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Can crafters get some love please ZOS

  • Pandorii
    Pandorii
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    Here's an idea: crafters can transmute/change the style of an existing piece of gear into something else.

    This would give style material another purpose!
  • Xebov
    Xebov
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    Stinkyremy wrote: »
    Vamp and werewolf role-players got some love, home-makers got some love, pve players get so much love with trials and dungeons and pvp players get crapped on constantly...why can't crafters get some love instead of getting crapped on too!

    With all the style pages added to the game as a crafter any time I craft something and ask what style they want the answer is 9 times out of 10.......whatever. Because we know that they just grabbed the specific motifs they want and use an outfit.
    Rarely does anyone want jewellery upgraded as it cost too much in materials.
    No one seems to even care about wanting crown store motifs like frostcaster or Tsaesci.
    I have never seen anyone ask for furniture to be made as it doesn't even require skill and research just a design.

    Yeah OK you gave us jewellery and a snazzy new grand master crafter title with summerset, but what good is a title if you took away our custom.
    As it is now, there is little point of getting motifs as a crafter except for completion reasons.
    There is next to nothing that crafters can do with writs either. Furniture is about all there is to use them for.

    I don't really have many suggestions on what ZOS could do to bring craters some notoriety but I feel that desire for a crafter is less in the game than ever before.
    A possible solution is to implement some rare character bound crafting motifs that can only be purchased by grand master crafters. Possibly that can only be purchased with writ vouchers, some that require master crafter achievement and some that require grand master crafter. No style page unless you know the motif yourself meaning crafters have to craft for you if you want it.
    The close we have to that right now is ebony but anyone could buy that with gold.
    There is similar things in game like furniture and houses that require you to have specific achievements so doing the same for motifs shouldn't be an issue. The issue is if it is not bound, because Then we are back to square one.

    There are so many style pages and cosmetics in the game people are spoilt for choice. Please just let crafters have a little thing to themselves that makes them stand out as accomplishing their trade.

    Your idea would not lead to the result you expect. Sets are used for efficiency and only a few crafted sets are used. This wouldnt magically change just because you have a special motif. Motifs are a matter of taste and players only wear 5 armor pieces of a set combined with a monster set, so it would be pointless anyway.
    Stinkyremy wrote: »
    Transmute was a god damn massive nerf for crafters, what are you talking about. It was a nerf for gear sellers, gear farmers and a a buff for trial/dungeon farming.

    No it wasnt. Before they introduced it players just farmed the trial until tehy got all gear in the right trait, thats all. Ask around about players that did 300 runs in WGT for some divine gloves.

    The reality is that its way easier to craft a new item with a trait than transmuting it. For overland drops its muche asier to buy it in the right trait. This comes due to the availability of transmute crystals comapred to gold and resources.
    Pandorii wrote: »
    Here's an idea: crafters can transmute/change the style of an existing piece of gear into something else.

    This would give style material another purpose!

    Given that the outfit system exists, was exactly would be the purpose of your suggestion besides duplicating it?
  • Guyle
    Guyle
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    Stinkyremy wrote: »

    No it is about giving crafters something that makes them have a unique thing only they can have. The outfit system if for fashionistas. GMC is still tough to aquire with the time invested to learn traits and motifs. It cost millions in motifs/nirn/jewelery trait stones and 6+ months of daily research for GMC. Don't trivialize it like it's an easy objective.
    While vamp bite you can get for free doing one quest that requires nothing but to watch idle text.
    The motifs don't even have to be anything special, just unique that only MC/GMC can own!
    WWolf or vamp get an entire unique skill like, why can't crafters get something unique too.

