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ESO Crafting and Raiding Gear End Game!

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  • timidobservertimidobserver Member UncommonPosts: 246
    Originally posted by nationalcity
    clip

    ty, for the link....

     

    And to the other guy saying your not my secretary, no reason to act like a douche......

     

    I mean so sorry that I'm not Miss Cleo and couldn't foresee where he got this information from....... I looked on reddit and Tamriel foundry and didn't see anything.....

    I didn't say that you should be able to foresee anything. I did say that you shouldn't ask me to provide a link for you. Particularly if I didn't start the thread lol.

    I treat every thread as if it is a hypothetical. The hypothetical here is that crafters are required to max your gear out in ESO.

    This may be true or it may not be true. It might even change before launch. Rather than obsessing on how accurate it is, I'll just take it at face value and give my opinion on it. 

  • KnotwoodKnotwood Member CommonPosts: 1,103
    Originally posted by Daessar
    Originally posted by Knotwood
    The skill is the crafter who had to get to max level specificly in that craft, while the raiders skill was to obtain the core item that's powerful enough to warrant an upgrade to it.

     

     

    I think you're being extremely generous with the terms "raiders" and "skill" in your topic here.

    I believe the reality will be that a very large portion of the player base ( including crafters ) will have the "core items" very quickly, and all just be basically waiting around for the crafter to hurry up and get to whichever specialization cap they need, so they can buy the upgrade. 

    Actually I think you are very correct, on the other hand, I think Raiding Guilds are going to have to set designated crafters in their guilds and everyone in the guild give them the mats to power level them to max level to upgrade stuff very quickly also.

     

    Paul Sage touched on teaming up to pool resources also on this front.  And with how rare legendary upgrade items are, paying for them could be an option, then having your guild designated crafter upgrade for you.

     

    What I would do is set up Resources for Crafters,  and then buy crafting upgrade items with the guild bank and then every drop is instantly upgraded by the guild.

     

    Like I said, those legendary upgrade items are going to be extremely rare even for crafters to obtain I think, I haven't seen one up to 10 and only one person said they got an Epic upgrade item.  Start up those guild bank fundraisers right now for it.  you'll need 20 of them to ensure 100% upgrade chance.

     

    He also said he wanted these upgrade items to be kept to "Hirlings, Extractions, and Refinements"  as to keep crafters special.    Which almost all past MMO have proven this right.

  • IselinIselin Member LegendaryPosts: 18,719

    I see this system as working well for crafting professions that make armor and weapons: blacksmiths, clothiers and woodworkers.

     

    Alchemy and provisioning are different but should also be viable at end game as long as they can craft sought-after unique buffs and potions.

     

    But how does this system that has the best drops with unique enchantments that can't be crafted affect end-game enchanting? Can they enchant those uniquely enchanted items with additional enchants? I sure hope that's the case for those top-end items.

     

    In the low levels we played in weekend betas I saw a whole mishmash of items with enchants that could be enchanted more, some that couldn't and some where you could replace an enchant with another one. 

     

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  • KnotwoodKnotwood Member CommonPosts: 1,103
    Originally posted by Iselin

    I see this system as working well for crafting professions that make armor and weapons: blacksmiths, clothiers and woodworkers.

     

    Alchemy and provisioning are different but should also be viable at end game as long as they can craft sought-after unique buffs and potions.

     

    But how does this system that has the best drops with unique enchantments that can't be crafted affect end-game enchanting? Can they enchant those uniquely enchanted items with additional enchants? I sure hope that's the case for those top-end items.

     

    In the low levels we played in weekend betas I saw a whole mishmash of items with enchants that could be enchanted more, some that couldn't and some where you could replace an enchant with another one. 

     

    Paul Sage predicted Alchemy and Provisioning as the top money maker crafts in the game because of the consumption.  If you think about it, most people are going to focus on crafts that offer end game quality gear,  leaving a small amount of top tier alchemist and provisioners, which are definatly going to get rich off of this.

     

    As for enchanting, Paul sage was asked by a misunderstanding person why drop gear wasn't upgradeable, sage replied to him saying that he thinks he means enchanting on drop gear, In which the embedded enchanting takes the place of the enchantment slot, which is the key feature that makes drop gear stand out (unique).    I think enchantments will be most important for the gear that crafters make at Rank 10,  which will not have the super powerful raid enchant on it, but a enchant crafters enchant on it.   There is also legendary enchants out there, I was able to obtain epic runes, only seen one in my entire time in beta, but they do exist,  I'm guessing these legendary enchants will be sought after for the non-raid best gear in game that crafters can make.

     

  • KhajimKhajim Member Posts: 20

    the only problem iwih this is the way the upgrade system currently works.

     

    20 legendary items to upgrade ONE piece of gear to legendary. If the bump from purple to orange is simillar in mechanics to the bump from green to blue.. the result will be MEANINGLESS AT BEST

    the only thing that matters is the weapon upgrade.

     

    When you upgrade a piece of armor youll get something like this

     

    BAD ASS PURPLE CHESTPIECE OF ASSKICKING

    Base Armor: 105

    Max Magika: +37

    Max Stamina +45

    Reduces cost of Stamina abilities by 27

     UPGRADED

    SUPER BAD ASS ORANGE CHESTPIECE OF ASSKICKING

    Base Armor : 125

    Max Magika: +37

    Max Stamina +45

    Reduces cost of Stamina abilities by 27

     

    Upgrading only currently upgrades the base armor value of armor.. it doesnt add ANYTHING ELSE. in  a game where every class (LA/MA/HA) has abilities to soft cap their armor.. this upgrade is MEANINGLESS.

