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Please allow saving Scribing skills to the Armory

Kaelthorn_Nightbloom
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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.

Edited by Kaelthorn_Nightbloom on October 23, 2024 9:57AM
PC NA
  • Heren
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    Fully agree, this is just lame design, especially when ESO is boasting so much about qol changes. Release a feature with huge qol flaws, and talk about taking time to fix qol things... That is really disapointing.
  • Stafford197
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    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!
  • virtus753
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    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!

    Luminous Ink might be a reason, but it almost certainly wouldn’t be the only reason, if it is one, as there’s actual coding work to be considered. Scribed skills aren’t recorded in exactly the same way as non-Scribed skills. Certain iterations of the same Scribing skill seem to share the same skillID, unlike other skills. That’s a system of storing and recalling Scribed skills that the Armory wasn’t designed for. (It was designed for a skill system in which each skillID has a unique 1-to-1 relationship with a skill morph.) The work required to update the Armory to remember all the particulars of a Scribed skill may be substantial. I hope the devs find it worthwhile and decide to implement it, but it’s an impediment beyond the price of Ink to consider.
  • Horny_Poney
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    Luminous ink: Invalid reason. The armory already allows us to bypass the 3000 gold to change the champion points. Plus the gold to change the skill morphs. Plus the gold to change (cure) vampirism and lycanthropy.
    Edited by Horny_Poney on October 22, 2024 10:26PM
  • sarahthes
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    I thought this was a tech/coding issue and not a lack of desire to include it on ZOS part.
  • Nerouyn
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    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
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    It'll likely happen in the future.
    j0bwhajzkc9l.png
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • sarahthes
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    Nerouyn wrote: »
    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.

    What is there to grind? Ink is so plentiful now I can't even give it away anymore.
  • Parrot1986
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    Honestly don’t buy ink as the driver for this and more another example of an oversight or half baked implementation of something and just fix it later or totally ignoring it and move on.

  • Heren
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    It'll likely happen in the future.
    j0bwhajzkc9l.png

    The level of cautious wording in this answer, work of art !
  • Erickson9610
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    Heren wrote: »
    It'll likely happen in the future.
    j0bwhajzkc9l.png

    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.
    Edited by Erickson9610 on October 23, 2024 9:53AM
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Parrot1986
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    Heren wrote: »
    It'll likely happen in the future.
    j0bwhajzkc9l.png

    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.

    Agree on not over promising but this is something that should’ve been considered and put in as a base feature with scribing.

    As long as you need to pay ink for each initial skill craft and save it via armoury it should save them in the same way it saves morphs. This shouldn’t even be an issue. These are skills essentially and should behave like all other skills.

    Wait and see is a horrible position for zos to expect players to be happy with tbh.
  • OsUfi
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    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.
  • tomofhyrule
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    I absolutely thought this would be coming eventually. I think they just needed to get it set up and tested.

    Remember when the Armory released and it didn't save Mundus, and then everyone complained that "ZOS is not helpful!!!!111!" when they literally said that it was coming and they just needed to work on that a bit more but they wanted it to release instead of pushing it down the road, and then a few updates later they did add it?

    Yeah, I'll bet this is the same. I'm expecting Scribed skills to be added to the Armory in the next few updates.
  • Sarannah
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    Fully agree, it is impossible to remember what scribed skills and scripts tied to them I've been using on all my different characters and different builds. Ink isn't the problem for me, but having so many builds it is impossible to keep track of them all. This is what the armory was intended for, yet the armory is no longer functioning in that way.

    Another thing which is needed: Allow us to make multiple versions of the same scribed skill, without changing any previous ones. Just have multiple show up in the skillscreen if we make another with the same grimoire. (maybe limit it to 5 per grimoire skill, and allow us to delete them at will.)
  • garir_komes_molroy
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    I'm getting more and more frustrated with the ESO community every day, they always want to simplify everything. Ink is very cheap now, it just becomes meaningless if skills can be saved, why buy ink when you can just save skill. It's because of such unnecessary "wants" of players that the game is dying.
  • Stafford197
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    OsUfi 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.

    You get charged an Ink for each change that is made each time.

    So for example if you have a Scribed Ability that uses Physical Damage, Warrior’s Opportunity, Vulnerability, changing just the Physical Damage component while leaving the other parts unchanged will charge you 1 Ink. Changing all 3 parts will charge you 3 Ink.

    If you decided to change all 3 parts of your Scribed Ability and pay the 3 Ink cost, but then decide to return to the old version you had just prior, you’ll be charged another 3 Ink.
  • dale_forrestb16_ESO
    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.
  • virtus753
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    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
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    virtus753 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.
    Edited by DenverRalphy on August 2, 2025 4:23PM
  • virtus753
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    virtus753 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 storing of the 3 scripts in the armory is precisely what requires more work on their part. Non-scribed skills require only a single number (skillID/abilityID). Each base form/morph has a unique one of those, and each ID leads back to its specific skill morph in a 1-to-1 relationship. So the armory only needs to store that one ID for each skill morph. Scribed skills require storing more info than that. There isn’t even a 1-to-1 relationship between each Focus script and a skillID/abilityID. Some Focus scripts share the same ID, so relying only on that ID (as the armory can safely do with non-scribed skills) can result in getting even the first script wrong — that’s how CMX can show a “Chilling Explosion” doing flame damage. The armory would have to be updated to account for however these scripts are stored. Only ZOS knows how much work that would involve for them given their current code and internal processes, but even from our end we can see it isn’t as straightforward as storing non-scribed skills.

    ETA: It was addressed by at least two different devs even during the PTS for Gold Road in the Reddit AMA. They were “investigating” whether it would be feasible. (Rich Lambert said “maybe.”) I thought I recalled seeing it asked elsewhere as well and will update if I can remember specifics on that.
    Edited by virtus753 on August 2, 2025 7:47PM
  • TonyH196
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    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??
  • cyclonus11
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    TonyH196 wrote: »
    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??

    This is probably the next QOL thing I want the most.
  • JinKC98
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    TonyH196 wrote: »
    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??

    Yea, ZOS definitely needs to look into this. This will attract so many more people to buy armory slots. And they're not cheap...
  • Akylles
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    I would love to see this feature!
    If I see farther, it is by standing on the shoulders of giants - Sir Isaac Newton
  • richo262
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    I've been messed about enough with scribing / armory that I've now reached the point where scribing should be remembered.

    If you scribe a skill, that combination should be permanently free to recreate for that character (possibly even account wide) that way if the armory system wipes it, it can be recreated easily without consequence. It also allows for more experimentation.
  • richo262
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    TonyH196 wrote: »
    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??

    They could probably make it so you can upgrade your collections to gold for the cost of mats, and probably some transmutes (to act as a transmute sink) that permanently upgrades the collection to gold in your collection tab with a reconstruction cost of 0. When swapping builds it wont have to rely on inventory anymore, but instead whether you have it golded in your collections.

    They could even introduce requirements for it, like have the motifs for the entire set type, or have it expensive, but you unlock the entire set as gold in your collections. They could probably move the mythics to this system too. The end goal being to be able to equip straight from the collections tab bypassing inventory entirely.
  • Vonnegut2506
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    I don't think they are real keen on doing anything that makes inventory management easier. They want people to subscribe for the craft bag and the extra bank space.
  • Æthërnüm
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    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.

    5. I am gonna change activity for every 10 seconds so i need armory.
  • Thumbless_Bot
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    Ink is a bad reason. Once you've scribed a skill you have, um, scribed it... you should be able to reuse a piece of paper that you've written something on.
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