Forestd16b14_ESO wrote: »My question is why even introduce a battle leveled zone to begin with.
jamesharv2005ub17_ESO wrote: »The reason it doesnt scale to your level is because your crafting level and your character's XP level are two totally different things. Your characters level as far as XP has nothing to do with your crafting level.
Spearshard wrote: »jamesharv2005ub17_ESO wrote: »The reason it doesnt scale to your level is because your crafting level and your character's XP level are two totally different things. Your characters level as far as XP has nothing to do with your crafting level.
This right here (though I know you think it's a good thing) perfectly epitomizes why scaling off crafting is absurd. Your crafting level has nothing to do with your xp and character level and has nothing to do with the armor needs of that character.
Spearshard wrote: »Pirhana7_ESO wrote: »Spearshard wrote: »It doesn't make sense, not in the least. Why would I want to waste time resources and even gold leveling crafting on alts just so that as I level I can gather mats pertinent to his level. It's makes wan more sense to scale it to player levels. I'm not saying the whole zone should just drop v16 mats. But if they have the ability to change mats for each player based on your crafting level, they can have steel appear for a lvl 16 toon and carcinium for a v1. It makes more sense than making you log in on your crafting toon and run around gathering mats. Sure it may be great for those who play their crafters and don't lose anything but it's a pain for those who have dedicated crafters for solely that reason.
Because they looked at the problem they had with Cyrodiil. They wanted people who like the open PVP world play to use Cyrodiil as an alternate way of leveling up away from the main world. The idea was you could go to CYrodiil and play your character and PVE with the watch your back feel. the excitement of PVP happening at any time from enemy players. The PROBLEM was people tried to do this but mainly stopped because they could aquire crafting material they needed at their level. They only got useless high level drops. This is why the change was made.
Clearly you didn't read what I said. I said the change to it scaling off crafting level was dumb instead of your level range. I.e. as a level 16 in wrothgar you'll find steel and hide, or as a lvl 26 dwarves steel (or whatever the equivalent), or as v15 ruby ash, etc. I never said just have it top tier across the board. That also is dumb and excludes players. This change excludes players unless they grind crafting on every toon, which is a pain in the arse. This just comes across as pointless padding to the game.
Pirhana7_ESO wrote: »Spearshard wrote: »Pirhana7_ESO wrote: »Spearshard wrote: »It doesn't make sense, not in the least. Why would I want to waste time resources and even gold leveling crafting on alts just so that as I level I can gather mats pertinent to his level. It's makes wan more sense to scale it to player levels. I'm not saying the whole zone should just drop v16 mats. But if they have the ability to change mats for each player based on your crafting level, they can have steel appear for a lvl 16 toon and carcinium for a v1. It makes more sense than making you log in on your crafting toon and run around gathering mats. Sure it may be great for those who play their crafters and don't lose anything but it's a pain for those who have dedicated crafters for solely that reason.
Because they looked at the problem they had with Cyrodiil. They wanted people who like the open PVP world play to use Cyrodiil as an alternate way of leveling up away from the main world. The idea was you could go to CYrodiil and play your character and PVE with the watch your back feel. the excitement of PVP happening at any time from enemy players. The PROBLEM was people tried to do this but mainly stopped because they could aquire crafting material they needed at their level. They only got useless high level drops. This is why the change was made.
Clearly you didn't read what I said. I said the change to it scaling off crafting level was dumb instead of your level range. I.e. as a level 16 in wrothgar you'll find steel and hide, or as a lvl 26 dwarves steel (or whatever the equivalent), or as v15 ruby ash, etc. I never said just have it top tier across the board. That also is dumb and excludes players. This change excludes players unless they grind crafting on every toon, which is a pain in the arse. This just comes across as pointless padding to the game.
That idea was introduced BUT there was a big problem, if you levelled up then decided to do crafting later you could not gather low level materials to start with because you passed the level for those. With the current system this is never a problem and you always can gather what your skill level requires, which is also the level your gear needs should be. this is generally how most MMOs do it. So now if I want to level up in Cyrodiil i can also get materials that i need for my level gear......
