It is still easier to learn the crafts to vr16 and assign the points than leveling a maxed crafter from low levels to vr15. Of the two choices: bind nodes to character level or the current, bind to points assigned, i prefer the current one. This option allows access to all mats at all professions at about vr1 level.
I'll just say go to my post on this thread for my perspective on the arguments in this thread. See the shoe on the other foot, if you will.
I think you have found a perfect solution.It is still easier to learn the crafts to vr16 and assign the points than leveling a maxed crafter from low levels to vr15. Of the two choices: bind nodes to character level or the current, bind to points assigned, i prefer the current one. This option allows access to all mats at all professions at about vr1 level.
Fair enough, I see your point. So in that case, how would you feel if ZOS added additional logic to scaling nodes so that it scaled to either your current level or your you skill passive, whichever is higher? That seems like it would suit both our needs.
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LaucianNailor wrote: »Alternatively as a middle ground why don't the nodes in scaling zones ALL scale to the level of a characters highest crafting passive? So if 8 on blacksmith and 4 on all others, all node mats are level 8 in the zones when playing that character?
It is still easier to learn the crafts to vr16 and assign the points than leveling a maxed crafter from low levels to vr15. Of the two choices: bind nodes to character level or the current, bind to points assigned, i prefer the current one. This option allows access to all mats at all professions at about vr1 level.Taleof2Cities wrote: »Just my opinion, but I think the node scaling is pretty good as it is in Live currently for Wrothgar and Cyrodiil.
Why do you think it's pretty good? Do you only have one character who does all your crafting? I have 3, and it's painful since I can't harvest useful nodes in all professions at the same time like I could before the Orsinium DLC. If you only play one character, then you just can't understand the pain here. Would it be ok if it scaled to your character level instead? Are you vet 16? If so, then scaling to character level would still get you the top level mats, so I don't see why that would be a problem.
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At least now crafters have the choice after some effort. The other option denies completely the highest tier mats until vr15. Only change i prefer over current system is to remove the whole leveling and let Wrothgar and Hews Bane be fixed to vr15 mats.
LaucianNailor wrote: »Alternatively as a middle ground why don't the nodes in scaling zones ALL scale to the level of a characters highest crafting passive? So if 8 on blacksmith and 4 on all others, all node mats are level 8 in the zones when playing that character?
i find this to be extreamly pleasing, gives more people motivation to not skip crafting in my opinion
Good idea!It is still easier to learn the crafts to vr16 and assign the points than leveling a maxed crafter from low levels to vr15. Of the two choices: bind nodes to character level or the current, bind to points assigned, i prefer the current one. This option allows access to all mats at all professions at about vr1 level.
Fair enough, I see your point. So in that case, how would you feel if ZOS added additional logic to scaling nodes so that it scaled to either your current level or your you skill passive, whichever is higher? That seems like it would suit both our needs.
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All I can say is that learning a craft is a one time cost. Being able to use the craft learned should come at a cost. It is no different than lets say Heavy Weapons. I can get that skill line maxed out at 50 and never have to do it again on that character but If I want to use Wrecking Blow I have to level that up and take the morph. Once I learn it that skill never goes away either but if I want to continue to use it I have to spend two skill points to be able to do so. The more skill paths I choose the less I'll be able to choose from each path.
Craft node scaling just offers a higher cost on the path someone chooses to take. The only reason folks have a problem with this is the skill point cost. If you want to be able to have enough skill point to make a fighter that you can swap out 4 different weapon lines or 3 different armor types for different situations without doing a respec, then your character chose a fighting path more than a crafting path.
IMHO there should be a benefit for choosing to dump a 100 skill points into one path and that is what node scaling does for crafting. A person doesn't even have to do that, 40 points on one character will let you gather any node you want, it just means you won't be able to take every single Class, Weapon, Armor, World, Undaunted, Alliance, Werewolf/Vampire and Race skill available.
I paid for mine by not taking Werewolf, Alliance or Undaunted on my crafting/gathering/solo character, If I want to do those things I have to play with a different one. I have a VR4 NB that can only pick up Iron and Maple and that doesn't bother me, it allows me to not be tempted to swipe the nodes from friends when I play with them. When I'm playing with friends, the last thing I want to do is run around gathering nodes.
If it can't work everywhere..that's a pretty good indication that it's a stupid idea to begin with.