    I don't think I trivialized getting GMC at all, it is a fairly easy if time consuming objective most of which you basically have to sit back and wait for. I had learned all the jewelry traits on both rings and necks within a few months of Summerset's release. The trait research doesnt mean you have to learn all the traits for every single piece of gear, it means learning all the traits at least once for weapons, armor and jewelry. There are 9 jewelry traits, if you split them between rings and necklaces, and learned 4 traits on one and 5 on the other, with passives it would take at maximum a little over 2 weeks, and you could buy all the traited pieces for what? Under 100k? If you were tactical about it, you could achieve trait master for the other crafts in less time and it would be a lot cheaper - the one potent nirn is really the only expensive thing for it. In so far as the motifs are concerned, if you really grind the anniversary event, Id say you would make a lot of headway in it, and then could buy a lot for relatively cheap to get to 50 full styles. Is it all something you can do overnight and for really cheap? No, not by a long shot, but getting most of the achievements for it is pretty simple, if time consuming and sometimes means throwing down some gold. But honestly, being able to get it within a matter of months in an MMO is crazy fast, at least as far as I am used to. Last game I played it took me the better part of 2 years to max out all the crafting lines, and then when they introduced master crafting it took months and an investment of millions in currency. Even then, RNG played a role in crafting so you could easily spend 6 million making an item you couldnt sell for more than 2 million.

    Lol ww and vamps have their own respective single skill lines..... crafters have 7 skill lines..... not really sure how that got turned around in your mind, but 7 is a lot more than 1. There are lots of achievements for crafting, with respective titles, and a hammer, and iirc there is a costume too? In any case I am not saying crafting shouldnt get more as time goes by and I am sure it will, but you make it sound like crafting is this desolate waste land with nothing unique to it at all, and is a complete waste of time because ppl dont care what style you craft gear in. I mean to me, that couldnt be further from the truth, there is a lot to crafting already, and unlike other games I have played, is actually useful and in demand.
    Edited by Guyle on September 15, 2020 6:03PM
  • Lumsdenml
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    The issue with crafting are the sets you can craft. Most people use a couple of crafted sets as they lvl from 1-50 (even for leveling, there are really only about 4-5 viable sets depending on stam/magica). Once people hit 50, they will again use those same sets until they have farmed their dungeon/trial/monster set. 90% of crafted gear is less powerful than overland sets, 7% is equal to overland sets, and there is only 1 set (new moons) that is on par with a dungeon set. Reworking of some of the older crafted sets is way overdue to bring them into the realm of viability. All sets should be at least as good as overland sets, 25% or so should be at least as good as dungeon sets. I have no problem with trials and arena sets being the best gear out there, they should be. I don't think crafted sets should be that good, but they still need to be raised from the worst sets out there.
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  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Crafting nowadays is more about being a completionist and less about trading per se.
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  • Xebov
    Xebov
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    Stinkyremy wrote: »
    GMC is still tough to aquire with the time invested to learn traits and motifs. It cost millions in motifs/nirn/jewelery trait stones and 6+ months of daily research for GMC. Don't trivialize it like it's an easy objective.

    It is an easy objective. It is time consuming yes, but it requires no skill set to do it. Most of the tasks are eitehr waiting or can be done passively. Getting the money for the motifs is also trivial in terms of difficulty.

  • ParaViking
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    I would hardly call what vampires got love
  • Sahidom
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    I would add that the sets from the research traits should have exceeded the dungeon, trial and overland available sets. It takes months upon months to research 9 traits across all slots; but many crafted sets are subpar to overland and dungeon sets. They need to improve the equity value of the researched traits, and support the crafting professions on equipment and gear beyond the few sellable sets now. This was different when the game first launched but now crafted sets are just fillers while you farm; I don't feel it does the player justice spending months to be a max trait crafter.
    Edited by Sahidom on September 15, 2020 9:07PM
  • Stinkyremy
    Stinkyremy
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    Ratinira wrote: »
    Stinkyremy wrote: »
    Ratinira wrote: »
    Stinkyremy wrote: »
    WWolf or vamp get an entire unique skill like, why can't crafters get something unique too.

    What is common between vampire and crafter from game point?

