I agree with your wife, and it's the reason I don't want more overland difficulty. The hostile creatures everywhere are already enough of a nuisance.
There should be herds of animals to easily gather fur.
There should be more tree trunks of various types scattered around for easier harvesting.
Hunted animals should drop species-specific materials.
If you hunt a wolf, you get wolf fur, animal bones, and wolf meat.
All crafting materials should be sold by merchant NPCs in cities.
There should be mines for various minerals (iron, gold, silver, rubedite, etc.) throughout the world.
Players can collect a large quantity of minerals in these mines.
In The Elder Scrolls V, you could collect minerals from mines and from the countryside.
Let's make it a trivial issue.rockDokRock wrote: »(Her issue is you can't walk 50 feet without having to fight an apex predator for some reason... do you need to fight a bear every 50 feet? Is spending time killing skeevers to collect a root really worthwhile?). That's a whole other issue.
rockDokRock wrote: »I just spent the better part of an hour farming Rimmen Necropolis to get gear that I can deconstruct for Shimmering Sand to so she can build things she wants for housing. Fair enough. I killed numerous bosses, went through it twice. Over and over again bosses would drop nothing but gold or useless items, no zone set to deconstruct. In all I got TWO items I could deconstruct. Deconstructed them and got nothing. 0 Shimmering sand. I wasted an hour for nothing.
Why are bosses not dropping items? Why is this game so tight sometimes? I don't get it.
As is often said, Housing is the real endgame! There's even a huge (and wonderful) housing community called The Real Endgame xD
That's NOT to say it's a good thing; it's a valid complaint. All of those things do suck if you're a newcomer and it takes a long time to get the unlocks, abilities, and gold to make it all viable or even something you don't really think about. Veteran players can forget how hard it is when you're truly fresh.
Furnishing materials drops, for example, were actually buffed in a very recent update – Heartwood alone was, IIRC, something stupid like ~4000 gold per piece on PC NA a few years ago. Eventually you make enough gold to buy stacks of them instead of trying to farm them yourself, and the boosted drops from nodes are a bonus.
Likewise, right now would have been a good time to get mats and Shimmering Sand from Jubilee coffers, and you can double up by doing daily quests in Rimmen - those coffers can give Shimmering Sand. You can also run around opening chests in N. Elsweyr. But it's still way too little to do a full house, and this year is even harder to farm because they nerfed drops from Jubilee coffers. Here, again: if you're a rich vet, right now you're having a great time buying stacks of Sand "on sale" because there's tons on the market from other players selling these drops.
(Even vets are complaining that some styles like Fargrave and Dwarven take like 10-20 of their special style material per piece. I hope that's a future QOL update.)
And frankly, I agree with your wife and whitecrow:
Mobs are just an annoying hurdle to me. I play khajiit with specific gear + skill sets to sneak-run by everything unseen, I don't engage unless I want to. But again, that's another thing that's really annoying until you've leveled up and know what to do.
Housing in this game is just not friendly at all to newcomers. And worse, you may be frustrated enough to be tempted to buy from the Crown Store, where most of the stuff is craftables you can get in-game for cheap gold. Better learn what's what from UESP, because the game itself doesn't tell you where anything comes from – https://en.uesp.net/wiki/Online:Furnishings
rockDokRock wrote: »Why are bosses not dropping items? Why is this game so tight sometimes? I don't get it.
LatentBuzzard wrote: »rockDokRock wrote: »Why are bosses not dropping items? Why is this game so tight sometimes? I don't get it.
I'm not sure why no one has mentioned the obvious explanation yet but ZOS put a ~3 minute cooldown on the rewards dropped by delve and public dungeon bosses to slow down farming. So if you're plowing through the dungeon and killing multiple bosses within those three minutes, then only one of them is going to drop anything other than a bit of gold.
TIL I am no one.LatentBuzzard wrote: »I'm not sure why no one has mentioned the obvious explanation yet but ZOS put a ~3 minute cooldown on the rewards dropped by delve and public dungeon bosses to slow down farming.
It feels like many of the posters here have read my mind and posted my unfiltered thoughts directly on the state of style materials in decorating and the prevalence of overworld enemies that offer no material benefit to players and only serve to waste one's time.
[ snip ]
I *would* spend an hour doing a dungeon to get, say, 60 heartwood and no other rewards. For the record. I would grind Skywatch for hours every day if the mobs had a decent chance of dropping Mundane Runes. I have friends who won't get into housing because there is no meaningful method to work towards it as a goal.
rockDokRock wrote: »I agree with your wife, and it's the reason I don't want more overland difficulty. The hostile creatures everywhere are already enough of a nuisance.
Agreed. It blows my mind how people want to spend more time on mobs and trash. Just... why? There is *way* too much as it is. What kind of an ecosystem has apex predators every 75m?
Honestly, the easiest solution would be for ZOS to stop with the artificial scarcity of housing materials, especially style mats. It irks me that the only way to reliably get some of them is to grind dailies on multiple characters.
There should be herds of animals to easily gather fur.
There should be more tree trunks of various types scattered around for easier harvesting.
Hunted animals should drop species-specific materials.
If you hunt a wolf, you get wolf fur, animal bones, and wolf meat.
All crafting materials should be sold by merchant NPCs in cities.
There should be mines for various minerals (iron, gold, silver, rubedite, etc.) throughout the world.
Players can collect a large quantity of minerals in these mines.
In The Elder Scrolls V, you could collect minerals from mines and from the countryside.
rockDokRock wrote: »OK. Full story. My wife got into housing so she is decorating all the houses I've collected, she's not super interested in playing the game. Fair enough. (Her issue is you can't walk 50 feet without having to fight an apex predator for some reason... do you need to fight a bear every 50 feet? Is spending time killing skeevers to collect a root really worthwhile?). That's a whole other issue.
I just spent the better part of an hour farming Rimmen Necropolis to get gear that I can deconstruct for Shimmering Sand to so she can build things she wants for housing. Fair enough. I killed numerous bosses, went through it twice. Over and over again bosses would drop nothing but gold or useless items, no zone set to deconstruct. In all I got TWO items I could deconstruct. Deconstructed them and got nothing. 0 Shimmering sand. I wasted an hour for nothing.
Why are bosses not dropping items? Why is this game so tight sometimes? I don't get it.
It's not just that, it's other parts as well. Resource maps you get with your writs... why does wood farming not give you heartwood? Just... why? Is it going to break the game if I can make another table?
RNG. Just why? If you can't get a lead for 2 months (I actually emailed to ask as I thought it was broken I had run it so many times) you are told it's just "RNG". When you get a motif or plan there is a "cooldown" because RNG can't work in your favour... just why?
Make it make sense please. Really angry right now. What a waste of an evening.