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Crafting Costumes

Lynx7386
Lynx7386
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This was brought up on the general discussion forum, but I thought it was a good idea and would probably get some more attention here. A lot of players seem to want a costume system, and I think that putting it in as part of the crafting system would work out great.

Here's how I'd go about implementing it:

-Whenever a racial motif is used to learn how to craft that style of armor, add the additional effect of having that motif unlock the ability to craft costumes in that armor's style.

-The blacksmithing and clothing crafting stations would receive a new tab in their interface, labelled "costumes", where you would be shown all of the costumes you're able to create. For example, a khajiit character would start out with being able to make a khajiit costume (heavy armor at blacksmithing station, or medium and light at clothing station), but could use a breton racial motif to add the breton costumes to these windows.

-Costumes would require a percentage of the materials you'd normally have to spend in order to create a set of armor of that type, and the quality of materials would determine the level of model used in the cosume. For example, a level 1 khajiit heavy armor costume would require something like 21 iron ingots and 7 moonstone, and would display the same visual when equipped as the level 1-14 crafted khajiit armor. If you wanted to go with the next visual upgrade (level 16-24 crafted khajiit armor), you'd have to spend 21 steel ingots and 7 moonstone. Thinking 3 resources and 1 stone per armor slot available on a character would be a good balance here.

-This gives you a total of 4 costumes (at the moment) for each armor type for each race, or a total of roughly 150~ different craftable costumes in the game (14 racial motifs, 4 levels of visuals for each, and 3 armor types for each).

-Costumes would add something new that crafters could sell to other players for profit, particularly players that would rather use dropped loot and sets but want to maintain a themed appearance.

-Costumes would be equipped in the disguise slot of the character inventory screen.
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank
  • WhitePawPrints
    WhitePawPrints
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    Costume armors is an interesting idea. It kind of sounds like the transmog feature in World of Warcraft.

    I would personally love to see each race get their own unique, plain-clothes costumes. This would use the same system with the motifs unlocking different type of costumes. And depending the material, the costume will look different. The icon shouldn't give it away, just being the usual disguise icon, that would add a bit of fun to the crafters to try all the costume styles on themselves.

    I use some of the disguises that I've found across the zones frequently. I even have one that I always wear if I'm filling a crafting order.

    Adding craftable disguises and costumes would be a great content addition to the game.
  • DeLindsay
    DeLindsay
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    I'd love ZoS to take the stance Trion did with Rift and give us unlockable Costume slots (up to XX number) purchasable via gold. We have 1 now, unlock the 2nd at level 50, and the 3rd at VR5 (round about when you start your 3rd Faction). The rest would be purchasable for an increasing cost just like inventory slots.
  • Rev Rielle
    Rev Rielle
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    I think the easiest ways would be to either add;
    1. Costume slots as said above, or
    2. Enable us to convert existing armour into a disguise we could then place in the disguise slot.
    If you can be anything, be kind.
  • killedbyping
    killedbyping
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    We need a costume !
    Also we need a possibility to make a costume as part of crafted set.
  • BirdUp
    BirdUp
    I can spot a costume a mile off. It's not the real deal. It doesn't involve any interesting choice(s) involving which motif/style to wear, or how far to improve the items to achieve a uniform coloring scheme.

    Dropped set pieces also do not look as good as player made pieces as you improve them. The may be the exact same motif, but the colors are off.
  • Satherius
    Satherius
    You're making it too complicated.

    It's nice they have a costume slot for "special" costumes, but in all honesty for armor appearance I'd rather they implement appearance slots that override the look of what you are wearing, a la , EQ 2.

    Keep it simple. Let people vary their appearance to their liking. My DK uses a mixture of imperial and khajit that looks sexy as heck, but as I level above that armor set I will lose the appearance which kills immersion for me since I like the way my character looks and have bonded to him in that respect.

    If they want to make it another gold sink then by all means go the transmog route that Blizz uses in both WoW and D3. Aion also does this, as well as LotRO and most other MMO's. It is a feature that has become standard because people want it. Why ESO doesn't have anything like this at all is a little annoying.
  • NewBlacksmurf
    NewBlacksmurf
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    Hmm the costumes are in some cases cool but none so far at what I'd level in or play with over the other choices of armor.

    I would like to be able to use large amounts of materials for higher level gear vs having to go to the next material type. This would create variety.

    Crafting costumes seems a bit silly as they are typically quest related. I'd love them to show up as quest items and allow me to keep them or destroy them but the only concern I have is that they take up slots in inventory.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
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