    The role it fills as a player. There are many ways for people to play the game, some people play the role of a vamp, some the role of a crafter.
    There are people who entirely play the game as a trader, some who just dungeon and trial run as a delver, some who duel, some who ball group like a military in the alliance war..... The list goes on.
    Each of these roles has unique rewards that encourages them to continue their role...except crafters.

    What unique rewards trader has?

    Being vampire influence the way you interact with NPC and how you fight. Because it changes your character.
    Knowing some motifs doesn't change the way you play or your character...
    Traders have access to vast amounts of wealth that no one can have except trader.
    You must be very naive to think that knowing motifs doesn't (didn't) change the role of a crafter.
    Before all this outfit and transmute crap everyone wanted a crafter and finding a crafter who knew every in game motif wasn't an easy thing. A crafter with that rep of knowing all motifs could charge higher money for crafts if they like, as well as have esteem of boing the top of the trade.
    I think that the role of a crafter might be beyond your understanding of how others play the game.
    You know some people play the game specifically to craft rihght? To learn the motifs, craft for others ect. this is their end game.
    Just as their are traders in the game that only play to make gold, they don't do anything with the gold, they just like being a trader...
    Ratinira wrote: »
    Use motifs you know to do master writs, get vauchets and use them to buy something unique. Non-crafters cannot do that.
    Is that unique or not enough for you?

    Furniture! A gear/weapon crafter isn't a furniture crafter. Furniture is a new trash money sink plus anyone can have those as they can be sold for gold. Yeah a crafter has to be the one who gets the writs enough to buy them, most of the time, but in reality anyone could get enough writ tokens with just 1 recipe if they were lucky or smart enough.
    I suppose you could see a crafter getting and selling furniture diagrams equal to a pvp player getting gladiator gear and selling it but as long as any rando who knows a recipe can get writs vouchers it is not the same at all.
  • Stinkyremy
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    VoxAdActa wrote: »
    Give us some way that crafters can upgrade someone else's gear. You've got a purple thing? We both go to the forge together and I can upgrade it to gold without it leaving your hands.

    Give us some way that crafters can transmute someone else's gear. You picked up a perfected vMA dagger in Decisive? For 10k I'll turn it into Nirnhoned for you. Or Powered, I suppose; I mean it's your money. Whatever you want.

    Since only the holder of the item can upgrade or transmute, it forces everyone to have their own crafter. And since everyone is their own crafter, there's no market for people who craft; every guild has 20 people who will build you a 9-trait armor in gold for cost. If everyone didn't HAVE to craft, there'd be a lot more people who just wouldn't, because they can pay some other chump to do the important bits for them.

    Making New Moon isn't the important bit; upgrading that Alkosh to gold and getting it in the trait you want is the important bit. But we all have to do the important bits ourselves, which is ass-backwards.

    God damn right. See this is how much of an F U to crafters both the transmute and transmog systems were. People think it is a buff to crafters but actually it has made their trade useless.
    Upgrading and transmuting others gear, even bound gear so they don't have to level the craft and allowing crafters to have the role would (have been) perfect but now it is too late. Transmute pretty much forced others to research traits and the necessity to upgrade forced others to max out craft skill and put points into lesser mat for upgrades out of necessity.
    Going back to OP, crafters got crapped on.
  • Stinkyremy
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    Pandorii wrote: »
    Here's an idea: crafters can transmute/change the style of an existing piece of gear into something else.

    This would give style material another purpose!

    This is a good idea, an overland set that is argonian by default for eg could be changed to whatever motif the crafter has. Issue here is that it is a full transmog system that would completely ruin ZOS outfit system transmog crown store scam, so I doubt this will ever happen.
  • Amorpho
    Amorpho
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    Stinkyremy wrote: »
    Vamp and werewolf role-players got some love, home-makers got some love, pve players get so much love with trials and dungeons and pvp players get crapped on constantly...why can't crafters get some love instead of getting crapped on too!

