Not that I disagree, but there's an obvious reason for this. They wanted seals to serve a specific purpose, make crown items kinda accessible, but not too much to eat into crown crate revenue. If they had made them like crown gems, then either the apex and radiant items would be even more out of reach than they are now, or it would have allowed people who wanted lower priced items to buy half a crate worth of items per season. A reasonable number of people buy crates for a smattering of low-mid value items.Like, can't we mix some and get rid of the other? For example Crown Gems and Seals of Endeavor. They basically serve a similar purpose (getting Crown Crate-related items), but are completely separate systems. Why not merge them, or at least make them interact?
tsaescishoeshiner wrote: »Trade Bars are replacing event tickets from what I understand. Then we're getting Tome points, which will have their own menu, and presumably the Premium Tome tokens from ESO+ (which will be used and spent very rarely). So that's two new currencies for a major overhaul of their content strategy.
tsaescishoeshiner wrote: »Some, like Imperial Fragments (a player request since they used to be inventory items)
tsaescishoeshiner wrote: »Gems and Endeavors might be separated for financial/legal reasons. They also have very different exchange rates for Radiant vs more common rewards.
Trade Bars are replacing event tickets from what I understand. Then we're getting Tome points, which will have their own menu, and presumably the Premium Tome tokens from ESO+ (which will be used and spent very rarely). So that's two new currencies for a major overhaul of their content strategy.
Most currencies couldn't be eliminated (AP, Tel Var, Transmute Stones) without drastically changing the role their content plays. Some, like Imperial Fragments (a player request since they used to be inventory items) and Undaunted Keys, could be removed with a new way to get their current rewards. Several rewards could be tucked into Transmute Stones, IMO.
ESO does not have a lot of currencies compared to other MMOs, which introduce new ones (or several) for each new zone. It's like if Style Materials (we get many new ones each year) were harder to get and required to craft new meta gear and abilities. Terrible.
Another simplifying factor is that ESO currencies can't be exchanged for one another, and there aren't complex crafting recipes involving a spreadsheet currencies and different content, ultimately meaning that you don't need to track multiple currencies. You don't need to know what AP is for to do PvE, and if you do need a PvP set, it's simple to understand: AP comes from PvP.
Vonnegut2506 wrote: »tsaescishoeshiner wrote: »Gems and Endeavors might be separated for financial/legal reasons. They also have very different exchange rates for Radiant vs more common rewards.
Trade Bars are replacing event tickets from what I understand. Then we're getting Tome points, which will have their own menu, and presumably the Premium Tome tokens from ESO+ (which will be used and spent very rarely). So that's two new currencies for a major overhaul of their content strategy.
Most currencies couldn't be eliminated (AP, Tel Var, Transmute Stones) without drastically changing the role their content plays. Some, like Imperial Fragments (a player request since they used to be inventory items) and Undaunted Keys, could be removed with a new way to get their current rewards. Several rewards could be tucked into Transmute Stones, IMO.
ESO does not have a lot of currencies compared to other MMOs, which introduce new ones (or several) for each new zone. It's like if Style Materials (we get many new ones each year) were harder to get and required to craft new meta gear and abilities. Terrible.
Another simplifying factor is that ESO currencies can't be exchanged for one another, and there aren't complex crafting recipes involving a spreadsheet currencies and different content, ultimately meaning that you don't need to track multiple currencies. You don't need to know what AP is for to do PvE, and if you do need a PvP set, it's simple to understand: AP comes from PvP.
Transmute stones could be removed. Just change the stone requirement to a gold requirement that scales the same way transmute stones do and get rid of them. Or switch over to Undaunted keys in order to transmute in order to keep the dungeon queue hopping. They could combine Tel Var stones and AP into one PvP currency if they weren't so dead-set on trying to make people play Imperial City.
FieryPhoenix wrote: »i agree there are too many currencies and they should be condensed somehow. I’d personally like something else to spend transmutes on...
Currency, sets, materials. There's a lot bogging them down.
Remove the 10 different types of water for just 1. Alchemy would need to be changed to 'chance of successful craft' from the tiered system. Points in Alchemy increases the chance of success, max = 100%. .
To make purple enchants more useful, use them for scribing instead of the inks (this will require replacing all inks for Rekuta at a rate that reflects the prices of the items).
[*] Make style materials multi-purpose - I see no reason why 1 style material can't be used for multiple sets. New style mats with every new (non craftable) set is not entirely scaleable.
[*] Remove the need for style materials for basic sets. If basic style mats are a good gold sink for daily writ crafters, slightly reduce the gold yield from dailies to factor this in. Even more relevant now 'ancient' motifs are a thing revamping the basic ones.
Enemoriana wrote: »Remove the 10 different types of water for just 1. Alchemy would need to be changed to 'chance of successful craft' from the tiered system. Points in Alchemy increases the chance of success, max = 100%. .
Bad idea. Hurts new players heavily, as they do not yet have a lot of materials. And they will need a lot to level up alchemy!
