Maintenance for the week of October 6:
• PC/Mac: No maintenance – October 6
• ESO Store and Account System for maintenance – October 7, 6:00AM EDT (10:00 UTC) - 4:00PM EDT (20:00 UTC)

Please change how crafting node scaling works

  • Rex-Umbra
    Rex-Umbra
    ✭✭✭✭✭
    ✭✭
    Yeah it's super lame grinding up crafting and getting all those skill points on alts.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • magnusthorek
    magnusthorek
    ✭✭✭✭✭
    Angry-Meme-Face-Transparent-03.png
    NO! I don't want to mount and unmount, mount and unmount, over and over with all my characters >.<
    I am the very model of a scientist Salarian, I've studied species Turian, Asari, and Batarian.
    I'm quite good at genetics (as a subset of biology) because I am an expert (which I know is a tautology).
    My xenoscience studies range from urban to agrarian, I am the very model of a Scientist Salarian.
  • Aquanova
    Aquanova
    ✭✭✭✭✭
    I am very happy with the way the system is now. The way it was with Orsiniums release was ridiculous. The vr15/16 nodes were so sparse that it required farming and deconstructing loot. I am so relieved that ZOS saw what a nasty grind that was and addressed it. I say leave this alone, just my opinion.
    NA/PC
  • Curtdogg47
    Curtdogg47
    ✭✭✭✭
    I like it the way it is. A player that doesn't invest skill points into crafting skills should not be able to see the nodes for higher level materials.


  • Dagonthir
    Dagonthir
    ✭✭✭
    What I would really like is a way to not have to work on crafting multiple times. I only want to work on each of the six professions once, and not have to do them again for each character I want to play. I think that's fair.

    Maybe a way to accomplish this would be to introduce a new kind of bank called a "Crafting Bank" that players can put their materials into. Once a material is put into the Crafting Bank, the material becomes bound to the account. Then the player's crafting alt could take those materials and transform them into a different level up to that character's crafting ability. That way, players only have to work on each crafting profession once, and it avoids allowing players who haven't worked on crafting to still be able to obtain highest level nodes on their own without working on crafting. Any opinions on this suggestion?
  • Eiagra
    Eiagra
    ✭✭✭✭✭
    I'm in the "leave it as it is" boat.

    As others have mentioned, crafters have put a LOT of time, effort, resources, and skill points into being able to do This One Thing That You Cannot. If you want crafting materials for making equipment for your high-level character, then you should raise (or should have been raising) the appropriate skill lines and invest the appropriate skill points.

    If you can't be bothered to pay for your VR16 equips with time and effort, then pay for it in gold to someone who has. It's as simple as that.

    Allowing resource nodes to scale based on character level instead of crafting level will rob crafters of one of their sources of income, and undermine one of the primary reasons to craft in the first place: to turn crafting into a viable in-game 'career.' Some people enjoy crafting, and ESO's crafting system is one of the most rewarding I've seen in an MMO as it is actually USEFUL.

    If you decided early on that crafting was rubbish and chose not to work on it, then that was your choice. But that doesn't mean others should be penalized for -- as harsh as this sounds -- your lack of foresight.

    But it's not too late. That's the beauty of the system. You can go ahead and start working on it. Break down loot drops instead of selling them. Get a crafting partner who you can do the craft/swap/breakdown loop with. Understand the system, rather than complaining about it, and it will reward you.
          In verity.
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
    ✭✭✭✭✭
    ✭✭✭
    I wanted to farm top tier mats on my main who is not a crafter. So I built up the crafting skills and put the points into it. I dont understand what the issue is. We have a ton of skill points to spend.
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
    ✭✭✭✭✭
    ✭✭✭
    Dagonthir wrote: »
    What I would really like is a way to not have to work on crafting multiple times. I only want to work on each of the six professions once, and not have to do them again for each character I want to play. I think that's fair.

    Maybe a way to accomplish this would be to introduce a new kind of bank called a "Crafting Bank" that players can put their materials into. Once a material is put into the Crafting Bank, the material becomes bound to the account. Then the player's crafting alt could take those materials and transform them into a different level up to that character's crafting ability. That way, players only have to work on each crafting profession once, and it avoids allowing players who haven't worked on crafting to still be able to obtain highest level nodes on their own without working on crafting. Any opinions on this suggestion?

