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Crafting / Auction House?


Started by Garbrac
Post #18677
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ccguild.ca blog Wrote:My ideal system is one that allows your skills to grow as you craft. Once you hit max level, you’ll be able to craft the best items like normal MMOs, but the more you craft them, you have a chance to learn a slightly higher version of it, and by this I mean the stats could increase by 1 points, nothing major but the more you craft the better they become. Not every time does the items become better, it would be a rare chance, but once it happens you’ll be able to craft the item with those improved stats, and the chance for them to improve again.


There is a interesting article about crafting, and how ESO can go about selling peoples crafts and other items.



Check out the full article here at ccguild.ca



What are your thoughts on the crafting system or the ideas on how to sell our items?
This post was last modified: December 17th 2012 10:05 AM by Garbrac


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Post #18702
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Since Zenimax didnt release any info on crafting or trading, its quite premature. Speculations and assumptions are all over the internetz, but their value close to zero


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Post #18709
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137
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Ebonheart Pact (Argonian)
I actually don't like an end game wrt crafting. I'd rather it become a game of diminishing returns.

It could work this way: You can always craft better and better equipment, but when you get past 90 skill, the amount of crafting you need to do to get to 91 is significantly more. As your skill grows, the speed of leveling gets slower and slower. Going from 98 to 99 skill might take as much time as it took to go from skill 1 to 98. Finally getting 100 skill should take months, if not years of in-game time. Maybe even allow players to earn more than 100 skill, if they are willing to put in the time, and become a true master craftsman.

This system has a couple benefits: 1) Crafters will start general production earlier. When they hit 91 - 93 skill, they're going to start crafting end-game suits for players, who will understand that this is pretty close to the best they can buy. 2) Players who have been around long enough to get their skill up into the high 90s will be greatly respected for the gear they can make, without it being super-powered relative to crafters with skills in the low 90s.
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voren
Post #18711
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(December 17th 2012 01:46 PM)Cools-His-Hands Wrote:  I actually don't like an end game wrt crafting. I'd rather it become a game of diminishing returns.

It could work this way: You can always craft better and better equipment, but when you get past 90 skill, the amount of crafting you need to do to get to 91 is significantly more. As your skill grows, the speed of leveling gets slower and slower. Going from 98 to 99 skill might take as much time as it took to go from skill 1 to 98. Finally getting 100 skill should take months, if not years of in-game time. Maybe even allow players to earn more than 100 skill, if they are willing to put in the time, and become a true master craftsman.

This system has a couple benefits: 1) Crafters will start general production earlier. When they hit 91 - 93 skill, they're going to start crafting end-game suits for players, who will understand that this is pretty close to the best they can buy. 2) Players who have been around long enough to get their skill up into the high 90s will be greatly respected for the gear they can make, without it being super-powered relative to crafters with skills in the low 90s.

I have always like the idea of diminishing returns. I wish it could be that way for player levels, but a crafting system based on this would be really cool too!
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Thelion-06
Post #18717
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(December 17th 2012 02:00 PM)macmicool Wrote:  
(December 17th 2012 01:46 PM)Cools-His-Hands Wrote:  I actually don't like an end game wrt crafting. I'd rather it become a game of diminishing returns.

It could work this way: You can always craft better and better equipment, but when you get past 90 skill, the amount of crafting you need to do to get to 91 is significantly more. As your skill grows, the speed of leveling gets slower and slower. Going from 98 to 99 skill might take as much time as it took to go from skill 1 to 98. Finally getting 100 skill should take months, if not years of in-game time. Maybe even allow players to earn more than 100 skill, if they are willing to put in the time, and become a true master craftsman.

This system has a couple benefits: 1) Crafters will start general production earlier. When they hit 91 - 93 skill, they're going to start crafting end-game suits for players, who will understand that this is pretty close to the best they can buy. 2) Players who have been around long enough to get their skill up into the high 90s will be greatly respected for the gear they can make, without it being super-powered relative to crafters with skills in the low 90s.

I have always like the idea of diminishing returns. I wish it could be that way for player levels, but a crafting system based on this would be really cool too!

Agreed. That way of crafting would be the best to create some sort of non-given title of craftmaster which would almost be a goal for itsself but to me the level could be lower level 80 or 85 to make it hard would be more satisfaction to be had when finally reach 90 let alone 100 or even higher. Unlock tough armors on 80 get better to 85 then working to perfect that armor new unlocked at 90 and 95 and 100 perfect armor to get even better at it :) another idea would be to specialize in armors :) levels within levels so to speak :) create deadric enough and you can make them fine, superiour, exquisite etc untill legendary.

