food for thought

Sparxlost
Sparxlost
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gear upgrading and unique gear drops..
what i mean by this is i can take a piece of level one gear and level it up to 160 through crafting... so say i wanted to build my character around a specific quest drop i could do that without having to make a new character and do the quest again.....
with this i would also take note of all known unique drops of the zone sets and make them a little more versatile ( like say the zone only drops specific set in heavy. you could do enough quests/world bosses and get the full set in a different armor type..)
also id love for them to raise gear level to 200 and stop there.. : 3
level 160 mace gold has a damage of 1335 (wierd number but ok)
lets say a level 200 gold mace has a damage 1500 ( that is a much more appealing value)
edit: sneak peak of what the difference in values would look like from 160 to 200
Heavy armor legendary quality values (defensive armor value) old vs new
160 head: 2425
200 head: 2500
160 shoulder:2425
200 shoulder: 2500
160 chest: 2772
200 chest: 3000
160 arms: 1386
200 arms: 1500
160 belt: 1039
200 belt: 1500
160 legs: 2425
200 legs: 2500
160 feet: 2425
200 feet: 2500
old 14,897
new 16,000 armor

enchantments potions and food will be adjusted to this level as well, im not going to do all of that right now though.
World
I love when i finish a long quest to liberate some settlement from evil and then it becomes populated and you can just chill there whenever... i would like to see more of that... in Auridon specifically..
i mean no offense by this of course but i hate how some of the places in game feel kind of wasted and doesnt ever draw players back to it even though the scenery is so good..

crime:
id like to suggest a rework to the clemency perk...
thieves guild: you can bribe a guard to leave you alone every so often
Regular clemency is now something you attain for completing certain quests in zones and functions the same as the normal clemency.. Ex.after getting rid of traitor guard lady in vulkhel guard you get clemency for that town... OR after completing major zone quests you get clemency for that zone...

thanks for reading i love this game regardless of these being added or not its the only reason i thought of it

Edited by Sparxlost on October 11, 2022 10:46PM
  • Sarannah
    Sarannah
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    They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)

    Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!

    Your last idea. I don't do a lot of crime(I'm good), so I'm not going to comment on that.
    Edited by Sarannah on October 11, 2022 2:09PM
  • Sparxlost
    Sparxlost
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    Sarannah wrote: »
    They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)

    Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!

    Your last idea. I don't do a lot of crime(I'm good), so I'm not going to comment on that.

    i get that no one wants to farm for anything these days especially everything they have that is now trash xD BUT they wouldnt have to... When i said that your level 1 gear could be upgraded to level 160 through the crafting system that was purely to relieve the need to farm as well as make people who dont want to make another character to get a quest item they want happier.
    this eliminates the need to go out and redo all the dungeons or content you had done previously and instead requires that you can craft or know a crafter...
  • jaws343
    jaws343
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    Sparxlost wrote: »
    Sarannah wrote: »
    They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)

    Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!

    Your last idea. I don't do a lot of crime(I'm good), so I'm not going to comment on that.

    i get that no one wants to farm for anything these days especially everything they have that is now trash xD BUT they wouldnt have to... When i said that your level 1 gear could be upgraded to level 160 through the crafting system that was purely to relieve the need to farm as well as make people who dont want to make another character to get a quest item they want happier.
    this eliminates the need to go out and redo all the dungeons or content you had done previously and instead requires that you can craft or know a crafter...

    But, with the way scaling works in the game, it is literally meaningless if gear is 200 or 160, you will have the same power at 200 as you do now at 160. So introducing an increase to the gear cap is just an artificial, useless step to force players to farm or use resources to adjust their gear.
  • virtus753
    virtus753
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    Sparxlost wrote: »
    Sarannah wrote: »
    They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)

    Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!

    Your last idea. I don't do a lot of crime(I'm good), so I'm not going to comment on that.

    i get that no one wants to farm for anything these days especially everything they have that is now trash xD BUT they wouldnt have to... When i said that your level 1 gear could be upgraded to level 160 through the crafting system that was purely to relieve the need to farm as well as make people who dont want to make another character to get a quest item they want happier.
    this eliminates the need to go out and redo all the dungeons or content you had done previously and instead requires that you can craft or know a crafter...

    You can already get the functional equivalent of raising farmed gear to 160 by reconstructing that gear piece at your current level. Named set pieces reconstruct as their generic equivalents. While that does detract to a certain extent from role playing for those who wish to build around a named piece, ZOS made a deliberate decision to exclude those pieces and also have not included named items in DLC dungeons for the past few years. I wonder if that’s to keep the new items to a minimum (despite introducing new itemIDs with bound mats for no apparent reason this event).
  • Sparxlost
    Sparxlost
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    jaws343 wrote: »
    Sparxlost wrote: »
    Sarannah wrote: »
    They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)

    Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!

