Ok so what you are saying is IF they go with an entirely new crafting system, then the way things are done now should change drastically.
i agree.
Frankly, tho, if they remove the lower gear cap on mats, like they did with the upper for glyphs/potencies, crafting will be pretty much at the "while develop see changes in capability of gear then once maxed all harvest for any use" and thats as close as you get until levels go away IF that ever happens. (and of course, it doesn't take nodes from anybody in any area just enables master crafters more options than they have now.)
But yeah, obviously 1T and ESO wide could go levelless but its not anything like simple and likely not coming for a long long time.
Rune_Relic wrote: »Rune_Relic wrote: »Agree with OP.
I dont buy and sell. I am fully independant....or try to be.
I have 1 main crafter who spend all points and skills focused in to crafting.
I have alts that leave the crafting to the main crafter so they can allocate skill points into the areas they need.
I require 0 gold and can remain free from all the trading hassle.
At least I could.
The whole point of improvements is to INCREASE options/freedom not take them away
1T has taken away my ability to be self sufficient with 0 gold.
Awaits the ....but MMO crap.
I also spent much time crafting for others who wanted 8-9 trait low level gear (FOC) for use or decon.
If I have surplus stuff...and friends with no gold need it ...I craft free goods.
So dont even go there.
I cant decon low level gear with 0 gold value as they return nothing.
You cant be awarded low level gear drops at max level for decon.
You cant go to a specific zone and get mats of a desired level.
All you can do now is buy....so my independence has been stolen.
Now I have to play the 'buy/sell' game instead of just the 'crafting' game
Writ RNG doesnt give me anything but a chance of what I may or may not need.
First bold, your ability to be independent with 0 gold and now commerce has not been taken away.
if by "my" you mean your main character crafter they can harvest anything they need anywhere anytime. gear drops, set drops etc always useful. 'Nuff said.
I can not go to location X and get material Y
if by "my" you mean all your characters, that crafting for your alts bit, the alts routine casual play harvest even if only drops, gear always at their level now easily gain the mats needed and gear needed for decon sufficient for anything short of excessive recrafting. just in routine quest play my decon has been running like it never has because all the gear is relevent to someone's levels. Even casual harvesting now produces tons of mats. (Now yeah you might shift the "when i craft" a bit... but that is not lost functionality just altered functionality and every time there is a major change to the game someones functionality changes.)
if by "my" you mean your crafter, your alts and however many others you have who need yo to craft for them and for you to provide the mats, the demand for crafted sets is going way down with the scaling set drops, the casual harvest of decon-worthy gear is going up and now even with just casual play and harvest their need for you to provide mats is gonna go way down. heck, as i have said before, the entire "desirability" of crafted sets during the development levels is very much diminished by the scaled set drops flooding into inventories from just routine questing, delving etc.
The independence of the vast majority of character in play is going UP and in a big way precisely because of the things you and others are complaining about.
"The whole point of improvements is to INCREASE options/freedom not take them away"
No.
YES. How can a game improve if it does not improve for EVERYBODY !
The whole point of improvements and updates is to make the game work better. Sometimes for the gam,e to work better, some previous ways to get things done have to change. happens most every time they do an update.
and every time there is someone here or there who yells and screams and preaches doom of the game or the sub-game and so on and so forth... and every time... after a short bit in play once the transitions work out... it moves on to be seen as "yeah, overall this works."
Thing about this time is the crafters aren't looking at "need to spend gazillions to regold a new type of gear" just chaning operations.
Like i have said, i think they still need some adjustments... easiest is to remove the lower cap for mat use... so basically every node your master crafter ever harvests will be useful for crafting any level gear for you, for you alt or for anyone.
But some people seem to like having many inventory slots consumed so... if that isn't sufficient... they can also add farms/mines in select areas where you can "harvest" lower tier mats but leave the totalit of the nodes scaling in tact.
they already added lower level packs into writ payouts.
WRITS are RNG. I have no interest in RNG. I was perfectly happy spending TIME farming instead. RNG gives maybes...not certainties.
But by far IMO the biggest impact to crafting for equip is the devaluation of it in general by the increase in drop-set availability and variety. its just not as crucial to have these crafted sets during development periods where they will be obsolete very quickly compared to the next drop set you find at a higher level.
SO you are defending this because it benefits YOU and the the buy/sell game you want to play
its a double whammy - demand for crafted sets in the developing levels is going down and gear drops and nodes will provide more than sufficient mats for what crafting is chosen anyway.
IMO the biggest issue is not how can you change up things to keep mats for crafting lower level gear... but more like you wont be asked to craft as much at that level and they will have their own mats - or gear to decon. crafter characters who spent a lot of time crafting gear for developing characters likely need to pick-up a hobby to help fill that soon-to-be-free time. I hear macrame is quite relaxing.
Please read what was written and not what you want to read.
Please stop telling me the changes are good for you so they are good for me as well.
