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Daily writs

Slick_007
Slick_007
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I propose some changes to the daily writs.

To give some background, i have 6 toons that do daily crafting, every single day, on all 6 crafts. 1 toon is using iron ore and all other writs are max level.

Enchanting: All level 1 enchanting writs use jora. never had one that didnt. After doing writs all the way from base to max, this is the list of runes i still dont know: jehade, hade, idode, itade, jaera, kedeko, kude, pode, pojode, pojora, rede, rekude, repora, rera. thats a fairly substantial list of runes that are not used in daily writs. And all writs are either health, magicka, or stam. How about throwing some variety in there.

Clothing: out of my 6 toons i consistently get 4 ancestor silk writs, and 2 rubedo leather writs. Out of these, there are 2 combinations of silk which use 42 or 39 silk, and 1 combination of leather that uses 39. Why is there not another leather combo? Why is it always 4 and 2?

I think the other crafts are in a good spot, but these two need work.
  • ghastley
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    Provisioning and Alchemy are in the same state as Enchanting. You use a subset of the ingredients for a subset of the possible results. Why pick out Enchanting?

    Clothing does need a bit of balance between fibre and hides. I'd like to see both types in each writ, to even out the demand for the materials. Then the two-way split not meshing with a three-way cycle wouldn't be an issue. But even with the equipment writs, there are a lot of weapon and armour items that you never make. Axes? Belts? Mauls? Woodworking has so few that each type does get made, which makes it unique.
  • Slick_007
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    there is variety in prov but i havent looked at the ingredients involved. The issue with doing too many prov writs is you need to buy all the recipes. Its not as simple as an eq craft in that respect. Alchemy has some variety and you can choose which ingredients to use to make the same potions, its not just one way to make them. thats why i didnt poke at those two.
  • jpl7340
    jpl7340
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    I have 12 characters, 4 of which (currently) do daily writs. My biggest annoyance is the disproportionate amount of fiber writs to leather writs in cloth. Silk is substantially more difficult to farm than leather and thus much more expensive. I would like to be given the choice of using leather or fiber in my daily cloth writ. That would eliminate much of the annoyance.
  • Slick_007
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    jpl7340 wrote: »
    I have 12 characters, 4 of which (currently) do daily writs. My biggest annoyance is the disproportionate amount of fiber writs to leather writs in cloth. Silk is substantially more difficult to farm than leather and thus much more expensive. I would like to be given the choice of using leather or fiber in my daily cloth writ. That would eliminate much of the annoyance.

    i actually find this to be the opposite. and surveys give 2/3 cloth and 1/3 leather.
  • Jayne_Doe
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    Slick_007 wrote: »
    jpl7340 wrote: »
    I have 12 characters, 4 of which (currently) do daily writs. My biggest annoyance is the disproportionate amount of fiber writs to leather writs in cloth. Silk is substantially more difficult to farm than leather and thus much more expensive. I would like to be given the choice of using leather or fiber in my daily cloth writ. That would eliminate much of the annoyance.

    i actually find this to be the opposite. and surveys give 2/3 cloth and 1/3 leather.

    The ratio of daily clothing writs is 2 cloth, 1 leather. It's been that way since daily writs launched. Gear writs are on a 3 writ cycle - for top tier clothing writs they are 1 robe/1 breeches/1 epaulet, 1 hat/1 shoes/1 gloves, and 1 bracer, 1 helmet, 1 arm cops.

    Now, surveys technically reflect that ratio, in that there are 4 cloth nodes and 2 leather nodes. However, I quite often get almost as much leather as cloth from these surveys and sometimes more leather. How, well, leather nodes give something like 24-32 without the CP passive, so when it doubles, you can get 48-64 (I don't think I've seen 64, but I have seen 60). On the other hand, cloth only give 18-20 or 36-40 doubled. I've had survey results that were all 18 for cloth, while leather has seen at least one double (or even both). Most recently, I got both leather nodes double, with one being 60, so I got over 100 leather, but then only got around 70-80 cloth.

