ArcVelarian wrote: »I'm just waiting on you guys to whip out the charts and powerpoint presentations.
I understand that max level writs are no longer worth it.
But what about Craglorn writs?
From my own testing earlier this week, I had the feeling they reduced the drop rate for the equipment surveys. I got 1 survey on 9 equipment writs... Usually, I was getting 3-4 surveys per 9 equipment writs. Was it just me being unlucky?
Also in the past 2-3 weeks, I had the impression of getting less nirncrux than usual in Craglorn.
ArcVelarian wrote: »I'm just waiting on you guys to whip out the charts and powerpoint presentations.
I understand that max level writs are no longer worth it.
But what about Craglorn writs?
From my own testing earlier this week, I had the feeling they reduced the drop rate for the equipment surveys. I got 1 survey on 9 equipment writs... Usually, I was getting 3-4 surveys per 9 equipment writs. Was it just me being unlucky?
Also in the past 2-3 weeks, I had the impression of getting less nirncrux than usual in Craglorn.
It's not just you. My impression of doing writs this week is about the same. I've had 1 survey and no gold mats at all. Normally I see 2 surveys a day and at least one gold mat.
Also the last time I farmed Craglorn, it took me 3 days to find one nirn. So that seems to no longer be worth the trip at all.
Also more annoying is that top tier writs take all top tier mats now but surveys still give out CP140 mats which I no longer have need for. They just end up in our guild bank now :P And no, I don't want these writs to go back to taking part CP140, part CP150, because I don't want to have to make special trips to Craglorn every week just to get more of that junk.
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Waffennacht wrote: »
In my opinion, there is nothing ZOS can do to improve writs.
They don't dictate the market price of materials.
The amount of gold each writ grants only prevents material price from falling lower than the artificial profitability of writs.
In fact, end game equipment writs are already given special treatment, since they are the only ones that require half of the usual amount of items to complete them.
Well, in alchemy they could - it is not necessary to just demand the same few ingredients all the time, there could be a lot more variety, especially not demand those which got more expensive due to poison making and which outweight the reward a new player gets for doing a writ - especially a new player should always have a decent reward from doing a writ or he will soon no longer want to do any of those.
I_killed_Vivec wrote: »Well, in alchemy they could - it is not necessary to just demand the same few ingredients all the time, there could be a lot more variety, especially not demand those which got more expensive due to poison making and which outweight the reward a new player gets for doing a writ - especially a new player should always have a decent reward from doing a writ or he will soon no longer want to do any of those.
The good thing about reagents is that they aren't weighted, there are no "rare" flowers. Anyone can find the more expensive flowers for themselves. This does mean that there is a big opportunity cost by using Columbine (say) for a potion instead of selling it, but that's the choice you have to make between being a crafter or a trader.
And new players do get a significant reward - inspiration, which is still given at level 50 even though by then it is meaningless.
Holmarion19 wrote: »Use Lazy Writ crafter add-on and never worry about needing to know what the writs contain ever again.
I_killed_Vivec wrote: »Well, in alchemy they could - it is not necessary to just demand the same few ingredients all the time, there could be a lot more variety, especially not demand those which got more expensive due to poison making and which outweight the reward a new player gets for doing a writ - especially a new player should always have a decent reward from doing a writ or he will soon no longer want to do any of those.
The good thing about reagents is that they aren't weighted, there are no "rare" flowers. Anyone can find the more expensive flowers for themselves. This does mean that there is a big opportunity cost by using Columbine (say) for a potion instead of selling it, but that's the choice you have to make between being a crafter or a trader.
And new players do get a significant reward - inspiration, which is still given at level 50 even though by then it is meaningless.
I will give an example - cornflower - it was plenty available in guild stores before they got important due to alchemy changes - a newbie gets like 223 gold for a writ - something like that - if he needs 3 cornflower and those cost meanwhile around 100 a piece - he is f*cked - it is pointless to do the writ, but he does not know it, that he will shoot in his own foot by doing it.
Blessed Thistle is the other one, which got as well more expensive - and writs demand as well 3 of those.
And of course he is even more screwed, if he is using the basic recipe for a health potion, which he got from the instructor, because that is columbine and mountain flower - 400 gold he could get for columbine - but he might use it in a writ, because he is not yet aware of that he should experiment a bit to get other recipes - and he gets 223 gold for this writ - no wonder if a newbie will give up on doing these writs and rather picks flowers and sells them instead. What we get by this are grinders, not role players. - farmers instead of adventurers.
I_killed_Vivec wrote: »I_killed_Vivec wrote: »Well, in alchemy they could - it is not necessary to just demand the same few ingredients all the time, there could be a lot more variety, especially not demand those which got more expensive due to poison making and which outweight the reward a new player gets for doing a writ - especially a new player should always have a decent reward from doing a writ or he will soon no longer want to do any of those.
The good thing about reagents is that they aren't weighted, there are no "rare" flowers. Anyone can find the more expensive flowers for themselves. This does mean that there is a big opportunity cost by using Columbine (say) for a potion instead of selling it, but that's the choice you have to make between being a crafter or a trader.
And new players do get a significant reward - inspiration, which is still given at level 50 even though by then it is meaningless.
I will give an example - cornflower - it was plenty available in guild stores before they got important due to alchemy changes - a newbie gets like 223 gold for a writ - something like that - if he needs 3 cornflower and those cost meanwhile around 100 a piece - he is f*cked - it is pointless to do the writ, but he does not know it, that he will shoot in his own foot by doing it.
Blessed Thistle is the other one, which got as well more expensive - and writs demand as well 3 of those.
And of course he is even more screwed, if he is using the basic recipe for a health potion, which he got from the instructor, because that is columbine and mountain flower - 400 gold he could get for columbine - but he might use it in a writ, because he is not yet aware of that he should experiment a bit to get other recipes - and he gets 223 gold for this writ - no wonder if a newbie will give up on doing these writs and rather picks flowers and sells them instead. What we get by this are grinders, not role players. - farmers instead of adventurers.
You only need one potion for each writ - two (different) flowers. With the correct skills you produce more than one potion - spares go into the bank for next time
But the point is that flowers cost nothing if you pick them yourself. Maybe a player should get a stock saved up before starting out doing writs. Same with the other materials.
In my opinion, there is nothing ZOS can do to improve writs.
They don't dictate the market price of materials.
The amount of gold each writ grants only prevents material price from falling lower than the artificial profitability of writs.
In fact, end game equipment writs are already given special treatment, since they are the only ones that require half of the usual amount of items to complete them.
And there it was the least needed to do that - because these materials are plenty available in guild stores - the same is not true for lower level materials for example. For those there is a void - the whole system of how these writs work need an overhaul to make all materials equally useful.
In my opinion, there is nothing ZOS can do to improve writs.
They don't dictate the market price of materials.
The amount of gold each writ grants only prevents material price from falling lower than the artificial profitability of writs.
In fact, end game equipment writs are already given special treatment, since they are the only ones that require half of the usual amount of items to complete them.
And there it was the least needed to do that - because these materials are plenty available in guild stores - the same is not true for lower level materials for example. For those there is a void - the whole system of how these writs work need an overhaul to make all materials equally useful.
This is simply something every MMO goes through, the aging of materials.
Max level writs will never be profitable, since max level materials are always in demand. Not to mention that if a writ was to become profitable, more people would do it, increasing the demand for the corresponding materials, thus making it not profitable again.
You can actually calculate where the price of each material tips into more profitability.
Certain lower level writs are more profitable than the max level.