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One Tamriel - scaled zones - crafting writs & resources

makreth
makreth
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One of my concerns about this revamp is the resources each zone has. As we know and as it currently is each zone (apart from DLCs) have a fixed level on resource nodes (ie. orichalcum ore,voidstone ore etc.). What happens to the crafting writs, which most of them require material from 1 lower tier (assuming you're maxed out on that crafting skill line)? How will we, the players, be able to obtain those tiers of resources?

For example i'm fully specced into blacksmithing. The resources (with the current system on DLC scaled zones) will be of the highest only tier for me. If, on the other hand, I have 0 skill points invested there, the resource nodes will be either off my level (assuming i'm cp160) or off my crafting spec (50%/50%). That translates into either rubedite,ancestor silk etc. or iron ore... Leaving no space for voidcloths,voidstone ore which are needed for the crafting writs.

Suggestion: Remove lower tier requirements on maxed out crafting writs when One Tamriel goes out.
Edited by makreth on June 13, 2016 5:10PM
  • BoloBoffin
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    Scaled nodes deliver the level of raw material your character needs either for actual character level or actual craft level. If One Tamriel means all scaled crafting nodes, I think that would mean the crafting character would always find the level of raw material he or she needed 50% of the time.

    That would be kind of onerous, though. Perhaps crafting nodes will stay the same based on your initial choice of alliance. Or maybe they will switch if you change alliances, which would be weird. As soon as someone who actually knows comes along, perhaps they will tell us.
    Been there, got the Molag Bal polymorph.
  • clocksstoppe
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    Just delete crafting it will have no purpose outside of tempers and a few sets once "One Tamriel" hits.
  • Turelus
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    Just delete crafting it will have no purpose outside of tempers and a few sets once "One Tamriel" hits.

    I think that kneejerk might have broken the speed of light. :tongue:

    OP I would imagine they will have zones work as others do with scaling based on both the zones level and your own personal invested skill sharing the nodes out between those two levels.
    @Turelus - EU PC Megaserver
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  • Rumba1
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    I worked around this problem by keeping two alts at lower crafting levels than my main, I hoping that will still work with One Tamriel.

    On another materials related note, it appears that the zones will be a lot more populated with the change. I am going to really miss being able to farm materials in the last zone of Cadwells Gold without having to deal with a thousand node-ninjas racing all over the place.
  • clocksstoppe
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    Turelus wrote: »
    Just delete crafting it will have no purpose outside of tempers and a few sets once "One Tamriel" hits.

    I think that kneejerk might have broken the speed of light. :tongue:

    OP I would imagine they will have zones work as others do with scaling based on both the zones level and your own personal invested skill sharing the nodes out between those two levels.

    Except those two levels would be the same since levels will no longer exist.
  • Turelus
    Turelus
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    Turelus wrote: »
    Just delete crafting it will have no purpose outside of tempers and a few sets once "One Tamriel" hits.

    I think that kneejerk might have broken the speed of light. :tongue:

    OP I would imagine they will have zones work as others do with scaling based on both the zones level and your own personal invested skill sharing the nodes out between those two levels.

    Except those two levels would be the same since levels will no longer exist.

    Where was this posted?

    You're still going to be a level 1 - C160 and the zones are still going to be 1 - C160. The only difference is you will be battle levelled up or down for the zones from my understanding.
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  • Volkodav
    Volkodav
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    fine,nm.
    Edited by Volkodav on June 13, 2016 5:34PM
  • makreth
    makreth
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    People, please concentrate and focus on the passage where I write about crafting writs and the current requirements.....
  • freespirit
    freespirit
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    Turelus wrote: »
    Turelus wrote: »
    Just delete crafting it will have no purpose outside of tempers and a few sets once "One Tamriel" hits.

    I think that kneejerk might have broken the speed of light. :tongue:

    OP I would imagine they will have zones work as others do with scaling based on both the zones level and your own personal invested skill sharing the nodes out between those two levels.

    Except those two levels would be the same since levels will no longer exist.

    Where was this posted?

    You're still going to be a level 1 - C160 and the zones are still going to be 1 - C160. The only difference is you will be battle levelled up or down for the zones from my understanding.

    This from a breakdown of keypoints..........

    "In general, higher level players will be the same "level" as lower level players, but they will have far more tools in their arsenal: better gear, more abilities, and of course more Champion points."
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  • Turelus
    Turelus
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    makreth wrote: »
    People, please concentrate and focus on the passage where I write about crafting writs and the current requirements.....

    My guess would be either the nodes in the zones are static levels or they will have a 50/50 spawn of zone level and your crafting level.

    The only issues I can see is that C10 - C170 materials are going to be rarer as they will only be available for players who are spec'd to those levels in crafting lines.

    Questions like yours are what they're going to have to be working out and will most likely be talking about over the next months leading up to the change. Sadly I think it's going to be a waiting game for most questions until they start more ESO Live shows or posts about the future content.
    @Turelus - EU PC Megaserver
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  • nimander99
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    Just like the current gold and silver zones. All the Gold zones diliver CP 150 or less mats and gear. So I imagine the rest of the world will keep its low tier resources in track with the current leveling process. It's just DLC's that will drop max CP materials.
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  • Vindemiatrix
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    My concern is not just about writs. Lowbies tend to be too focused on learning the game and leveling their toons to farm low-level mats. I regularly farm mats from lower-level zones to craft sets for lowbies in my guild. If theoretically the mats will all scale to crafting ability, I will need to have a character at each crafting level to be able to farm mats at each level so that I can continue to provide this service to my guildmembers. I do hope they maintain the mats at current zone level in the non-DLC zones.
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  • Soresina
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    I agree with the points above especially with crafting for lower levels and can see further problems developing if the battle leveling works the same in all areas as it does there will then be a huge and negative impact on the economy. One Tamriel is going to introduce more people in the same areas increasing competition for resources just by that alone. If you add to that the potential to make money from the subsequent high demand in guild stores then you are going to see the very levels who need that armor locked out due to high costs. Sure they can harvest but with every man and his dog out there harvesting them what chance do the new players with their lesser speed and unfamiliarity with the game really have. There have been many times when I have lost a node even though I am right on it to someone who has come up behind me and seems to have some way to some how activate my node before they were even in range of it. They arrive seconds after I have pressed the E button yet I still get a message that the nodes has already been activated. I suspect a bot but have no proof.

    For an example of what effect a lack of available mats can have I refer everyone to the guild stores to check the current price of columbine and the effect that has had on the most basic and required of potions - the health potion. A single columbine now goes for 350g -500g+ depending on your luck when scanning the guild stores. It has almost become survival of the richest quite literally. Those without money simply have to do their dungeons without the best pots because even if you try harvesting your own it takes forever to find enough columbine to make a decent amount of pots.

    If they are going to use the current systemI can see only two possible solutions. The first is to give the player an option at which level they want to harvest when they log in or jump into a new map (this will quickly become a pain in the proverbial). This can even be locked for a period of time if they don't want people switching constantly.

    The second solution, and one which I think is the most viable, is to separate the crafting skill points in a similar manner to the division between unmorphed and morphed skill points. A third option can then be given to allow a reset of crafting skill points at at a more reasonable cost. People will not be able to use this as a means of temporarily increasing there skills because once a point has been moved out of crafting and allocated to other skills it will become subject to the normal skill reset cost. I don't think this cost for changing crafting points should be a 50g per point either because upwards of 120 skill points are needed to max out crafting. This option should be made available at all city crafting areas and possibly set bonus crafting locations as well. It could be activated via any crafting station.

    Edited by Soresina on June 16, 2016 2:45AM
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