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Isn't it about time Motifs were account wide?

Carnage2K4
Carnage2K4
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I don't see the point of locking Motifs to a character...
The outfit system already lets up apply any known motif we want account wide.
I have a few characters, and in starting this game 7ish years ago It was unclear how many Skill points we could acquire, leading to many of us splitting Blacksmithing, Clothing and Woodwork between characters.
Yet, many motifs contain items spread over Blacksmithing AND Clothing.
Then there is the Style Master achievements, what, I need to farm 6-8 full style sets, 1 for each character if I want to complete an area for that character? A task that if you're not in the release wave of farming an area is arduous just acquiring 1 set, let alone not live in a timezone where I can play at the US prime time to benefit from the large farming groups.

It seems stupid and convoluted (and unclear to new players) having Motifs character specific for crafting, but account wide for outfits, but character specific for achievements.
ZOS need to just streamline it all and make it ALL account wide so I can have a Blacksmith that also does not need to do every other craft just because Motifs are like this... Or buy/collect 2 sets or more. It's nonsensical.
Human Infant Connoisseur
  • Malkiv
    Malkiv
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    I’m not sure why you split your crafting up. I have a single master crafter that has points in everything inside of all crafting skills - except the research passives - and I still have acting, excavation, an ape build, and a single target build. I also have all this without having even close to all skill points and sky shards that you can earn.
    PC-NA | PvP (Gray Host & BGs) | PvE (vTrials & vDGs)
  • trackdemon5512
    trackdemon5512
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    7 years of play. I have almost 4 years of play and 7 Grand Master Crafters. Not Master Crafters but Grand Masters. Frankly I don’t see how in that time you haven’t gotten every motif piece to learn on a main character or additional ones.

    I have new players I mentor and they get their motifs and such without problem. [snip]

    [Edited to remove Baiting]
    Edited by ZOS_ConnorG on May 18, 2021 12:59PM
  • FluffWit
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    Yes, and crafting blueprints.

    IMO the only reason they haven't is because there are various character specific achievements tied to them.
  • trackdemon5512
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    FluffWit wrote: »
    Yes, and crafting blueprints.

    IMO the only reason they haven't is because there are various character specific achievements tied to them.

    Also it’s that the system is designed to take into account the number of motifs a character has learned into master writ drop rates. The more full motifs, the greater the amount of writs. I did a passive study counting how many writs I got on characters as I researched. The ones fully researched with motifs learned regularly got 8 to 11 master writs per 6 days. The ones with little to no research or motifs learned averaged closer to 2 to 4 writs a week.
  • Ceejengine
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    FluffWit wrote: »
    Yes, and crafting blueprints.

    IMO the only reason they haven't is because there are various character specific achievements tied to them.

    Sounds like account wide achievements would be a great way to kill two inconvenient birds with one past-due stone.
  • Septimus_Magna
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    Ceejengine wrote: »
    FluffWit wrote: »
    Yes, and crafting blueprints.

    IMO the only reason they haven't is because there are various character specific achievements tied to them.

    Sounds like account wide achievements would be a great way to kill two inconvenient birds with one past-due stone.

    Exactly, it makes no sense half of the game is account-wide and the other half is separated by character.

    Only thing that should be character locked are the achievement titles in my opinion.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Uryel
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    Account wide EVERYTHING would be a good start.

    Account-wide motif, so no more "Oops, I accidentaly learnt that motif on a non-crafter character".

    Account-wide achievements, so you don't have to relog to buy that furniture from the achievement vendor (and remember who can buy it !)

    Account-wide contribution to achievements, too. Obviously.

    And then... Why the heck are additionnal outfit slots not account-wide ? They cost 1500 crowns, at this price they should be. I've played games with character-only outffit slots, but the price was 1/20th of that (Champions Online comes to mind, and it's a superhero game, what you look like matters alot to a superhero's identity). Also, it's never, ever mentionned in the crown store that the slot is character-only. At the very least, being informed of what you might purchase should be mandatory.

    Account-wide everything. Simple as that. Guild wars 2 has done it from the start, and it works. Even better, achievements even have an actual use, but that may be too far-fetched here.
    Edited by Uryel on May 18, 2021 1:50PM
  • RageKing
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    7 years of play. I have almost 4 years of play and 7 Grand Master Crafters. Not Master Crafters but Grand Masters. Frankly I don’t see how in that time you haven’t gotten every motif piece to learn on a main character or additional ones.

