DaveMoeDee wrote: »Forestd16b14_ESO wrote: »My question is why even introduce a battle leveled zone to begin with.
Because people shouldn't have to level to v16 to play DLC.
On first account i originally widened crafting to multiple characters to be able to craft all professions. That was early game, and there was a real shortage of crafters. It speeded up trait learning, and six learns them way much faster than one. Nirn fever required multiple crafters, even mule crafters to pass on quickly the newest traits. This was all pre-IC, even pre-Craglorn. Later i have consolidated the crafts to two main crafters. But on trials my every toon can still quick-craft whatever guild may require.NeillMcAttack wrote: »@helediron
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But answer me this, honestly please. Why did you level so many toons to be crafters? What is the point? And you can not include "to farm mats" because I'm rather certain that it was done, on the majority of occasions, prior to the change.
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MSchroeder wrote: »We introduced scaled crafting resource nodes with the intent of making sure anyone could find useful crafting materials when they went to a scaled zone, such as Orsinium or Hew’s Bane.
...
Let us know what you think of this proposed change! We’re hoping to use the PTS of a major Update to test this, too, so you’ll have a chance to sound off then as well.
MSchroeder wrote: »..stuff..
MSchroeder wrote: »However, since then, we’ve been monitoring feedback on scaled resources, and we’re actually looking at changing them slightly in the future. Currently, scaled nodes are based solely on your crafting passives; in the future, we’re looking at changing them to be split between your crafting passives, or your character level.
MSchroeder wrote: »Let us know what you think of this proposed change! We’re hoping to use the PTS of a major Update to test this, too, so you’ll have a chance to sound off then as well.
MSchroeder wrote: »We introduced scaled crafting resource nodes with the intent of making sure anyone could find useful crafting materials when they went to a scaled zone, such as Orsinium or Hew’s Bane.
However, since then, we’ve been monitoring feedback on scaled resources, and we’re actually looking at changing them slightly in the future. Currently, scaled nodes are based solely on your crafting passives; in the future, we’re looking at changing them to be split between your crafting passives, or your character level. We’re hoping that this helps both those characters who are leveling up naturally, and high-level characters who never craft, while still making sure that everyone can find the materials they need for both “the best you can craft” and “the best you can wear”. This seems a good opportunity to open up discussion of this potential change, and see what you all think of it.
Please remember that this is only something we’re considering right now; this is not a set-in-stone plan.
To provide an example of how this would work, let me introduce four characters.
Alice has never crafted a day in her life, but has reached VR 16.
Bob is a crafting alt – he’s got Metalworking maxed out, but isn’t even high-enough level to weapon swap.
Charlie is hardcore. Not only is he VR 16, but he’s also got all of his crafting passives purchased.
Deborah is still leveling up, both in combat and in crafting. She’s just unlocked Rank 6 of Metalworking (meaning that she can now craft Calcinium equipment), but hasn’t quite made it to VR 1 yet (so she’s only able to wear gear made from Ebony).
The four adventurers crest a hill, and see two ore nodes. The one on the left is based on crafting passives, while the one on the right is based on character level.
Alice sees an Iron node on the left, and a Rubedite node on the right.
Bob sees a Rubedite node on the left, and an Iron node on the right.
Charlie sees both nodes as Rubedite.
Deborah sees a Calcinium node on the left, and an Ebony node on the right. If she were to get to VR 1 and return (and her friends hadn’t mined those resource nodes), she’d see two Calcinium nodes instead.
Once the nodes have been mined, when they respawn, they’ll randomly be selected to either base themselves off of crafting passives, or off of character level.
Let us know what you think of this proposed change! We’re hoping to use the PTS of a major Update to test this, too, so you’ll have a chance to sound off then as well.
jamesharv2005ub17_ESO wrote: »Everyone keeps focusing on the new player. This messes over crafters who actually put points into their crafting. Now why would anyone buy top tier mats when they can with no effort other than leveling up get the mats? Can I have a refund on the points I spent then? Since I followed the rules and now you are changing them because people are too lazy to spend 10 points and a few days leveling the craft.
