Tamriel Foundry

Gathering & Crafting Professions for ESO (updated)

I hope the developers put alot of time and resources into developing the professions for ESO. Not only does a profession help earn a living, but it serves as a means of identity for your character and helps drive a successful MMO economy. Here are some professions we will hopefully see:

Gathering Professions

Herbalist: Harvest plants from resource nodes. This profession supports the Alchemist, Bard, and Scholar. No special tools.

Hunter: Hunt animals to gather their meats and hides. This profession supports the Chef and Leatherworker. Requires Hunting Knife.

Forester: Gather wood from the forest. This profession supports the Bowyer and Engineer. Requires Logging Axe.

Miner: Miners gather ore and gems from resource nodes. This profession supports the Armorer, Weaponsmith and Jeweler. Requires Mining Pick.

Crafting Professions

Alchemist: Makes potions and poisons (various plants from Herbalist).

Bard: Winemaking (grapes from Herbalist). Play musical instruments (flute, lute) in a local tavern for some coin.

Scholar: Collects fragments of lost lore. In doing so, they can create powerful scrolls (dye from Herbalist).

Chef: Cook mouth watering foods (meats from Hunter).

Leatherworker: Makes leather and studded armor from animal hides (hides from Hunter).

Bowyer: Makes bows, arrows, crossbows, and bolts (wood from Forester).

Engineer: Upgrade and repair siege weapons on the battlefield (wood from Forester).

Armorer: Makes chainmail, plate armor, shields, gauntlets, helmets, horse armor and can repair (ore from Miner).

Weaponsmith: Makes (1h/2h) weaponry, such as axes, daggers, maces, and swords (ore from Miner).

Jeweler: Make rings, pendants, medallions, bracelets, and amulets (gems from Miner).

Tailor: Makes cloth armor, such as cloaks, hoods, boots, hats, backpacks, and horse saddle bags.

Enchanter: Places permanent magical effects on items.

I hope the developers make it so your character can only master one or two crafting professions (novice in all other crafting), as this will add character diversity and customization to the game. However, I think you should be able to master all gathering professions. I also hope the developers add rare recipes for all crafting professions to create a successful economy. Above all, the crafting system has to be enjoyable as this will keep people around for years to come. Thoughts/Opinions?

 

About CharlesJT:

CharlesJT hasn't shared anything about themselves.

118 Replies
  1. #1

    Endemondia

    Member141 Posts

    I would prefer if it was true to the original Morrowind and you can dedicate yourself to as many crafts as you like. Of course dedication to one craft tree would lead to specialisation, and mastery, but if one chooses to become a master of all trees of crafting, and you have the time and commitment, why not?

  2. #2

    TheEffect

    Member115 Posts
    Endemondia wrote on January 5, 2013

    I would prefer if it was true to the original Morrowind and you can dedicate yourself to as many crafts as you like. Of course dedication to one craft tree would lead to specialisation, and mastery, but if one chooses to become a master of all trees of crafting, and you have the time and commitment, why not?

    Im one of them old MMO players when you could only go into 1 crafting an become a master in 1! If you wanted to switch 2 a new crafting you would lose everything u did in the other. An I loved this.

    I think crafting is more important to the community if 1 player can only master 1 craft. This means you would have to find people to help (Making it more social) and the market is more balanced since not one person can be jack of all trades selling an making whatever he wants.

    War does not determine who is right – only who is left.

     

  3. #3

    Sambonizer

    Member839 Posts

    They've already said that you can use any weapon and armor with any "class" so I don't see why they would restrict you to only 1 crafting profession.

    As Endemondia said, if you have the time and the commitment then why not? (Keep in mind that they shouldn't have a quick progression)

    ”To face me in all my glory would be less than sporting, so you shall face but one of my aspects, the one you have chosen. We have little time–the Bloodmoon sinks low in the sky. Prepare yourself, mortal, for now you are the Hunted.

  4. #4

    TheEffect

    Member115 Posts
    Sambonizer wrote on January 5, 2013

    (Keep in mind that they shouldn’t have a quick progression)

    If theres no quick progression then I wudnt mind being able to do them all. But if its like GW2 where you can reach 400 crafting with 3 gold and 20 mins of your time. Then crafting would mean nothing as it does in Gw2

    War does not determine who is right – only who is left.

     

  5. #5

    Sambonizer

    Member839 Posts

    That's why the best solution would be for it to take some time to actually level while being able to do anything you want as it always has been in the Elder Scrolls.

    ”To face me in all my glory would be less than sporting, so you shall face but one of my aspects, the one you have chosen. We have little time–the Bloodmoon sinks low in the sky. Prepare yourself, mortal, for now you are the Hunted.