    With all the style pages added to the game as a crafter any time I craft something and ask what style they want the answer is 9 times out of 10.......whatever. Because we know that they just grabbed the specific motifs they want and use an outfit.
    Rarely does anyone want jewellery upgraded as it cost too much in materials.
    No one seems to even care about wanting crown store motifs like frostcaster or Tsaesci.
    I have never seen anyone ask for furniture to be made as it doesn't even require skill and research just a design.

    Yeah OK you gave us jewellery and a snazzy new grand master crafter title with summerset, but what good is a title if you took away our custom.
    As it is now, there is little point of getting motifs as a crafter except for completion reasons.
    There is next to nothing that crafters can do with writs either. Furniture is about all there is to use them for.

    I don't really have many suggestions on what ZOS could do to bring craters some notoriety but I feel that desire for a crafter is less in the game than ever before.
    A possible solution is to implement some rare character bound crafting motifs that can only be purchased by grand master crafters. Possibly that can only be purchased with writ vouchers, some that require master crafter achievement and some that require grand master crafter. No style page unless you know the motif yourself meaning crafters have to craft for you if you want it.
    The close we have to that right now is ebony but anyone could buy that with gold.
    There is similar things in game like furniture and houses that require you to have specific achievements so doing the same for motifs shouldn't be an issue. The issue is if it is not bound, because Then we are back to square one.

    There are so many style pages and cosmetics in the game people are spoilt for choice. Please just let crafters have a little thing to themselves that makes them stand out as accomplishing their trade.

    I totally agree with you. My suggestions would be:
    1. Tie the outfit system to crafting - like enabling crafters to craft and sell outfit editing tokens to be used by other players at outfit stations (like 1 token to change the style of 1 outfit item) and/or tokens to apply special dyes (like the master angler pink?) rather than allow players to create and edit outfits by only spending gold.
    2. Enable crafters to sell full sets on traders in crates (like a crate that contains 5+ crafted items of NMA) to encourage crafted set trading.
    3. Give crafters more 9 traits sets!
    4. Give crafters the ability to craft./transmute items in powerful (new?) traits that are ONLY accessible through crafting
    5. Give crafters the ability to craft (at transmutatiom stations) and sell transmutation tokens for people to transmute items without a transmute station
    6. Enable crafter to craft display weapons and armor for housing, maybe even "stuffed" monsters tied to the monster hunter achievement - all tradeable of course.

    Do you think any of the above is viable?
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  • Fischblut
    Fischblut
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    I don't care much about motifs and new sets nowadays, and I don't craft for other people.
    What would really bring back my interest: special account-bound weapons and armor which can be crafted only by Grand Master Crafters (after doing some more different achievements)... Something similar to Second Generation of Legendary weapons in GW2.
  • AcadianPaladin
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    *shudders* What I'm sort of getting is that this is a nerf outfits and nerf transmute thread.

    The only thing I've read I really like/agree with is to improve crafted sets to be more competitive with non-crafted sets.
    PC NA(no Steam), PvE, mostly solo
  • Stinkyremy
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    Too many quotes from me so I'll just reply.
    After peoples suggestions, a few perfect ways would be that crafters can marginally increase the armour of an item more than others.
    So for eg if a non GMC increased an item to gold the items armour value is 2000, if a GMC does it it is 2100. this would make negligible difference over all but some will want the best they can get making needing a crafter viable. Make it so if a gold item is given to a GMC for 1 extra gold mat they can add that 100 armour to an item or 25 weapon damage to a weapon.
    Sure Trial/pvp meta players would do it themselves, but average players would want to pay a crafter 10k for a temp and the job done to make their weapon the best it can be.

    As another suggested allow crafters to upgrade and transmute items for others, even if it is bound, it never goes out of the original players hands.
    Make it that is a crafter groups with someone, they use the table and add the item then the crafter uses the table and can rework the item, improve, transmute, change motif.
    This alone would make crafters really appreciated again.
  • Stinkyremy
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    *shudders* What I'm sort of getting is that this is a nerf outfits and nerf transmute thread.

