ZOS_GinaBruno wrote: »This is the official feedback thread for other miscellaneous system updates in One Tamriel. Specific feedback that the team is looking for includes the following:
- Did you find any treasure maps? Did they correctly direct you to treasure?
frateanu.luiseb17_ESO wrote: »Scaling all the nodes is unnatural . Tamriel is a world isn't it ? The nodes must don't scale after player skill or passives.. Its stupid a low lvl or low skilled crafting player to gather iron ore from a node ..and other player ( skilled and high lvl ) to gather rubedite from the same node. I understand this in DLC -s( they launched after the base game was for some time the only content)
ZOS_GinaBruno wrote: »This is the official feedback thread for other miscellaneous system updates in One Tamriel. Specific feedback that the team is looking for includes the following:
- Do you have any other general feedback?
Maybe instead of scaling all nodes, they should be location-appropriate. Take wood, for example: all logs in Glenumbra's Daenia forest should be Oak and Beech; logs in The Rift forests should be Birch and Maple; logs in Shadowfen should be Hickory and Mahogany. (The examples may be inaccurate, but the essence of what I'm trying to say is there.)lordrichter wrote: »I was not happy with the way they are mitigating this. The comment during the panel was that they have compensated for the scaled nodes in the writ reward system. I have yet to see what this really means.frateanu.luiseb17_ESO wrote: »Scaling all the nodes is unnatural . Tamriel is a world isn't it ? The nodes must don't scale after player skill or passives.. Its stupid a low lvl or low skilled crafting player to gather iron ore from a node ..and other player ( skilled and high lvl ) to gather rubedite from the same node. I understand this in DLC -s( they launched after the base game was for some time the only content)
The fact of the matter is that I think that Phil Draven and Rich Lambert made the wrong decision. I am sure the subject came up and was discussed, and the decision was deliberate. We will probably never know why. Schedule? Too costly? Hard for players? Reduce dependency on Guild Traders? Dunno.
My guess is that next time they go through the game in an attempt to make it "more Elder Scrolls" that they will visit this, again. Right now, the game world in Skyrim made more sense from a crafting resource perspective than ESO. Solo games are all about the player and what the player needs, and scaled resources fit into that well. In Skyrim, an iron ore vein is always an iron ore vein. Meanwhile, persistent world MMO games are all about the needs of multiple players that can interact and are less about providing for the needs of individual players, and static resources are much less single-player focused. Skyrim has the better multiplayer resource node system while ESO has the better solo RPG game system.
Maybe instead of scaling all nodes, they should be location-appropriate. Take wood, for example: all logs in Glenumbra's Daenia forest should be Oak and Beech; logs in The Rift forests should be Birch and Maple; logs in Shadowfen should be Hickory and Mahogany. (The examples may be inaccurate, but the essence of what I'm trying to say is there.)lordrichter wrote: »I was not happy with the way they are mitigating this. The comment during the panel was that they have compensated for the scaled nodes in the writ reward system. I have yet to see what this really means.frateanu.luiseb17_ESO wrote: »Scaling all the nodes is unnatural . Tamriel is a world isn't it ? The nodes must don't scale after player skill or passives.. Its stupid a low lvl or low skilled crafting player to gather iron ore from a node ..and other player ( skilled and high lvl ) to gather rubedite from the same node. I understand this in DLC -s( they launched after the base game was for some time the only content)
The fact of the matter is that I think that Phil Draven and Rich Lambert made the wrong decision. I am sure the subject came up and was discussed, and the decision was deliberate. We will probably never know why. Schedule? Too costly? Hard for players? Reduce dependency on Guild Traders? Dunno.
My guess is that next time they go through the game in an attempt to make it "more Elder Scrolls" that they will visit this, again. Right now, the game world in Skyrim made more sense from a crafting resource perspective than ESO. Solo games are all about the player and what the player needs, and scaled resources fit into that well. In Skyrim, an iron ore vein is always an iron ore vein. Meanwhile, persistent world MMO games are all about the needs of multiple players that can interact and are less about providing for the needs of individual players, and static resources are much less single-player focused. Skyrim has the better multiplayer resource node system while ESO has the better solo RPG game system.
