Make leads tradable

CrashTest
CrashTest
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Players who like lead farming or trading can do what they like and earn gold, while those who don't like lead farming, have one less miserable burnout farm grind to do and can just play what they enjoy.

Make leads tradable 199 votes

Yes, make leads tradable
41%
WuffyCeruleinwilliams2107b16_ESOApoAlaiaflizomicaphaneub17_ESOTiara_RaElvenheartNettleCarrierOlauronGelmirKliffMorimizoredspecter23Enemy-of-ColdharbourJack-0captainwolfosZenzukiHetairaAstironSaoirse_Siobhan 83 votes
No, keep leads untradable
58%
belial5221_ESOvailjohn_ESOacastanza_ESOtohopka_esodaryl.rasmusenb14_ESOGedericThorntonguegameswithaspoondmnqwknpukGwahiirstevenyaub16_ESOfreespiritkwisatzLauranaeOnnuKMaximilianSaint-AngeSorakaNeKryXe 116 votes
  • phaneub17_ESO
    phaneub17_ESO
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    Yes, make leads tradable
    I get them all the time and my highest scrying is like 4, I can't get myself to level this skill line its so boring! I have a bunch of Epic and Legendary leads collected then expires in my play time as I'll never reach the skill to actually put them to use.
  • Parrot1986
    Parrot1986
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    No, keep leads untradable
    Clicked no and then realised I’d be fine if you could trade them within a group. To cover if it’s a dungeon lead and you are doing it together but wouldn’t like them to be boe and be sellable.
  • amig186
    amig186
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    Yes, make leads tradable
    Yes, if not the leads themselves then at least the furnishings you dig up from them. I'd gladly part with a few snow prince thrones or chalices of Ysgramor. As for mythic item leads, I wouldn't mind it but I understand that some players would feel that the effort they went through to find it is being diminished.
    PC EU
  • BenTSG
    BenTSG
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    Yes, make leads tradable
    I see no harm in making them tradable, more so since most of them are just cosmetic, other then Mythic parts. I can see why they'd want them bound, though. Perhaps you would need to find something yourself first (or the set of leads) and get the item yourself first, and then past that point you're allowed to trade the leads. Would bring a little economy to them too, perhaps, and allow some playera to save time with the grind. Keeping it to only leads and not the item itself would also maintain the restriction of needing to own the content to follow up on the lead, otherwise you could get, say, High Isle antiques without actually owning High Isle.

    I mean realistically, what harm is trading a lead for that lava egg you've 50 of already?
  • Mesite
    Mesite
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    Yes, make leads tradable
    I don't scry so ithe notifications are just an annoyance
  • Bobargus
    Bobargus
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    Yes, make leads tradable
    I also would like for all the things that come with the antiquity skill, including mythic items (or copies of them), to be tradable in the guild stores.
  • Soarora
    Soarora
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    Yes, make leads tradable
    At the very least let us delete them. My important leads are drowning in a sea of random leads I keep getting despite previously having like 5.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • TaSheen
    TaSheen
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    Needed an "Other" option. I wouldn't care either way. I'd give away some leads I haven't a use for, since right now I don't scry/dig those unless leveling antiquities on an alt - but I wouldn't bother with selling them or hawking them in zone chat.
    Edited by TaSheen on November 10, 2022 2:24PM
    ______________________________________________________

    "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....
  • Sarannah
    Sarannah
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    No, keep leads untradable
    No, leads should not be tradable. As I feel players should actually play the game to get the things they want, including mythics. But leads shouldn't be too grindy to get either.

    PS: Can already see the chat filled with: "Selling full mythic leads, only xxk gold!" Should not happen, ever!
  • Tommy_The_Gun
    Tommy_The_Gun
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    Yes, make leads tradable
    Sarannah wrote: »
    No, leads should not be tradable. As I feel players should actually play the game to get the things they want, including mythics. But leads shouldn't be too grindy to get either.

