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