NewBlacksmurf wrote: »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.
Well let's go ahead and put it out there.
NONE of this would be an issue if ZOS would remove VR levels and align the 1-50 with the current materials. Then, everyone could grab nodes in vanilla ESO or in DLC. Then the node scaling could align with char level and the Passives should then provide increased amounts harvested. Prob solved.
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 ?
jamesharv2005ub17_ESO wrote: »NewBlacksmurf wrote: »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.
Well let's go ahead and put it out there.
NONE of this would be an issue if ZOS would remove VR levels and align the 1-50 with the current materials. Then, everyone could grab nodes in vanilla ESO or in DLC. Then the node scaling could align with char level and the Passives should then provide increased amounts harvested. Prob solved.
This is happening in June (im assuming June is when DB will come out could be earlier but I doubt it). VR levels are gone. So ya you have a point. Seems like they would spend a lot of time for nothing coding this change.
NewBlacksmurf wrote: »jamesharv2005ub17_ESO wrote: »NewBlacksmurf wrote: »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.
Well let's go ahead and put it out there.
NONE of this would be an issue if ZOS would remove VR levels and align the 1-50 with the current materials. Then, everyone could grab nodes in vanilla ESO or in DLC. Then the node scaling could align with char level and the Passives should then provide increased amounts harvested. Prob solved.
This is happening in June (im assuming June is when DB will come out could be earlier but I doubt it). VR levels are gone. So ya you have a point. Seems like they would spend a lot of time for nothing coding this change.
Sad reality tho....I'm almost 99% certain that removing character VR levels won't adjust the nodes and such across the land. It's been 2 years of them messing with Vr removal, but nothing suggests anything initially other than player characters having VR levels removed and the assumed changes for NPCs (tho never stated by ZOS)
I would prefer a setting to make it either based on crafting passive/ player level/ or both. Personally I don't want both to always appear because I have all my crafting on one character so when I play a vr1 alt I want to find all vr1 resources, I dont want half of them to be iron ore or w/e.
"NeillMcAttack wrote: »Please just read over the thread. It's actually an excellent thread as it turns out and touches on many different players experiences with the recent change. Thanks.
NewBlacksmurf wrote: »Then the node scaling could align with char level and the Passives should then provide increased amounts harvested. Prob solved.
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.
...
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: »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.
...
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.
First, thanks for chiming in here, @MSchroeder.
First, top tier mats were stupidly hard to get (for everyone) because of the mixed drop rate and artificially inflated quantity of mats required for V16 gear. Mats were insanely expensive to buy and far too difficult to acquire. This annoyed everyone, crafters and non-crafters alike.
With the introduction of TG, we got some relief with the ruby mat node, but now we have to go farm or buy void mats for writs.
murtrem_ESO wrote: »Did everyone forget how ungodly easy it is to level crafts (maybe not enchanting) to 50? My first character had lvl 50 smith, woodworking, and tailoring loooong before he was level 50. At v16 having never crafted anything.. u can start to decon the drops u get from (insert activity here) and level the craft up absurdely fast. And then its what? 10 skill points? Tada! Now u can harvest the nodes you want. Its not like you need to spend another year researching traits.
jamesharv2005ub17_ESO wrote: »I think in response to the moderator here if you want to farm high level nodes then you should spend the 10 points to do so. Otherwise you are catering to farmers who cant even be bothered to put points into a crafting skill. Its obvious the argument about wanting mats you can use on other characters is not factual. What you are going to facilitate is people being able to dominate the nodes no matter what level crafting and sell them on a guild store someplace.
Please do not make this change. Let crafters be crafters. If the player doesnt want to work crafting then they can buy from those of us who do.
alvehyannab14_ESO wrote: »Bob, can go to level adjusted zones for the mats he needs. Two to chose from. Leveling up to the point of being able to go to those places isn't too much of a hardship.
IcyDeadPeople wrote: »alvehyannab14_ESO wrote: »Bob, can go to level adjusted zones for the mats he needs. Two to chose from. Leveling up to the point of being able to go to those places isn't too much of a hardship.