    I dont like it. My opinion if you want top tier mats then you need to have your crafting maxxed out on that character.
    Edited by jamesharv2005ub17_ESO on March 22, 2016 2:53AM
  • Duiwel
    Duiwel
    ✭✭✭✭✭
    I agree with Nestor, OP & rosy...

    Now that sounds weird because rosy said something fairly opposite of OP but hear me out:

    I have a dedicated crafter and it's easy for me to just hop on him and collect stuff if I need it.

    BUT it would be nice to be able to collect VR15/16 stuff on my VR16 chars when I play them just because the zone's nodes scale to your lvl if you are high...

    I kill skeevers ect. and at VR16 I get rawhide scraps ( lvl 1-10 mats ), Do you guys know how much rawhide I have on my one alt? Probably 20+stacks

    I mean come on at VR16 you are suppose to get Rubedo leather so the game is penalising people who don't have the crafting skill...

    Well guess what my main ( who I obviously play with the most ) has all the skill points in the game minus all the pvp ones and he has a shortage of skill points, so I don't have the possibility to just add crafting skill points
    @Duiwel:
    Join ORDER OF SITHIS We're recruiting! PC EU

    "Dear Brother. I do not spread rumours. I create them..."
  • ShadowscaleSithis
    ShadowscaleSithis
    ✭✭✭
    SInce so many are for keeping it like it is. WHo wants to grind my level 22 toon that is maxed provisioner and alchemist with only 2 attack skills? Anyone? Anyone?
  • Duiwel
    Duiwel
    ✭✭✭✭✭
    SInce so many are for keeping it like it is. WHo wants to grind my level 22 toon that is maxed provisioner and alchemist with only 2 attack skills? Anyone? Anyone?

    What alliance is he and what faction mine is EP lvl 26 ( he use to only have 2 attack skills now he has 6 ( 5 skills & ult ) :trollface:

    I use to be a provisioner like you then I took an arrow to the knee
    Edited by Duiwel on March 22, 2016 8:44AM
    @Duiwel:
    Join ORDER OF SITHIS We're recruiting! PC EU

    "Dear Brother. I do not spread rumours. I create them..."
  • Brrrofski
    Brrrofski
    ✭✭✭✭✭
    ✭✭✭✭
    Just decon as you go along on alts. You get it maxed pretty easy.

    Done it and alchemy on 5 toons. Not that bad at all. Enchanting though... Done it on one, not bothered since
    Edited by Brrrofski on March 22, 2016 8:49AM
  • Titansteele
    Titansteele
    ✭✭✭✭✭
    I like it as is
    Guild Leader of The Twelve Knights, AD PVE, PVP and Trading Guild on the EU Mega Server

    "That which does not kill us makes us stronger"
  • johu31
    johu31
    ✭✭✭✭
    SInce so many are for keeping it like it is. WHo wants to grind my level 22 toon that is maxed provisioner and alchemist with only 2 attack skills? Anyone? Anyone?

    Maybe go out and get a few more skill points to help you grind him.

    My main character has 280 skill points. That's more than enough to cover all crafts and all class, guild, racial, world, soul, and armor skill lines that are relevant to a stam DK. Not to mention 3 complete weapon skill lines.
  • BlackguardBob
    BlackguardBob
    ✭✭✭
    My main can craft legendary in all skills in common with a lot of other players.

    Agreed that it is not fun and it is a time sink. But I am a total noob at ESO, this being my first MMO. Now if I can do that, so can you. There is no need to appeal to the devs to change things when there is so much work for them to do otherwise.

    I don't consider PvP to be fun, but I don't ask them to change things to suit me. PvP is super fun for many, but I hate it!

    So I L2P within a PvE experience and also within what ESO allows us to do and however long that takes us to do that.

    I have 7 alts and not one of then can craft because my main can do it all for them. The skill points I save by not causing my alts to learn what is already known by my main is better put to use to make them more battle ready sooner than they'd otherwise be if they had to craft also.

    It is easier for the player to adapt to the game and all its restrictions than it is for ESO to be partially re-written.

    If the changes you propose were implemented, then you'd be happy but others would not so we would be back at square one in the fun argument.

    I say leave it be.
  • AlnilamE
    AlnilamE
    ✭✭✭✭✭
    ✭✭✭✭✭
    Maybe they could make one zone have the v15-a6 mats regardless of level?