    The only thing I've read I really like/agree with is to improve crafted sets to be more competitive with non-crafted sets.

    No it is a give crafters something unique to have again to make the role unique as other roles are. Can't you see that so much has been taken away from crafters that the role isn't appreciated or used any more.
    Crafters have nothing that they can "call their own" that only they can obtain bar a title and a crappy weapon skin....
    Literally anyone can get every motif, writ, anything writ vouchers can buy...
    Damn there are items in the game you can't even own without owning an achievement for doing a dolmen but nothing you can't own without being a GMC.
    Can't you see how the role has been trivialised and neglected.
    It was a damn oversight for ZOS to make the furniture crafting not require a trait research or a separate skill line.
    Edited by Stinkyremy on September 15, 2020 10:15PM
  • Ratinira
    Ratinira
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    Stinkyremy wrote: »
    Ratinira wrote: »
    Stinkyremy wrote: »
    Ratinira wrote: »
    Stinkyremy wrote: »
    WWolf or vamp get an entire unique skill like, why can't crafters get something unique too.

    What is common between vampire and crafter from game point?

    The role it fills as a player. There are many ways for people to play the game, some people play the role of a vamp, some the role of a crafter.
    There are people who entirely play the game as a trader, some who just dungeon and trial run as a delver, some who duel, some who ball group like a military in the alliance war..... The list goes on.
    Each of these roles has unique rewards that encourages them to continue their role...except crafters.

    What unique rewards trader has?

    Being vampire influence the way you interact with NPC and how you fight. Because it changes your character.
    Knowing some motifs doesn't change the way you play or your character...
    Traders have access to vast amounts of wealth that no one can have except trader.
    You must be very naive to think that knowing motifs doesn't (didn't) change the role of a crafter.
    Before all this outfit and transmute crap everyone wanted a crafter and finding a crafter who knew every in game motif wasn't an easy thing. A crafter with that rep of knowing all motifs could charge higher money for crafts if they like, as well as have esteem of boing the top of the trade.
    I think that the role of a crafter might be beyond your understanding of how others play the game.
    You know some people play the game specifically to craft rihght? To learn the motifs, craft for others ect. this is their end game.
    Just as their are traders in the game that only play to make gold, they don't do anything with the gold, they just like being a trader...
    Traders does not excist it vacuum. They need something to trade with. Take what you have and sell. That is not a "unique" reward or skill.
    I know a half of game motifs and it doesn't affect my role as a crafter. Maybe because not every crafter's goal is to get money from learning motifs.
    Yes, some people leave to craft. But in that topic I don't see the problem with being able to craft (especially 9 trait jewelry), the problem is in not being able to add extra money to the cost for motifs learned. Isn't it?
    Without transmute I would have just spent much more time grinding for the trait needed. And I have the feeling that the one who are sending popular overland sets suffered from transmutation much more then crafters... Crafters has no influence on, say, Mother Sorrows stuff.
    Ratinira wrote: »
    Use motifs you know to do master writs, get vauchets and use them to buy something unique. Non-crafters cannot do that.
    Is that unique or not enough for you?
    Stinkyremy wrote: »
    Furniture! A gear/weapon crafter isn't a furniture crafter. Furniture is a new trash money sink plus anyone can have those as they can be sold for gold. Yeah a crafter has to be the one who gets the writs enough to buy them, most of the time, but in reality anyone could get enough writ tokens with just 1 recipe if they were lucky or smart enough.
    I suppose you could see a crafter getting and selling furniture diagrams equal to a pvp player getting gladiator gear and selling it but as long as any rando who knows a recipe can get writs vouchers it is not the same at all.

    Well, I am furniture crafter. I understand that I am a third class for you as I am not an "elite" gear crafter who new all motifs in game but I am a crafter (and trader) who sell crafted furniture.
    Though I don't see any elitism in crafter with motifs learned... (except long-long ago when the grass was greener...)
    Edited by Ratinira on September 15, 2020 10:17PM
  • Ratinira
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    (dublicate)
    Edited by Ratinira on September 15, 2020 10:20PM
  • YandereGirlfriend
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    I think that a lot of people make interesting points on several sides of this topic.