The problem is Bob will only get the V16 mats 50% of the time instead of getting them 100% of the time, which is how it works currently. So even though veteran ranks are finally going away very soon, and we need to gather 200+ mats for each singular V16 item, we would still have to go back and grind up all our crafting alts to V16.
This would discourage some of us from continuing to play until the Dark Brotherhood update boosts all these alts to max level anyways.
jamesharv2005ub17_ESO wrote: »IcyDeadPeople wrote: »alvehyannab14_ESO wrote: »Bob, can go to level adjusted zones for the mats he needs. Two to chose from. Leveling up to the point of being able to go to those places isn't too much of a hardship.
The problem is Bob will only get the V16 mats 50% of the time instead of getting them 100% of the time, which is how it works currently. So even though veteran ranks are finally going away very soon, and we need to gather hundreds of rubedite ingots/hide/ancestor silk etc for each individual V16 item, we would still have to go back and grind up all our crafting alts to V16.
This would discourage some of us from continuing to play until the Dark Brotherhood update boosts all these alts to max level anyways.
You dont need 200+ mats for any of the set pieces. They are either 130 or 150. There is no need to "grind" crafting alts to v16. You are auto leveled in the new zones to vr15. All you need to do is up your crafting passive to 10. Just FYI this isnt something they plan on changing in any zones but the ones that scale. The other zones do not have scaling nodes.
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.
IcyDeadPeople wrote: »alvehyannab14_ESO wrote: »Bob, can go to level adjusted zones for the mats he needs. Two to chose from. Leveling up to the point of being able to go to those places isn't too much of a hardship.
This would discourage some of us from continuing to play until the Dark Brotherhood update boosts all these alts to max level anyways.
IcyDeadPeople wrote: »alvehyannab14_ESO wrote: »Bob, can go to level adjusted zones for the mats he needs. Two to chose from. Leveling up to the point of being able to go to those places isn't too much of a hardship.
The problem is Bob will only get the V16 mats 50% of the time instead of getting them 100% of the time, which is how it works currently. So even though veteran ranks are finally going away very soon, and we need to gather hundreds of rubedite ingots/hide/ancestor silk etc for each individual V16 item, we would still have to go back and grind up all our crafting alts to V16.
This would discourage some of us from continuing to play until the Dark Brotherhood update boosts all these alts to max level anyways.
Except once VR ranks are removed, we'll have to level all of our crafting alts to level 50 in order for them to be max. From how I understand it, CP will be the new VR levels in terms of gear acquisition. So sure you'll be "max level" at 50, but you won't be able to wear V16 gear until you get 160 CP. But before 50, you'll be wearing gear for whatever level you are. The removal of VR doesn't mean my level 22 Blacksmithing alt will suddenly be able to wear and gather V16 mats. It means once she's level 50, she'll be able to gather those V16 mats since my main has so many CP.
IcyDeadPeople wrote: »alvehyannab14_ESO wrote: »Bob, can go to level adjusted zones for the mats he needs. Two to chose from. Leveling up to the point of being able to go to those places isn't too much of a hardship.
This would discourage some of us from continuing to play until the Dark Brotherhood update boosts all these alts to max level anyways.
Except once VR ranks are removed, we'll have to level all of our crafting alts to level 50 in order for them to be max. From how I understand it, CP will be the new VR levels in terms of gear acquisition.
So sure you'll be "max level" at 50, but you won't be able to wear V16 gear until you get 160 CP. But before 50, you'll be wearing gear for whatever level you are. So while you can spec into the CP as soon as you create a new level 1, it's still a level 1 character until it hits 50 when it's max.
The removal of VR doesn't mean my level 22 Blacksmithing alt will suddenly be able to wear and gather V16 mats. It means once she's level 50, she'll be able to gather those V16 mats since my main has so many CP.
IcyDeadPeople wrote: »IcyDeadPeople wrote: »alvehyannab14_ESO wrote: »Bob, can go to level adjusted zones for the mats he needs. Two to chose from. Leveling up to the point of being able to go to those places isn't too much of a hardship.