    Because I like how it is now. Yes, I did put extra points in Clothier on my two characters that I play along my main crafter, since that also brings higher level mats from hirelings. But I like that if one of my mid-level guys need mats for a writ or something, they can go to Wrothgar or Hew's Bane and grab them there.

    I don't think there is any simple solution that will make everybody happy, as we all have different play styles, but having some zones' mats scale to zone and others scale to crafting level seems like the best solution to me.
    The Moot Councillor
  • Lucius_Aelius
    Lucius_Aelius
    ✭✭✭✭
    If we had fewer skill points to work with I would agree with you OP, but I'm maxed out on all my crafting with two Weapon skill lines almost maxed and part of a third, in addition to all the other skills and passives relevant to my build, and I haven't even finished the main story quest line in any alliance, and I'm still on Cadwell's Silver, with lots of skill points still to earn from quests and Skyshards.

    So ultimately while we could probably use some more skill points than we have, we do have enough to be getting on with and I don't see any problem with this system, it's an MMo and you're supposed to have to work for things of value, not just hand them to you for free. It wouldn't be a bad thing to have it just scale with level, but having it be based on skill points makes sense and is a fine way to do it so long as we have enough skill points to go around, which I think we do so I don't see the problem.

    I've always been a crafter on my main so I never had the disparity of playing a non-crafter and farming materials and then having it changed on me, and given that has been your experience I understand you are annoyed about something being changed in a way that hurts your playstyle without spending skill points to compensate for said change, but ultimately I still just don't think it's so bad, and it's just something you should accept and get used to.

    Not that you shouldn't voice your opinion all you want, ZoS may decide to change it, but if they don't then it's not that big of a deal and it's entirely manageable.
    Daggerfall Covenant - Scourge (Xbox NA) - GT: Lucius Aelius - Lord - 648CP
    Lucius Aelius Aurelius - 50 Imperial Dragonknight - Centurion - Stam Tank
    Lucius Aelius Valerius - 50 Imperial Templar - Lieutenant - Mag Heal/DPS
    Lucius Aelius Regulus - 50 Imperial Nightblade - First Sergeant - Stam DPS
    Lucius Aelius Augustus - 50 Imperial Sorcerer - Corporal - Mag DPS
    Wags-His-Tail - 20 Argonian Sorcerer - Recruit - TBD
    Holds-The-Line - 40 Argonian Dragonknight - Recruit - TBD
    Carries-Extra-Gear - 4 Argonian Dragonknight - Recruit - TBD
    Guildmaster - Wardens of the Covenant
    Group Leader - xpThe Guildxp
    Trader - Secret Sauce
    Trader - Elite Dungeoneers
  • Nestor
    Nestor
    ✭✭✭✭✭
    ✭✭✭✭✭
    So, yes, consequences exist for not investing in crafting.

    You mean there are consequences for not investing in Farming. I am not making other crafters, I am making other Farmers. Did not have to do that before and the game worked just fine with the economy and mats.

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    They did improve it with the TG patch and it is currently the only way a battle level zone can work with this.

    I get all the top matts on all my alts. I had the foresight to level up the crafting on each alt so they had the chance to harvest the top matts. Works fabulously and is easy fast to level this up.

    Great job and kudos to Zos om the TG changes in respect to harvesting matts in these zones.
  • myrrrorb14_ESO
    myrrrorb14_ESO
    ✭✭✭✭✭
    Nestor wrote: »
    So, yes, consequences exist for not investing in crafting.

    You mean there are consequences for not investing in Farming. I am not making other crafters, I am making other Farmers. Did not have to do that before and the game worked just fine with the economy and mats.

    Life (and this game) is all about choices.

    You can buy the mats from IC with tel var stones if you like to play there.

    You can decon materials from dropped loot (slow but it will eventually give you enough).

    You can buy them from guild stores. Prices have dropped and should fall faster with a bit of time.

    Or you can invest the points on a farm. Even just on your crafter, you can gather enough mats in fairly short order for a set of armor and how many sets do you really need?


    I don't like PvP, but I want prox det. Or I don't like to group up and do dungeons, but I still want Undaunted mettle. It's all about choices and the truth is we can play just fine without those skills or Crafting passives.
  • Hammy01
    Hammy01
    ✭✭✭✭✭
    Funny thing...

