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Summary of Paul Sage's Crafting Q&A - 3/7/14


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This past Friday there was a live Q&A with TESO's Creative Director Paul Sage on TESOElite.com where a bunch of information, including that relating to post-launch features, was discussed. I have summarized some of the important points for your convenience (20 pages is a lot)

Source: [x]

On post-launch features:

• Crafting jewelry (rings and neckpieces, specifically) is being discussed.
• Option of previewing armors before they are crafted is being discussed.
• Option of comparing armor and weapons to those currently equipped before crafting is being discussed.
• Other options of selling crafted items (apart from guild stores) are being considered.
• If player housing is introduced, it might feature a garden (for alchemists).
• More styles and traits might be added after launch.


On dropped items:

• Legendary items do not drop.
• Certain enchantments can only be found on drops.
• Crafted gear is on level with gear found on drops. What’s more, crafters will always be able to improve upon the top gear they find.


On what is planned:

• Strong possibility of adding guild crests/logos into crafted gear.
• Crafting poisons is a possibility.
• Crafting gear for horses is a possibility.


On what is not planned:

• No cloaks.
• No crossbows.
• No katanas (at this point).
• No crafting-specific bags.


Miscellaneous:

• You can reach level 50 without using crafted armor or weapons (it’s just easier if you do).
• Max crafting level will be increased as the game goes on.
• Resource nodes will continue to be public in order to encourage teamwork.
• Crafting skills are NOT tied to character level.
• Crafting does not contribute to leveling up your character.
• Mastering a crafting profession might take around 200 to 300 hours.
This post was last modified: March 11th 2014, 09:57 AM by Sienna


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wow thanks for hte outline!

the no crossbow thing i think was justified becuase they were saying that fighter's guild skills will have the character actually pull out a crossbow etc.

currently we cant craft rings or necklaces?

currently we cant compare armor?

currently we cant preview armor?

no katana? thats odd considering its a TES staple weapon design and there is nothing in the lore of TESO that would prevent a katana model from being in game as Akaviri were actually living in Tamriel (the potentates) not 100 years prior.

legendary items wont drop? then how do you get them?

anyway, lots of good info, thanks for sharing!
This post was last modified: March 9th 2014, 02:51 PM by Rickter


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(March 9th 2014, 02:45 PM)Rickter Wrote: wow thanks for hte outline!

the no crossbow thing i think was justified becuase they were saying that fighter's guild skills will have the character actually pull out a crossbow etc.

no katana? thats odd considering its a TES staple weapon design and there is nothing in the lore of TESO that would prevent a katana model from being in game as Akaviri were actually living in Tamriel (the potentates) not 100 years prior.

legendary items wont drop? then how do you get them?

anyway, lots of good info, thanks for sharing!

Thanks! It took me a while, but it's interesting info so i thought it would be best to share.

Katanas are not planned for the moment. They might come if there's enough player pressure, unlike crafting bags which are an absolute no-no.

On legendary items, that was actually a direct quote from Paul Sage. My guess is that legendary items are only going to be achievable through crafting.


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(March 9th 2014, 02:48 PM)Sienna Wrote: Thanks! It took me a while, but it's interesting info so i thought it would be best to share.

Katanas are not planned for the moment. They might come if there's enough player pressure, unlike crafting bags which are an absolute no-no.

On legendary items, that was actually a direct quote from Paul Sage. My guess is that legendary items are only going to be achievable through crafting.

now i did read some where that daedric prince artifacts will play a role i nhte game, so are legendary items separate from daedric artifacts (which are legendary in of themselves)?

and i think players will request katanas. many a nightblade will want an elegant slashing weapon at their disposal.


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Thank you for the info! :). Definately pleased about some aspects like viewing armour before crafting, comparing armor
and weapons to those currently
equipped before crafting and to top it off adding Guild crests into crafted gear sounds awesome... but someone is bound to abuse that option by adding something inappropriate, assuming you can upload a custom logo or use a preset o_o... idk
This post was last modified: March 9th 2014, 03:07 PM by Nerevarine


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(March 9th 2014, 02:53 PM)Rickter Wrote:
(March 9th 2014, 02:48 PM)Sienna Wrote: Thanks! It took me a while, but it's interesting info so i thought it would be best to share.

Katanas are not planned for the moment. They might come if there's enough player pressure, unlike crafting bags which are an absolute no-no.

On legendary items, that was actually a direct quote from Paul Sage. My guess is that legendary items are only going to be achievable through crafting.

now i did read some where that daedric prince artifacts will play a role i nhte game, so are legendary items separate from daedric artifacts (which are legendary in of themselves)?

I don't think that Daedric weapons will be legendary by default. Sage said that it would actually be a racial motif just like the Nord, Bosmer, or Redguard ones, for example, so it could be crafted in any level, really. But of course, since it's Daedric, it is a high-tier motif and much more difficult to encounter.


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(March 9th 2014, 02:38 PM)Sienna Wrote:
No katanas (at this point).

[Image: Bladessword.png]Blades sword from Skyrim.

[Image: 250px-Ebonyblade.png]Ebony Blade: artifact of the prince Mephala.

[Image: a71ec7c266111dc67bbce5155f71b422.png]
Cloud Ruler Temple.

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@Sienna

Thanks for the summary, very appreciated.

I wonder what Enchantments will only be available via drops??? And Legendary items do not drop, hmmm very strange.
This post was last modified: March 9th 2014, 03:51 PM by CivRules


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Nice summary, Sienna. Very informative, glad that you took the time to read all twenty pages.


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Legendary via crafting only and no crafting bags are awesome moves by the devs. In most games, crafting becomes a secondary hobby that hardly holds any use other than some slight tweeking at max level. The crafting bags make crafting a "might as well option" and finding all of the best items in drops makes crafting almost pointless.
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Indeed. I hated the guildwars 2 crafting... I just farmed scales on one guy, sold em for a few silver each, took all that money and bought what I actually needed, and mastered a crafting skill in a relatively short time


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No cloaks?

Why the hell not? :/



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(March 9th 2014, 06:14 PM)DeaconX Wrote: No cloaks?

Why the hell not? :/





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(March 9th 2014, 06:14 PM)DeaconX Wrote: No cloaks?

Why the hell not? :/

Implementing cloaks would...
  • requires dev time
  • increase the graphics load
  • requires further balancing (additional slot)
  • be useless other than the additional slot, its only cosmetic
  • not make any sense in actual combat
  • Dramatically take away from the rest of graphics to be seen as they are not intended to stand out with cloaks
This post was last modified: March 11th 2014, 10:32 AM by Dominion Marquis
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(March 11th 2014, 10:32 AM)Dominion Marquis Wrote:
(March 9th 2014, 06:14 PM)DeaconX Wrote: No cloaks?

Why the hell not? :/

Implementing cloaks would...
  • requires dev time
  • increase the graphics load
  • requires further balancing (additional slot)
  • be useless other than the additional slot, its only cosmetic
  • not make any sense in actual combat
  • Dramatically take away from the rest of graphics to be seen as they are not intended to stand out with cloaks

Tell that to this guy :D

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