This would discourage some of us from continuing to play until the Dark Brotherhood update boosts all these alts to max level anyways.
Except once VR ranks are removed, we'll have to level all of our crafting alts to level 50 in order for them to be max. From how I understand it, CP will be the new VR levels in terms of gear acquisition.
So sure you'll be "max level" at 50, but you won't be able to wear V16 gear until you get 160 CP. But before 50, you'll be wearing gear for whatever level you are. So while you can spec into the CP as soon as you create a new level 1, it's still a level 1 character until it hits 50 when it's max.
The removal of VR doesn't mean my level 22 Blacksmithing alt will suddenly be able to wear and gather V16 mats. It means once she's level 50, she'll be able to gather those V16 mats since my main has so many CP.
It's very easy and fast to level from 1-50. However, it's a slow and tedious grind from V1 to V16.
I have several veteran rank characters with various max crafting skills, but only one V16. When Dark Brotherhood drops, all of these will be max level, and if I want to make a brand new alt, I'll be able to get it to max level within about 12-15 hours.
jamesharv2005ub17_ESO wrote: »IcyDeadPeople wrote: »IcyDeadPeople wrote: »The problem is Bob will only get the V16 mats 50% of the time instead of getting them 100% of the time, which is how it works currently. So even though veteran ranks are finally going away very soon, and we need to gather hundreds of rubedite ingots/hide/ancestor silk etc for each individual V16 item, we would still have to go back and grind up all our crafting alts to V16.alvehyannab14_ESO wrote: »Bob, can go to level adjusted zones for the mats he needs. Two to chose from. Leveling up to the point of being able to go to those places isn't too much of a hardship.
This would discourage some of us from continuing to play until the Dark Brotherhood update boosts all these alts to max level anyways.
Except once VR ranks are removed, we'll have to level all of our crafting alts to level 50 in order for them to be max. From how I understand it, CP will be the new VR levels in terms of gear acquisition.
So sure you'll be "max level" at 50, but you won't be able to wear V16 gear until you get 160 CP. But before 50, you'll be wearing gear for whatever level you are. So while you can spec into the CP as soon as you create a new level 1, it's still a level 1 character until it hits 50 when it's max.
The removal of VR doesn't mean my level 22 Blacksmithing alt will suddenly be able to wear and gather V16 mats. It means once she's level 50, she'll be able to gather those V16 mats since my main has so many CP.
It's very easy and fast to level from 1-50. However, it's a slow and tedious grind from V1 to V16.
I have several veteran rank characters with various max crafting skills, but only one V16. When Dark Brotherhood drops, all of these will be max level, and if I want to make a brand new alt, I'll be able to get it to max level within about 12-15 hours.
DB is going to scale to your level just like TG did. You can take a level 3 there just out of the tutorial if you want to.
IcyDeadPeople wrote: »jamesharv2005ub17_ESO wrote: »IcyDeadPeople wrote: »IcyDeadPeople wrote: »alvehyannab14_ESO wrote: »Bob, can go to level adjusted zones for the mats he needs. Two to chose from. Leveling up to the point of being able to go to those places isn't too much of a hardship.
This would discourage some of us from continuing to play until the Dark Brotherhood update boosts all these alts to max level anyways.
Except once VR ranks are removed, we'll have to level all of our crafting alts to level 50 in order for them to be max. From how I understand it, CP will be the new VR levels in terms of gear acquisition.
So sure you'll be "max level" at 50, but you won't be able to wear V16 gear until you get 160 CP. But before 50, you'll be wearing gear for whatever level you are. So while you can spec into the CP as soon as you create a new level 1, it's still a level 1 character until it hits 50 when it's max.
The removal of VR doesn't mean my level 22 Blacksmithing alt will suddenly be able to wear and gather V16 mats. It means once she's level 50, she'll be able to gather those V16 mats since my main has so many CP.
It's very easy and fast to level from 1-50. However, it's a slow and tedious grind from V1 to V16.
I have several veteran rank characters with various max crafting skills, but only one V16. When Dark Brotherhood drops, all of these will be max level, and if I want to make a brand new alt, I'll be able to get it to max level within about 12-15 hours.
