lethality_ESO wrote: »So my question to some of you more advanced crafters and long time players - have they talked about improving crafting, and putting some value back on crafters?
In ESO it is actually a bit silly is that what you wear and how you look are completely independent (except weapons).
Also you can not change the style/appearance of a set, which would be a major feature.
People don't want crafted sets but dungeon/trail drops, which come in 1 unchangable style.
Must say I find crafting in ESO quite disappointing.
From a RP'ish POV it would be so cool if you could make a set with the stats and look you want.
That dungeon gear would drop as a one use stats pattern that you could integrate with your armour crafting.
katanagirl1 wrote: »After spending so much time researching traits, I would be opposed to anything that would require more time for my crafters. Are you aware of how much time that requires for even 8 traits?
The outfit system has devalued crafters, but I do not try to make money selling crafted sets. Too much effort for too little gold because mats are expensive. I only use it for doing master writs and buying random furnishing envelopes to learn more furnishing plans.
lethality_ESO wrote: »katanagirl1 wrote: »After spending so much time researching traits, I would be opposed to anything that would require more time for my crafters. Are you aware of how much time that requires for even 8 traits?
The outfit system has devalued crafters, but I do not try to make money selling crafted sets. Too much effort for too little gold because mats are expensive. I only use it for doing master writs and buying random furnishing envelopes to learn more furnishing plans.
I'm not sure I understand your response.
The entire idea of adding value being a crafter is crafting things not just everyone can do.
Who cares if it takes more time to research a trait 2, 3, 4 or more times? It's entirely passive, and if you get a slight boost to the item you make with that trait because of it each time, then YOU are a desired crafter.
I want to make it clear that a game like ESO makes crafting something you "also do", not as a primary progression path. So if the idea of making it more dedicated for crafters doesn't appeal to you, then you really aren't a crafter - you're just a player.
Make a crafting system for players that value and love to craft. That's what I'd like to see.
Outfit styles really screwed the pooch more than anything. If they can't roll that back out (and they can't) then they need to add value to crafters to make use MORE DESIRABLE vs just acquiring an outfit style.
katanagirl1 wrote: »@lethality_ESO I am most certainly a crafter. I have one 9 trait crafter in everything including jewelry and three other 8 trait crafters.
I don’t craft to make money but I craft to save money by doing it myself and to not be reliant on anyone else for anything.
I resent your remark as there was no need to make it.
NavalOffisah wrote: »Who are you to determine what a "true" crafter is, or what a crafter wants?
Personally im a grand master crafter, and I would never want to be seeked out or be in demand. I craft primarily for myself, as well as other guild members. Having taken up zone requests before its generally just a headache. Not having correct mats, not knowing what's required, making me wait etc.
But aside, I feel that the current system is fine. The outfit system is great and ties in well with crafting knowledge. Writs are a great source of income between pure gold and the mats received. Trust me when I say no one wants research to take any longer than it already does.
Oliviander wrote: »OP I think you are wrong in your assumptions.
I don't think a crafting system that gives you an income
by player demands is even possible.
Every other MMO I've ever played has had a crafting economy driven by player demand.
In those games, crafted stuff was better than--or at least competitive with--dropped equipment. It was also a way to ensure you got exactly the equipment you wanted; you could spend a lot of gold for someone to make it for you rather than a lot of time praying for it to drop.
Oliviander wrote: »
Every other MMO I've ever played has had a crafting economy driven by player demand.
In those games, crafted stuff was better than--or at least competitive with--dropped equipment. It was also a way to ensure you got exactly the equipment you wanted; you could spend a lot of gold for someone to make it for you rather than a lot of time praying for it to drop.
As I am not really acquainted with other MMO's
I would be interested which mechanism prevented players to craft their own items
in those games ?
Oliviander wrote: »
Every other MMO I've ever played has had a crafting economy driven by player demand.
In those games, crafted stuff was better than--or at least competitive with--dropped equipment. It was also a way to ensure you got exactly the equipment you wanted; you could spend a lot of gold for someone to make it for you rather than a lot of time praying for it to drop.
As I am not really acquainted with other MMO's
I would be interested which mechanism prevented players to craft their own items
in those games ?