    Your last idea. I don't do a lot of crime(I'm good), so I'm not going to comment on that.

    i get that no one wants to farm for anything these days especially everything they have that is now trash xD BUT they wouldnt have to... When i said that your level 1 gear could be upgraded to level 160 through the crafting system that was purely to relieve the need to farm as well as make people who dont want to make another character to get a quest item they want happier.
    this eliminates the need to go out and redo all the dungeons or content you had done previously and instead requires that you can craft or know a crafter...

    But, with the way scaling works in the game, it is literally meaningless if gear is 200 or 160, you will have the same power at 200 as you do now at 160. So introducing an increase to the gear cap is just an artificial, useless step to force players to farm or use resources to adjust their gear.

    level 160 mace gold has a damage of 1335 (wierd number but ok)
    lets say a level 200 gold mace has a damage 1500 ( that is a much more appealing value)
    Heavy armor legendary quality values (defensive armor value) old vs new
    160 head: 2425
    200 head: 2500
    160 shoulder:2425
    200 shoulder: 2500
    160 chest: 2772
    200 chest: 3000
    160 arms: 1386
    200 arms: 1500
    160 belt: 1039
    200 belt: 1500
    160 legs: 2425
    200 legs: 2500
    160 feet: 2425
    200 feet: 2500
    old 14,897
    new 16,000 armor

    enchantments potions and food will be adjusted to this level as well, im not going to do all of that right now though.
  • Kessra
    Kessra
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    Sarannah wrote: »
    They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)
    I agree here, but on the other hand ESO has way over 500 sets people can chose from. This is almost uncomprehendable and even harder to balance right. In this context, I'd love to see a return of specialized sets that reward players for teaming up and share the strength of their setup with others while benefiting on the other hand from other players buffs and synergies and the like. Pretty much what we had in MoL and HoF back years ago. Never understood why they went for this one meta-rules-all thing. In this sentiment, while I more or less can understand their hybridization approach in terms of balancing, I don't like this approach in terms of diversity.
    Sarannah wrote: »
    Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!
    Maybe some event-driven zones could bring a bit of fresh air to the game. I.e. that NPCs will, if not enough players participate in the map encounters, take over cities and castles which then triggers quests that players need to regain control of these areas to unlock further quests and so forth. This works really good in Guild Wars 2 and provides a bit of dynamic content that give the impression that the actions of the player actually matter.

    I'd love to see that players actually have to play together to achieve things. Don't get me wrong, I play solo a lot, but this is an MMO after all and there is already so much single-player content in this game. As a solo player, once you cleared out the expansion content, which can easily be done within 2 days of gameplay unfortunately, there isn't much more to do in this game.
  • TaSheen
    TaSheen
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    The most attractive part of this game when I found it was no gear leveling after CP 160. I'm not interested in that changing for any reason.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • ArchangelIsraphel
    ArchangelIsraphel
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    Sparxlost wrote: »
    jaws343 wrote: »
    Sparxlost wrote: »
    Sarannah wrote: »
    They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)

    Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!

    Your last idea. I don't do a lot of crime(I'm good), so I'm not going to comment on that.

    i get that no one wants to farm for anything these days especially everything they have that is now trash xD BUT they wouldnt have to... When i said that your level 1 gear could be upgraded to level 160 through the crafting system that was purely to relieve the need to farm as well as make people who dont want to make another character to get a quest item they want happier.
    this eliminates the need to go out and redo all the dungeons or content you had done previously and instead requires that you can craft or know a crafter...

    But, with the way scaling works in the game, it is literally meaningless if gear is 200 or 160, you will have the same power at 200 as you do now at 160. So introducing an increase to the gear cap is just an artificial, useless step to force players to farm or use resources to adjust their gear.

    level 160 mace gold has a damage of 1335 (wierd number but ok)
    lets say a level 200 gold mace has a damage 1500 ( that is a much more appealing value)
    Heavy armor legendary quality values (defensive armor value) old vs new
    160 head: 2425
    200 head: 2500
    160 shoulder:2425
    200 shoulder: 2500
    160 chest: 2772
    200 chest: 3000
    160 arms: 1386
    200 arms: 1500
    160 belt: 1039
    200 belt: 1500
    160 legs: 2425
    200 legs: 2500
    160 feet: 2425
    200 feet: 2500
    old 14,897
    new 16,000 armor

    enchantments potions and food will be adjusted to this level as well, im not going to do all of that right now though.

    I just don't see the point. There's really no benefit over what we have now, and they'd just change stuff so that we do the same damage anyway.

    That and having the sticker book/reconstruction system pretty much renders any other new upgrade system useless since you can already reconstruct any gear you found at any point, with the exception of named peices. Overhauling the upgrade system for something that is essentially cosmetic seems like it just adds needless complication to a system that is already complex.
    Legends never die
    They're written down in eternity
    But you'll never see the price it costs
    The scars collected all their lives
    When everything's lost, they pick up their hearts and avenge defeat
    Before it all starts, they suffer through harm just to touch a dream
    Oh, pick yourself up, 'cause
    Legends never die
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