George_Black wrote: » New gear that simply increases defence and attack power is all that players need in order to keep farming, keep fighting one another, keep leveling for the new 5lv cap increrase, keep attempting the new zones with their new bosses and the new landscapes/architetcures. That's the only thing that gets people EXPLORING and LIVING in the new areas of the game.
George_Black wrote: » Horizontal/vertical blah blah blah. It will all boil down to FOTM and BiS. Since we can change the appearance of the gear* and since we will be able to mix and match sets and unique pieces, and since I am pretty sure we will have some short of glyphs or runes or augments or all these fancy words that just say "here is some extra stats on your armor or weapon", what else do u need for vErTIcaL proGreSsion when it comes to gear? Personally I dont want to spend my time making my gear gold from purple from green. What Lv are you? Lv30? you can wear lv30 gear that gives you 30 def and atk. When you get to lv40 you will get lv40 gear that gives you 40 atk and def (please dont take these numbers literally....). Why do you need to get a Lv30 gear 1.1 then making it green to make it 1.2 then make it purple to make it 1.5 and then make it golden to have the two point 0 of the same item? Why? It's such a CHEAP way to add content. So cheap. I rly can't understand people fascination with this vertical gear progression over new expansions and real, new content.
George_Black wrote: » Gear should be simple. Its higher lv, it gives better base stats and it also gives you playstyle options, based on the set you put together (crit, mp regen, shield def bonus, movespeed, cooldown reductions) and a simple enhancement slot for more "flAvOur". What else do you need? And yes, when a new expansion comes up, that gear you would have wanted to vertically progress even further, should become redundant. Why? Because there is a whole new map area that just came out and people need to populate it. One new castle for massive multiplayer purpose and gameplay. And what the best way to populate the new area? To tick achievements? You visited that vista, here is a tick on your log that nobody cares for. No. It's with material physical tangible rewards. The new 55lv gear that I can wear once I reach the new lv cap. It gives me 55 defence and 55 atk and I will craft the set that gives me atk power, HP and CD reduction. I will slap an MP regen enhancement on it and if I feel crazy and RNG it to make it +4.
George_Black wrote: » * There should be a profession devoted to altering gear appearance, with its own quests, grind and items needed to offering player to player services. I rly can't have another mmo turn to fashion endgame where people just effortlessly change appearance all the time and the devs spend all their resources on comming up with new things to sell. Do you want to look like those cool nilfgardian short of soldiers? Go do that quest in their area, beat their raid boss, collect the appearance change schematic, farm all the base or processed mats needed to alter the appearance and then boom, you have a new costume you can sell to players and they can place it on the appropriate lv gear piece
Aryielle wrote: » Just going to point out that the last I recall, gear will require mats to repair. So your bis unique legendary will need those unique legendary mats to keep using. And remember the world changes, so you might not even be ABLE to get those mats the next month and have to chase a different piece to replace it.
HumblePuffin wrote: » I had to read OP and George Black’s reply twice because it basically sounds like you’re both saying the same thing from different perspectives. Currently I feel like they’ve already said they want quite a lot of what you said in the OP. Gear will be about 40% of your power so there is room for a variety of factors in that 60% that can effect a battle. There will be things you can use to augment/socket your gear for stats and effects, and there will also be enchantments separate from this. There will be rare materials needed to craft and repair gear that you will get from dungeon/raid bosses, as well as mats farmed from deconstructed gear to keep lower level gear crafting important. Crafters will be able to apply different skills/abilities and stats to gear. And different types of gear (plate/leather/cloth/etc) will provide better defense against different things, e.g. cloth strong vs magic dmg, plate vs physical. And there will be set bonuses. Maybe your point flew totally over my head and in that case apologies, but I think everything you asked for is planned. I also think just from looking at what they have planned we are going to be accumulating quite a lot of gear to change around depending on what we are doing on any given day.
Vvess wrote: » HumblePuffin wrote: » I had to read OP and George Black’s reply twice because it basically sounds like you’re both saying the same thing from different perspectives. Currently I feel like they’ve already said they want quite a lot of what you said in the OP. Gear will be about 40% of your power so there is room for a variety of factors in that 60% that can effect a battle. There will be things you can use to augment/socket your gear for stats and effects, and there will also be enchantments separate from this. There will be rare materials needed to craft and repair gear that you will get from dungeon/raid bosses, as well as mats farmed from deconstructed gear to keep lower level gear crafting important. Crafters will be able to apply different skills/abilities and stats to gear. And different types of gear (plate/leather/cloth/etc) will provide better defense against different things, e.g. cloth strong vs magic dmg, plate vs physical. And there will be set bonuses. Maybe your point flew totally over my head and in that case apologies, but I think everything you asked for is planned. I also think just from looking at what they have planned we are going to be accumulating quite a lot of gear to change around depending on what we are doing on any given day. not really at all actually. george was saying he wants it to work where the ONLY real difference between gear is what enchantments/ traits are on it and not the set effect idea seen in eso and he was wanting basically vertical progression of there being no cap technically to armor level where you continously get stronger and stronger gear. basically he wants super basic old school vertical progression whereas i want horizontal progression where enchantments/ traits are maybe 30% of what makes gear good and really only needed for the endgame type content like raid bosses and world bosses with the real difference be that each gear set have the set effects that ESO gear has and if you wanna better understanding of how gear is handled in ESO than it probably would be much better served by just finding a quick video of someone explining it since i suck at speaking normally, let alone conveying what im saying through text so honestly it really would probably be more helpful to do that. as for the most recent idea that Aryielle brought up, i figured that it was a good idea to probably make it so the mateirials to fix gear drop from ANY boss that drops material related to it like if you had as part of a mythic rings crafting recipe, dragonscales, than you could go with a raid party to kill literally ANY max level dragon and be able to get the mateirials to repair that ring BUT to make the ring in the first place requires you to go to either a specific dungeon or at least to go help kill a specific boss with an example i mentioned was if that same ring needed a specific mateirial item called the eye of balthazzar or something specific from a specifc boss AND THAAN you can make the ring and repair it with normal dragonscales. this way there is always reason to grind out gear and redo boss fights so people can get what they need to keep their gear fixed up.
Vvess wrote: » *snip*.
Dygz wrote: » Getting the one set of gear you want is not the primary incentive for playing at max level. At max level, there is still Node progression, Social Org progression and Religion progression among other forms of progression. As those progress, the world changes and new mobs and quests and reources and augments become available - as well as new types of gear. Nodes changing should not limit types of gear for 5 years. It shouldn't take 5 years to destroy a Node and rebuild the type of Node you need to repair your gear. Of course, if you've quit playing because you got the gear you wanted, you shouldn't be concerned about repairs in any case. I don't think we need to worry about gear breaking forever in the first place. But, yes, if you want to be able to easily repair your max level gear, your best bet is to defend the Nodes that have the resources you need for those repairs to be possible.
bloodprophet wrote: » I took George's replay as a meme or troll replay in regards to just 2 levels of gear(I could be wrong).