Same with enchanting.To make purple enchants more useful, use them for scribing instead of the inks (this will require replacing all inks for Rekuta at a rate that reflects the prices of the items).
But they have different lore...[*] Make style materials multi-purpose - I see no reason why 1 style material can't be used for multiple sets. New style mats with every new (non craftable) set is not entirely scaleable.
[*] Remove the need for style materials for basic sets. If basic style mats are a good gold sink for daily writ crafters, slightly reduce the gold yield from dailies to factor this in. Even more relevant now 'ancient' motifs are a thing revamping the basic ones.
Many are multi-purpose already, including basic. Used for crafting furniture. Nothing is ripping me out of nickel as colovian furniture...
How does having one water hurt new players? They go to water source ... they pick up water. Everybody, no matter the level picks up the same water. Potions and poisons and enchants are no longer level bound (meaning we no longer require a different water for class bracket). As I said, they operate like Crown tri-pots, no level requirement. The level system is no longer a tier system but a percentage of success. 1 point (default) is 10% chance, 10 points = 100% chance. A failed attempt yields extra inspiration. Logic is learn from mistakes.
Edit: 10% is too low a start, I just used that as an example. ie 1 point = 50%, 2 points 55% etc etc. up to 10 points = 100%
If anything a system like that helps new players. Sure 50% of their potions / poisons will fail (initially), but they will never end up with a batch of redundant potions / poisons (and enchants) that will become junk in 10 levels time because they constantly scale down as the player improves.
Enemoriana wrote: »How does having one water hurt new players? They go to water source ... they pick up water. Everybody, no matter the level picks up the same water. Potions and poisons and enchants are no longer level bound (meaning we no longer require a different water for class bracket). As I said, they operate like Crown tri-pots, no level requirement. The level system is no longer a tier system but a percentage of success. 1 point (default) is 10% chance, 10 points = 100% chance. A failed attempt yields extra inspiration. Logic is learn from mistakes.
Edit: 10% is too low a start, I just used that as an example. ie 1 point = 50%, 2 points 55% etc etc. up to 10 points = 100%
If anything a system like that helps new players. Sure 50% of their potions / poisons will fail (initially), but they will never end up with a batch of redundant potions / poisons (and enchants) that will become junk in 10 levels time because they constantly scale down as the player improves.
Not water. Changing to chance.
Failed attempt means two or three ingredients lost. There is no real need to craft potions for low level to actually play - level up rewards gives 75 potions. And even if somebody will craft potions - there is no need to craft them in stacks. So lowlevel alchemy is mostly aboul leveling alchemy.
Secondly, all ingredient effects should be unlocked, so in any case there will be useless potions/poisons.
Now you can just level up skill with poisons and sell them to vendors and get back some gold. With chance system ingredients would be simply lost.
So new players loose more and get, actually, nothing. I can't even say "get few free slots in inventory", because lower level mats can be sold as soon as they become useless.
With enchanting there is even less reasons to craft more than you need at the moment, except leveling up skill. And leveled square runes can be bought from vendors, so there is even no reason to keep them all.
In regards to materials - isn't the whole gear level system kind of moot since One Tamriel? Everybody scales to max level anyway, and the sense of progression could be moved to gear quality upgrades instead of material ranks. Frankly it mostly feels bad that your stats drop as you level up, and upgrading your gear just helps to stay afloat instead of actually progressing. At least that's what I remember of it, haven't been able to make new characters in years.
Main problem with removing all material ranks but one seems to be that you'd still need a crafting material, and I have no idea what to call it. Just "metal" instead of Iron, Dwarven or Ebony is silly.
And while ESO has decoupled materials and styles, the different materials still feel kind of important for immersion, maybe? At least the classic ones like Iron, Steel, Ebony. We could probably lose Voidstone and stuff like that without anybody shedding tears.
So removing all material ranks doesn't seem ideal. A better solution could be to add a qualitative difference to a smaller pool of materials, as with character level scaling, there's not much of a quantitative one, anyway.
This means materials wouldn't be like classic skills lines, simply progressing by increasing an arbitrary integer, but like perks. A sword made from Steel would grant a new perk compared to Iron, and so on.
1) Lose the last 5 material tiers. Readjust values accordingly so current CP 160 gear is the new Level 50 gear. E.g. for Blacksmithing, Iron, Steel, Orichalchum, Dwarven and Ebony are enough (canonically, Ebony should be more important than it is in ESO anyway).
2) Normalize stats across all tiers.
3) Add qualitative drawbacks / perks to material tiers, granting the current full functionality at tier 5.
Using metal-based weapons as an example:
Iron: Your weapon can be upgraded.
Steel: Your weapon can be enchanted or poisoned.
Orichalcum: Your Heavy Attacks return resources.
Dwarven: Your weapon traits are 100% better.
Ebony: Your weapon attacks and skills can critically strike.
Some materials and professions are harder to find such perks for than others, but you get the idea. It reduces the amount of materials by 50% while still retaining a sense of gear progression up to max level, and refocuses on the classic TES materials.