DB is going to scale to your level just like TG did. You can take a level 3 there just out of the tutorial if you want to.
Battle Spirit and level scaling is different from the system for scaling nodes. Currently the nodes scale based on your crafting skill passives. For example if you have Metalworking Rank 10 passive for Blacksmithing, in Cyrodiil you will find Rubedite ore 100% of the time.
The proposed new upcoming change mentioned above suggests that if your Metalworking is maxed out, but your character level is below V16, then you will only get Rubedite half the time and your character level appropriate ore the other half of the time.
jamesharv2005ub17_ESO wrote: »IcyDeadPeople wrote: »alvehyannab14_ESO wrote: »Bob, can go to level adjusted zones for the mats he needs. Two to chose from. Leveling up to the point of being able to go to those places isn't too much of a hardship.
The problem is Bob will only get the V16 mats 50% of the time instead of getting them 100% of the time, which is how it works currently. So even though veteran ranks are finally going away very soon, and we need to gather hundreds of rubedite ingots/hide/ancestor silk etc for each individual V16 item, we would still have to go back and grind up all our crafting alts to V16.
This would discourage some of us from continuing to play until the Dark Brotherhood update boosts all these alts to max level anyways.
Except once VR ranks are removed, we'll have to level all of our crafting alts to level 50 in order for them to be max. From how I understand it, CP will be the new VR levels in terms of gear acquisition. So sure you'll be "max level" at 50, but you won't be able to wear V16 gear until you get 160 CP. But before 50, you'll be wearing gear for whatever level you are. The removal of VR doesn't mean my level 22 Blacksmithing alt will suddenly be able to wear and gather V16 mats. It means once she's level 50, she'll be able to gather those V16 mats since my main has so many CP.
You wont need to level your alts. The new zones scale your level. Where do you guys get this info? You need to level up your crafting level not your actual level. In the new zones if your say blacksmith passive is at 10 you will see only top tier nodes in the scaled areas. The non scaled areas there are no V16 non scaled areas. So thats pointless to even discuss.
jamesharv2005ub17_ESO wrote: »IcyDeadPeople wrote: »alvehyannab14_ESO wrote: »Bob, can go to level adjusted zones for the mats he needs. Two to chose from. Leveling up to the point of being able to go to those places isn't too much of a hardship.
The problem is Bob will only get the V16 mats 50% of the time instead of getting them 100% of the time, which is how it works currently. So even though veteran ranks are finally going away very soon, and we need to gather hundreds of rubedite ingots/hide/ancestor silk etc for each individual V16 item, we would still have to go back and grind up all our crafting alts to V16.
This would discourage some of us from continuing to play until the Dark Brotherhood update boosts all these alts to max level anyways.
Except once VR ranks are removed, we'll have to level all of our crafting alts to level 50 in order for them to be max. From how I understand it, CP will be the new VR levels in terms of gear acquisition. So sure you'll be "max level" at 50, but you won't be able to wear V16 gear until you get 160 CP. But before 50, you'll be wearing gear for whatever level you are. The removal of VR doesn't mean my level 22 Blacksmithing alt will suddenly be able to wear and gather V16 mats. It means once she's level 50, she'll be able to gather those V16 mats since my main has so many CP.
You wont need to level your alts. The new zones scale your level. Where do you guys get this info? You need to level up your crafting level not your actual level. In the new zones if your say blacksmith passive is at 10 you will see only top tier nodes in the scaled areas. The non scaled areas there are no V16 non scaled areas. So thats pointless to even discuss.
You need to catch up on the discussion. ZOS posted a suggestion that they may change the way this works in the future for scaled nodes. Their idea is that it would be 50/50. Half the time you'd see nodes scaled to crafting level and half the time you'd see it scaled to player level. I think it's a terrible idea and I posted a few posts up why. But the post you quoted was saying, IF they went through with this change to 50/50, that's how it would work in the future once VR ranks are removed.
Here's the dev post:
http://forums.elderscrollsonline.com/en/discussion/comment/2815064#Comment_2815064