1. Grouping is good. When you are in a group you and your group-mates can all loot the same enemies, regardless of who in the group killed that enemy. For instance, if you and another player are not grouped and you kill an enemy, that player would not be able to loot that enemy and vice versa. However, if you two are in a group if you kill an enemy and can loot it, so can that other player and vice versa.
That's only partly right.
You don' get any loot if the other person kills the mob and you haven't hit it, but if you hit a mob you will get a chance at loot, even if you only do 1 point of damage. The exception to this is in IC where the loot rules have been changed so that only the 12 highest damage/heals will get loot from a mob.
nordsavage wrote: »I found your guide quite lacking and I would elaborate but if everyone had tons of gold my millions would be worthless.
Ok. You're more about 'me, myself and I'. But why is it key that we know you're more on the selfish side?
Are you that important?
You have no clue how an MMO community works. It's not about 'me, myself and I'. In this setting you share. And the more you share, the more you will get.
Odds are high that countless people knows your 'secret' information anyway. It's pretty arrogant to assume it's not.
Inflation
That about covers it. Did I miss anything or get anything wrong?*rolls eyes*RatedChaotic wrote: »See alot of things incorrect. Wouldnt use this guide he posted. There are many guides that are more useful and more profitable.
Name three things I got wrong.
ThanksI like this guide. Thx for sharing dude.
1. Grouping is good. When you are in a group you and your group-mates can all loot the same enemies, regardless of who in the group killed that enemy. For instance, if you and another player are not grouped and you kill an enemy, that player would not be able to loot that enemy and vice versa. However, if you two are in a group if you kill an enemy and can loot it, so can that other player and vice versa.
That's only partly right.
You don' get any loot if the other person kills the mob and you haven't hit it, but if you hit a mob you will get a chance at loot, even if you only do 1 point of damage. The exception to this is in IC where the loot rules have been changed so that only the 12 highest damage/heals will get loot from a mob.
Thanks, didn't realize that was part of the update. I managed to track down the amounts and have edited section Storage Tips to include the updated numbers.Under storage tips:
Bag space max slots is now 200
last slot (140) is 64,500 to purchase.
130 is 46,000
Don't remember the other amounts, sorry.
Finally, thank you. Edited sections Gold FAQs, Questing, Player Versus Player in Cyrodiil and the Imperial City, Crafting (Blacksmithing, Woodworking, and Tailoring), Farming, Provisioning, Alchemy/Enchanting, and Guild Stores and Area Chat.anitajoneb17_ESO wrote: »That about covers it. Did I miss anything or get anything wrong?*rolls eyes*RatedChaotic wrote: »See alot of things incorrect. Wouldnt use this guide he posted. There are many guides that are more useful and more profitable.
Name three things I got wrong.
I also find this "guide" pretty... misguiding. And in no way "comprehensive".For instance, you advise people to farm raw mats, refine them AND SELL THEM TO NPC VENDORS FOR 4g EACH !!!!
Are you aware that nightwood (refined) sells for 50g ea on PC/EU at the moment, and never was under 18ea (about) ?
You can make quite a bit of money by selling crafted stuff to NPCs but it should ALWAYS, ALWAYS be checked against guild store / players' markets FIRST.
Then... while full of obvious things, your guide lacks the most basic useful advice for making money, which are :
- know all tradeable stuff in the game. Know how they're collected, how rare they are, what they are used for.
- Know FOTM builds for all roles and classes and how easy or difficult it is to get them (cf. VR14 martial knowledge in 1.6, footman rings, healer rings, ravager, etc.).
- know the playerbase, choose your audience, farm accordingly.
- analyse sales' histories in your trading guilds
- read patch notes to anticipate variations in supply/demand, stock up accordingly (or inversely get rid of your stocks)
etc, etc...
Third... you "advise" people to farm trophies in IC, open the vaults in the districts and the two dungeons and sell the loot. You forget to mention that you can also sell the trophies directly, thus avoiding the RNG-risk of looting the chest and getting a worthless item.
Fourth... you don't mention "farm dungeons" !! The richest players in the game are currently the ones who used to farm VDSA whenever it was weekly scoreboard. It was the one and only place to get some tradeable VR14 GOLD RINGS and that was at the time the most expensive and asked for loot in the entire game ! (There's nothing equivalent right now since IC dungeon loot is BoP but I'm confident there will soon be something equivalent => back to reading patch notes as soon as they come out !)
Fifth... you don't mention "buy cheap - resell higher". I know some people see this as "scam", and while I don't do it myself, it's still perfectly legit and part of the game. I know quite a few players who make their gold visiting all guild stores for cheaply priced wares and reselling them higher - sometimes in other locations.
Sixth... you also miss the entire area of "crafting on demand for other players". It's been a pretty lucrative niche for quite a few players since nirncrux, 9 trait-sets, and it will be again now with the new rare styles.