(December 17th 2012 03:12 PM)Thelion-06 Wrote:  
(December 17th 2012 02:00 PM)macmicool Wrote:  
(December 17th 2012 01:46 PM)Cools-His-Hands Wrote:  I actually don't like an end game wrt crafting. I'd rather it become a game of diminishing returns.

It could work this way: You can always craft better and better equipment, but when you get past 90 skill, the amount of crafting you need to do to get to 91 is significantly more. As your skill grows, the speed of leveling gets slower and slower. Going from 98 to 99 skill might take as much time as it took to go from skill 1 to 98. Finally getting 100 skill should take months, if not years of in-game time. Maybe even allow players to earn more than 100 skill, if they are willing to put in the time, and become a true master craftsman.

This system has a couple benefits: 1) Crafters will start general production earlier. When they hit 91 - 93 skill, they're going to start crafting end-game suits for players, who will understand that this is pretty close to the best they can buy. 2) Players who have been around long enough to get their skill up into the high 90s will be greatly respected for the gear they can make, without it being super-powered relative to crafters with skills in the low 90s.

I have always like the idea of diminishing returns. I wish it could be that way for player levels, but a crafting system based on this would be really cool too!

Agreed. That way of crafting would be the best to create some sort of non-given title of craftmaster which would almost be a goal for itsself but to me the level could be lower level 80 or 85 to make it hard would be more satisfaction to be had when finally reach 90 let alone 100 or even higher. Unlock tough armors on 80 get better to 85 then working to perfect that armor new unlocked at 90 and 95 and 100 perfect armor to get even better at it :) another idea would be to specialize in armors :) levels within levels so to speak :) create deadric enough and you can make them fine, superiour, exquisite etc untill legendary.

which should take a long while to make legendary items :) so you can also have specialized craftsmen for every type of armor :) and one could focus on being an armorer for those who love the crafting :) just an idea but would be awesome in my mind :)
This post was last modified: December 17th 2012 03:14 PM by Thelion-06
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Post #18752
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I'd like to see something a little stronger than "make 10 Dwarven breastplates to go from 10-20 skill", or you know the normal systems.. Grind out the easiest piece of gear to min-max your chances of getting skills up, just so you can have max crafting in the matter of a few hours and a small pile of gold. It would be cool if they let some really nice customization come out of them, or at least a fun-filled leveling system that rewarded crafting multiple types of armor instead of the same piece in bulk. Perhaps the DR idea instated on items? I'm sure that would be too "elitist" and I'd be tar and feathered for even agreeing to it.
This post was last modified: December 17th 2012 06:04 PM by Acrowe


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Post #18765
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This would make crafters famous for their duties and lots of money can be made
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Post #18769
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(December 17th 2012 01:46 PM)Cools-His-Hands Wrote:  I actually don't like an end game wrt crafting. I'd rather it become a game of diminishing returns.

It could work this way: You can always craft better and better equipment, but when you get past 90 skill, the amount of crafting you need to do to get to 91 is significantly more. As your skill grows, the speed of leveling gets slower and slower. Going from 98 to 99 skill might take as much time as it took to go from skill 1 to 98. Finally getting 100 skill should take months, if not years of in-game time. Maybe even allow players to earn more than 100 skill, if they are willing to put in the time, and become a true master craftsman.

This system has a couple benefits: 1) Crafters will start general production earlier. When they hit 91 - 93 skill, they're going to start crafting end-game suits for players, who will understand that this is pretty close to the best they can buy. 2) Players who have been around long enough to get their skill up into the high 90s will be greatly respected for the gear they can make, without it being super-powered relative to crafters with skills in the low 90s.

Putting Runescape into TESO... in my opinion....


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Post #19067
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(December 17th 2012 08:00 PM)Liger Wrote:  
(December 17th 2012 01:46 PM)Cools-His-Hands Wrote:  I actually don't like an end game wrt crafting. I'd rather it become a game of diminishing returns.

