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Making the materials in the game more user friendly.

richo262
richo262
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With the abundance of material items in the game compounding every update, it is probably wise to find ways of introducing efficiency to utilise what exists in a more meaningful way and remove redundancies to improving inventory management. A common criticism I get from friends trying to start out is the sheer amount of junk they have to sift through. Below is mostly based on the feedback of these people as they play through the game and ask me what to do with it. I have to respond with, 'it's just junk' far too often. Unfortunately many don't stick with the game because of it.

Enchanting
  • Remove the level requirement from enchants
  • Roll all Potency runes into just Jone and Jode (Positive and Negative) and remove the other level oriented Potency runes
  • Replace the skill system from being able to create higher level enchants with percentage chance of successful craft
  • Roll Ta, Jejota and Denata into one, Ta - This is your daily writ and low tier furniture crafting
  • Rekuta - This is your Master Writs, High level furnishes and for craftable item enchants for people you don't really like.
  • Kuta - Remains the same
Ideally Ink from scribing is also replaced with Rekuta but requires more of them
This will also mean Ta is blue now, and enchants that drop from ads will be blue making the inspiration gain greater.

Alchemy
  • Remove the level requirement from potions/poisons
  • Replace the skill system from crafting higher level poisons/potions to chance of successful craft
  • Remove the negative base such as Alkhest, the poisons have enough goo from spider eggs
  • If water = potion, if nothing = poison
This will also operate a gold sink as poison base items won't drop to sell.

Provisioning
  • Largely remains the same
  • Remove level requirement for food
  • Replace the skill system from crafting higher level food/drink to chance of successful craft
Most players just spam low tier stuff anyway to level their alts, most new players probably don't truly utilise these systems until later on when they have the mats to burn. At least now they won't be stuck with an inferior item when they do successfully craft.

Style mats
  • Try to find a way to incorporate the same style item to do more than one style so we don't have to store one per style.

Trait mats
  • This has become, for the most part, completely redundant save for Nirnhoned and some jewelry trait items.
  • Consider removing abundant and at this point redundant trait items, research alone should be sufficient to craft these items, much like Reconstruction does not require a trait item at all. Keep the high level traits such as Nirn and many jewelry traits though that may have secondary purposes.
  • Side note: Consider having 'Training' an account wide research so new character can benefit from it from the get go, given they are the only characters that will benefit from it.

I could probably go on. Interested in hearing other ideas on how to make the current assortment of items more effective. Focus on new players overburden with junk and try to make the items we do have more meaningful.
Edited by richo262 on August 18, 2025 11:46AM
  • MGRza
    MGRza
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    Number one, they will not remove any materials that could go into ESO+'s crafting bag; that is precisely the only selling point with ESO+ atm, since new content comes with the content pass and is not part of ESO+. So for them to remove materials in the game so that there's less makes the crafting bag less appealing, especially for new players, as they quickly realize just how many different crafting items there are.

    Are some of those systems outdated? Yes, they could do with a makeover; however, on a personal level, there are systems that are in much more need of work than the crafting section.

    Pretty much the same for trait items, they won't change that because of the crafting bag... I may be wrong, but given how we actually have a crownstore simulator with mmo aspects, I doubt that will happen
  • richo262
    richo262
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    MGRza wrote: »
    Number one, they will not remove any materials that could go into ESO+'s crafting bag; that is precisely the only selling point with ESO+ atm, since new content comes with the content pass and is not part of ESO+. So for them to remove materials in the game so that there's less makes the crafting bag less appealing, especially for new players, as they quickly realize just how many different crafting items there are.

    Are some of those systems outdated? Yes, they could do with a makeover; however, on a personal level, there are systems that are in much more need of work than the crafting section.

    Pretty much the same for trait items, they won't change that because of the crafting bag... I may be wrong, but given how we actually have a crownstore simulator with mmo aspects, I doubt that will happen

    I agree ZOS is not incentivised to make the inventory manageable, they may be interested to know that inventory fatigue is a thing for new players that don't use addons to auto sift the trash. It hinders new players, experienced players either use addons or may get ESO+.

    I'd like to see ZOS find a middle ground that for such common items that bombard new players, that they get some attention. It is one thing to be spammed with trash at CP160, but to be spammed with trash that simple becomes totally redundant 5 levels later, then you get a whole new set of redundant trash to deal with is absurd. It is like new players get the brunt of it as that is how the material structure is designed. Removing the level orientation will at least allow some of these items to stack and not become redundant for new players.
  • lillybit
    lillybit
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    Crafting is mostly fine as it is. Removing the skill system in favour of a chance of failure wouldn't help anyone, certainly not beginners. I've recently started playing on PC and mats are precious. I'd hate to lose any, especially while I'm still levelling crafting.

    I could maybe see a reduced number of tiers across the board, so the other crafts match the 5 of jewelry crafting. Mostly because there's 3 (4?) levels you never need again once you get to 160cp. It took me less than a week to get there once I hit level 50 so that's a lot of mats devoted to such a small window.
    PS4 EU
  • darkriketz
    darkriketz
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    Honestly I find really, really difficult not to be sarcastic when I read one of these posts, and they pop up really often.
    Game developpers have spent years thinking and testing to craft working game systems, and functioning balance, and every now and then, a random player who is convinced he (let's be honest, 99% of the time it's a he) has just reinvented the wheel and propose major changes that, most of the time, would have unpredictable consequences on a system that currently works fine.