  6. #6

    CharlesJT

    Member158 Posts

    The best solution is to allow players to do all professions to keep with elder scrolls tradition.

    However, design the system so you can only MASTER ONE.

  7. #7

    TheEffect

    Member115 Posts
    CharlesJT wrote on January 5, 2013

    The best solution is to allow players to do all professions to keep with elder scrolls tradition.

    However, design the system so you can only MASTER ONE.

    Yea I agree with this.. An think it would work great

    War does not determine who is right – only who is left.

     

  8. #8

    Sordak

    Member1725 Posts

    hmmm, im actually looking forward to alchemy the most, i find the idea of a utility consumeable slot awsome. basically you can always have a backup heal, or swap that backup heal for a buff, or a poison. so much choice!

  9. #9

    Dash

    Member684 Posts

    In DAoC you could grow all your professions (like 10 of them or so) but only a few at a time <my memory slips a bit here>. You just spec out of one and spec into another but don't loose your progression in the one you specced out of. That did not make achieving Grand Master crafter any less challenging though as the system design was demanding. Many people never even maxxed out 1 craft much less more than 1.

    WoW came along and put a hard cap on crafting which limited it too two. If you specced out of 1 craft in favor of another, you lost all of your progression from the first craft. Saying that though, WoW's crafting really was a cakewalk to max out and offered minimal challenge (sans rare/epic pattern drops).

    I guess all systems work to a greater or lesser degree, it's just how much detail and emphasis they place on the mechanics of it that is the question. I also am hoping for much more than a base of 3 crafts.

     

     

  10. #10

    jadedcore

    Member11 Posts

    I'm looking for an intricate crafting system that is challenging but also enjoyable to participate in.  I agree with some of the earlier posts that a character should only be able to master one craft.  However, I think you should be able to progress up to at least a novice level in other crafting skills... especially if there are basic materials for your primary profession that can only be created by another profession.  I also DO NOT want crafting progress tied to character level...

  11. #11

    Panterra Arius

    Banned602 Posts

    I think it should be a skill branch which enhances the more you do the job, like irl, if you practice something you should get better at it.

    As someone said if you use all weapons and armor why not use all crafts, it would just take a very long time to become a professional of one let alone a Legend of all craft, It should be possible, but not easy to achieve.

    That being said a restriction to 1 or 2 crafts would be terrible and ruin the game, you have things like "basic materials for your primary profession that can only be created by another profession" from @jadedcore or if your interests changed and you lost all your time and hard work on a previous craft. Whats more enjoyable:

    ~putting hard work to something mastering it then moving onto another while having both, maybe really late game being known around your faction as the GrandMaster of all Crafts which would be insane.

    ~Awesome im master of smithing.. but i want to do enchanting now but to be a enchanter ill have to delete all history of my master smithing.. "hey im a moderate enchanter, but i used to be the greatest smith ever" "sure.."

    With the guidance of Apollo, Paris struck down the invincible Aristos Achaion. – i shall do my part to guide The BBoA.

     

    Join the BBoA guild - http://bosmerarchers.enjin.com/

  12. #12

    Elember

    Member349 Posts

    There are a few things I would like to see with crafting...

    1) that crafting drives the games economy and every single item that is crafted, from the lowest item on a crafters list to the highest is wanted in the game and has value. The biggest mistake developers make with crafting is making the lower tier items "filler" to enable the crafter to get to the few choice items at the end of the list that are actually valued and useful in the game.

    2) that any item found in the game, within reason, can be used by a crafter to learn new things and possibly even give them a semi unique item that they can craft. For instance they could make it so Daedric items are not useable by players except for the crafter to learn from them so that they can make something new that was not on their crafting list before they learned from the daedric item. Also that if they make high level daedric items and legendary items that a crafter can take them and augment or enhance the item with crafting.

  13. #13

    Sordak

    Member1725 Posts
    Elember wrote on January 6, 2013

    There are a few things I would like to see with crafting…

    1) that crafting drives the games economy and every single item that is crafted, from the lowest item on a crafters list to the highest is wanted in the game and has value. The biggest mistake developers make with crafting is making the lower tier items “filler” to enable the crafter to get to the few choice items at the end of the list that are actually valued and useful in the game.

    2) that any item found in the game, within reason, can be used by a crafter to learn new things and possibly even give them a semi unique item that they can craft. For instance they could make it so Daedric items are not useable by players except for the crafter to learn from them so that they can make something new that was not on their crafting list before they learned from the daedric item. Also that if they make high level daedric items and legendary items that a crafter can take them and augment or enhance the item with crafting.

    i agree on that notion. crafting iron daggers is awfull.