... so a straightforward solution I’d love to see is a per character (or maybe even per-character and per-profession) toggle in Gameplay Settings between scaling to the profession passive vs character level. This way those who are leveling crafting and doing writs can gather what they need, and those of us who are done with crafting leveling can gather mats we actually need to give to our crafters.
Hehe, no, i am not talking about single character, but about how different options compare to each other. I play with multiple accounts and with an army of crafters. I have the experience from every combination you can think of. Personally this issue is not bothering me at all, but i can write from much wider experience than an average player can.It is still easier to learn the crafts to vr16 and assign the points than leveling a maxed crafter from low levels to vr15. Of the two choices: bind nodes to character level or the current, bind to points assigned, i prefer the current one. This option allows access to all mats at all professions at about vr1 level.Taleof2Cities wrote: »Just my opinion, but I think the node scaling is pretty good as it is in Live currently for Wrothgar and Cyrodiil.
Why do you think it's pretty good? Do you only have one character who does all your crafting? I have 3, and it's painful since I can't harvest useful nodes in all professions at the same time like I could before the Orsinium DLC. If you only play one character, then you just can't understand the pain here. Would it be ok if it scaled to your character level instead? Are you vet 16? If so, then scaling to character level would still get you the top level mats, so I don't see why that would be a problem.
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At least now crafters have the choice after some effort. The other option denies completely the highest tier mats until vr15. Only change i prefer over current system is to remove the whole leveling and let Wrothgar and Hews Bane be fixed to vr15 mats.
You're still just talking about a single character. If you have one character only that you play I can see why you would like this but for those of us who split up crafting into more than one or have multiple characters and want to harvest on all of them this option is terrible.
You say it's easier to craft top tier mats at a lower level but why should you be able to? It hasn't worked that way since the game launched (with the exception of provisioning and alchemy). Why should it suddenly be the case that low level characters should gain access to top tier crafting mats over those who have already leveled to that tier? At least in the old system you could have a single high level character that can efficiently harvest mats and provide those mats to multiple crafting characters and your crafting options increase as you level up more characters. Now, you can have multiple high level characters that can't even adequately or efficiently provide mats to your crafters. How does this make sense? It doesn't.
I think you have found a perfect solution.It is still easier to learn the crafts to vr16 and assign the points than leveling a maxed crafter from low levels to vr15. Of the two choices: bind nodes to character level or the current, bind to points assigned, i prefer the current one. This option allows access to all mats at all professions at about vr1 level.
Fair enough, I see your point. So in that case, how would you feel if ZOS added additional logic to scaling nodes so that it scaled to either your current level or your you skill passive, whichever is higher? That seems like it would suit both our needs.
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lordrichter wrote: »I think that something closer to a perfect solution would be to simply not scale the resource nodes in DLC areas at all.
Interesting idea, but I'm not really digging it since I don't want to get lower tier nodes occasionally. And there's no doubt it would annoy a lot of people... you know it to be true.lordrichter wrote: »Food for thought: Allow DLC nodes to randomly spawn resources of all levels. You might be looking for Ancestor Silk, but you will also find Jute, Cotton, and other cloth nodes.
LaucianNailor wrote: »Alternatively as a middle ground why don't the nodes in scaling zones ALL scale to the level of a characters highest crafting passive? So if 8 on blacksmith and 4 on all others, all node mats are level 8 in the zones when playing that character?
I think the real solution will be coming one day whether folks want it or not and that is shared leveling. If you have max on one character, then you have max on all characters. They have already started this with the CP and it will continue even more once Vet levels are dropped. I suspect learning skills (any kind of skill) will follow suit eventually. This will make it a moot point weather someone learned it on one character or three because if you have it maxed on one you will have it maxed on all.
I just noticed finding iron ore and jute in Cyrodiil on the PTS with my template character. That means ZOS now are using node scaling (to the crafting passive) in Cyrodiil as well. Please ZOS, for the love of god change it.
My personal order of preference is the following:
- Scale it to the character level
- Scale it to what is larger, character level or crafting passive
- Don't scale it at all, and put max level nodes
Any of these solutions would be better than to scale it to the crafting passive. That's just a terrible, terrible idea and I would like to buy the person who had that idea a couple of beers, just to explain why this idea is terrible.
Any of these solutions would be better than to scale it to the crafting passive. That's just a terrible, terrible idea and I would like to buy the person who had that idea a couple of beers, just to explain why this idea is terrible.
