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.
vamp_emily wrote: »Why is it when I do dungeons, armor drops are scaled to my level? I don't understand.
NeillMcAttack wrote: »[snip]
a skill that is intended to be optional, becomes a necessity.
[snip]
make crafting mandatory in order to compete, or even participate in end game activities.
[snip]
For me personally, it's been another reason why I'm playing the game less and less. My first character I ever created at PC launch was a Templar healer and I didn't care for it too much. I was glad that I could take all those skill points I had accumulated and turned that character to a max crafter in everything. I have enough skill points to get all the crafting things, but that's about it. I can't take any passives or skills because I don't have enough points and I don't have the time to go gather every skyshard in the game. I never had a problem with this because I could take my geared max level characters to a certain zone and gather materials for my crafter without worries of being killed. This is getting worse every patch, though. Now, I have to buy the mats from market places or tip toe around zones on my crafter who has two abilities on his bar to gather the mats. I can't even craft in the Mercenary style because I have yet to get a single crafting material drop in the 300 dungeons I've ran since that update. I have every motif learned on my crafter but I can't complete the dungeons on him unless I ask 3 others to carry me. I can't even learn the motifs on my other characters who can solo the dungeons because I have to level my crafting skills to level 50 AGAIN on another character just to get the crafting materials. At the end of the day it's just crafting and I haven't even bothered to play this sinking ship in weeks so it really doesn't matter. Just thought I'd throw out why these changes have been pretty negative towards me personally.
For me personally, it's been another reason why I'm playing the game less and less. My first character I ever created at PC launch was a Templar healer and I didn't care for it too much. I was glad that I could take all those skill points I had accumulated and turned that character to a max crafter in everything. I have enough skill points to get all the crafting things, but that's about it. I can't take any passives or skills because I don't have enough points and I don't have the time to go gather every skyshard in the game. I never had a problem with this because I could take my geared max level characters to a certain zone and gather materials for my crafter without worries of being killed. This is getting worse every patch, though. Now, I have to buy the mats from market places or tip toe around zones on my crafter who has two abilities on his bar to gather the mats. I can't even craft in the Mercenary style because I have yet to get a single crafting material drop in the 300 dungeons I've ran since that update. I have every motif learned on my crafter but I can't complete the dungeons on him unless I ask 3 others to carry me. I can't even learn the motifs on my other characters who can solo the dungeons because I have to level my crafting skills to level 50 AGAIN on another character just to get the crafting materials. At the end of the day it's just crafting and I haven't even bothered to play this sinking ship in weeks so it really doesn't matter. Just thought I'd throw out why these changes have been pretty negative towards me personally.
Callous2208 wrote: »For me personally, it's been another reason why I'm playing the game less and less. My first character I ever created at PC launch was a Templar healer and I didn't care for it too much. I was glad that I could take all those skill points I had accumulated and turned that character to a max crafter in everything. I have enough skill points to get all the crafting things, but that's about it. I can't take any passives or skills because I don't have enough points and I don't have the time to go gather every skyshard in the game. I never had a problem with this because I could take my geared max level characters to a certain zone and gather materials for my crafter without worries of being killed. This is getting worse every patch, though. Now, I have to buy the mats from market places or tip toe around zones on my crafter who has two abilities on his bar to gather the mats. I can't even craft in the Mercenary style because I have yet to get a single crafting material drop in the 300 dungeons I've ran since that update. I have every motif learned on my crafter but I can't complete the dungeons on him unless I ask 3 others to carry me. I can't even learn the motifs on my other characters who can solo the dungeons because I have to level my crafting skills to level 50 AGAIN on another character just to get the crafting materials. At the end of the day it's just crafting and I haven't even bothered to play this sinking ship in weeks so it really doesn't matter. Just thought I'd throw out why these changes have been pretty negative towards me personally.
Some of this didn't make sense friend. Your crafter is battle levelled and will be fine farming nodes in the new zones. Especially Hews where the enemy mobs are sparsely populated. You can learn outlaw motifs on your characters without levelling their crafting skills to 50. In fact you must have at least 1 learned for a chance at a Laurel drop in the dungeons. You can also deconn a merc item someone has made and get the laurel. I believe the full motif and laurels are also on the crown store. This was a long post of odd bits of incorrect information, just to say you don't like the game anymore.