    I have new players I mentor and they get their motifs and such without problem. [snip]

    you just cant imagine how someone hasnt spent millions of gold to attain all the motiffs? literally the hardest thing to do in the game is to get all the motiffs and you casually proclaim its easy? lol.
    Edited by ZOS_ConnorG on May 18, 2021 12:59PM
  • colossalvoids
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    RageKing wrote: »
    7 years of play. I have almost 4 years of play and 7 Grand Master Crafters. Not Master Crafters but Grand Masters. Frankly I don’t see how in that time you haven’t gotten every motif piece to learn on a main character or additional ones.

    I have new players I mentor and they get their motifs and such without problem. I think the problem isn’t so much with the system as it is with how you’re going about this.

    literally the hardest thing to do in the game is to get all the motiffs

    We're playing different games it seems.
  • tim99
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    7 years of play. I have almost 4 years of play and 7 Grand Master Crafters. Not Master Crafters but Grand Masters. Frankly I don’t see how in that time you haven’t gotten every motif piece to learn on a main character or additional ones.

    I have new players I mentor and they get their motifs and such without problem. [snip]

    i smell a lack of effort.
    18 here 😎
    Edited by ZOS_ConnorG on May 18, 2021 12:59PM
  • NeKryXe
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    Well... it's ok for me, but since I'm using duplicated motifs in a couple of characters, I'd like to have them back to sell if it becomes account wide. :)
  • jssriot
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    After years of playing this game, I have never understood other players' obsession with wanting character achieves account-wide and acting like it's a reasonable demand when in my view, it would just make players invest less into the game and ZOS seems to share a similar view. I don't see this particular request ever happening because it pertains to the crafting system, which ZOS has long has insisted is a system you are to invest in over a long period of time--it was literally one of the game's original selling points--and that includes char achieve. To make something like this account-wide would dramatically change the nature of the crafting system, and imo not for the better.
    7 years of play. I have almost 4 years of play and 7 Grand Master Crafters. Not Master Crafters but Grand Masters. Frankly I don’t see how in that time you haven’t gotten every motif piece to learn on a main character or additional ones.

    Jesus, this game is so broken. My GMCs have never get this many Master Writs. I earn most of my Master Writs on alts that barely know any motifs. Yesterday for example, my main crafter who know almost every motif currently in the game only got an alchemy writ--an alt who doesn't know any motifs beyond racial ones got 4, one in each profession were motifs are suppose matter. This happens consistently. My GMCs are lucky is earn one a day. I have one GMC that almost never get any ever. I noticed this not long after the introduction of Master Writs--the more motifs a toon knew, fewer Master Writs I earn on them. I couldn't understand why and I drove myself mad trying to figure it out--I made sure they all had all the passives and other achieves, and nothing improved the drop rate. It was one of the reasons I gave up on this game not long after, quitting for a couple of years, because I had put so much work into my GMCs and then ZOS told us that Master Writs were reward for us investing in the crafting system, but I was seeing very real, very frustrating diminishing returns instead. My solution for years has been to keep multiple alts that aren't GMCs and don't have all the passives and barely know any motifs and that's where I get the overwhelming bulk of my Master Writs.
    NeKryXe wrote: »
    Well... it's ok for me, but since I'm using duplicated motifs in a couple of characters, I'd like to have them back to sell if it becomes account wide. :)

    And who would you sell them to? If this were to happen, the market would be flooded beyond belief with unwanted motifs and were worthless because the drop rate of them would fast outpace the demand.

    But that there are so many players who have invested this much into motifs in a big reason why this sort of change will never happen.
    PC-NA since 2015. Tired and unimpressed.
  • Carnage2K4
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    Malkiv wrote: »
    I’m not sure why you split your crafting up. I have a single master crafter that has points in everything inside of all crafting skills - except the research passives - and I still have acting, excavation, an ape build, and a single target build. I also have all this without having even close to all skill points and sky shards that you can earn.

    I explained why, I started playing in the Beta, was playing on day one, it was unclear at that time if having 1 master crafting char was plausible while being viable.
    7 years of play. I have almost 4 years of play and 7 Grand Master Crafters. Not Master Crafters but Grand Masters. Frankly I don’t see how in that time you haven’t gotten every motif piece to learn on a main character or additional ones.