Spearshard wrote: »Which is why I will repeat for now the third time. Scale off character level. A level 5 in wrothgar finds iron, level 16,Pirhana7_ESO wrote: »Spearshard wrote: »Pirhana7_ESO wrote: »Spearshard wrote: »It doesn't make sense, not in the least. Why would I want to waste time resources and even gold leveling crafting on alts just so that as I level I can gather mats pertinent to his level. It's makes wan more sense to scale it to player levels. I'm not saying the whole zone should just drop v16 mats. But if they have the ability to change mats for each player based on your crafting level, they can have steel appear for a lvl 16 toon and carcinium for a v1. It makes more sense than making you log in on your crafting toon and run around gathering mats. Sure it may be great for those who play their crafters and don't lose anything but it's a pain for those who have dedicated crafters for solely that reason.
Because they looked at the problem they had with Cyrodiil. They wanted people who like the open PVP world play to use Cyrodiil as an alternate way of leveling up away from the main world. The idea was you could go to CYrodiil and play your character and PVE with the watch your back feel. the excitement of PVP happening at any time from enemy players. The PROBLEM was people tried to do this but mainly stopped because they could aquire crafting material they needed at their level. They only got useless high level drops. This is why the change was made.
Clearly you didn't read what I said. I said the change to it scaling off crafting level was dumb instead of your level range. I.e. as a level 16 in wrothgar you'll find steel and hide, or as a lvl 26 dwarves steel (or whatever the equivalent), or as v15 ruby ash, etc. I never said just have it top tier across the board. That also is dumb and excludes players. This change excludes players unless they grind crafting on every toon, which is a pain in the arse. This just comes across as pointless padding to the game.
That idea was introduced BUT there was a big problem, if you levelled up then decided to do crafting later you could not gather low level materials to start with because you passed the level for those. With the current system this is never a problem and you always can gather what your skill level requires, which is also the level your gear needs should be. this is generally how most MMOs do it. So now if I want to level up in Cyrodiil i can also get materials that i need for my level gear......
That is a fair point, but it seems more probable that the current system inconveniences more people. For instance, after the hypothetical person you mentioned deconned items and leveled their craft, every toon after that one is in the same situation. So while he may have to decon some trash to level for a few crafting levels, it's done and over. This system forces you to repeatedly be inconvenienced over and over.
Pirhana7_ESO wrote: »This game should never have let you gather materials higher than your craft skill. This should go for all zones. You shouldnt be able to gather advanced materials without skilling up that craft. being able to obtain higher level materials should have had a requirment from the beginning, this would make crafters more important and well as make resources (especially higher rank resources more valuable). the fact that a level 1 can go harvest the highest level ore is kinda dumb. Yes this just my opinion... but im sure alot would agree, things like this makes choices more meaningful. Also its not like their is really a limit to skill points, you can have everything which i also dont like.
Spearshard wrote: »Ok. I'll repeat myself for a third time then. The game does not look at what you need by scaling off crafting level. Ones ability in crafting in no way shape or form reflects a person's need for their specific level. Such as, if a level 22 toon goes to wrothgar if he has a crafting alt and since he planned ahead doesn't waste skill points on leveling crafting (again) he will find iron, jute, and maple, instead of the level appropriate mats. I'm not in any way saying mats should be top tier limited. What I have now stated for a third time, and what every other person has stayed is tie it to character level. Such as, a level 5 find iron, level 16 steel, level 26 dwarven, so on all the way up to max. It ties to your specific level so as you level you find the mats specifically pertinent to your level. You and the others say the current way of having it associated with crafting doesn't exclude players, except it does, unless you waste absurd amounts of time and gold relevelling crafting. Again. And again. Which is just absurd. Where as if it was tied to your specific toon's current level, you continue to adventure, collect relevant resources, and gain experience on the toon you want to play. No one is left out, nor do you have to waste time grinding crafting again, or switching to a toon you don't want to play.
I can see the problem with the scaling of nodes. I wanted to have a high-leveled char (a V16), and have him make all the gear for my alts.
With this scaling, I won't be able to do that. I have to force my lower leveled chars to also get crafting (instead of questing).
Don't like it. But there's not a damn thing I can do about it. I'm sure ZoS has their reasons. Maybe they did it because the old way is "too easy". This is how I always feel when MMO devs do a stupid decision that's against something I wanted/needed.