     

     

  • MikeBMikeB Community ManagerAdministrator RarePosts: 6,555
    Originally posted by Khajim

    the only problem iwih this is the way the upgrade system currently works.

     

    20 legendary items to upgrade ONE piece of gear to legendary. If the bump from purple to orange is simillar in mechanics to the bump from green to blue.. the result will be MEANINGLESS AT BEST

    the only thing that matters is the weapon upgrade.

     

    When you upgrade a piece of armor youll get something like this

     

    BAD ASS PURPLE CHESTPIECE OF ASSKICKING

    Base Armor: 105

    Max Magika: +37

    Max Stamina +45

    Reduces cost of Stamina abilities by 27

     UPGRADED

    SUPER BAD ASS ORANGE CHESTPIECE OF ASSKICKING

    Base Armor : 125

    Max Magika: +37

    Max Stamina +45

    Reduces cost of Stamina abilities by 27

     

    Upgrading only currently upgrades the base armor value of armor.. it doesnt add ANYTHING ELSE. in  a game where every class (LA/MA/HA) has abilities to soft cap their armor.. this upgrade is MEANINGLESS.

     

     

    You're speaking from the current state of balance, though. What you're talking about is all numbers on a spreadsheet and can be tuned (between now and launch as well as post-launch) to make upgrading items more valuable, if this is the case. That also includes the tweaking of soft caps.

    The more important takeaway is that crafting plays a very significant role in maximizing what you're getting out of items in ESO as a design philosophy.  Most MMOs these days, especially big AAA releases, do not place this sort of emphasis on the role of crafting. That's what excites me about all this.

  • Lord.BachusLord.Bachus Member RarePosts: 9,686
    Originally posted by arieste
    Originally posted by Knotwood

    What do you think about this end game system?  

    I think it's great.  Crafters will need adventurers and adventurers will need crafters.   Interdependency 4tw. 

     

    This is what i have been asking for, for a very very long time...

     

    top gear crafting requiring top drops...

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • Lord.BachusLord.Bachus Member RarePosts: 9,686
    Originally posted by Iselin

    I see this system as working well for crafting professions that make armor and weapons: blacksmiths, clothiers and woodworkers.

     

    Alchemy and provisioning are different but should also be viable at end game as long as they can craft sought-after unique buffs and potions.

     

    But how does this system that has the best drops with unique enchantments that can't be crafted affect end-game enchanting? Can they enchant those uniquely enchanted items with additional enchants? I sure hope that's the case for those top-end items.

     

    In the low levels we played in weekend betas I saw a whole mishmash of items with enchants that could be enchanted more, some that couldn't and some where you could replace an enchant with another one. 

     

     

    I would like to know more about enchanting, and its possbilities for mid level and higher level gear

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • GravargGravarg Member UncommonPosts: 3,424
    I was actually able to craft an epic piece and a rare piece, and do a few upgrades for some coin.  As an avid crafter, I absolutely love this game.  I hope that it will be like DAoC, where my guild will come to me with a project or projects for gear and siege weapons (well not siege, but it was fun in DAoC lol).  I have a feeling I'm going to have bags full of materials, and I love it :D
  • RelytDnegelRelytDnegel Member UncommonPosts: 261
    I actually really dislike the idea. FFXIV: ARR had something similar in that you needed a max level crafter to put something in your weapon before a quest line could be completed to make the best weapon in game. It ended up being impossible to find someone with max crafting on your server unless you were in one of the already huge guilds and even then there was only a handful of people you would have to try to catch online and then beg them to do it for you even if it cost all the gold you had. I get rewarding crafting is a good thing but when you make it a necessity it becomes a hinderance to those who don't enjoy crafting or don't have the time to put in 300-400 hours. Make crafted gear equal to that from raiding but make the materials hard to get, don't make it compulsory. 
  • KnotwoodKnotwood Member CommonPosts: 1,103
    Originally posted by RelytDnegel
    I actually really dislike the idea. FFXIV: ARR had something similar in that you needed a max level crafter to put something in your weapon before a quest line could be completed to make the best weapon in game. It ended up being impossible to find someone with max crafting on your server unless you were in one of the already huge guilds and even then there was only a handful of people you would have to try to catch online and then beg them to do it for you even if it cost all the gold you had. I get rewarding crafting is a good thing but when you make it a necessity it becomes a hinderance to those who don't enjoy crafting or don't have the time to put in 300-400 hours. Make crafted gear equal to that from raiding but make the materials hard to get, don't make it compulsory. 

    Worry naught,  you'll be on a Mega Server in ESO,  with millions and not just a handful of people like FFXIV.   You will get what you want from many crafters in ESO.

     

    Think of it like being on Legacy servers in FFXIV where everyone had max crafting.   In ESO crafters get rewarded, so its worth becoming a crafter, and you'll rarely see someone without crafting I'm guessing.

  • waynejr2waynejr2 Member EpicPosts: 7,771
    Originally posted by arieste
    Originally posted by waynejr2
     So making it just pushing buttons is as ok as just pushing a button to cast a fireball. 

    I wasn't suggesting that crafting shouldn't involve pushing buttons.   And i fully agree, it would be great if it required the same skill as pushing a button to cast a fireball.  Only it doesn't.    

     

    Or are you saying that every single player that has the fireball skill  is equally skilled at using it?   (or that every player that has identical set of spells/abilities and gear is equal in skill?  or that every player than can kill mob X is equal in skill?)    Because if that's what you're saying, then we have a fundamental difference of opinion that simply can't be reconciled.

    What is this skilled crafting.  What are the mechanics?  It is just another twitchy mouse clicking?  Describe what you mean.  Be very specific.

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