    PS: Can already see the chat filled with: "Selling full mythic leads, only xxk gold!" Should not happen, ever!
    Yes. But... on the other hand I don't think that mythic leads should be inaccessible either. And some of them kinda are dropping in places that many players won't ever do - like group arenas & trials.

    I guess it would be all fine if we had multiple sources for every mythic. This would kinda stop the "boss camping" or "node camping" phenomenon we have when there is a new mythic introduced. Players imho should help each other, but the way many leads are designed makes it the total opposite & creates very toxic situations.
    Edited by Tommy_The_Gun on November 10, 2022 3:01PM
  • boi_anachronism_
    boi_anachronism_
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    No, keep leads untradable
    This would just turn into another expensive guild store item. No effort on the player part at all. I think a trading them in when you get them in a group while doing an activity like a dungeon would be fine though.
  • whitecrow
    whitecrow
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    No, keep leads untradable
    I just wish they'd let us sell the items to merchants.
  • Sarannah
    Sarannah
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    No, keep leads untradable
    Yes. But... on the other hand I don't think that mythic leads should be inaccessible either. And some of them kinda are dropping in places that many players won't ever do - like group arenas & trials.

    I guess it would be all fine if we had multiple sources for every mythic. This would kinda stop the "boss camping" or "node camping" phenomenon we have when there is a new mythic introduced. Players imho should help each other, but the way many leads are designed makes it the total opposite & creates very toxic situations.
    Agreed, all leads should be in easily accessible places! And in multiple spots gameplay-wise, so players can receive leads from any content they enjoy doing.
  • Billium813
    Billium813
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    No, keep leads untradable
    Absolutely not. Having to chase down leads yourself is actually good for the game. If they become tradable, then the whole process becomes trivialized as players just BUY leads from players rather than having to put in the effort themselves. Eat your vegetables, you may not like them, but they are good for you.
  • stevenyaub16_ESO
    stevenyaub16_ESO
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    No, keep leads untradable
    No way. A big part is hunting down the leads. If you could just buy them all would trivialise the whole experience. Just increase the drop rate for some of em.
  • Billium813
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    No, keep leads untradable
    I get them all the time and my highest scrying is like 4, I can't get myself to level this skill line its so boring! I have a bunch of Epic and Legendary leads collected then expires in my play time as I'll never reach the skill to actually put them to use.

    That is the reason why they shouldn't be tradable. Players get leads all the time that they themselves don't want or need. Selling them would completely trivialize the point of Antiquities; making players revisit old zones and reuse content.
    Sarannah wrote: »
    Yes. But... on the other hand I don't think that mythic leads should be inaccessible either. And some of them kinda are dropping in places that many players won't ever do - like group arenas & trials.

    I guess it would be all fine if we had multiple sources for every mythic. This would kinda stop the "boss camping" or "node camping" phenomenon we have when there is a new mythic introduced. Players imho should help each other, but the way many leads are designed makes it the total opposite & creates very toxic situations.
    Agreed, all leads should be in easily accessible places! And in multiple spots gameplay-wise, so players can receive leads from any content they enjoy doing.

    I kinda disagree. There seems to be this thought that Mythic items should be readily available to players at any skill level; that players should be given Mythics like they are due OP items cause they own the DLC.

    IMO, it's already too easy to get Mythics. Players farm WBs and even 1 poke gives that player a chance at a lead. Low level players just have to run in, stab, and they can get a lead easy! It trivializes the process because it becomes a waiting game and less of a skill game. Percentage of participation should play a MUCH higher role in drop rates (DPS numbers, non-overHealing percentages, total fight length vs taunted time, total damage taken)