    One could suggest that many *lower level* crafting items could be used in higher level crafting as reagents. A lower level smith could only craft blades for axes for example. He couldnt use those as weapons yet, as he could also craft low level axes to use, but those can be used by a higher level smith to created better axes.

    Something along those lines.

  14. #14

    CharlesJT

    Member158 Posts
    Sordak wrote on January 6, 2013

    @Elember said on January 6, 2013:

    There are a few things I would like to see with crafting…

    1) that crafting drives the games economy and every single item that is crafted, from the lowest item on a crafters list to the highest is wanted in the game and has value. The biggest mistake developers make with crafting is making the lower tier items “filler” to enable the crafter to get to the few choice items at the end of the list that are actually valued and useful in the game.

    2) that any item found in the game, within reason, can be used by a crafter to learn new things and possibly even give them a semi unique item that they can craft. For instance they could make it so Daedric items are not useable by players except for the crafter to learn from them so that they can make something new that was not on their crafting list before they learned from the daedric item. Also that if they make high level daedric items and legendary items that a crafter can take them and augment or enhance the item with crafting.

    i agree on that notion. crafting iron daggers is awfull.

    One could suggest that many *lower level* crafting items could be used in higher level crafting as reagents. A lower level smith could only craft blades for axes for example. He couldnt use those as weapons yet, as he could also craft low level axes to use, but those can be used by a higher level smith to created better axes.

    Something along those lines.

    I agree and hope the developers are listening.

  15. #15

    Niczo

    Member60 Posts

    I think the OP is pretty much on the money. There may be subtle variations, but this represents a good breakdown of traditional TES skills in a way which provides all the gear/consumable/augmentation functionality familiar to MMO players. I think it is a foregone conclusion that players will not be able to master every crafting profession, and in all likelihood not even be able to master 2.

  16. #16

    Dash

    Member684 Posts

    Another sub-crafting aspect is the method of gaining raw materials from drops. Again the 2 differing examples I will use is WoW and DAoC. In WoW an Enchanter could DE (disenchant) an item for mats - I hesitate to call them Raw Materials though.

    In DAoC a leather worker could "melt" leather npc drops, a Tailor could "melt" cloth drops, a weaponsmith/armorsmith could "melt" metal gear for the raw materials that made it. Well, a certain percentage of the mats that are in it at least- it was variable.

    Again two different systems to acquire desirable raw materials/auxillary goods (shards/dust/etc). Both worked, WoW's method was a bit more frustrating as you had to level up an alt to max to DE items or bother a guildy for the service. in DAoC crafting skill was completely independent of level so a Grand Master level 3 armorsmith bank bot could technically melt any metal gear of any level making it viable for your low level alts to do vs leveling them to max level or getting a guildy to melt - (pain in the arse if its like 3 am and you NEED the space). Why 3 AM? If I remember correctly, farming for crafting mats was done in the wee hours when the RvR load was least demanding- when the call goes out for realm RvR help, you were expected to stop what you are doing and go assist - within reason.

  17. #17

    CharlesJT

    Member158 Posts

    When do you think they will release more information regarding the crafting system?

  18. #18

    Vylas

    Member38 Posts

    Two crafting related features that have been present in the single player games are repairing armor(except for Skyrim) and recharging enchanted weapons. Does anybody expect to see these systems in place for ESO? And if so, what do you think of the idea of the player performing these actions? For example, a blacksmith can repair his and other players' gear instead of being required to travel to a repair NPC, and an enchanter being able to recharge his and other players' weapons? Just something i was thinking about. Any ideas on how to make it work properly such as mat requirements and such?

    Vylas Arethyn- Dunmer Templar

     

  19. #19

    Heartcage

    Member20 Posts

    I could see enchanters having the ability to recharge a party member' s weapon. I personally liked the oblivion style of recharging weapons by going to a magic vendor and paying to have your weapon recharged. There should also be uncommon items that would do the Sam's (varla stones). I think it would make enchanted weapons more interesting than just carrying around a bunch of soul gems.

  20. #20

    Sordak

    Member1725 Posts

    i doubt enchanting will work like it does in the single player game, by that i mean recharging. we already know how enchanting works, in that its simmilar to oblivion. Just that instead of a sigil stone you will use a soulstone with a certain advantage on it and put it on a weapon, its somewhat like gear socketing.

    I can see why they did this, that way it is a controlled enviroment and you cant go all crazy with it. So no overpowered enchantments or adding enchantments to weapons that are already OP.

Respond

Sorry, you must first log in or register for a Tamriel Foundry account before you may comment on articles!

Please respect the Tamriel Foundry Code of Conduct when commenting on articles.