    Personally, I have all nine traits across all disciplines but I only craft for myself and do Master Writs for vouchers.

    As @AcadianPaladin said, the biggest boost to crafters would be to make the Crafted Set options more attractive across more types of content. While I philosophically disagree that Crafted Sets should ever be BiS for end-game PvE content, there is still a healthy middle ground between where Hundings/Julianos sit and the current BiS Trial Sets. Crafted Sets see the most use in PvP but even then it is a small handful of sets that dominate while the other 85% of Crafted Sets languish in uselessness.

    I also liked @colossalvoids idea for crafted-only Uniques, preferably gated behind Grandmaster Crafter rather than the much easier nine traits requirement. Another idea that I liked was the ability for Grandmaster Crafters (disclosure: I don't have this achievement) to create exclusive and unique Style pages that they could sell on the Guild Traders. I would also maybe introduce a tenth crafting trait because a) we need more variety in the game overall and b) to further pad out the time it takes for a new player to reach max traits and justify more powerful Crafted Sets.

    Those strike me as fairly non-disruptive changes that would provide more value for crafters (and the Grandmaster achievement) while leaving everyone else's gameplay unharmed.
  • zvavi
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    Stinkyremy wrote: »
    pve players get so much love with trials and dungeons

    ...
    ...
    I understand that PvP performance is horrible but PvE performance is not great either... Say thanks your crafting works.
  • Stinkyremy
    Stinkyremy
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    zvavi wrote: »
    Stinkyremy wrote: »
    pve players get so much love with trials and dungeons

    ...
    ...
    I understand that PvP performance is horrible but PvE performance is not great either... Say thanks your crafting works.

    Irony about that is that it is the crown crap they add which includes this outfit system that is the issue here.
    The server and the engine wasn't built to render all these multiple flashing light bells and whistle textures that they have added over the years.
    I know, i can remember from beta where you could be on the other side of the map and see a guy wearing breton steel iron armour, and now all you can see 1 cm in front of you is a black silhouette of a player waiting to render the multiple texture clothing he is wearing.It's atrocious.
    I don't play on PC anymore so it may just be a console issue but I doubt it, it's a server/engine issue that they do not care about as long as our sheckles are provided.

  • TheWoanderer
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    1.The ability to transmute other players items would make me happy
    2. More unique options from the master writ vendors would be awesome, like who wants a grape pressy thing? And a mortor and pestle is available in basic crafting anyway.
    3. The ability to change the style of someone's armour or weapons would be cool too and actually give me some purpose back for the huge amount of gold spent on Style Pages because I don't have the time to farm trials and dungeons for style pages.... (see point 5)
    4. Making craftable sets more appealing would be so good.
    5. Evening out the jewellery mats cost would be incredibly helpful, I dream of Golding out my own jewellery instead of farming for hours with barely enough resources to complete a jewellery writ in order to add another attunable station to my guild house. Can't remember when I last did a trial with my guild members due to the amount of time I spend doing daily writs and surveys. It's a full time job.

    This would certainly make me feel more valued as a crafter
  • Aznarb
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    zvavi wrote: »
    Stinkyremy wrote: »
    pve players get so much love with trials and dungeons

    ...
    ...
    I understand that PvP performance is horrible but PvE performance is not great either... Say thanks your crafting works.

    Don't have had PvE perf issue from a very long time (I don't count failed patch as it was fixed rapidly).
    And I'm doing all kind of activity from overland to vTrial+, so.. Dunno why some people get problem.
    For PvP my only problem was loadscreen. Since they add CD it pretty smooth even if I don't like this solution.

