NeillMcAttack wrote: »Taleof2Cities wrote: »NeillMcAttack wrote: »Dude, Why do you think I should care how many crafters you have? I mean, if you can do it in 30 minutes why should I care. Why bring it up? And let me remind you that players with muliple maxed crafters are the tiniest of minorities in this discussion.
@NeillMcAttack , you seem vocal about this issue ... which is great. Definitely want to encourage more discussion and debate where needed.
I've linked the 15-page discussion in PTS on craft node scaling:
http://forums.elderscrollsonline.com/en/discussion/222451/official-feedback-thread-for-crafting-node-scaling/p1
Main question is why weren't you posting more in this discussion before the current node scaling system went Live? If it wasn't an issue back at the beginning of March when Thieves Guild came out, why is it an issue now?
Because I don't have access to the PTS, and I simply didn't see this change having this great an effect on my enjoyment of playing new content. It genuinely caught me off-guard. I was honestly really looking forward to playing and progressing my Stam DK in this new content, but now when i play him I feel as if I may as well just wait a few months when the proposed change occurs and he will be able to progress more naturally the same way I've always enjoyed the game.
ManwithBeard9 wrote: »NeillMcAttack wrote: »Taleof2Cities wrote: »NeillMcAttack wrote: »Dude, Why do you think I should care how many crafters you have? I mean, if you can do it in 30 minutes why should I care. Why bring it up? And let me remind you that players with muliple maxed crafters are the tiniest of minorities in this discussion.
@NeillMcAttack , you seem vocal about this issue ... which is great. Definitely want to encourage more discussion and debate where needed.
I've linked the 15-page discussion in PTS on craft node scaling:
http://forums.elderscrollsonline.com/en/discussion/222451/official-feedback-thread-for-crafting-node-scaling/p1
Main question is why weren't you posting more in this discussion before the current node scaling system went Live? If it wasn't an issue back at the beginning of March when Thieves Guild came out, why is it an issue now?
Because I don't have access to the PTS, and I simply didn't see this change having this great an effect on my enjoyment of playing new content. It genuinely caught me off-guard. I was honestly really looking forward to playing and progressing my Stam DK in this new content, but now when i play him I feel as if I may as well just wait a few months when the proposed change occurs and he will be able to progress more naturally the same way I've always enjoyed the game.
Just because you dont have access to the PTS doesnt mean you can participate in the discussion about whats happening on it and what could be implemented when it goes live. Ignorance is no excuse.
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.
Why am I under the impression that everyone thinks they NEED to craft?
It is a personal choice to become a crafter.
Why am I under the impression that everyone thinks they NEED to craft?
It is a personal choice to become a crafter.
That's because everyone posting in this thread does do crafting, and cares about crafting. I wouldn't interpret the people posting here to be indicative of the overall population, so I wouldn't assume that everyone "else" (ie. people not posting here) thinks they need to do crafting.
snorlockb16_ESO wrote: »[snip]
The game is designed so that crafting either takes effort on your part, or takes gold to pay someone.
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
snorlockb16_ESO wrote: »[snip]
The game is designed so that crafting either takes effort on your part, or takes gold to pay someone.
This is the best summary of this whole topic.
NeillMcAttack wrote: »But this is the first time crafting has givin a much larger advantage as that of having greater access to the materials people need though. I think it is quite obvious that the devs didn't intend to have this change make it SO favorable to crafters or remove a players incentive to play another character.
Surely you can at least agree that they are in fact unintended consequences of what is happening?
jamesharv2005ub17_ESO wrote: »The "work" needs to be done on each character as far as raising the passive to 10. All the other stuff like research etc you dont have to do again obviously. So if you want ot casually pickup top tier mats you have a choice. A couple choices actually. Go to cyrodill and farm mats there. That or level up your crafting to 50 (less than a week just deconning vr16 items) and then put 10 points into the skill.
Each character has to be leveled. You dont get a free pass after you level one. Im sure a lot want this change. Most people want the shortcuts and dont want to put in the effort required. Of course its something you want. Its not healthy for the game tho to hand people things and mess over the economy etc because people dont want to spend a minuscule amount of time and a minor amount of points for the convenience of being able to farm top tier mats on a non crafter.
"So if you want ot casually pickup top tier mats you have a choice." Sometimes I don't. Sometimes, I would like to enjoy a DLC on my level 18 Nightblade and actually get materials that are good for her level!
It's not just about top tier mats. It's about getting materials useful to your character.
NeillMcAttack wrote: »NewBlacksmurf wrote: »NeillMcAttack wrote: »NewBlacksmurf wrote: »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.
High end mats are not locked behind crafting tho...thats the thing you and others are overlooking.
If nothing changes or if the proposed change occurs in the ZOS comment....it doesnt change that the best way to gather high end mats are from breaking down loot. There are ppl who literally run in circles in places only picking up specific loot for breaking down or refining. Crafting levels are not required for either.
There should and has to be significant advantage to using skills and building out crafting. If you're going to get the same stuff as me with no passive skill points then why would anyone use those passives for mats?