    More Mythics need to be ultimately guarded behind higher level content (like veteran/HM dungeon bosses, arena's, trials, and BGs). Hide leads behind difficult content or content that players might not want to do (like fishing or pvp), but make the drop rates higher so players sample the content, then can move on. Players are only annoyed because they don't want to do the content, but that doesn't mean the game shouldn't incentive them into trying it.
    Edited by Billium813 on November 10, 2022 6:27PM
  • Necrotech_Master
    Necrotech_Master
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    there are some leads which are "pseudo" tradeable, anything that can come from treasure maps, however you are not guaranteed a lead from the map

    but it still annoying how low the drop rates are from treasure map leads to begin with
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Mesite
    Mesite
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    Yes, make leads tradable
    Maybe if you could win leads from other players in duels that would be a new spin, and make duels a bit useful. Or maybe be awarded them in PVP battles. In real life if someone had a treasure map it could be stolen.
  • me_ming
    me_ming
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    No, keep leads untradable
    Sarannah wrote: »
    No, leads should not be tradable. As I feel players should actually play the game to get the things they want, including mythics. But leads shouldn't be too grindy to get either.

    PS: Can already see the chat filled with: "Selling full mythic leads, only xxk gold!" Should not happen, ever!
    Yes. But... on the other hand I don't think that mythic leads should be inaccessible either. And some of them kinda are dropping in places that many players won't ever do - like group arenas & trials.

    I guess it would be all fine if we had multiple sources for every mythic. This would kinda stop the "boss camping" or "node camping" phenomenon we have when there is a new mythic introduced. Players imho should help each other, but the way many leads are designed makes it the total opposite & creates very toxic situations.

    It's not inaccessible. Those players just don't want to do group content. But EVERYONE can access it. So, oh I don't know play the game as it was suggested. The problem with this community now is when something they want they can't get because it's too difficult for them or they don't play that aspect of the game they say it's inaccessible. Well, they are. You just aren't making an effort. And don't give me that "oh well, I have work and/or family", ***. most people I know in game have families and work (including myself) but you don't see me complaining because I grind for stuff I want in game. Grinding is part of MMOs, live with it.
    "We're heroes, my boon companion, and heroes always win! Let that be a lesson to you."
    -Caldwell, "The Final Assault"

    "There is always a choice. But you don't get to choose what is true, you only get to choose what you will do about it..."

    -Abnur Tharn, "God of Schemes"]
  • NettleCarrier
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    Yes, make leads tradable
    It should be like dungeon set loot, just within the people that were there. Nothing more demoralizing than doing the dungeon for the 20th time with a group of friends and all of them have received the lead for the 2nd or 3rd time (if they have already scryed it). I do NOT think they should be sellable or guaranteed in any form (to prevent selling of drops).

    As someone with only 6 leads left to farm, I think this whole process has been terribly UNfun.
    GM of Gold Coast Corsairs - PCNA
  • wolfie1.0.
    wolfie1.0.
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    Yes, make leads tradable
    I voted yes, but only on the condition that they work like dungeon and trial gear in that they are trade able only if you are grouped with others and only to those people and have a time limit. Starting the scrying process binds it to your account.
  • wolfie1.0.
    wolfie1.0.
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    Yes, make leads tradable
    It should be like dungeon set loot, just within the people that were there. Nothing more demoralizing than doing the dungeon for the 20th time with a group of friends and all of them have received the lead for the 2nd or 3rd time (if they have already scryed it). I do NOT think they should be sellable or guaranteed in any form (to prevent selling of drops).

    As someone with only 6 leads left to farm, I think this whole process has been terribly UNfun.

    When you can start a dungeon that drops a lead with zero sets collected from it and finish collecting ALL of the sets that drop there without trading for peices before you get a lead drop, then you Know there is a drop rate issue.
  • Ingenon
    Ingenon
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    Yes, make leads tradable
    For several of the furnishing leads, I am letting the leads expire because every house that is big enough to hold them has one or more of them already. Why not let me trade them to someone else who still wants them?
  • Peppo_Lives
    Peppo_Lives
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    Yes, make leads tradable
    i would gladly pay for those leads that doesn't seem to drop for me :) (Lancers, deadlands mythic pieces, leads found in trials)
    PC-EU - Eidetic Memory / Codex / Recipes Collector - 60K+ Achievement Points
  • Billium813
    Billium813
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    No, keep leads untradable
    It should be like dungeon set loot, just within the people that were there. Nothing more demoralizing than doing the dungeon for the 20th time with a group of friends and all of them have received the lead for the 2nd or 3rd time (if they have already scryed it). I do NOT think they should be sellable or guaranteed in any form (to prevent selling of drops).