Ohh... well, there's egg on my face. What I get for not looking deep into this thread. That's good to hear.you still can, your alts can still pick up the matts they require and so can a top lvl crafter. scaling only applies to TG and Orsinium.
pecheckler wrote: »I had to level three skills from below 10 to 50 thanks to this stupid change.
Well, you poked the wasp nest, didn't you? The EU game is again broken, it throws me out after a minute, and this thread didn't die to my threats. I could as well chime in. <insert appropriate cat picture here>NeillMcAttack wrote: »I'm honestly goin to have a brain aneurysm reading through all the narrow minded comments here. My patience on the subject is wearing very thin.
...snip...
is not true. I've leveled many alts to max crafts. It's easy.Spearshard wrote: »you waste absurd amounts of time and gold relevelling crafting.
Giles.floydub17_ESO wrote: »Why and official?
Probably not going to get the answer you what but the real answer is fairly obvious. Since the characters level in t is logical the crafting nodes have to scale to the character in some way. Having it scale to the characters crafting level is the best way to do that.
It would be silly having a new player just starting out and cannot get any matts to craft with because everything is for gear 60 levels above him/her.
Edit: to answer the probable reply, I have 4 v16 characters and all of them can harvest v16 level matts. It's easy to accomplish, but a choice to do this or not.
NeillMcAttack wrote: »I'm honestly goin to have a brain aneurysm reading through all the narrow minded comments here that don't agree with me.
sirrmattus wrote: »Giles.floydub17_ESO wrote: »Why and official?
Probably not going to get the answer you what but the real answer is fairly obvious. Since the characters level in t is logical the crafting nodes have to scale to the character in some way. Having it scale to the characters crafting level is the best way to do that.
It would be silly having a new player just starting out and cannot get any matts to craft with because everything is for gear 60 levels above him/her.
Edit: to answer the probable reply, I have 4 v16 characters and all of them can harvest v16 level matts. It's easy to accomplish, but a choice to do this or not.
so you leveled wood, cloth and blacksmith on 4 v16s' to max? wow
Having said that, ZOS could add secondary scaling to character level. Nodes would scale to crafting skill or character level, whichever is higher. That would not hurt anybody. It would be simple to implement and solves issue with vr16 "can't craft" toons.
O_o...snip...Having said that, ZOS could add secondary scaling to character level. Nodes would scale to crafting skill or character level, whichever is higher. That would not hurt anybody. It would be simple to implement and solves issue with vr16 "can't craft" toons.
Why not do both? It seems simple enough to add a secondary check and would solve it for everyone.
NeillMcAttack wrote: »I'm honestly goin to have a brain aneurysm reading through all the narrow minded comments here. My patience on the subject is wearing very thin.
...snip...
First, there had to be some scaling. Without it, we would have bots fresh from prison back here farming. So, ZOS had to pick some scaling. The option to have best mats in area, where you can arrive at any level must not happen.
Scaling to character level would have failed badly because many do have dedicated crafters at low levels. It is way more effort to level up from thirties to vr15, than vr16 learning crafts. So, option where the area scales only to character level is not happening. It simply would favor normal players over crafters in farming, which is essential part of crafting.
Having said that, ZOS could add secondary scaling to character level. Nodes would scale to crafting skill or character level, whichever is higher. That would not hurt anybody. It would be simple to implement and solves issue with vr16 "can't craft" toons.
And having said that, it takes about a week for vr16 to level up the crafts by deconstructing high level loot. The deconstructing itself takes an hour. The scaling to craft skills is just a minor obstacle to adapt to. E.g.is not true. I've leveled many alts to max crafts. It's easy.Spearshard wrote: »you waste absurd amounts of time and gold relevelling crafting.
I think vast majority of vr16 players already have craftings maxed and they just assigned the skill points. over 90% or my clients don't request improving. That means they can do it themselves, and must have developed their crafting skill to at least close to max.
I_killed_Vivec wrote: »NeillMcAttack wrote: »I'm honestly goin to have a brain aneurysm reading through all the narrow minded comments here.
FTFY
Just because people don't agree doesn't make them narrow minded (or are you narrow minded for not agreeing with them?).
I'm more and more convinced that the bleats of "It's so unfair..." only go to show that ZoS got it right.
Your decisions (skill point allocation, CP allocation, choice of gear, etc.) should have consequences.