Maybe, maybe not, but that's not the reason given in the patch notes. Anyhow, that is a good reason to have scaling whether that was the real reason or not. If you can provide a link to the real reason other than the the one I already provided up above to the 2.2.4 patch notes, then I'd love to see it because I'd like to know their reasoning.The only reason they introduced node scaling is because of the way the new DLC zones work. It is so low level players can play the new content and that low level players wouldn't automatically be able to get the highest tier mats.
Gear already scales to player level, and no one is complaining about that. Asking to harvest high level crafting nodes is not like having shared skills because ESO already set the rules before Orsinium.Put the shoe on the other foot, how would folks feel if you could go and do an Undaunted dungeon at lvl 5 (not VR5) and get auto scaled up to VR15 and be able to get monster gear drops that are VR15 or VR16 not level 5?
I don't believe this will ever happen, nor is anyone asking for it. Doing this would most certainly annoy a lot of people.I suspect learning skills (any kind of skill) will follow suit eventually. This will make it a moot point weather someone learned it on one character or three because if you have it maxed on one you will have it maxed on all.
LaucianNailor wrote: »@NBrookus
That's not the point being made. Yes it's easy to go to a lower level zone to harvest lower level mats and that simply won't change and I wouldn't want it to. The issue is purely for scaled zones where battle levelling is applied (Wrothgar and to be Hew's Bane) and the inability to harvest higher level mats because a character has not levelled EVERY crafting line. The suggested approach allows the harvesting of the highest level mats for all nodes to allow you to continue to progress either a dedicated crafter or other Alts where they have specialised in a specific crafting skill.
My personal order of preference is the following:
- Scale it to the character level
- Scale it to what is larger, character level or crafting passive
- Don't scale it at all, and put max level nodes
It is still easier to learn the crafts to vr16 and assign the points than leveling a maxed crafter from low levels to vr15. Of the two choices: bind nodes to character level or the current, bind to points assigned, i prefer the current one. This option allows access to all mats at all professions at about vr1 level.
I'm not sure if ZOS would be willing to entertain that option, but that would probably be the best option if they did. So I'd suggest an order of preference of:Reading this thread, there are clearly people who feel strongly about this one way or another, so a straightforward solution I’d love to see is a per character (or maybe even per-character and per-profession) toggle in Gameplay Settings between scaling to the profession passive vs character level.
... a straightforward solution I’d love to see is a per character (or maybe even per-character and per-profession) toggle in Gameplay Settings between scaling to the profession passive vs character level. This way those who are leveling crafting and doing writs can gather what they need, and those of us who are done with crafting leveling can gather mats we actually need to give to our crafters.
If folks do come up with good enough arguments and get ZOS to change how they do things, I think making the zones just have Permanent High tier mats would be a very bad decision.
If a player could come straight out of the Wailing prison and start gathering the highest level mats by going to a DLC zone first,,,, well I don't think ZOS has the resources anymore to combat the amount of bots that would show up because soon as one got squashed they would be able to start another one instantly without having to level it to a zone, so they would just keep popping up. But then again that could just be my paranoia and pessimism kickin in.
Here is an oddball idea, how about a perk in one of the constellations along the lines of Master Gatherer where it reduces harvesting times by 50%. You have another one that kicks in when enough CP is spent that allows you to gather nodes based on your highest level crafting skill line (still based off of skill points spent). This way folks that have broken duties up between characters could still take advantage of it for each if they wanted by taking the CP perk. Have it kick in at lets say the 30 CP level if folks choose to do it this way. This would allow folks to break up the skill point cost between characters at the cost of taking a perk with CP.
If folks do come up with good enough arguments and get ZOS to change how they do things, I think making the zones just have Permanent High tier mats would be a very bad decision.
If a player could come straight out of the Wailing prison and start gathering the highest level mats by going to a DLC zone first,,,, well I don't think ZOS has the resources anymore to combat the amount of bots that would show up because soon as one got squashed they would be able to start another one instantly without having to level it to a zone, so they would just keep popping up. But then again that could just be my paranoia and pessimism kickin in.
I assume you mean "highest level crafting skill line of all of your characters on the account". I think this is an interesting idea, and would be absolutely cool with it. I wouldn't mind spending CP to be able to harvest good mats on all my characters.