    It will never change my mind than many player blame ZoS for personal issue, like poorly optimized PC (doesn't matter how much money you throw in it if you have no clue how to optimize it), Toaster (the 2 last friend who had lag in PvE just add a terrible ventirad, after switching it all was nice), Add-on, TON of popular add-on are poorly scripted and many conflict with other, I run like 10 add, mostly for craft and bag filter, nothing more, never add trouble. I used to notice FPS problem with action duration and mini-map, so I don't use them since a long time.
    Can be so much possible issue tbh..
    ZoS have his part ofc, but not as much as some people want to make us think.

    That said, it's not the point of this thread.
    Edited by Aznarb on September 16, 2020 2:35PM
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

  • Stinkyremy
    Stinkyremy
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    1.The ability to transmute other players items would make me happy

    This would certainly make me feel more valued as a crafter

    I's too late for the transmute. The entire system broke crafting trade.
    It forced others to research the traits themselves. It should have allowed us to transmute gear and not make it bound in teh beginning. Keep transmute crystals bount to an account but if we not the gear after transmute. that way we could have found trash items and turned them into a profit as well as help other get the gear they needed. Imagine farming a dungeon for a monster helm and just transmuting it to exactly the right trait and giving it to the group member who wanted it. It would have made the GMC so popular and made others want to run trials/dungeons with GMC for that exact reason.

    ZOS oversight and screwing the crafter.
  • Naftal
    Naftal
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    Why can't you just use your imagination like other roleplayers "who got love"?
  • Bucky_13
    Bucky_13
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    So, I've been a master crafter for well over 2 years, know all motifs except for the most recent one. Crafting is my main focus in the game before other all other things and have been so for ages. I can't help but think that your vision on what crafting should be is extremely narrow, much like the PvP players who think all PvP should be honorable 1v1 combat only.

    Crafting is in a good place, unlike a lot of other things in the game (Cyrodiil is a great example of something that's in dire need of actual improvements). Crafting gear for other players is a very small part of crafting. Master writs, furnishings and mats is also a part of the crafting, and all those add up to make it far more interesting compared to the other MMOs I've played (WoW & SWTOR).

    I like the outfit system since it's a lot less limiting than being forced to use costumes or the styles on your armor. Since that meant you were stuck with an ugly AF monster shoulder all the time, not to mention changing your looks from armor was a chore. As for transmute crystals, that mean a lot less grinding in dungeons and arenas which has given me more time to do other more fun things than mindless grinding. What you seem to be asking for is a massive decrease in QoL for other players to suit your narrow vision of what crafting should be about.

    You can do a lot of things with crafting, I earn a ton of gold from selling off mats (daily writs on multiple chars). I do enjoy housing and have bought a bunch of houses, being able to decorate those with furniture I made myself is awesome. I sometimes craft gear for guildies but it's rare, mostly because I don't enjoy doing it. I never ask for anything except the mats tho, as I do get gold from other crafting related sources. Making items for research is another thing. Then you have the collection of new motifs and furnishing plans which can also be profitable when you do it right.

    Sure, things can always be improved, even with crafting. But the things you seem to suggest looks like a step back, not forward.
  • Stinkyremy
    Stinkyremy
    ✭✭✭✭✭
    Bucky_13 wrote: »
    So, I've been a master crafter for well over 2 years, know all motifs except for the most recent one. Crafting is my main focus in the game before other all other things and have been so for ages. I can't help but think that your vision on what crafting should be is extremely narrow

    Crafting gear for other players is a very small part of crafting. Master writs, furnishings and mats is also a part of the crafting

    I like the outfit system since it's a lot less limiting than being forced to use costumes or the styles on your armor.

    As for transmute crystals, that mean a lot less grinding in dungeons and arenas

    You can do a lot of things with crafting, I earn a ton of gold from selling off mats

    But the things you seem to suggest looks like a step back, not forward.

    Pointing out some points of what you said.
    My mind isn't narrow.
    I too know /knew (knew all, only came back recently after 2 years so idk last 22 motifs) all motifs, GMC and crafting is [was] my entire focus of the game. Questing and doing literally every quest, completing every achievement and as I do this all my wealth is gained in hopes of getting motifs to know all motifs.