Stuff is suppose to become real expensive as thats the whole point of crafting, guild stores and the bid process of traders.
Not attacking you personally but a lot of feedback on this forum is asking for a lot of things for the least amount of input.
In my opinion, that is detrimental to the economy as devaluing the passive skills and increasing the drop rate of materials will drastically lower the buy/sale and eventually end up where everyone has to craft their own stuff because the price will be so low that its not worth the hassle to gather mats, travel to a set crafting place, improve, travel to enchanting place, enchant and then travel to trade.....because if I have all the stuff, then what the value of the crafter?
Fine, one more, but only because you make the strongest case I have seen (sadly, that isn't a GREAT compliment but your competition is lacking).
Unfortunately though, the thinking is very much based in the now, when the proposed changes are coming with a new system.
But to your first point. In which admittedly, it's something I overlooked, deconstruction gives lots of mats but it's very difficult to say it gives more. That is relative to playstyle. For example, levelling my main I focused much more on skyshard and lorebook hunting as I moved through the zones, not fighting and questing, which meant refining yielded more. You know what I mean?
People want independence, that's natural, MMO devs know it, we know it and it's why we have unique looks, loads of different dye's, and especially Crafters. People have no problem going through content that scales with that number above their heads. But when a disparity in access as large as one group having ten times more access to mats, and thus progress, it gives players of a different playstyle a feeling of inadequacy. Especially when the game changes half way through to a system that can only feel like punishment for not doing something that was supposed to be a choice. A choice that never had any bearing on acquiring raw mats to begin with. You never want to push a player into a situation where they have to go back on independant decisions and realize they wasted so much time, and that the end game they were seeking is so far off now that they give up.
At this point I just to say straight up, that guild traders, while they can be very reliable quite often, probably should never be the only option for people. People, especially those with limited means of income (non-crafters), will always feel somewhat cheated. Especially when to some there aren't many they have access to, or they have been saving for that next pack upgrade, or whatever.
Anyway, yes, you are right, if every V16 right now could farm an abundance of V16 mats they become VERY cheap. But you undermine the plans from an MMO dev perspective. Vet 16 gear is supposed to be the most accessible its ever been, right now (it will come back down when those crafting passives, with the current system or the proposed one, get another point). This is the natural development cycle of an MMO. And you haven't considered that the system is changing quite drastically around the same time this change will happen. It will once again be easier to control progression without changing the original formula when Champion Rank is what determines character strength. Not material acquirement, which ONLY (<emphasis on 'only') rewards the PLAYSTYLE of people who level multiple crafters.
And finally, the reward for leveling those (this feels like my tenth time saying this) passives and skills is the ability to craft gear. NOT farm raw materials which you actually DO have more access to, writs and blehbu..blabblabluy........
Just commenting on deconstruction giving more.
If you play the game and are questing, running dungeons, doing dailies, doing grinds, etc. these will always provide more materials once deconstructed especially if you only pick up things worth deconstructing compared to running around grabbing nodes.
Nodes require at least 10 to refine into materials and in most cases, you have odd amounts.
What I teach and suggest to non-crafters is if you want high end mats....go run circles in Orsinium public dungeons and loot only the enchants and items that can be decon to produce mats. With 1 pt in the passive you'll have far more materials than anyone farming nodes simply because you can pull 4-10 mobs at a time and do so non-stop for hours literally solo or grouped while farming nodes is a one person thing with long respawn timers that require us to share nodes.
There is a reason ZOS keeps nerfing grind spots and loot tables in grinding areas.
Now on the independence topic....I completely agree that many players want more freedom but because we are all required to play online via a mega server all together, removing the requirement to rely on guild traders, and crafters who use Passives to gather stuff, and make stuff then will make it 100% pointless to have a crafting line. Honestly, if they make it so anyone can farm any material, then why have those Passives. Just refund the skill points because then only the tier passive matters. See it's not just the crafting tiers, but also the other Passives for tempers, improvement, refining, decon and mailed mats.
It may sound selfish even, but doing the suggested change will have a large impact and it's the equivalent to how ZOS reduced the effectiveness of Templar healing. When you make everything so that anyone can do anything as good as another, there is no point in working for anything so people begin to care less, become rude, short and unwilling to help others. The long term impact is an MMORPG like game that's just solo play online.....basically pointless
Again you are arguing that people having the same natural access to the mats of their level makes crafting less valuable. Sure, with the current scaling from passives it does make it more valuable, but crafting and the ability to harvest relative mats was NEVER a part of the equation until now. Your argument is basically, since this change suits me and players with multiple crafters then happy days. And your only thought to players wanting to enjoy the game the same way they always did is, oh well, they should have to go and RUN AROUND IN CIRCLES deconstructing stuff for the game to feel the same way it always did.
I'm not accepting that. It is not gameplay, it is not natural progression, it is a painful, mind numbing practice for most. And just because some people do it, doesn't mean everyone should need to just for the game to remain consistent in how it always felt.