    I have new players I mentor and they get their motifs and such without problem. [snip]

    No, I said I started playing at launch not that I've played FOR 7 years, I left for a time waiting for ZOS to get their *** into gear, get rid of the mass amounts of bots etc. IMO it was not worth the subscription. So I played other stuff for 4 years. Came back for a few months here and there, but have been playing solidly for about 6 months.

    And why would I have gotten every motif piece? It's hard to grind a specific thing when there are few people to do it. In my after work time to play it's 4-5AM in the US, it's not exactly full of people in such a large map. Grinding out Greymoor and Nighthollow is easy enough because there are lots of ppl rotating the Harrowstorms, but trying to grind Geysers in Summerset is a solo task and I don't get 15H a day to do it.
    jssriot wrote: »
    After years of playing this game, I have never understood other players' obsession with wanting character achieves account-wide and acting like it's a reasonable demand when in my view, it would just make players invest less into the game and ZOS seems to share a similar view. I don't see this particular request ever happening because it pertains to the crafting system, which ZOS has long has insisted is a system you are to invest in over a long period of time--it was literally one of the game's original selling points--and that includes char achieve. To make something like this account-wide would dramatically change the nature of the crafting system, and imo not for the better.

    I understand many achievements would be better as character achievements, I was more specifically talking about the Style Master Motif achievements.
    I'm sure there is a lot stuff that would be better as account wide, but I'm only concerned with Motif based stuff ATM.

    And I'm not suggesting lesser investment in the crafting system, it will still take months to research everything, and some time to reach level 50, I don't actually see the effort put into crafting for a character changing by making motifs account wide.
    Edited by Carnage2K4 on May 19, 2021 6:06AM
    Human Infant Connoisseur
  • Haenk
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    RageKing wrote: »
    you just cant imagine how someone hasnt spent millions of gold to attain all the motiffs? literally the hardest thing to do in the game is to get all the motiffs and you casually proclaim its easy? lol.

    It should not be easy, but actually is. I'm about 1 million gold away from owning all motifs (I could buy them at once, but I don't want to overpay). Note that I returned after more than 1 year of pausing (more like 1.5 years) and I purchased them all within less than 2 months. Gold made by selling stuff. And I don't play a lot, probably 10-15 hours per week - so it's very doable.
    (I admit I purchased the latest style with crowns, but that obviously was a stupid move...)
  • UGotBenched91
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    7 years of play. I have almost 4 years of play and 7 Grand Master Crafters. Not Master Crafters but Grand Masters. Frankly I don’t see how in that time you haven’t gotten every motif piece to learn on a main character or additional ones.

    I have new players I mentor and they get their motifs and such without problem. [snip]

    I mean the game is play how you want to play. Some players don’t prioritize or play long enough to grand master craft with multiple characters . They also may only PVP or just do simple quests and aren’t hunting for all motifs. People play the game differently and you can’t hold that against them.
    Edited by ZOS_ConnorG on May 18, 2021 1:01PM
  • ZOS_ConnorG
    Greetings all,

    After review we have had to edit or remove several posts for Baiting. Ensure when engaging in a discussion that you keep said discussion civil, constructive, and within the rules. If you see a post that is baiting in nature do not engage it with further hostility and instead report it for the moderators to review.

    You are welcome to review the Community Rules here.
    Staff Post
  • Kalik_Gold
    Kalik_Gold
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    Thankfully I only have one main crafter, especially after the new champion tree and resource gathering.


    BUT for other's that do not... I see no reason why this shouldn't be implemented. It also helps when you mistakenly learn a motif on a non crafting character.
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • AlnilamE
    AlnilamE
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    Uryel wrote: »
    Account wide EVERYTHING would be a good start.

    Account-wide motif, so no more "Oops, I accidentaly learnt that motif on a non-crafter character".

    Account-wide achievements, so you don't have to relog to buy that furniture from the achievement vendor (and remember who can buy it !)

    Account-wide contribution to achievements, too. Obviously.

    And then... Why the heck are additionnal outfit slots not account-wide ? They cost 1500 crowns, at this price they should be. I've played games with character-only outffit slots, but the price was 1/20th of that (Champions Online comes to mind, and it's a superhero game, what you look like matters alot to a superhero's identity). Also, it's never, ever mentionned in the crown store that the slot is character-only. At the very least, being informed of what you might purchase should be mandatory.