    As someone with only 6 leads left to farm, I think this whole process has been terribly UNfun.
    wolfie1.0. wrote: »
    I voted yes, but only on the condition that they work like dungeon and trial gear in that they are trade able only if you are grouped with others and only to those people and have a time limit. Starting the scrying process binds it to your account.

    What if the drop rate for leads, from dungeon bosses, were based on difficulty? For instance, Normal dungeons are lower than current (maybe 20:1). Veteran is a bit higher than current (maybe 6:1). And Veteran HM is a guaranteed drop?
  • Billium813
    Billium813
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    No, keep leads untradable
    Ingenon wrote: »
    For several of the furnishing leads, I am letting the leads expire because every house that is big enough to hold them has one or more of them already. Why not let me trade them to someone else who still wants them?

    So the game should mirror real life more? If you have enough money, you never have to leave your home or do any content; just purchase it from other players for cold hard cash? Someone can spend all day flipping items on the market for millions of gold, then completely skip collecting leads by just purchasing them? This is a game, the game should incentivize players to play it, not give them more avenues to skip to the end by paying money and selling crowns.
  • redspecter23
    redspecter23
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    Yes, make leads tradable
    I think I'm fine with this idea, at least in theory and if we assume a few things. The issue would be convincing ZOS and getting around the monetization reasons that some leads are the way they are.

    For instance, if leads were tradable, players without access to certain DLC could get access to those leads. While this is player friendly, it cuts into monetization, especially for new DLC so that issue would need to be addressed in order to get ZOS on board.

    Secondly, we assume drop rates on leads are static. So that your first copy of a lead might have a 5% drop chance and so would the second, third, etc. What if that's not the case? What if your first copy of a lead is a 5% drop rate, but your second copy is maybe only 3% drop rate by design? Allowing trading might let you bypass an intentional system put in place to make extra copies harder to acquire.

    Also, ZOS chooses their drop rates based on the fact that these are bind on pickup. If they were tradable, we might start seeing leads that are extremely hard to get with the intention that many players would buy them from others rather than farm themselves.

    Long story short, I would personally like the idea, but sometimes there are other factors that we either can't immediately see or even agree with that are still factors.
  • Necrotech_Master
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    I think I'm fine with this idea, at least in theory and if we assume a few things. The issue would be convincing ZOS and getting around the monetization reasons that some leads are the way they are.

    For instance, if leads were tradable, players without access to certain DLC could get access to those leads. While this is player friendly, it cuts into monetization, especially for new DLC so that issue would need to be addressed in order to get ZOS on board.

    Secondly, we assume drop rates on leads are static. So that your first copy of a lead might have a 5% drop chance and so would the second, third, etc. What if that's not the case? What if your first copy of a lead is a 5% drop rate, but your second copy is maybe only 3% drop rate by design? Allowing trading might let you bypass an intentional system put in place to make extra copies harder to acquire.

    Also, ZOS chooses their drop rates based on the fact that these are bind on pickup. If they were tradable, we might start seeing leads that are extremely hard to get with the intention that many players would buy them from others rather than farm themselves.