Those people currently pay people like me who decided to make the effort. Now I might as well get all those points back I spent on my characters other than the crafting alts. This is ridiculous the people who run this game would cave to such a request.
starkerealm wrote: »jamesharv2005ub17_ESO wrote: »Everyone keeps focusing on the new player. This messes over crafters who actually put points into their crafting. Now why would anyone buy top tier mats when they can with no effort other than leveling up get the mats? Can I have a refund on the points I spent then? Since I followed the rules and now you are changing them because people are too lazy to spend 10 points and a few days leveling the craft.
Those people currently pay people like me who decided to make the effort. Now I might as well get all those points back I spent on my characters other than the crafting alts. This is ridiculous the people who run this game would cave to such a request.
So, this would be a bad time to point out you can already get the tier 10 mats for free, without points spent, in Cyrodiil?
jamesharv2005ub17_ESO wrote: »starkerealm wrote: »jamesharv2005ub17_ESO wrote: »Everyone keeps focusing on the new player. This messes over crafters who actually put points into their crafting. Now why would anyone buy top tier mats when they can with no effort other than leveling up get the mats? Can I have a refund on the points I spent then? Since I followed the rules and now you are changing them because people are too lazy to spend 10 points and a few days leveling the craft.
Those people currently pay people like me who decided to make the effort. Now I might as well get all those points back I spent on my characters other than the crafting alts. This is ridiculous the people who run this game would cave to such a request.
So, this would be a bad time to point out you can already get the tier 10 mats for free, without points spent, in Cyrodiil?
Then why are people whining about wanting to farm mats in Orsinium and TG? Take a wild guess? They want to be able to farm mats not only with no effort whatsoever into crafting but in safety where they cant be killed.
Well it wouldn't be a total waste - you can still get free mats from hirelings.
IcyDeadPeople wrote: »Crafting node scaling is a great new feature, as this is the only way players without the DLC can get V16 mats for free.
Only problem is the rubedo hide is still not dropping at all, but all the other V16 mats are easily available in Cyrodiil for anyone, based on the level of materials you can use.
I still think it would be better to just have them scale to Crafting Level or Character Level, which ever is higher. This way the new zones work just like every other zone in the game, we find the mats that our characters can use, and the crafters who farm can go out and farm the mats they are skilled to use.
Callous2208 wrote: »Try as I may, I just can't fathom a logical reason anyone would be opposed to this scaling. It makes absolute and perfect sense.
I am not opposed to the scaling. I am opposed to the scaling being only to one factor. Scale the nodes to either Crafting Level or Character level, which ever is higher, in the Adventure zones.
starkerealm wrote: »MSchroeder wrote: »We introduced scaled crafting resource nodes with the intent of making sure anyone could find useful crafting materials when they went to a scaled zone, such as Orsinium or Hew’s Bane.
However, since then, we’ve been monitoring feedback on scaled resources, and we’re actually looking at changing them slightly in the future. Currently, scaled nodes are based solely on your crafting passives; in the future, we’re looking at changing them to be split between your crafting passives, or your character level. We’re hoping that this helps both those characters who are leveling up naturally, and high-level characters who never craft, while still making sure that everyone can find the materials they need for both “the best you can craft” and “the best you can wear”. This seems a good opportunity to open up discussion of this potential change, and see what you all think of it.
Please remember that this is only something we’re considering right now; this is not a set-in-stone plan.
To provide an example of how this would work, let me introduce four characters.
Alice has never crafted a day in her life, but has reached VR 16.
Bob is a crafting alt – he’s got Metalworking maxed out, but isn’t even high-enough level to weapon swap.
Charlie is hardcore. Not only is he VR 16, but he’s also got all of his crafting passives purchased.
Deborah is still leveling up, both in combat and in crafting. She’s just unlocked Rank 6 of Metalworking (meaning that she can now craft Calcinium equipment), but hasn’t quite made it to VR 1 yet (so she’s only able to wear gear made from Ebony).