The bold txt is total nonsense, I'm sorry to have to say. Relying on guild traders was NEVER a requirement as people could farm the required mats. Perhaps If the discussion was "Should non-crafters have to rely more heavily on players with crafting passives more?" then we could talk but it's nothing to do with it. And "why have those passives?", what a silly question. Why did you level them before? For the increased chance. That is all. For the ump-teenth time. Those passives NEVER had anything to do with the ability to gather stuff. In the current scaled system they do, but that changes the sense of natural progression that was present since the release of the game. That is what I have issue with. Why should the system change at this point? When did players not wish to be able to farm level relative nodes? Why did they let players do it in the first place?
The suggestion ZOS gave us to consider is a good one IMO.
Not exactly necessary, but I would not mind it.
HOWEVER!
The ratio of craft scaled vs level scaled nodes should be heavily in favor of crafting. 3:1 for example.
The vast majority of players are max level, and even if they aren't, they will be some day. Max level is the goal of almost every player.
The minority that did put some effort into their craft professions, collected enough skill points and invested them into crafting should have the upper hand in collecting crafting materials.
There are many ways for non crafters to obtain v16 crafting materials already (TV stones, decon dropped items...).
I understand the OPs situation, on the one hand he does craft, and has invested into crafting for one character, but has abandoned leveling that character.
But not being able to farm resource nodes with another character does not prevent OP from crafting.
He just needs to find another way to earn gold to buy materials with.
Or simply put some more effort into that max level character.
You always have choice.
jamesharv2005ub17_ESO wrote: »What makes sense is how it is now. Want to farm mats level up crafting. Simple. Hurts noone except people who want to benefit from the crafting system but dont want to put forth the effort. If you give players a choice of course they will choose the route that hurts the game itself. The game has an economy your ideas would toss the economy into chaos and ruin the market for top tier mats.
So time to spend a few days and 10 points to level up your crafting. Everyone has to do it so it is fair to everyone.
Smileybones wrote: »jamesharv2005ub17_ESO wrote: »What makes sense is how it is now. Want to farm mats level up crafting. Simple. Hurts noone except people who want to benefit from the crafting system but dont want to put forth the effort. If you give players a choice of course they will choose the route that hurts the game itself. The game has an economy your ideas would toss the economy into chaos and ruin the market for top tier mats.
So time to spend a few days and 10 points to level up your crafting. Everyone has to do it so it is fair to everyone.
Can't agree more, yet some people as @NeillMcAttack can't get out of their mind jail:
I take a simple example: my main is actually doing Cadwell Silver in a VR4 area so she's getting VR4 mats. But she's VR11 and needs VR11 mats to get geared. Guess what ? I sell the mats I get and buy the mats I need ! Wow I'm such a genius. Also I'd like to mention that since I usually do every side quest in an area I'm overlevelled since a long time and thus trading mats this way works pretty well.
NeillMcAttack wrote: »nonsense
Smileybones wrote: »NeillMcAttack wrote: »nonsense
What if YOU read what I wrote ? I'm not running in circles in different zones at all: I pick up the mats in the zone I'm by following my player and quest progression and I SELL them. With the gold I BUY what I need.
Is that rocket science to you ?
It appears there are basically two groups of players posting here:Neither group is going to convince the other group of that they're right, so the decision of what to do is really up to ZOS to determine what type of game they want ESO to be and what crowds they are catering to. In my opinion, they should consider:
- Those that benefit from the current system. These are the more hard-core crafters that have dedicated crafters that they they like to use to farm materials and sell either the mats or gear created from the mats for presumably higher than pre-scaling prices. Some even have mutliple master crafters so they can switch characters.
- Those that are hurt by the current system. These are the more casual crafters that have maxed out crafting either all on one character or across multiple characters but don't want to have to do it again on their alts. Most of these players just want to enjoy playing the game and get resource nodes while they're out questing, and they don't enjoy farming nodes.
We know the answer to the first one, but we'll all have different opinions on the second two. ZOS has the data and analysis to look at the bigger picture rather than just considering input from a handful of people posting in a forum thread. This is just what I think ZOS should consider.
- What problem was the node scaling trying to solve?
- How effectively has the solution solved the problem?
- Have there been any unexpected side effects from the solution, and are they good or bad?
That said, I realize that the proposed solution would enable non-crafters to be able to farm max level crafting nodes as well, although no one in this thread falls into that category. Personally, I think that's valid for people to do because they could do it before the scaling was introduced, but I know there are many people here that have a problem with that. I also want to say that I don't have any problem with scaling crafting nodes to crafting passive in principle, and if ZOS could find a way to enable people to only have to do it once then I'd have no problem with it. The idea of scaling the nodes off of account wide highest passives has been thrown out before, but that idea has been bashed around and even had it suggested that it was somehow the same thing as sharing skill progression across all characters, for all skills (which would be a ridiculous idea). Maybe another new idea would be to allow players to choose which of their characters they want each craft to scale off of. In that sense, it would be as if that character was acting as a sort of player hireling for the crafting character in each profession. I'd have no problem with something like that.