The writ rewards now hand out often a box of 25 random level mats. I have by now done thrice all writs with cp300 template and i saw four of those boxes.lordrichter wrote: »frateanu.luiseb17_ESO wrote: »Scaling all the nodes is unnatural . Tamriel is a world isn't it ? The nodes must don't scale after player skill or passives.. Its stupid a low lvl or low skilled crafting player to gather iron ore from a node ..and other player ( skilled and high lvl ) to gather rubedite from the same node. I understand this in DLC -s( they launched after the base game was for some time the only content)
I was not happy with the way they are mitigating this. The comment during the panel was that they have compensated for the scaled nodes in the writ reward system. I have yet to see what this really means.
...snip...
anitajoneb17_ESO wrote: »Not sure if it is the correct thread to report this, but anyway
Three areas of the game are gated behind quests : Bal Foyen, Bethnik and Coldharbour. It is simply impossible to get there with a new character without questing or using the "teleport to friend" workaround.
Also, once in Hollow City, it is impossible to reach the northern part of Coldharbour without finishing the main quest.
Please fix
lordrichter wrote: »anitajoneb17_ESO wrote: »Not sure if it is the correct thread to report this, but anyway
Three areas of the game are gated behind quests : Bal Foyen, Bethnik and Coldharbour. It is simply impossible to get there with a new character without questing or using the "teleport to friend" workaround.
Also, once in Hollow City, it is impossible to reach the northern part of Coldharbour without finishing the main quest.
Please fix
Bal Foyen... just walk there from Stonefalls.
Betnikh is not possible until the quest line in Strohs is completed.
Coldharbour should be locked by quest (or travel to) simply because it is not Tamriel. Wait for the One Oblivion update.
Edit: Removed prior edit. Azoufah handles travel arrangements between alliances (at least in Daggerfall) Although, she is bugged.
anitajoneb17_ESO wrote: »lordrichter wrote: »anitajoneb17_ESO wrote: »Not sure if it is the correct thread to report this, but anyway
Three areas of the game are gated behind quests : Bal Foyen, Bethnik and Coldharbour. It is simply impossible to get there with a new character without questing or using the "teleport to friend" workaround.
Also, once in Hollow City, it is impossible to reach the northern part of Coldharbour without finishing the main quest.
Please fix
Bal Foyen... just walk there from Stonefalls.
Betnikh is not possible until the quest line in Strohs is completed.
Coldharbour should be locked by quest (or travel to) simply because it is not Tamriel. Wait for the One Oblivion update.
Edit: Removed prior edit. Azoufah handles travel arrangements between alliances (at least in Daggerfall) Although, she is bugged.
For Bal Foyen : oh, what direction should I go ? Sorry but since I always did the quest I never realized we could walk (or i don't remember).
Coldharbour : I don't know if this is intended, I don't think it should be locked, it's pretty much against the whole concept, but let's wait what ZOS says/does.
And yes, Azoufah is bugged, she's not the only one. All 3 "intra-alliance" boats are bugged. Betnik is supposed to be reachable by boat too but bugged as well.
frateanu.luiseb17_ESO wrote: »Scaling all the nodes is unnatural .
The overall game is not served by zone-locked mats when thw wehole game and gameplay goes "unlocked zones".
lordrichter wrote: »The overall game is not served by zone-locked mats when thw wehole game and gameplay goes "unlocked zones".
Actually, the resources would not be locked to a zone any more than sets are locked to a zone. It makes sense to place things in zones in order to encourage people to go there. Each zone is different and offers different things. Except for resources. Each zone offers the same resources.
lordrichter wrote: »The overall game is not served by zone-locked mats when thw wehole game and gameplay goes "unlocked zones".
Actually, the resources would not be locked to a zone any more than sets are locked to a zone. It makes sense to place things in zones in order to encourage people to go there. Each zone is different and offers different things. Except for resources. Each zone offers the same resources.
Apples and oranges.
lordrichter wrote: »lordrichter wrote: »The overall game is not served by zone-locked mats when thw wehole game and gameplay goes "unlocked zones".
Actually, the resources would not be locked to a zone any more than sets are locked to a zone. It makes sense to place things in zones in order to encourage people to go there. Each zone is different and offers different things. Except for resources. Each zone offers the same resources.
Apples and oranges.
I view this as a reason to go to the zone, in addition to being a broader commodity. One of the cool things about crafting in ESO is that the raw materials have a wider use in-game than merely crafting equipment.