Callous2208 wrote: »For me personally, it's been another reason why I'm playing the game less and less. My first character I ever created at PC launch was a Templar healer and I didn't care for it too much. I was glad that I could take all those skill points I had accumulated and turned that character to a max crafter in everything. I have enough skill points to get all the crafting things, but that's about it. I can't take any passives or skills because I don't have enough points and I don't have the time to go gather every skyshard in the game. I never had a problem with this because I could take my geared max level characters to a certain zone and gather materials for my crafter without worries of being killed. This is getting worse every patch, though. Now, I have to buy the mats from market places or tip toe around zones on my crafter who has two abilities on his bar to gather the mats. I can't even craft in the Mercenary style because I have yet to get a single crafting material drop in the 300 dungeons I've ran since that update. I have every motif learned on my crafter but I can't complete the dungeons on him unless I ask 3 others to carry me. I can't even learn the motifs on my other characters who can solo the dungeons because I have to level my crafting skills to level 50 AGAIN on another character just to get the crafting materials. At the end of the day it's just crafting and I haven't even bothered to play this sinking ship in weeks so it really doesn't matter. Just thought I'd throw out why these changes have been pretty negative towards me personally.
Some of this didn't make sense friend. Your crafter is battle levelled and will be fine farming nodes in the new zones. Especially Hews where the enemy mobs are sparsely populated. You can learn outlaw motifs on your characters without levelling their crafting skills to 50. In fact you must have at least 1 learned for a chance at a Laurel drop in the dungeons. You can also deconn a merc item someone has made and get the laurel. I believe the full motif and laurels are also on the crown store. This was a long post of odd bits of incorrect information, just to say you don't like the game anymore.
No. You're wrong. If you don't know what you're talking about you probably shouldn't bother to chime in. You have to have maxed crafting to learn a merc motif. I'm not going to max my crafting on another character who is able to complete the dungeons because I already have a crafter that's worked fine for me since launch. Therefore, I can't get laurels unless I learn crafting on another character or go and get every skyshard in the game so I can complete dungeons on my max crafter. I'm not going to level another crafter because I already have one. Go into a battle leveled zone as a VR 3 without any passives and only rapids on your bar and let me know how it goes. I'll give you a hint. It's easier on my other characters that actually have skills on their bar. You're also talking about outlaw motifs which I never mentioned. That would imply that I actually played the game once in the past month and actually wasted my money on a terrible DLC where you can hide in baskets for fun. Enjoy your basket, Callous2208.
Also, your advice is to have people create merc items so I can decon it or buy it with real money? Really? That sure sounds like a good fix.
Callous2208 wrote: »Callous2208 wrote: »For me personally, it's been another reason why I'm playing the game less and less. My first character I ever created at PC launch was a Templar healer and I didn't care for it too much. I was glad that I could take all those skill points I had accumulated and turned that character to a max crafter in everything. I have enough skill points to get all the crafting things, but that's about it. I can't take any passives or skills because I don't have enough points and I don't have the time to go gather every skyshard in the game. I never had a problem with this because I could take my geared max level characters to a certain zone and gather materials for my crafter without worries of being killed. This is getting worse every patch, though. Now, I have to buy the mats from market places or tip toe around zones on my crafter who has two abilities on his bar to gather the mats. I can't even craft in the Mercenary style because I have yet to get a single crafting material drop in the 300 dungeons I've ran since that update. I have every motif learned on my crafter but I can't complete the dungeons on him unless I ask 3 others to carry me. I can't even learn the motifs on my other characters who can solo the dungeons because I have to level my crafting skills to level 50 AGAIN on another character just to get the crafting materials. At the end of the day it's just crafting and I haven't even bothered to play this sinking ship in weeks so it really doesn't matter. Just thought I'd throw out why these changes have been pretty negative towards me personally.
Some of this didn't make sense friend. Your crafter is battle levelled and will be fine farming nodes in the new zones. Especially Hews where the enemy mobs are sparsely populated. You can learn outlaw motifs on your characters without levelling their crafting skills to 50. In fact you must have at least 1 learned for a chance at a Laurel drop in the dungeons. You can also deconn a merc item someone has made and get the laurel. I believe the full motif and laurels are also on the crown store. This was a long post of odd bits of incorrect information, just to say you don't like the game anymore.
