all that is sold is materials, if a finished item is sold ie potion/enchant/purple gear it is most likely always sold at material cost.
There's ~323 total Skill Points available right now once the first player reaches Rank 50 in PvP (someone just got 45 recently). Also, you absolutely CAN be viable in several roles while also having full Crafting on the same character, you just have to be frugal with the points and not take things that are meh or not useful at all like Snakeblood in Alchemy. You can get by just fine with 1/3 Keen Eye and tbh not even point that 1/3 into Enchanting because you can see the Runes farther away than 3/3 would even work. Gourmand and Connoisseur in Provision are very meh since it's only 5 min per point and food is VERY cheap.I mean there are ~300 total, at which point you could easily unlock all crafting abilities. Your character just wouldn't be that great in other areas. Or you could just specialize in two and still have plenty left over for other things.
There's ~323 total Skill Points available right now once the first player reaches Rank 50 in PvP (someone just got 45 recently). Also, you absolutely CAN be viable in several roles while also having full Crafting on the same character, you just have to be frugal with the points and not take things that are meh or not useful at all like Snakeblood in Alchemy. You can get by just fine with 1/3 Keen Eye and tbh not even point that 1/3 into Enchanting because you can see the Runes farther away than 3/3 would even work. Gourmand and Connoisseur in Provision are very meh since it's only 5 min per point and food is VERY cheap.I mean there are ~300 total, at which point you could easily unlock all crafting abilities. Your character just wouldn't be that great in other areas. Or you could just specialize in two and still have plenty left over for other things.
If you aren't a past Emperor that's several points you won't be using as well. Once you get above ~250 points you can easily do all Crafting + 3 Roles with all abilities + morphs that you use on each of those 3 Roles and all passives for those Roles. At 271 on my main (got 1 more today) I have no points left over but have 100% passives and abilities + Morphs for Tank/DPS/Healer and full Crafting. People need to understand you don't NEED every single ability full morphed at all times to be viable.
That said, there is no reason whatsoever for ZoS to now cap how many Crafting professions each character can have at one time. It won't do anything for the economy, but it WILL p1ss off a ton of players.
Oh for sure, as an example my DPS spec is Magicka based so it meshes well with my Healing spec therefore saving me points. If I wanted to add a sneaky-snipe spec for PvP on top of my 3 standard Roles I would certainly not have enough points to do so while being fully into Crafting. I also agree that they shouldn't add more SP until Wrothgar comes out, which they have said is the next Zone content and it will likely have the standard 3 SP via storyline and 15 Skyshards in zone.
It's actually only 8 SP per zone as the 15 Skyshards only net you 5 points. As for on continent content I don't know. Wrothgar is the next Zone to pop and it WILL be this year. It's a solo oriented zone like everything pre-Craglorn. The second zone coming out (probably this year) is a group one like Craglorn but the name escapes me atm. It's a marsh though, and it's all about the Argonians. I figure both are on this continent but I'm not enough of a TES fan to know where the areas are located specifically.If they keep adding even the same 18 SP with each new zone content though that's going to stack up pretty quickly, especially if they aren't adding a good 20-30 new chances for you to use them.
As an aside, are they ever planning on releasing any content that takes place on the actual continent map this year? It would be nice to be able to explore more of the world. And if all of cyrodiil was added-- it would at least get rid of that rather bland and forced shape it has now.
Ourorboros wrote: »all that is sold is materials, if a finished item is sold ie potion/enchant/purple gear it is most likely always sold at material cost.
I'd say this is far from accurate. I sell potions, food, and glyphs all made from mats I farmed. Cost to me was nothing, except the ingredients sold only by grocers. When they sell, it's almost pure profit. I'm sitting on a million gold.
I expected to see 'time' thrown into the final cost. However, I play primarily solo, doing quests and achievements. A lot of my mats are just from picking what I come across without looking. I would have maxed all my crafts regardless of profitability, just because they are things to do in game. So I don't really think about time in the profitability equation. In fact, I made no money on smithing until I could sell nirnhoned.Your time is what is being paid for, yes but the thing is you could make close to equal profits from selling the materials you farm post refinement into something better which also cost you time, money and skill points to level! the returns simply don't justify all that!
However. I agree with your major point that crafting is too generic. It has little value because anyone can do it with time and skill points. There have been other threads suggesting ways to specialize crafting, and make hard choices about future training. Maybe this has been intended. At this point the game's future seems shaky, but we can hope it stabilizes and crafting goes in the direction of this post.So what's your thoughts too late to fix or is their another possible solution? something like say "specializing" in certain crafts to further quality/able to be crafted sets.
