Stafford197 wrote: »I agree but reason they don’t allow it is because we would use the Armory to bypass Luminous Ink costs (even though they’re dirt cheap now so who cares). Not sure this will change but we can hope!
No, this wouldn't be an issue of technical difficulty.
It's a deliberate design choice to maximize grind factor. Too many online game developers are hopelessly addicted to it.
If ZO wanted to allow players to freely switch between different scribed skill options and / or save them to the armory, we'd have that.
Erickson9610 wrote: »It'll likely happen in the future.
Erickson9610 wrote: »It'll likely happen in the future.
The level of cautious wording in this answer, work of art !
Erickson9610 wrote: »Erickson9610 wrote: »It'll likely happen in the future.
The level of cautious wording in this answer, work of art !
What's wrong with cautious wording? You'd get in more trouble if you explicitly promised a feature that you didn't deliver on.
Nothing is ever set in stone. At least we know that a few months ago ZOS has thought about it and considered it — all we can do now is wait and see what the future holds.
Stafford197 wrote: »I agree but reason they don’t allow it is because we would use the Armory to bypass Luminous Ink costs (even though they’re dirt cheap now so who cares). Not sure this will change but we can hope!
Stafford197 wrote: »I agree but reason they don’t allow it is because we would use the Armory to bypass Luminous Ink costs (even though they’re dirt cheap now so who cares). Not sure this will change but we can hope!
Might be wrong, but I thought for ink you had to pay for every skill, suffix, and affix only once. So changing back to a skill you've used prior is free.
dale_forrestb16_ESO wrote: »The armory existed long before skill scribing and the armory most definitely should have been part of the skill scribing design. It's an obvious oversight. I'm not sure why the developers didn't think of it (actually I am sure but I won't say it here).
Furthermore, it should have been dealt with during the initial quality assurance testing.
It was the first thing I checked when I started skill scribing.
dale_forrestb16_ESO wrote: »The armory existed long before skill scribing and the armory most definitely should have been part of the skill scribing design. It's an obvious oversight. I'm not sure why the developers didn't think of it (actually I am sure but I won't say it here).
Furthermore, it should have been dealt with during the initial quality assurance testing.
It was the first thing I checked when I started skill scribing.
They addressed this very shortly after scribing released. They said it would be additional work to incorporate scribing into the armory in terms of keeping all the combinations of scripts. In-game testing supports that claim. These skills are not stored the same way as non-scribed skills, which you can see even in CMX. They do not have the same 1-to-1 relationship between skill and skillID/abilityID that is all the information the armory needs for non-scribed skills. We can certainly wish and feel that additional work should have been (and should still be) done, but I don’t think any of that supports an unprintable assumption that they didn’t think of it in the first place.
DenverRalphy wrote: »dale_forrestb16_ESO wrote: »The armory existed long before skill scribing and the armory most definitely should have been part of the skill scribing design. It's an obvious oversight. I'm not sure why the developers didn't think of it (actually I am sure but I won't say it here).
Furthermore, it should have been dealt with during the initial quality assurance testing.
It was the first thing I checked when I started skill scribing.
They addressed this very shortly after scribing released. They said it would be additional work to incorporate scribing into the armory in terms of keeping all the combinations of scripts. In-game testing supports that claim. These skills are not stored the same way as non-scribed skills, which you can see even in CMX. They do not have the same 1-to-1 relationship between skill and skillID/abilityID that is all the information the armory needs for non-scribed skills. We can certainly wish and feel that additional work should have been (and should still be) done, but I don’t think any of that supports an unprintable assumption that they didn’t think of it in the first place.
I don't recall them saying this. So I'd be curious to see their response.
Because I see no need for them to have to incorporate all combinations. All the armory needs do is save and apply the 3 scripts applied to the grimoire.
The part that bothers me most about the armory is that you should be able to store the different sets in the armory and not have to keep it in your own inventory. ISN'T THAT THE EXPLANATION OF AN ARMORY??
The part that bothers me most about the armory is that you should be able to store the different sets in the armory and not have to keep it in your own inventory. ISN'T THAT THE EXPLANATION OF AN ARMORY??
SkaraMinoc wrote: »Please allow players to save Scribing skills to the Armory so we can switch configurations for quality of life.
Contingency is the best example I can think of where there are multiple configurations for different content.
1. I want to do some PvP so I use Warding Contingency w/ mitigation script
2. Now I want to do some bombing in Cyrodiil so I use Fiery Contingency
3. Time to heal dungeons so I use Warding or Healing Contingency
4. Finally I want to do some PvP again so I use Binding Contingency
That's 4 Armory slots I'd use for each type of Contingency. Currently I have to reconfigure the skill 2-3 times per day.