It could work this way: You can always craft better and better equipment, but when you get past 90 skill, the amount of crafting you need to do to get to 91 is significantly more. As your skill grows, the speed of leveling gets slower and slower. Going from 98 to 99 skill might take as much time as it took to go from skill 1 to 98. Finally getting 100 skill should take months, if not years of in-game time. Maybe even allow players to earn more than 100 skill, if they are willing to put in the time, and become a true master craftsman.

This system has a couple benefits: 1) Crafters will start general production earlier. When they hit 91 - 93 skill, they're going to start crafting end-game suits for players, who will understand that this is pretty close to the best they can buy. 2) Players who have been around long enough to get their skill up into the high 90s will be greatly respected for the gear they can make, without it being super-powered relative to crafters with skills in the low 90s.

Putting Runescape into TESO... in my opinion....

I never played Runescape... :(
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Post #19078
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(December 19th 2012 03:47 PM)macmicool Wrote:  
(December 17th 2012 08:00 PM)Liger Wrote:  Putting Runescape into TESO... in my opinion....

I never played Runescape... :(

Well... Its one of THE hardest games to master everything. Also EXTREMELY boring after a while. Plus, I don't want the skills or professions themselves to be extremely difficult but I want the gathering of ingredients and materials for crafting to be a complex puzzle of event's. Maybe even a quest line just to get one material for a secret/rare armor piece your working on. I'm getting out of hand lmfao but. Like Almerish said about the skill's being hard to accomplish in Ultima. I don't want that. See, It should be fairly easy to acquire level's but the difficulty in just GETTING a unique material for a specific armor piece is the hardest. But you'll be able to craft, for say a basic plate armor. The next achievement would then be a reinforced plate armor, and so that plate would look more intricate and detailed with insignia's, markings, hammerwork, and maybe even a rare dye.
This post was last modified: December 19th 2012 10:55 PM by Liger


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Post #19094
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Runescape looked like a LEGO MMO to me, haha. But, I've heard of the crafting system in it being drawn out and boring.


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Post #19130
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Runescape is a bad game for me... all people do is skill because in my opinion pvp is bad.

This is why we have TESO, an overall well balanced game (so far)


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Post #19146
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(December 17th 2012 01:46 PM)Cools-His-Hands Wrote:  I actually don't like an end game wrt crafting. I'd rather it become a game of diminishing returns.

It could work this way: You can always craft better and better equipment, but when you get past 90 skill, the amount of crafting you need to do to get to 91 is significantly more. As your skill grows, the speed of leveling gets slower and slower. Going from 98 to 99 skill might take as much time as it took to go from skill 1 to 98. Finally getting 100 skill should take months, if not years of in-game time. Maybe even allow players to earn more than 100 skill, if they are willing to put in the time, and become a true master craftsman.

This system has a couple benefits: 1) Crafters will start general production earlier. When they hit 91 - 93 skill, they're going to start crafting end-game suits for players, who will understand that this is pretty close to the best they can buy. 2) Players who have been around long enough to get their skill up into the high 90s will be greatly respected for the gear they can make, without it being super-powered relative to crafters with skills in the low 90s.

I have to say that I really like this idea. One of the things I dislike about WoW nowadays is how quickly everything is given to you. MoP has done a few things right and slowed progression down some, but I think some things (like max crafting as you described) should take a very long time in game to get to. Maybe I just like grinding, but I like to earn what I've gotten and feel special for the time I put in.
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Post #19158
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(December 19th 2012 04:48 PM)Liger Wrote:  
(December 19th 2012 03:47 PM)macmicool Wrote:  
(December 17th 2012 08:00 PM)Liger Wrote:  Putting Runescape into TESO... in my opinion....

I never played Runescape... :(

Well... Its one of THE hardest games to master everything. Also EXTREMELY boring after a while. But i don't want the skills or professions themselves to be extremely difficult but the ingredients should be that difficult part.

Try to master everything in Ultima Online. I tried. Gave up after my 4 toon. Since you could only max like 2-3 profs a toon and there were about 40-50 different profs. And in order to max them you had to level (which was very had).

But really i want to see in ESO a chance of failure in making an item. I always liked having the chance of the item not making. Made making the items that much more special. remember i once spent 4 months trying to make 1 item and only got 1 of them that entire month. Was i satisfied yes. It had a 15% chance of success and i was the highest level crafting for that one specific sub level (that was possible at the time). Very satisfying to make that item (and being the 17th person in the game to make it wasn't so bad either).


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Post #19160
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I think that guild bases would be really cool.
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