    Now, this is just my experience, but overall for me, I get more doubles from the leather nodes than the cloth nodes in surveys. So, most of the time without any doubling, I'm getting 72-76 cloth and 56-60 leather. That's not the same ratio as the writs.
    Edited by Jayne_Doe on 31 July 2018 18:42
  • My_Treehawk
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    Jayne_Doe wrote: »
    Slick_007 wrote: »
    jpl7340 wrote: »
    I have 12 characters, 4 of which (currently) do daily writs. My biggest annoyance is the disproportionate amount of fiber writs to leather writs in cloth. Silk is substantially more difficult to farm than leather and thus much more expensive. I would like to be given the choice of using leather or fiber in my daily cloth writ. That would eliminate much of the annoyance.

    i actually find this to be the opposite. and surveys give 2/3 cloth and 1/3 leather.

    The ratio of daily clothing writs is 2 cloth, 1 leather. It's been that way since daily writs launched. Gear writs are on a 3 writ cycle - for top tier clothing writs they are 1 robe/1 breeches/1 epaulet, 1 hat/1 shoes/1 gloves, and 1 bracer, 1 helmet, 1 arm cops.

    Now, surveys technically reflect that ratio, in that there are 4 cloth nodes and 2 leather nodes. However, I quite often get almost as much leather as cloth from these surveys and sometimes more leather. How, well, leather nodes give something like 24-32 without the CP passive, so when it doubles, you can get 48-64 (I don't think I've seen 64, but I have seen 60). On the other hand, cloth only give 18-20 or 36-40 doubled. I've had survey results that were all 18 for cloth, while leather has seen at least one double (or even both). Most recently, I got both leather nodes double, with one being 60, so I got over 100 leather, but then only got around 70-80 cloth.

    Now, this is just my experience, but overall for me, I get more doubles from the leather nodes than the cloth nodes in surveys. So, most of the time without any doubling, I'm getting 72-76 cloth and 56-60 leather. That's not the same ratio as the writs.

    I have been tracking this same data on the PS4 for about six months and you are correct in your observations. The other unspoken addition to these nodes is that I usually pick up another 20+ leather from the creatures that prowl around the node and along the route I am traveling (I am not "hunting" these are simply in my way), so that works to increase the difference even more.
  • My_Treehawk
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    The current cycles and limited variances allows me to stockpile the require pieces in preparation of the daily writ to whatever degree I desire. At the present, I have enough of the Alc/Enc/Prov writ components stockpiled that all 10 of my crafting characters instantly complete any of those three writs the minute they pick them up. I craft the other 3 equipment writs as described each day to allow myself options on styles I want to try "for luck", and to keep a closer watch on my material usage.

    What you are describing I think happens more at the Master Writ level, and I would hope that this remains as it is - for convenience and to make the MW more interesting. The Master Writs will have you making a larger variety of single (or small amount) items than you see in the dailys, some of which will be challenging to new MW crafters simply in getting to the location and acquiring the requested style, or rare ingredient (time to go fishing, again..).

    I would actually, like to see them do Master Writ Sets. These would be multi-piece writs of legendary quality and would return a much larger payment in vouchers. I think these would be challenging and fun to complete, and would make acquiring one something to look forward to.
    Edited by My_Treehawk on 12 August 2018 16:32
  • bee_tiswasnot
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    Just posting to keep this thread near the top on the off chance ZOS are reading it. I totally agree that there is a significant balance problem with clothier crafting writs-at the bottom end, I have built up a huge stack of rawhide while only having dregs of homespun, despite only using those materials to fulfil dailies. At the top end, the same imbalance affects ancestor silk and rubedo leather, although I do admittedly craft with those a fair amount.

    The simple answer would be to alter the frequency of the writs so that more rawhide/rubedo is called for, thus reducing the dailies impact on jute and ancestor silk. The mechanics of any other solution gives me a headache, but the situation we have right now cannot be intentional—I have accumulated such staggering amounts of leathers that I could open my personal fetish store.