Seventh... you didn't mention vampire and werewolf bites. You can't make an awful lot of money with it since it's limited to 1 bite / week / char, but still.
The problem isn't other players using it and getting gold, it's it being patched... lol
ThanksI like this guide. Thx for sharing dude.1. Grouping is good. When you are in a group you and your group-mates can all loot the same enemies, regardless of who in the group killed that enemy. For instance, if you and another player are not grouped and you kill an enemy, that player would not be able to loot that enemy and vice versa. However, if you two are in a group if you kill an enemy and can loot it, so can that other player and vice versa.
That's only partly right.
You don' get any loot if the other person kills the mob and you haven't hit it, but if you hit a mob you will get a chance at loot, even if you only do 1 point of damage. The exception to this is in IC where the loot rules have been changed so that only the 12 highest damage/heals will get loot from a mob.
Incorrect, when you are grouped up and you kill a mob, the rest of the members of your group can get loot from that mob, regardless of whether or not they damaged it. I have tested this with groups of 2-5, where we would be in different sections of a dungeon and killing mobs, then finally looting after the mobs stop spawning for a bit. I went into rooms that I hadn't been in and looted mobs that I had not killed or damaged.
*As I was typing this I wanted to be absolutely sure that I was correct and so I tested it again. A group of 2-5 will exhibit this behavior.
It is possible, I suppose, that larger groups lose this benefit, but I haven't seen any evidence to indicate that as of yet.
For instance, if you and another player are not grouped and you kill an enemy, that player would not be able to loot that enemy and vice versa
Finally, thank you. Edited sections Gold FAQs, Questing, Player Versus Player in Cyrodiil and the Imperial City, Crafting (Blacksmithing, Woodworking, and Tailoring), Farming, Provisioning, Alchemy/Enchanting, and Guild Stores and Area Chat.
Lord Xanhorn wrote: »This is amazing. I knew most of this already but I am a pretty experienced player. If I was newish to the game, this would be gold!
Lord Xanhorn wrote: »Trade guilds and trading with other people is for only a select number of people.
Lord Xanhorn wrote: »So at a very maximum, you can only have 150 items up for sale at a time. If you consider that you really need to be in one of the top 15 to 20 trade guilds to really sell your wares quickly, the likelihood of you being in 5 of the top 15 guilds is very unlikely. Most people struggle with joining 1. Even if you join one of the very active guilds and sell your refined Nightwood to other players, its still a lot of effort to manage your wares and what's for sale and whats just sitting on the trade block for days and days unsold.
Lord Xanhorn wrote: »This guide is for the average person who maybe isnt in a big trade guild and still wants a shot at making money. They have a certain amount of time to play and they want their results to be consistent. Trading to other players is anything but consistent.
There are ways to make good amount of money in this game that doesnt involve selling to other players and this guide is great for showing all those options and the pluses and minuses of each.
anitajoneb17_ESO wrote: »Trading guilds are the very best way for people to sell without wasting too much time on it : put your items for sale, the rest happens by itself even if you're offline. And if you price your stuff correctly, results are extremely quick and consistent. You really don't know what you're talking about. You're free to refuse to use trading guilds, and live with the consequences, but all the reasons you're mentioning here for doing so are just plain wrong.
Any guide called "comprehensive guide to making money in ESO" that disregards trading guilds as the main source of income for any player is just a misleading joke.
Advising people to sell refined nightwood to NPC for 800 a stack, or even to craft bows with it to sell to NPC vendor, when then can sell it for 10000 in any guild store within 1 hour is pure swindle.
Lord Xanhorn wrote: »Maybe you should make a guide on selling goods in trade guilds. I know a lot of people who could use some tips.
Lord Xanhorn wrote: »You keep saying its so easy to make big $ in guilds yet so many people struggle to do it.
Ohhh, that's what you meant. Alright, edited the sentences to be more specific in FarmingI wasn't talking about being grouped, I was talking about this line from the original quote:ThanksI like this guide. Thx for sharing dude.1. Grouping is good. When you are in a group you and your group-mates can all loot the same enemies, regardless of who in the group killed that enemy. For instance, if you and another player are not grouped and you kill an enemy, that player would not be able to loot that enemy and vice versa. However, if you two are in a group if you kill an enemy and can loot it, so can that other player and vice versa.
That's only partly right.
You don' get any loot if the other person kills the mob and you haven't hit it, but if you hit a mob you will get a chance at loot, even if you only do 1 point of damage. The exception to this is in IC where the loot rules have been changed so that only the 12 highest damage/heals will get loot from a mob.
Incorrect, when you are grouped up and you kill a mob, the rest of the members of your group can get loot from that mob, regardless of whether or not they damaged it. I have tested this with groups of 2-5, where we would be in different sections of a dungeon and killing mobs, then finally looting after the mobs stop spawning for a bit. I went into rooms that I hadn't been in and looted mobs that I had not killed or damaged.