    Account-wide everything. Simple as that. Guild wars 2 has done it from the start, and it works. Even better, achievements even have an actual use, but that may be too far-fetched here.

    The only thing I agree with here are the account-wide outfit slots. I won't buy any until that is a thing.

    GW2 achievements are the griendiest thing in the universe. I'm literally afraid of looking at the list because I'll just stop playing for a few months.

    I'd rather have the chill ESO achievements, where I can repeat the achievemetns I enjoy on my alts.
    Carnage2K4 wrote: »
    I don't see the point of locking Motifs to a character...
    The outfit system already lets up apply any known motif we want account wide.
    I have a few characters, and in starting this game 7ish years ago It was unclear how many Skill points we could acquire, leading to many of us splitting Blacksmithing, Clothing and Woodwork between characters.
    Yet, many motifs contain items spread over Blacksmithing AND Clothing.
    Then there is the Style Master achievements, what, I need to farm 6-8 full style sets, 1 for each character if I want to complete an area for that character? A task that if you're not in the release wave of farming an area is arduous just acquiring 1 set, let alone not live in a timezone where I can play at the US prime time to benefit from the large farming groups.

    It seems stupid and convoluted (and unclear to new players) having Motifs character specific for crafting, but account wide for outfits, but character specific for achievements.
    ZOS need to just streamline it all and make it ALL account wide so I can have a Blacksmith that also does not need to do every other craft just because Motifs are like this... Or buy/collect 2 sets or more. It's nonsensical.

    When I first started playing, I was also afraid I wouldn't have enough skill points, so I split my crafting into two characters.

    Because of motifs (at the time only the base and the 4 purples) I decided one character would do equipment and the other would do consumables.

    Now, OP, if learning motifs on different characters was an issue for you, you could have rearranged your crafting about 50 motifs ago. You chose not to.

    One of my guildies has his crafting split among 8 characters at the start (he split leatherworking/clothing and brewing/cooking). When furnishings were introduced, he combined everything into one.

    The other thing you have to consider is that, if Motifs become account-wide, then two things will happen:

    1. Crafting writs will have to be limited to one set per day per account
    2. Players that have leveled multiple crafters and bought motifs for multiple characters are going to be PISSED.
    The Moot Councillor
  • Selminus
    Selminus
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    Carnage2K4 wrote: »
    I don't see the point of locking Motifs to a character...
    The outfit system already lets up apply any known motif we want account wide.
    I have a few characters, and in starting this game 7ish years ago It was unclear how many Skill points we could acquire, leading to many of us splitting Blacksmithing, Clothing and Woodwork between characters.
    Yet, many motifs contain items spread over Blacksmithing AND Clothing.
    Then there is the Style Master achievements, what, I need to farm 6-8 full style sets, 1 for each character if I want to complete an area for that character? A task that if you're not in the release wave of farming an area is arduous just acquiring 1 set, let alone not live in a timezone where I can play at the US prime time to benefit from the large farming groups.

    It seems stupid and convoluted (and unclear to new players) having Motifs character specific for crafting, but account wide for outfits, but character specific for achievements.
    ZOS need to just streamline it all and make it ALL account wide so I can have a Blacksmith that also does not need to do every other craft just because Motifs are like this... Or buy/collect 2 sets or more. It's nonsensical.

    No, it's not. You are obviously unaware of the impact motifs have on writ rewards. You will see a significant increase after 50 and at 72 I had a day where all my writ rewards were gold. This is also a significant source of income for non crafters - farming motifs. That's where the end game 4 man dungeon heads make most of their money.
    Edited by Selminus on May 18, 2021 3:46PM
  • ThorianB
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    The system is fine as it is. Use one character for all your crafting needs. It is far more efficient to have one character that does crafting and gathering and is meh at actually fighting than it is to have professions spread out across many characters.
  • PigofSteel
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    Interesting how people dont want to ease their stuff... I wonder what would happen if zos decides to disable craft bag for all...
  • barney2525
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    Ceejengine wrote: »
    FluffWit wrote: »
    Yes, and crafting blueprints.

    IMO the only reason they haven't is because there are various character specific achievements tied to them.

    Sounds like account wide achievements would be a great way to kill two inconvenient birds with one past-due stone.


    I was wondering when this sentiment would pop up.