    I really understand your problem, I have hundred of trait stones too, to the point that after the daily writs I don't even keep them, I sell everything, including lower level materials since I don't need to pile up materials except level 150/160 ones, and the problem is the same (or worse) with runes, since even master writs, by definition, require ONE specific rune each (plus one for the level and one for the raise/decrease effect), and the rest of the time you just pile up dozens of fire, ice, alchemy or power runes that won't be used.
    So, really, I know this problem of materials that pile up by tons for nothing, but I kindly disagree about, well, everything you propose.

    The existence of style stones is justified both by the lore (each race/style has its own way of doing things) and the gameplay - you must go to specific locations to find specific cultural styles and associated materials. For example, you won't find outside of the Systres archipelago certain styles related to insular Bretons and druids. If ZoS releases a new Chapter and out there you can find the exact same materials that already exist in the base game... what's the point ? It's interesting to find out what these new people and cultures use to craft, and it's enjoyable to complete dailies in these regions just to get new style pages and materials. If the same materials are to be used everywhere on Tamriel, what's the point of having new regions at all ? They won't offer new contents anyway.

    For the rest of the materials, in my opinion, it's both a matter of skill - you feel a real progression when you get to use more advance materials because you've leveled up your craft - and gameplay - it really wouldn't feel logical to have such a diversity of possible effects, potions, poisons and all if there were, like, a couple materials in each craft. It doesn't make sense at all.
    What could be interesting and would, at least, delay the piling up of materials, would be a system in which materials were unlocked as your craft gains skills. I explain : if you're level 1 enchanter or alchemist, you only have access to a reduced number of runes and plants, and you can't even pick up the higher level ones (exactly the same as raw materials for gear crafting), and as you level up, you have access to a larger diversity of materials OR the higher level materials just replace the first levels ones.

    But overall, even if the stocking problem you explain does exist, in my opinion it creates two possibilities in terms of gaming style. I think that, as the developpers see it, either you have an adaptative handling of your materials, you sell most of what you get, and when you randomly need specific materials (for master writs, for example), you buy what you need, preventing you from piling up huge amounts of useless (most of the time) materials, OR.... you subscribe to ESO+ and piling up materials isn't a problem at all.

    That's what I think, I may be wrong but in that situation, I genuinely feel that there's balance and a working system around materials supply in the game.
    Edited by darkriketz on August 18, 2025 1:00PM
  • Tandor
    Tandor
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    No thanks, the game has already become so simplified in respect of a lot of the systems. Any such trivialisation is often claimed to be about making the game more attractive to new players but usually drives away existing players.
  • Aylish
    Aylish
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    I like crafting as it is.
  • MGRza
    MGRza
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    richo262 wrote: »
    MGRza wrote: »
    Number one, they will not remove any materials that could go into ESO+'s crafting bag; that is precisely the only selling point with ESO+ atm, since new content comes with the content pass and is not part of ESO+. So for them to remove materials in the game so that there's less makes the crafting bag less appealing, especially for new players, as they quickly realize just how many different crafting items there are.

    Are some of those systems outdated? Yes, they could do with a makeover; however, on a personal level, there are systems that are in much more need of work than the crafting section.

    Pretty much the same for trait items, they won't change that because of the crafting bag... I may be wrong, but given how we actually have a crownstore simulator with mmo aspects, I doubt that will happen

    I agree ZOS is not incentivised to make the inventory manageable, they may be interested to know that inventory fatigue is a thing for new players that don't use addons to auto sift the trash. It hinders new players, experienced players either use addons or may get ESO+.

    I'd like to see ZOS find a middle ground that for such common items that bombard new players, that they get some attention. It is one thing to be spammed with trash at CP160, but to be spammed with trash that simple becomes totally redundant 5 levels later, then you get a whole new set of redundant trash to deal with is absurd. It is like new players get the brunt of it as that is how the material structure is designed. Removing the level orientation will at least allow some of these items to stack and not become redundant for new players.

    True, but you need to rememeber now, how many recipes exist in the game, how many furnishing plans? Then gear crafting all utilizes some of those low-level materials at some point. Them removing it or making changes means they need to go and change every one of those ingredient lists and texts. The amount of time that it will take alone makes this not worth the time or effort, especially if they can't monetize it.
  • MGRza
    MGRza
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    lillybit wrote: »
    Crafting is mostly fine as it is. Removing the skill system in favour of a chance of failure wouldn't help anyone, certainly not beginners. I've recently started playing on PC and mats are precious. I'd hate to lose any, especially while I'm still levelling crafting.

    I could maybe see a reduced number of tiers across the board, so the other crafts match the 5 of jewelry crafting. Mostly because there's 3 (4?) levels you never need again once you get to 160cp. It took me less than a week to get there once I hit level 50 so that's a lot of mats devoted to such a small window.

    Agreed i don't want gacha mechanics. The chance to fail doesn't work for me.
  • Grizzbeorn
    Grizzbeorn
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    No thanks.
      PC/NA Warden Main
    • katanagirl1
      katanagirl1
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      As long as they keep creating new styles and motif pages to go with them, there will be master writs that require those crafting materials, so no.
      Khajiit Stamblade main
      Dark Elf Magsorc
      Redguard Stamina Dragonknight
      Orc Stamplar PVP
      Breton Magsorc PVP
      Dark Elf Magden
      Khajiit Stamblade
      Khajiit Stamina Arcanist

      PS5 NA
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