For some reason you don't seem like you really do this stuff. You know when you talk to someone about stuff that you really "know", and the the other person kinda talks the talk and knows some of the lingo but just seems "off"? Yeah, you're that guy. Maybe you do know and your communication is a bit off, but I'd say probably not. How many sets has your master crafter crafted for off-level characters in the last month? How do you think this change is going to affect your ability to continue to do that?lordrichter wrote: »lordrichter wrote: »The overall game is not served by zone-locked mats when thw wehole game and gameplay goes "unlocked zones".
Actually, the resources would not be locked to a zone any more than sets are locked to a zone. It makes sense to place things in zones in order to encourage people to go there. Each zone is different and offers different things. Except for resources. Each zone offers the same resources.
Apples and oranges.
I view this as a reason to go to the zone, in addition to being a broader commodity. One of the cool things about crafting in ESO is that the raw materials have a wider use in-game than merely crafting equipment.
Raw mats have one use in game - to be refined.
Refined mats have onr use in gsme - msking gear.
Both can be sold of course.
Key is, raw ruby stuff refines just as well as steel or kresh so forcing unwanted mats into zone locked geograpy separate from the population of players doesnt srrve either of those better.
But with every major change some ways things are done change so this is one.
lordrichter wrote: »lordrichter wrote: »The overall game is not served by zone-locked mats when thw wehole game and gameplay goes "unlocked zones".
Actually, the resources would not be locked to a zone any more than sets are locked to a zone. It makes sense to place things in zones in order to encourage people to go there. Each zone is different and offers different things. Except for resources. Each zone offers the same resources.
Apples and oranges.
I view this as a reason to go to the zone, in addition to being a broader commodity. One of the cool things about crafting in ESO is that the raw materials have a wider use in-game than merely crafting equipment.
Raw mats have one use in game - to be refined.
Refined mats have onr use in gsme - msking gear.
Both can be sold of course.
Key is, raw ruby stuff refines just as well as steel or kresh so forcing unwanted mats into zone locked geograpy separate from the population of players doesnt srrve either of those better.
But with every major change some ways things are done change so this is one.
Anyone notice that Stevil has only been a member of the ESO community since March of this year.
There is no way he is a crafter and has no idea of how long it takes to become a Master Crafter.
Opps, sorry for the Flame.
No it just devastates the crafting economy.
For some reason you don't seem like you really do this stuff. You know when you talk to someone about stuff that you really "know", and the the other person kinda talks the talk and knows some of the lingo but just seems "off"? Yeah, you're that guy. Maybe you do know and your communication is a bit off, but I'd say probably not. How many sets has your master crafter crafted for off-level characters in the last month? How do you think this change is going to affect your ability to continue to do that?lordrichter wrote: »lordrichter wrote: »The overall game is not served by zone-locked mats when thw wehole game and gameplay goes "unlocked zones".
Actually, the resources would not be locked to a zone any more than sets are locked to a zone. It makes sense to place things in zones in order to encourage people to go there. Each zone is different and offers different things. Except for resources. Each zone offers the same resources.
Apples and oranges.
I view this as a reason to go to the zone, in addition to being a broader commodity. One of the cool things about crafting in ESO is that the raw materials have a wider use in-game than merely crafting equipment.
Raw mats have one use in game - to be refined.
Refined mats have onr use in gsme - msking gear.
Both can be sold of course.
Key is, raw ruby stuff refines just as well as steel or kresh so forcing unwanted mats into zone locked geograpy separate from the population of players doesnt srrve either of those better.
But with every major change some ways things are done change so this is one.
I'm rarely asked to craft lower level gear, so this may not be feasible, but what if they added another potential tier to the materials you can get?
Something like, 30% chance at the 'indigenous' tier, 35% chance at your current level's tier, and 35% chance at your crafting level's tier? They could distribute the 'indigenous' tiers based on what makes sense in the lore, with the caveat that each alliance should have a mix of high, middle, and low tiers. Craglorn would remain tier 9, and all of the DLCs would either remain at the current 50-50 split or become tier 10 (since folks paid money for those zones, so we don't want to needlessly devalue them).
Would this be a useful to folks looking for a steady source of lower tier mats? Like I said, I don't need them myself, but seeing different materials in different zones (based on lore, not artificial level restrictions) would certainly add to the texture of the world.