    When will people realize that it is the Character that is doing the work and Not the Player? It's the Character's Story, Not the Player's story. That's why achievements are laid out the way they are. Too many players with a one and done philosophy, just care about saying ' I did it once, so move on '. No immersion into the game itself.

    IMHO
    :#
  • DMuehlhausen
    DMuehlhausen
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    Malkiv wrote: »
    I’m not sure why you split your crafting up. I have a single master crafter that has points in everything inside of all crafting skills - except the research passives - and I still have acting, excavation, an ape build, and a single target build. I also have all this without having even close to all skill points and sky shards that you can earn.

    Some people like myself have taken multiple extended breaks and when we come back we figure we won't play that character anymore and start doing stuff solely on the new character. So they start reading the motifs that's why. It makes sense for some Achievements to be account wide while others are still only / character.

    If the Outfit system only let you use what motifs you had I would understand, but it doesn't and items like style pages are account wide, so why not the motif pages.
  • trackdemon5512
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    Malkiv wrote: »
    I’m not sure why you split your crafting up. I have a single master crafter that has points in everything inside of all crafting skills - except the research passives - and I still have acting, excavation, an ape build, and a single target build. I also have all this without having even close to all skill points and sky shards that you can earn.

    Some people like myself have taken multiple extended breaks and when we come back we figure we won't play that character anymore and start doing stuff solely on the new character. So they start reading the motifs that's why. It makes sense for some Achievements to be account wide while others are still only / character.

    If the Outfit system only let you use what motifs you had I would understand, but it doesn't and items like style pages are account wide, so why not the motif pages.

    Style pages were a way off getting around one-off items to the entire player base that didn’t fit within the motif system. Yes they’re applied to event outfits but centrally they addressed allowing players to dress up their characters in Monster Sets and weapons and unique crown styles without it factoring into crafting like motifs do. No extra style mats needed or anything.

    Yes ppl take breaks but for the most part it’s incredibly easy to get all motifs. The rotating stable of celebration events has double drops to make motifs so available that players just trade duplicates or sell extras for very cheap.

    Add to the above the yearly anniversary makes it extremely easy to get a wide variety of motifs and there really is no need for account wide motifs. Esp considering that they actually factor into achievements and drop rates of master writs.

    Is it frustrating for some players? Yes, but at the same time the decision to make multiple characters was yours. Each is technically unique and has its own story. Which is why I’m also happy titles are specific to characters. Your skill with that one character was good enough to net you the achievement. Just because you could get Gryphon Heart with your nightblade doesn’t show that you have the same mastery with a dragonknight playing the same role.
  • Malkiv
    Malkiv
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    Carnage2K4 wrote: »
    Malkiv wrote: »
    I’m not sure why you split your crafting up. I have a single master crafter that has points in everything inside of all crafting skills - except the research passives - and I still have acting, excavation, an ape build, and a single target build. I also have all this without having even close to all skill points and sky shards that you can earn.

    I explained why, I started playing in the Beta, was playing on day one, it was unclear at that time if having 1 master crafting char was plausible while being viable.

    I started playing in beta, too; you can check my profile creation date. Even then, at launch, it was largely decided by players that a single crafter would be the way to go for collecting "all the things" - especially in the old system before furniture was even introduced, and materials were tied to zone levels instead of character skill/level. At the time, people split up crafting largely for theme play, or being used to systems like WoW and TOR where crafting was split up between characters.
    PC-NA | PvP (Gray Host & BGs) | PvE (vTrials & vDGs)
  • ThorianB
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    PigofSteel wrote: »
    Interesting how people dont want to ease their stuff... I wonder what would happen if zos decides to disable craft bag for all...

    You are comparing apples and oranges.

    Apples: Farming Motifs actually gives people like me a hobby. I enjoy farming them for myself and to sell. Making them easier to acquire discourages me from farming them and negatively impacts my own end game. It also makes older zones that have those motifs less active. Less people farming the motifs means less people using old zones. You just take away another reason people have to continue to visit zones they "finished".

    An easy solution to motifs is to use a character for all your crafting and only use reasonably priced motif sets on your crafting daily characters. Motifs can be bought easily so no need to tediously farm them. Leave that to someone that enjoys farming them, me.