    Prior to today's patch I had two low level alts (1 for AD and 1 for EP) that stayed in their factions sewer base. I would log in everyday and run around collecting Lorkan's tears as the DC base is not ideal for this... well after today's patch my low level guys are now only getting clear / natural water.... *sad face*!!! Well there goes my main money making tool!



    Hammy!!
  • Katahdin
    Katahdin
    ✭✭✭✭✭
    ✭✭✭✭✭
    I wanted to farm top tier mats on my main who is not a crafter. So I built up the crafting skills and put the points into it. I dont understand what the issue is. We have a ton of skill points to spend.

    I did the same, just had each character take turns deconstructing items until they were maxed. Very easy and quick if you use high level items. There are more than enough skill points in the game, my characters aren't gimped in any way for allocation those 30 or so.

    My V8 NB has just done the first zone of Cads silver and some of zone 2. Hes got blacksmith, cloth and wood maxed, has medium armor maxed, 3 weapon skill lines maxed along with all class skill lines, passives, Werewolf, and a few other things. He had a ball fighting in Cyrodil last night and enjoys the sewars as well.

    It's fine as it is.
    Edited by Katahdin on March 22, 2016 4:06PM
    Beta tester November 2013
  • TheShadowScout
    TheShadowScout
    ✭✭✭✭✭
    ✭✭✭✭✭
    Hammy01 wrote: »
    Prior to today's patch I had two low level alts (1 for AD and 1 for EP) that stayed in their factions sewer base. I would log in everyday and run around collecting Lorkan's tears as the DC base is not ideal for this... well after today's patch my low level guys are now only getting clear / natural water.... *sad face*!!! Well there goes my main money making tool!
    ...working as intended. ;)
  • Elijah_Crow
    Elijah_Crow
    ✭✭✭✭✭
    I prefer the system as is currently. I don't even mind the rare node system that was originally used in Orsinium launch. If they raise the CP cap and there is a new tier of gear available, I would be fine if the materials were added as a rare node to Hews Bane, Orsinium, and Cyrodiil.
    Edited by Elijah_Crow on March 22, 2016 3:44PM
  • luen79rwb17_ESO
    luen79rwb17_ESO
    ✭✭✭✭✭
    I also agre that the way it is now is the best design IMO.

    Get the skills for the best matts and besides, leveling crafting skills is super easy once you have V16 characters / maxed crafters.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • CadenceRowan
    CadenceRowan
    ✭✭✭
    Nestor wrote: »


    I think players have conveniently forgotten that there are still sources of high level materials in other non-scaled crafting zones ... such as Craglorn and Imperial City.

    VR15/16 mats do not drop in Craglorn and Imperial City is not a PvE zone unless you commit to a campaign, and that is not a good option.

    Yes; I'd be fine with the node scaling in Wrothgar and Thieve's Guild if there was a PVE zone I could go to for VR 15/16 mats.
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Dagonthir wrote: »
    The current way just goes against the original spirit of the game, which let people play as they wanted without having to learn a skill or have any tools in order to harvest any node. And it was great. Now it's a pain to go to the new areas and harvest all useful nodes on any toon.

    I disagree with your OP and this comment.

    The scaled zones "only" are very alt friendly and main friendly.
    You can pop in and actually obtain the level items you need for that character. If you don't want to craft, then you stay at the bottom which is a good thing.

    ZOS doesn't need to change this at all as these specific zones scale not only crafting, but everything.
    Lets leave this as is, and move to another area if you desire other mats which if you're not a crafter, then VR14 mats are plentiful in gold zones which is no longer blocked once VR1

    Edited by NewBlacksmurf on March 22, 2016 5:00PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Taleof2Cities
    Taleof2Cities
    ✭✭✭✭✭
    ✭✭✭✭✭
    Nestor wrote: »

    You mean there are consequences for not investing in Farming. I am not making other crafters, I am making other Farmers. Did not have to do that before and the game worked just fine with the economy and mats.

    Correct, consequences for not investing in crafting (which includes farming of scaled nodes based on skill point investment). Not backbreaking, of course, since there are other ways to obtain end game mats besides farming of nodes.
  • Keep_Door
    Keep_Door
    ✭✭✭✭✭
    Lol your TL;DR was still way to long so i have nothing to say
  • THEDKEXPERIENCE
    THEDKEXPERIENCE
    ✭✭✭✭✭
    ✭✭✭✭
    Finally ... Finally ... A victory for the Alt-less. One character to rule them all.
Sign In or Register to comment.