My thought is that there isn't a problem that needs fixing .. it requires players to realise crafting doesn't have to be all about making fortunes of gold off the back of others, which creates a game that forces people to grind gold simply in order to be able to play .. or else create a legion of 'crafting mules' to fill the void.Think about the current state of crafting, all that is sold is materials, if a finished item is sold ie potion/enchant/purple gear it is most likely always sold at material cost.
Other MMOs did it for a reason and it worked fairly well keeping the market and need for certain crafts in check, I think personally that's where ZOS had a major blunder in opening up EVERY SINGLE craft to EVERY SINGLE player.
So what's your thoughts too late to fix or is their another possible solution?
H3LL NO! There is nothing at all wrong with any character having the ability to do all crafting professions. You are delusional if you think that capping each character to 2-3 professions will somehow change how the market works and what is sold on said market.
Hmm I see your points but for example,
Stack of Columbine anywhere between 11-15k
Same for Bugloss
Mountain flower around 8k
Cloud mist 2k
so lets add it up
Selling the raw herbs will yield you around
35-40k
the Pots 40- 44k
That's not really worthy of your time when you can sell the finished result with X amount of banked skill points into to make a measly 4k on top of item costs would be easier to sell the herbs. Because everyone can craft!
Ourorboros wrote: »That still gives me 7 character slots vs. 5 for Nestor. And Nestor, this is not a criticism, your post just jogged the idea in my head.
Hmm I see your points but for example,
Stack of Columbine anywhere between 11-15k
Same for Bugloss
Mountain flower around 8k
Cloud mist 2k
so lets add it up
Selling the raw herbs will yield you around
35-40k
the Pots 40- 44k
That's not really worthy of your time when you can sell the finished result with X amount of banked skill points into to make a measly 4k on top of item costs would be easier to sell the herbs. Because everyone can craft!
I make 20k off a stack of bugloss, same for columbine, 12k per stack of mountain flower, and up to 2.5k per stack of cloud mist. 54-54.5k is a no brainer over 40-44k.
And yet, I still see crafters complain about not being able to make money. You can, but you have to be willing to go out and farm your mats. No, crafting should not be restricted to a couple crafts per character. Farming takes more time than crafting. I'm investing more time, therefore earning more money. ZOS got it right, in my opinion.
So your argument is raw materials should be worth more than refined ones? yeah that totally makes sense with time invested along with skill points.
So your argument is raw materials should be worth more than refined ones? yeah that totally makes sense with time invested along with skill points.
So your argument is raw materials should be worth more than refined ones? yeah that totally makes sense with time invested along with skill points.
Raw Materials are worth more than Refined. I can take a stack of 100 Raw and get 90+ Refined Mats out of it. Plus Tempers for upgrades and Trait Gems too. So, overall the value of the raw stack is much more than the refined stack.
You even see this in the Guild Stores
Think about the current state of crafting, all that is sold is materials, if a finished item is sold ie potion/enchant/purple gear it is most likely always sold at material cost.
Other MMOs did it for a reason and it worked fairly well keeping the market and need for certain crafts in check, I think personally that's where ZOS had a major blunder in opening up EVERY SINGLE craft to EVERY SINGLE player.
So what's your thoughts too late to fix or is their another possible solution? something like say "specializing" in certain crafts to further quality/able to be crafted sets.
kelly.medleyb14_ESO wrote: »Think about the current state of crafting, all that is sold is materials, if a finished item is sold ie potion/enchant/purple gear it is most likely always sold at material cost.
Other MMOs did it for a reason and it worked fairly well keeping the market and need for certain crafts in check, I think personally that's where ZOS had a major blunder in opening up EVERY SINGLE craft to EVERY SINGLE player.
So what's your thoughts too late to fix or is their another possible solution? something like say "specializing" in certain crafts to further quality/able to be crafted sets.
No need, they just need to stop handing out skill points like they are candy. Problem solved.
When everyone can do everything no one is unique.
Think about the current state of crafting, all that is sold is materials, if a finished item is sold ie potion/enchant/purple gear it is most likely always sold at material cost.
Other MMOs did it for a reason and it worked fairly well keeping the market and need for certain crafts in check, I think personally that's where ZOS had a major blunder in opening up EVERY SINGLE craft to EVERY SINGLE player.
So what's your thoughts too late to fix or is their another possible solution? something like say "specializing" in certain crafts to further quality/able to be crafted sets.