The four adventurers crest a hill, and see two ore nodes. The one on the left is based on crafting passives, while the one on the right is based on character level.
Alice sees an Iron node on the left, and a Rubedite node on the right.
Bob sees a Rubedite node on the left, and an Iron node on the right.
Charlie sees both nodes as Rubedite.
Deborah sees a Calcinium node on the left, and an Ebony node on the right. If she were to get to VR 1 and return (and her friends hadn’t mined those resource nodes), she’d see two Calcinium nodes instead.
Once the nodes have been mined, when they respawn, they’ll randomly be selected to either base themselves off of crafting passives, or off of character level.
Let us know what you think of this proposed change! We’re hoping to use the PTS of a major Update to test this, too, so you’ll have a chance to sound off then as well.
Initially, I had a knee jerk reaction to this. But, the more I think about it, the better it sounds... with one caveat... that, honestly, might be slightly off topic. The comparative difficulty of obtaining leather. It sounds like this system would make leather even more annoying to obtain for everyone who has a crafting level and character level mismatch.
The other thought that occurs is actually splitting the node payouts when there's a crafting tier/level mismatch. So that instead of it being one or the other, it's rolling the dice to produce two unrefined mats that are leveled and one (or two) that's craft tier matched.
The logic for ore would be fairly straightforward. I'm not so sure about cloth or wood nodes, though.
I guess I'm just curious so I can form my own opinion of how well it addresses that. I think the reason you state is obvious, and I also think it's why they did it. But it had the, presumably unintentional, side effect of harming the experience for veteran players. Since I have a master crafter, I'd rather get on-level nodes when I play my alts rather than getting nodes they can craft with because they don't need to craft - that's what I have a master crafter for.
Anyhow, I don't want to discuss it here. I have my own opinions of the scaling and have discussed it elsewhere. All I was really hoping to get from this thread was an explanation from the devs, mainly out of curiosity.
MSchroeder wrote: »We introduced scaled crafting resource nodes with the intent of making sure anyone could find useful crafting materials when they went to a scaled zone, such as Orsinium or Hew’s Bane.
However, since then, we’ve been monitoring feedback on scaled resources, and we’re actually looking at changing them slightly in the future. Currently, scaled nodes are based solely on your crafting passives; in the future, we’re looking at changing them to be split between your crafting passives, or your character level. We’re hoping that this helps both those characters who are leveling up naturally, and high-level characters who never craft, while still making sure that everyone can find the materials they need for both “the best you can craft” and “the best you can wear”. This seems a good opportunity to open up discussion of this potential change, and see what you all think of it.
Please remember that this is only something we’re considering right now; this is not a set-in-stone plan.
To provide an example of how this would work, let me introduce four characters.
Alice has never crafted a day in her life, but has reached VR 16.
Bob is a crafting alt – he’s got Metalworking maxed out, but isn’t even high-enough level to weapon swap.
Charlie is hardcore. Not only is he VR 16, but he’s also got all of his crafting passives purchased.
Deborah is still leveling up, both in combat and in crafting. She’s just unlocked Rank 6 of Metalworking (meaning that she can now craft Calcinium equipment), but hasn’t quite made it to VR 1 yet (so she’s only able to wear gear made from Ebony).
The four adventurers crest a hill, and see two ore nodes. The one on the left is based on crafting passives, while the one on the right is based on character level.
Alice sees an Iron node on the left, and a Rubedite node on the right.
Bob sees a Rubedite node on the left, and an Iron node on the right.
Charlie sees both nodes as Rubedite.
Deborah sees a Calcinium node on the left, and an Ebony node on the right. If she were to get to VR 1 and return (and her friends hadn’t mined those resource nodes), she’d see two Calcinium nodes instead.
Once the nodes have been mined, when they respawn, they’ll randomly be selected to either base themselves off of crafting passives, or off of character level.
Let us know what you think of this proposed change! We’re hoping to use the PTS of a major Update to test this, too, so you’ll have a chance to sound off then as well.