    Oranges: No craft bag with an ever increasing supply of items(my craft bag has over 400 different items in it) and a severely limited inventory system is just terrible game design. It benefits no playstyle whatsoever and only angers a large majority of the player base who has to spend their game time playing Amazon Warehouse Manager. It would make the crafting system completely dysfunctional and most people wouldn't even both with the crafting system which is actually the most useful crafting system of any MMORPG i have played.

    The only way to deal with inventory issues is to: Use a bunch of mules, not craft, sell everything you don't need every 10 minutes, and/or never loot anything unless you need it right now.

    Not even a close comparison here.
  • AlnilamE
    AlnilamE
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    PigofSteel wrote: »
    Interesting how people dont want to ease their stuff... I wonder what would happen if zos decides to disable craft bag for all...

    Mat prices would crash through the floor and people would be upset because when the craft bag was introduced we didn't need 150 mats to craft one item (like at CP 160), and we had less than half the style materials there are today.

    That said, there are quite a few people who play without it, so I'm sure people would manage.
    The Moot Councillor
  • Soraka
    Soraka
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    As someone who generally has issues with switching from character to character (altoholic) in games I am usually pro account wide things. This game has so much going on that even on one character I feel hopelessly behind (I've taken a lot of long breaks though). I can see the argument being made that motif farming keeps some activities populated where the otherwise may die or people who farm them for gold being upset when the value goes down. Dunno I see both ways, but I always prefer account wide everything because I don't want to "start over" from 0 if I decide I'm tired of my class.
  • Dragonnord
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    Carnage2K4 wrote: »
    I don't see the point of locking Motifs to a character...
    The outfit system already lets up apply any known motif we want account wide.
    I have a few characters, and in starting this game 7ish years ago It was unclear how many Skill points we could acquire, leading to many of us splitting Blacksmithing, Clothing and Woodwork between characters.
    Yet, many motifs contain items spread over Blacksmithing AND Clothing.
    Then there is the Style Master achievements, what, I need to farm 6-8 full style sets, 1 for each character if I want to complete an area for that character? A task that if you're not in the release wave of farming an area is arduous just acquiring 1 set, let alone not live in a timezone where I can play at the US prime time to benefit from the large farming groups.

    It seems stupid and convoluted (and unclear to new players) having Motifs character specific for crafting, but account wide for outfits, but character specific for achievements.
    ZOS need to just streamline it all and make it ALL account wide so I can have a Blacksmith that also does not need to do every other craft just because Motifs are like this... Or buy/collect 2 sets or more. It's nonsensical.

    Sure, only if you give me the millions and millions and millioooooooons of gold I lost for giving motifs (and all other kind of stuff that people now want account wide) to my alts.
     
    Edited by Dragonnord on May 18, 2021 8:29PM
    SERVER: NA | PLATFORM: PC | OS: Windows 10 | CLIENT: Steam | ESO PLUS: Yes
  • peacenote
    peacenote
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    Crafring is kind of a mess right now, imo. They made the whole point of crafting so blurry with the outfit styles and the fact that you need to research traits to transmute and the fact that Master Crafters add no benefit to the outfit style or transmute system to others. And let's not forget the many material and gear levels that are essentially useless except for the process of leveling.

    I don't agree with achievements being account-wide (I like knowing when each of my characters have done what) but I do think that it is time to consider making motifs account-wide to align with the style system. Why make it so hard to craft styles when you can outfit over them? They drastically change things all the time; I'm sure they could come up with a new way to justify how a character earns improved writ drops.

    Do people actually buy rare motifs for multiple characters?!? Significant amounts of players? I can barely do it with one toon. I would really be surprised if it disrupted the market that much.... I assumed people are mostly chasing motifs for the styles now.

    I also heard (and maybe this is server/platform specific) that Master writs aren't a good way to make money anymore. Actually doing them, that is. Because of how expensive the mats are. ZOS sure SEEMS like they are making it harder for crafters to profit off of writs, based on how they bundle the furniture recipes now. I am curious how many people think this is still profitable.

    Anyway, I worked hard to build out my main with many motifs, and I have done a little for alts hoping for more Master writ drops, but it wouldn't bother me if motifs became account wide and our alts just got all the achievements when they logged in for the first time. The whole thing is pretty inconsistent at this point and I don't think the reasons mentioned are insurmountable problems. I don't care that much either way but I can't imagine ever looking back and thinking..."boy I miss trying to get motifs on all my characters...."
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
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