    One other possibility (fx: takes analgesic), would be to reload clothier crafting and to split light and medium armour onto two tabs, much the same as say, weapons and heavy armour are split. This would be more intuitive for new users, and would create a need for two different clothier survey drops, but it wouldn’t eliminate the need for rebalancing the leather vs cloth thing. On the other hand, it would bring clothing into line with woodworking and blacksmithing.
  • My_Treehawk
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    I'd be happy if they simply removed the leather nodes from the clothier surveys and replaced them with 2 more Cloth nodes. I cannot imagine that anyone really needs a leather node, whereas the cloth nodes are invaluable. That won't fix the imbalance, but at least it would show a step in the right direction and would be easy to implement.

    Make the Furrier Trap an open world node like the others and not used for the surveys, if you don't want to waste a nice asset (they are one of the more interesting ones visually), there's no reason to remove it altogether. Besides, it never really made sense to me - I (in RL) have both farmed and trapped, and more often then not (think pests), they are far removed from each other.
    Edited by My_Treehawk on 16 August 2018 12:26
  • Jayne_Doe
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    I'd be happy if they simply removed the leather nodes from the clothier surveys and replaced them with 2 more Cloth nodes. I cannot imagine that anyone really needs a leather node, whereas the cloth nodes are invaluable. That won't fix the imbalance, but at least it would show a step in the right direction and would be easy to implement.

    Make the Furrier Trap an open world node like the others and not used for the surveys, if you don't want to waste a nice asset (they are one of the more interesting ones visually), there's no reason to remove it altogether. Besides, it never really made sense to me - I (in RL) have both farmed and trapped, and more often then not (think pests), they are far removed from each other.

    When surveys were first introduced, there were no traps. Furrier traps are a more recent inclusion, so I don't think it would be that difficult to remove them and go back to the way they were before. It's doubtful they would do that, but some tweaking of the drop rates would be helpful. As would changing up the writ requirements. If they want to keep on a three-day rotation as with the other gear crafts, then each one could ask for both cloth and leather, or have one cloth, one leather, one cloth/leather.
  • Wreuntzylla
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    Please make a separate thread dedicated to the clothier writ problem and with a commensurately specific title.

    ANCESTOR SILK IS MY BANE. THE COST AND LACK OF AVAILABILITY ANNOYS ME ON A DAILY BASIS. FOR ME, IT IS THE BIGGEST QOL ISSUE IN THE GAME.

    In exchange for a dedicated thread I will liberally provide insightfuls.

    There are a wide variety of solutions. Rubedite became by far the cheapest material simply because of jewelry crafting. The game or at least HarvestMap sees both blacksmith and jewelry nodes as blacksmith nodes. So people farming for ochre hit every blacksmith node as well as jewelry seams.
  • Jayne_Doe
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    The OP specifically mentioned clothier writs as one that needs fixing, so we've been talking about the problem with these writs, in that they are unbalanced, 2 cloth vs. 1 leather, and further complicated by the unbalanced nature of the surveys.
  • stitchesofdooom
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    Slick_007 wrote: »
    I propose some changes to the daily writs.

    To give some background, i have 6 toons that do daily crafting, every single day, on all 6 crafts. 1 toon is using iron ore and all other writs are max level.

    Enchanting: All level 1 enchanting writs use jora. never had one that didnt. After doing writs all the way from base to max, this is the list of runes i still dont know: jehade, hade, idode, itade, jaera, kedeko, kude, pode, pojode, pojora, rede, rekude, repora, rera. thats a fairly substantial list of runes that are not used in daily writs. And all writs are either health, magicka, or stam. How about throwing some variety in there.

    Clothing: out of my 6 toons i consistently get 4 ancestor silk writs, and 2 rubedo leather writs. Out of these, there are 2 combinations of silk which use 42 or 39 silk, and 1 combination of leather that uses 39. Why is there not another leather combo? Why is it always 4 and 2?

    I think the other crafts are in a good spot, but these two need work.

    I agree with the enchanting one.
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