd) I've had the displeasure to read on this forum.

    You all seem cut from the same cloth, here as on other game forums, how's that for a fallacy? See, I can do them too.





    Sorry, I know I got snarky with the paragraph you quote.

    The second paragraph is genuine advice to better support your complaint by actually considering how and why your suggestion benefits ZOS, outweighing the status quo. I think that's necessary to actually convince ZOS.

    Thing is, I tend to agree with you. Transmute stones are not QOL friendly. ZOS doesn't intend them to be, because its profitable for them. (This is true of a lot of things in ESO.)

    With that in mind, I think its important for players who want change to actually explain why ZOS ought to change- why that change benefits ZOS over and above the profits they get from the status quo. Its like convincing a business why they should adopt a new plan. They went with the status quo for a reason, so the new plan has to be better than the old one for their business. Explaining how the new plan is better than the benefits of the status quo ought to be a basic part of making new suggestions, a part that lots of posters miss. (Also true of a lot of different issues, including requests for buying the crafting bag or getting an auction house, so its not just this problem.)

    I mean, I can't make you address the benefits the status quo has for ZOS if you don't want to. But I would suggest that ZOS sees those benefits as:
    1. Limiting the number of useable transmute stones means many players need to grind for gear or grind for transmute stones as fits ZOS' original intent, thus spending time in game and possibly doing content they wouldn't normally do. ZOS especially likes PVEers doing PVP - having them grind the campaigns is a big win for ZOS who wants to encourage playing ALL of the game. it also pushes players to get ESO+ for 200 instead of 100 stone capacity.
    2. Forcing unused transmute stones into inventory results in inventory management issues, encouraging players to: use stones (back to the grind for more stone), or seek to remedy inventory pain in other ways like mule characters, extra bag space, or ESO+. Its an extension of a lot of inventory QOL problems with ESO, all inevitably going back to "make a problem, sell a (Craft Bag) solution".

    If players really want to convince ZOS otherwise, I'd like to see more arguments engage the benefits that ZOS gets from the status quo. Its easy to say "The status quo sucks for players" because, well, it does. :neutral: But that's not terribly convincing to ZOS, because it sucking doesn't keep players from doing exactly what ZOS wants in terms of grinding or inventory management.


    Now, I'll be honest, I don't have an answer to those two benefits beyond "I don't like it." ZOS has pretty good reasons for why the status quo is profitable for them.

    If you do have counterarguments to why adopting a new system would be more profitable and beneficial for ZOS, I'd love to hear them.
    Just be forewarned that I don't think "It would be better QOL" is going to cut it - ZOS already knows that and sticks with the status quo anyways.
  • Gnortranermara
    Gnortranermara
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    If you could save them up, then you could avoid sitting on the game for 8 hours a day farming them next time they gork the meta. The limit exists to inconvenience adults with grown-up jobs.
  • Taleof2Cities
    Taleof2Cities
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    If you could save them up, then you could avoid sitting on the game for 8 hours a day farming them next time they gork the meta. The limit exists to inconvenience adults with grown-up jobs.

    ESO player here (raises hand) with a 40+ hour job and other life responsibilities.

    I fully understand that when I choose to play an MMO style game, it takes time to achieve game goals and objectives.

    In other words, nothing is handed to me on a silver platter ... and nothing incentivizes instant gratification. It’s earned through smart and skillful (sometimes methodical) gameplay.

    Edited by Taleof2Cities on December 5, 2019 11:08PM
  • tmbrinks
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    If you could save them up, then you could avoid sitting on the game for 8 hours a day farming them next time they gork the meta. The limit exists to inconvenience adults with grown-up jobs.

    But... I thought everybody hated the meta... so why are we worried about the chasing the meta? Or... are all those other threads wrong about the meta?

    Or maybe... transmutation is just a secondary system to actually help people avoid grinding for gear as much (and yes, there will be changes to a game that's how they keep you playing) which is actually a good thing for your "adults with grown-up jobs" It was never meant for you to store 18 billion geodes among your mule characters, it was to be a method so that when you've ground for your gear you only have to transmute the last two pieces (not all of them).

    Also, when has the meta ever changed in terms of traits on body pieces.

    It's been Impen in PVP for ever. It's been Divines in PVE for ever... so are we really whining and crying over having to trait change our weapons (and maybe jewelry?)

    (BTW... real adult, with a real job, that I regularly spend between 8-12 hours a day at 5 days a week)
    Edited by tmbrinks on December 6, 2019 12:37AM
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