*As I was typing this I wanted to be absolutely sure that I was correct and so I tested it again. A group of 2-5 will exhibit this behavior.
It is possible, I suppose, that larger groups lose this benefit, but I haven't seen any evidence to indicate that as of yet.For instance, if you and another player are not grouped and you kill an enemy, that player would not be able to loot that enemy and vice versa
You clearly say that you will not get any loot from a kill made by an UNGROUPED player, that's is only partially right:
In Group:
You will get loot from the a killed mob that your group members have killed regardless of whether you have hit it or not.
Out of Group:
You will not get loot from a mob killed by someone outside your group unless you hit that mob at least once, a single strike against the mob will trigger loot for you as well.
In IC:
When killing a mob (I assume this is bosses, someone might need to clarify etc) only the twelve players with the highest dps/hps will receive loot.
anitajoneb17_ESO wrote: »Finally, thank you. Edited sections Gold FAQs, Questing, Player Versus Player in Cyrodiil and the Imperial City, Crafting (Blacksmithing, Woodworking, and Tailoring), Farming, Provisioning, Alchemy/Enchanting, and Guild Stores and Area Chat.Thanks for taking some of those into consideration.
There are still a couple of mistakes :
- Max bag space is 200 now (140 bag merchant + 60 horse)
- Bound items can be sold to NPC
- You mention that most trading guild charge membership fees and that's not true, most don't ! (on PC anyway). And even if they do, advantages by far outweigh this small cost.
This last point is representative of why most players will still find your guide... misguiding. Let me explain :
Your guide explains very well how to make gold with the game's mechanism and the NPC vendors. Obviously you've done a lot of it and know the topic very well. BUT you don't seem to be very experienced with trading with other players, always describe it in some kind of negative light (risky, costly, time-consuming, etc.) and as something secondary.
Truth is, the game (as an MMO) is designed to make trading with other players far more profitable than trading with NPC or collecting quest rewards.
Trading with NPC in an optimized way will get you something like 50K-100K per month. Trading in an optimized way with other players via trading guilds (and area chat to a lesser extent) will get you 500K-1000K per month (if not much much more for some dedicated farmers/traders). And 1000K gold per month is the kind of gold you need in order to enjoy your money and make it "quality of life" (buy gear instead of farming it, buy potions instead of farming ingredients, buy recipes instead of looking for them, etc. )
As long as you don't emphasize on trading with other players as the main, if not only way to really make gold in this game, your guide cannot be taken seriously.
Try to get more experienced in trading with other players and you'll see what I mean.
Or else filter it, rename it and call it "the comprehensive guide of making gold in ESO without trading with other players".
I would, but Sheogorath beat me to it.nimander99 wrote: »Now we just need a Comprehensive Guide to Making Cheese!
Ok, im done with the cheese references today... I promise
anitajoneb17_ESO wrote: »Are you really advising "offering lower level players to run dungeons with them for gold" ? As a legit way of making gold ?
I'm speechless. Shame on you.
anitajoneb17_ESO wrote: »Are you really advising "offering lower level players to run dungeons with them for gold" ? As a legit way of making gold ?
I'm speechless. Shame on you.
Oh, I never said legit. Not once in the entire guide did I say legit. I was VERY careful not to. I said legitimate once, and that was referring to spoilers, not actually IN the guide.
That being said if you're a high level and a low level asks for your help in a dungeon where you're not going to get any drops I think it's reasonable to expect some compensation for granting your assistance.
You're making a couple of grandiose assumptions that are simply off the mark. The first assumption is that the amount of gold being requested is an extreme amount (like 20k per dungeon run), while in practice it's usually a quite reasonable amount (around 2k, a quarter of which is the quest gold-reward for most dungeons).anitajoneb17_ESO wrote: »anitajoneb17_ESO wrote: »Are you really advising "offering lower level players to run dungeons with them for gold" ? As a legit way of making gold ?
I'm speechless. Shame on you.
Oh, I never said legit. Not once in the entire guide did I say legit. I was VERY careful not to. I said legitimate once, and that was referring to spoilers, not actually IN the guide.
That being said if you're a high level and a low level asks for your help in a dungeon where you're not going to get any drops I think it's reasonable to expect some compensation for granting your assistance.
Well we disagree on that one. I don't think it's reasonable. Either you do it for fun or for helping or both, but low level players already struggle for gold while they have to spend it on bag and bank space and riding lessons, while endgame players have plenty of other ways to make lots of money.
But it's a free market, if people are stupid enough to get themselves exploited by mercenary players, there's nothing you can do. Let them be aware that having a high level player run with them will spoil both their fun (dungeon will be face-rolled) and their XP.
Seeing this in a guide to making gold is shocking. Just my opinion.