No. You're wrong. If you don't know what you're talking about you probably shouldn't bother to chime in. You have to have maxed crafting to learn a merc motif. I'm not going to max my crafting on another character who is able to complete the dungeons because I already have a crafter that's worked fine for me since launch. Therefore, I can't get laurels unless I learn crafting on another character or go and get every skyshard in the game so I can complete dungeons on my max crafter. I'm not going to level another crafter because I already have one. Go into a battle leveled zone as a VR 3 without any passives and only rapids on your bar and let me know how it goes. I'll give you a hint. It's easier on my other characters that actually have skills on their bar. You're also talking about outlaw motifs which I never mentioned. That would imply that I actually played the game once in the past month and actually wasted my money on a terrible DLC where you can hide in baskets for fun. Enjoy your basket, Callous2208.
Also, your advice is to have people create merc items so I can decon it or buy it with real money? Really? That sure sounds like a good fix.
I miswrote, I meant merc when I said outlaw. I honestly didn't realize you had to be maxed in crafting to learn merc motifs. As to your other points, you failed, the game did not fail you. A v3 with only crafting skills? That cant collect mats where a naked level 3 can? Get out of here with that nonsense. Go start an I quit thread, you have no business in this one. I'll go hide in my basket now.
Edit: Am I being trolled here or did this change? I thought you only needed 9 in a craft to learn the motif pages.
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.
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.
MSchroeder wrote: »
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.
It would really depend on the "random" factor that is applied. If 90% of the time it goes to Crafting Level, then that would not be good at all.
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.
What you can't do is make this change game wide, only in the new scaled zones. Of course, if they make the existing Silver and Gold zones also Battle Scale, then it would have to be a random, as in 50/50 chance as to what we see to Farm. Otherwise, you would really be forcing people to level crafting on all their characters not just for the end game mats, but all mats.
jamesharv2005ub17_ESO wrote: »vamp_emily wrote: »Why is it when I do dungeons, armor drops are scaled to my level? I don't understand.
No offense but this isnt the topic. prob best to start your own thread so this one doesnt get sidetracked.
vamp_emily wrote: »jamesharv2005ub17_ESO wrote: »vamp_emily wrote: »Why is it when I do dungeons, armor drops are scaled to my level? I don't understand.
No offense but this isnt the topic. prob best to start your own thread so this one doesnt get sidetracked.
Smiles, apparently you didn't see my sarcasm.
So I am assuming people are wanting to farm high level crafting nodes when they haven't leveled their crafting skills? Shame on you, go level your skills and then go farm what you want.
NeillMcAttack wrote: »@jamesharv2005ub17_ESO
Without some kind of change to the current system, what we have is the majority of max level material locked behind a passive ability which is supposed to be optional. At which point, in order to reach endgame, crafting becomes mandatory. That is the real slippery slope. When a skill that is intended to be optional, becomes a necessity.
And no, forcing someone into a zone to run around in circles to collect materials is not a natural means of progression.
Your arguments are really not looking at the big picture for a couple of reasons. The first is that you are basically rallying to make crafting mandatory in order to compete, or even participate in end game activities. At which point crafting loses all value and you in turn actually end up with more competition for your materials, or of course, a smaller player base.
Secondly, if high level mats are only to be acquired by max level crafters, your economy literally falls apart, crafters are not only required to craft the gear, but to farm it too?!? Stuff becomes real expensive, real fast, for those without the "optional passives". This kind of standard would actually require a massive overhaul of how gold within the economy is distributed where crafters, who would have infinite amounts of it, and non-crafters, if they still exist at this point, are forced to give every bit of it to crafters.
And that's all besides the point. You never made the choice to level crafting so that you could exclusively farm the highest level mats. You did it so that you could use the refined mats to craft gear. It's simple as that. It is in fact you who is asking for something you didn't work for. Your reward is the crafting not the gathering, stop getting the two mixed up.
jamesharv2005ub17_ESO wrote: »The fact is if you want to farm top tier mats then spend the time like everyone else does. This is not some game breaker for anyone. Not even the op says he will quit over it. Its just the typical people who always want a shortcut. Sometimes just like in life you have to put the time in to reap the rewards.
There is also nothing stopping you from farming those mats in cyrodill on any of your characters.
NeillMcAttack wrote: »
You just keep saying the same thing over and over, you refuse to see it from any other angle...
jamesharv2005ub17_ESO wrote: »Again if you want top tier mats there are areas for you to farm them in. Go to cyrodill farm mats till you cant anymore. The new areas tho you would need to put points into crafting. Sorry but thats the breaks. You cant expect crafters who put time and effort into crafting to be told our time and effort was for nothing. All because Johnny doesnt feel like leveling crafting but wants to reap the benefits of it.