    Crafting is [was[ my main focus in the game and had been when I played the game literally on day one, as soon as I got to bleakrock i went to the crafting station (iirc they started me in stonefalls after feedback from beta and I travelled straight there) and started research in all trades.

    On release the most expensive and sought after items in the game were the blue racial motifs (well possibly other than the trueflame) that is right can you believe it things you see now as trash were the most best and most sought for items in the game.
    Also on release, there wasn't enough skill points for us to master every craft, all our skill lines and 2 weapons...
    The intention of ESO which was explained in pre release marketing was for players to choose their craft/s and share amongst each other. This was part of the economy. While weapon and armour crafters were researching waiting for the best traits provisioners and alchemists were making bank and searching for flowers and recipes.
    This went out the window very shortly after release but the intention of crafters having a trade and making money from plying their trade is a fundamental aspect of the game...does my view of crafting still seem narrow......
    Now, we have mechanics like the transmute system which a crafter cannot craft for you that encourages people to do their own research. Taking away the need for the skill of a crafter.
    We have an outfit system that completely negates the entire point of learning a motif as a crafter with players being able to just add a motif look to anything.
    Then on top of that the majority of the crafter sets are redundant compared to even base overworld gear.
    Crafters have had their trade taken away!

    I like the transmute system, it lessens the rng grind which shouldn't be in the game in the first place but why couldn't crafters profit from it day one, why does transmuting bound the gear!

    I like the outfit system, it allows us to turn something like a trash base race gear set where you want the gear stats but not the look, but why can players add crafting motifs as if they are some costume, you know like the in game non crown store costumes you can get and use that changes your look.
    Can you not see how while both of this systems have helped players over all, they have crapped on crafters big time!

    It is too late to go back to the old days after these systems have been implemented. Moving forward what can crafters get to make them unique and needed again.
    Without unique motifs that are sought after or a unique trait that only a GMC can craft or even buffing crafted sets to make them top tier below trial gear how the heck are crafters gonna go back to the old days of being sought after and respected for their dedication.

    If you can see fault in my logic of the transmute and outfit system harming crafters go ahead and explain.
    Edited by Stinkyremy on September 17, 2020 10:59AM
  • Naftal
    Naftal
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    Stinkyremy wrote: »
    This went out the window very shortly after release but the intention of crafters having a trade and making money from plying their trade is a fundamental aspect of the game...does my view of crafting still seem narrow......

    Yes, extremely. This is YOUR view, not the intention of devs.

    Just because you were there at the beginning when they discovered fire and were among the first ones to know how to create fire, doesn't mean that your grand master firestarter title means anything after a while when everyone know how to create fire.
  • Stinkyremy
    Stinkyremy
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    Naftal wrote: »
    Stinkyremy wrote: »
    This went out the window very shortly after release but the intention of crafters having a trade and making money from plying their trade is a fundamental aspect of the game...does my view of crafting still seem narrow......

    Yes, extremely. This is YOUR view, not the intention of devs.

    Just because you were there at the beginning when they discovered fire and were among the first ones to know how to create fire, doesn't mean that your grand master firestarter title means anything after a while when everyone know how to create fire.

    WTF are you talking about this is literally the intention of the game, they explained the mechanics of the game in marketing and the community working together in different crafts was the whole point...
  • AbraKDabbler
    AbraKDabbler
    ✭✭
    Great ideas! I particularly like:

    - Master Crafters able to create one time use style pages.

    - Grand Master Crafters able to upgrade and transmute items for other players.

    - 9-trait craftable set that has minor slayer and damage for high endgame content.


    I'd also suggest some system for Grand Master Crafters to take better advantage of the new Item Collections UI system.

    - Maybe GMC's could reconstruct items at one step higher rarity (purple max)?


    Lastly:

    - Maybe GMC's could get some sort of bonus when wearing a full set which they crafted?
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