The Crafting Wishlist thread.

Post » Wed Feb 19, 2014 4:32 pm

From what I did with crafting in the beta I enjoyed it quite a bit. But there is always room for improvements, so here's a thread to express what things you'd like to see added/changed to crafting. Here's mine:

1. Add the robeless versions of light armor tops:

Simple enough: many of the shop keepers sell versions of light armor tops without the robe/skirt bottom attached. Being these designs already exist I'd like to see them be made craftable. Not every hardcoe spellcaster wants to go full robes.

2. Adapt the "Morph to Imperial design" feature to all racial designs:

I get the impression this is already in the works, this game's answer to a vanity system, but I thought I request it anyways. The ability to take an existing piece of gear and change it to another racial design of the same weight class. We already know this will be possible with Imperial style, might as well be available for the other racial styles.

I'd like to see it be able to morph to lower level designs as well, as most veteran MMOers know early/mid game gear can many times end up looking superior to endgame. Devs have a habit of overdecorating endgame gear.

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Crystal Clear
 
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Post » Wed Feb 19, 2014 12:01 pm

1) Greater variety of alchemy ingredients. Like somewhere in the one to two hundred range :smile: All of the alchemy. Also, greater variety rather than just plants and fungi.

2) In the future, complex recipes. The kind where you need crafted items (A) and ( B ), items gathered from adventuring ( C ), (D) and (E), and resources (F) and (G) (resource (G) being resource (H) that has been specially treated with technique (I) ) . Then you have to go to special place (J) to put it all together. Finally cast spell (K) on the item or kill 30 (L) with it.

3) I didn't see them during the beta so correct me if they're already there, but I use to like in UO that a craftsman (or woman!) could make a repair deed. Someone could then take it to a forge or workstation and repair their armour/weapon.

4) Poisoning. Especially poisoning sweetrolls and leaving them around town.

5) If they ever release housing, I'd like players to be able to make the furniture/deco for the most part. Nothing breaks immersion like looting a chair or a bag of trash from your fallen enemy.

6) Some sort of tinkering skill that you can use to make traps and lockpicks and all the fun stuff.

Edit: Damn smileys...

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Cat Haines
 
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Post » Thu Feb 20, 2014 1:16 am

The ability to discover provisioning recipes by experimentation - like alchemy. That's how cooking really works.

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Daniel Brown
 
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Post » Wed Feb 19, 2014 1:18 pm

I disagree with adding the morphing ability to all races. You can craft in all racial styles once you find the book to do so. The morphing ability is a pre-order bonus to promote the Imperial Edition. If you continue to dillute the bonuses, whats the point? Might as well just add racial wardrobes to vendors too.

Regarding your first point, I get it. Not everyone likes wearing dresses. Im pretty sure theyll add extensive wardrobe items in game, as there is a dedicated slot for it. You can always use the Imperial morph ability, it should give the appearance of heavy armor to your robe.

I have my own wish to add. Starting out crafting was very confusing. Specifically, refining raw materials. They need to reword it from "extract" (which gives the indication that it will destroy the material) to "refine". I think this would alleviate a lot of the confusion. Changing one word could go a long way. All weekend people were asking how to refine, myself included. I think the fact that there is a steep learning curve to the game in general made me frustrated to the point that I wasnt enjoying the game. I forsee this, as well as the lack of inventory space, turning a lot of people off from crafting or the game in general.
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Jeremy Kenney
 
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Post » Thu Feb 20, 2014 3:04 am

Instead of morphing, i think a reforge option would be nice since the armour you acquire might not be in the style you like to wear.

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Laura Ellaby
 
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Post » Thu Feb 20, 2014 12:57 am


I could get on board with that.
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Antony Holdsworth
 
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Post » Thu Feb 20, 2014 12:43 am

Two things I think are needed for crafters to survive ESO:

  • Crafting mats bags (and crafting mats bank space) separate from our regular bags/bank, so mats all go into that and don't clutter up the normal bag. Maybe done like GW2 so all possible materials have a slot ready to pop into.

  • Increased stack sizes to well over 100 (100 is the current stack size).
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Leticia Hernandez
 
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Post » Thu Feb 20, 2014 2:18 am

How does being able to acquire the ability to morph gear to other racial designs effect the preorder bonus of being able to morph to Imperial from the get go? And crafted/shop bought gear does not cover all gear, such as endgame drops, where as being able to morph them via crafting would allow you to customize them to your liking. So long as you unlock the ability to morph to the racial style you wanted.

That's pretty much what I meant by "morphing", using crafting to change an existing piece of gear's racial design to another racial design.

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Prisca Lacour
 
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Post » Wed Feb 19, 2014 11:31 pm

An feature like this is likely, think they have talked about it.

I would also like more major variation in styles, op talked about jacket style light armor, looks like daeric has a skirt, you also have the shorter robe Bosmer start with. here we has three styles who could be used in other settings and armor types.

On the other hand we have crafting benches in the wild, I wonder if they changes styles or just adds set bonuses?

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Mel E
 
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Post » Wed Feb 19, 2014 11:01 pm

Are you sure that all racial versions/all materials have the skirt? I haven't seen a source that shows everything.

Personally, I'd like a skirt on my medium armor :/

I really hope they never add recipes :/ They're fine for provisioning, but one of the things that's best about the ESO crafting system is that it uses general principles of item combinations.

There are the special crafting workbenches, of course, which already have special requirements to use them (having learned two traits for each item type you want to make, afaik). Could add more requirements to those I guess. Given what's involved in learning traits, though, I think those workbenches already fill the role you have in mind.

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Andrew Tarango
 
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Post » Thu Feb 20, 2014 1:45 am

From what I saw playing the beta all light armor tops have both a skirted and non-skirted version. Only the skirted versions could be crafted. Non-skirted versions were only found in NPC shops, basically identical to the skirted version's top half.

Would be a nice addition.

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Jordan Moreno
 
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Post » Wed Feb 19, 2014 2:22 pm

1: more bag/bank space or seperate crafting bag/bank space

2: ability to craft jewelry, my understanding was that this used to be possible with enchanting that made jewelry/staffs/runes, then they made woodworking and moved the staffs there, i think they forgot about the jewelry...

3: crafting to be somehow a lot harder so it's not something everyone does(to late now i know), in a game with easy crafting there will be no custumors.... ideally only about 5% of the population should craft, so that each crafter on average has 19 custumors :)

4: if we get more room for crafting mats, i want more ingredients and possibilities for alchemy, also the ability to make posions with alchemy

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Roberta Obrien
 
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