    Long story short, I would personally like the idea, but sometimes there are other factors that we either can't immediately see or even agree with that are still factors.

    well technically speaking, the leads themselves are already outside of the DLC (case in point: there are 2 new leads from firesong dlc that are in base game dungeons wayrest 1 and 2, but you have to dig it up IN galen itself, so literally anyone in the game has access to these leads already, but you sitll have to pay for greymoor (to access antiquities) and own firesong dlc to dig up a lead in galen)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • redspecter23
    redspecter23
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    Yes, make leads tradable
    I think I'm fine with this idea, at least in theory and if we assume a few things. The issue would be convincing ZOS and getting around the monetization reasons that some leads are the way they are.

    For instance, if leads were tradable, players without access to certain DLC could get access to those leads. While this is player friendly, it cuts into monetization, especially for new DLC so that issue would need to be addressed in order to get ZOS on board.

    Secondly, we assume drop rates on leads are static. So that your first copy of a lead might have a 5% drop chance and so would the second, third, etc. What if that's not the case? What if your first copy of a lead is a 5% drop rate, but your second copy is maybe only 3% drop rate by design? Allowing trading might let you bypass an intentional system put in place to make extra copies harder to acquire.

    Also, ZOS chooses their drop rates based on the fact that these are bind on pickup. If they were tradable, we might start seeing leads that are extremely hard to get with the intention that many players would buy them from others rather than farm themselves.

    Long story short, I would personally like the idea, but sometimes there are other factors that we either can't immediately see or even agree with that are still factors.

    well technically speaking, the leads themselves are already outside of the DLC (case in point: there are 2 new leads from firesong dlc that are in base game dungeons wayrest 1 and 2, but you have to dig it up IN galen itself, so literally anyone in the game has access to these leads already, but you sitll have to pay for greymoor (to access antiquities) and own firesong dlc to dig up a lead in galen)

    Good point. With most of the new ones, you get the lead wherever, but then dig it up in the new zone. It could still in theory save that player from needing to own the DLC the lead drops in, but they do need to have access to the new zone to do the digging. For instance, Firsong has a lead that drops on Shipwright's Regret. You need access to two different DLC packs for that one lead.
  • Necrotech_Master
    Necrotech_Master
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    I think I'm fine with this idea, at least in theory and if we assume a few things. The issue would be convincing ZOS and getting around the monetization reasons that some leads are the way they are.

    For instance, if leads were tradable, players without access to certain DLC could get access to those leads. While this is player friendly, it cuts into monetization, especially for new DLC so that issue would need to be addressed in order to get ZOS on board.

    Secondly, we assume drop rates on leads are static. So that your first copy of a lead might have a 5% drop chance and so would the second, third, etc. What if that's not the case? What if your first copy of a lead is a 5% drop rate, but your second copy is maybe only 3% drop rate by design? Allowing trading might let you bypass an intentional system put in place to make extra copies harder to acquire.

    Also, ZOS chooses their drop rates based on the fact that these are bind on pickup. If they were tradable, we might start seeing leads that are extremely hard to get with the intention that many players would buy them from others rather than farm themselves.

    Long story short, I would personally like the idea, but sometimes there are other factors that we either can't immediately see or even agree with that are still factors.

    well technically speaking, the leads themselves are already outside of the DLC (case in point: there are 2 new leads from firesong dlc that are in base game dungeons wayrest 1 and 2, but you have to dig it up IN galen itself, so literally anyone in the game has access to these leads already, but you sitll have to pay for greymoor (to access antiquities) and own firesong dlc to dig up a lead in galen)

    Good point. With most of the new ones, you get the lead wherever, but then dig it up in the new zone. It could still in theory save that player from needing to own the DLC the lead drops in, but they do need to have access to the new zone to do the digging. For instance, Firsong has a lead that drops on Shipwright's Regret. You need access to two different DLC packs for that one lead.

    that is also a good point, needing to own multiple dlcs in order to even use the lead
    • greymoor (at a base, which has antiquity system)
    • the dlc the lead comes from (if applicable) (examples are lair of maarselok dungeon (which has a lead for a high isle mythic) and shipwright for a firesong mythic)
    • the dlc where the lead itself is dug up (if applicable)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
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