Rune_Relic wrote: »lordrichter wrote: »Yeah I like my first idea best. Just let there be different mats at different locations rather that the same mat based off level. If I want a particular mat I should have to travel to that location to get it.
Yup. This is the way it should be done. It does not need to be as tightly banded as it was before One Tamriel. I think Skyrim is a good model for how this can, and should, be done in an Elder Scrolls MMO. Harvest nodes placed where they make sense, by location, and spread across multiple zones so that each zone has a mix of resources. Not ever resource in every zone, but spanning the entire range of resources. Some zones might be more dense in ores and less dense in plants and trees (Stonefalls) while some might be heavier in trees than ore (Shadowfen). The Rift might have different wood than Shadowfen. Eastmarch might have different ore than Stonefalls.
We have more crafting levels and associated resources than we really need in the game. It is not really necessary to have leveled items from CP1 to CP 149. Linking itemization to Champion Ranks is as much a mistake today as it was when they did it for Veteran Ranks three years ago, something that is even more obvious now that we are in One Tamriel.
Node scaling should not exist. We have too many different crafting materials. The entire crafting system, from harvest nodes to character level specific crafting, needs to be updated for Champion System and One Tamriel.
Exactly this.
At the end of the day the problem has come about for people doing 1-50, silver, gold (or not due to scaling).
They could just as easily have 1-50, silver & gold mats all available in the same location they was previously.
Everything remains where it was.
Everybody knows where to go.
Nobody has issues getting any material of any level.
Nobody has to play the RNG lottery.
Nobody has to play the buy/sell game.
Stopnaggin wrote: »I think they should have left mats collecting alone. I like a lot of the changes hut not this one. I look at it like this, I would not go to an area in the real world to mine iron in an area that was known to have gold. I would not put a corn farm in the middle of the desert. This is not a game breaker for me, but it was not well thought out either. It is becoming more apperant that crafting is not a priority to ZOS. I know these changes only affect a small portion of the player base, but this change was really not needed. [/quote]
about the bolds
Yes it was
And
Yes it was.
Stopnaggin wrote: »Please elaborate on why these changes are necessary. Just posting yep and yep without supporting your argument for such, makes no sense. Why was it needed? Please elaborate so that I may understand your position.
Correct me If I am wrong, but cant we use alts locked at a specific crafting skill level to harvest low level mats? I thought the harvests were 50/50 based on your adventure level and your crafting skill level?
Stopnaggin wrote: »Please elaborate on why these changes are necessary. Just posting yep and yep without supporting your argument for such, makes no sense. Why was it needed? Please elaborate so that I may understand your position.
Ok noting of course that your propositions that they eere not needed had no support provided, i will nonetheless support mine .
The change was needed because the whole friggin tie between character level and geography has now been removed. I know that was eaysy to miss, they really ought to have advertised it. Maybe a meno or something.
See, for the casual player they need to have resources popping up as they work thru the content. Those resources support their advancement.
With me?
In the original version of this game both the quest content/sequence level and the resources level/mats wrre all geographically determined. If you were in a zone, the quest levels and the mob overland levels and the nat nodes all aligned and usually if you ran the cintent normally, you were too.
Casual play, resources match character orogression cuz they were all zone linked.
Now, lets cut the gradual erosion and growing mismatch probkems that grew in the step by step by step slowly they turned crawl to 1T and skip right to the now.
Now, all character progression is separate from geography. There is no tie between the where and the level. So, now given that syncing resources to character need is obviously a minimally intelligent idea, given having a zone provide resources you can use is obviously goid, the NEED to also detach resource nodes from geography is just right there in front of you. Otherwise your goal of play anywhere fsils cuz some zones are not worth hanging around in cuz compared others where they can quest or play just the same but also get useful mats.
The original system worked because character progression, quest level and resources were all geo-locked. They all fit together, hand in cestus.
Now that character progression and quest levels scale everywhere, resources need to follow suit.
So, there you go.
Its a little longer than your supporting argument for why they werent needed, cuz you know you didnt apply double standard and of course supported the not needed position right off the bat before insisting others support theirs, but i can be long winded sometimes. Its part of my innate charm.
Stopnaggin wrote: »Why would I harvest the same type of wood in a rainforest as I would in the mountains? How can I go hunting and shoot a bear, say a grizzly and it drops the same hide as a black bear? But now because now I am a better hunter the hide mysteriously becomes better.
Stopnaggin wrote: »On another note if removing zone restriction for mats was a good idea, which I think it was, why are dropped sets still zone locked?
Stopnaggin wrote: »Stopnaggin wrote: »Please elaborate on why these changes are necessary. Just posting yep and yep without supporting your argument for such, makes no sense. Why was it needed? Please elaborate so that I may understand your position.
Ok noting of course that your propositions that they eere not needed had no support provided, i will nonetheless support mine .
The change was needed because the whole friggin tie between character level and geography has now been removed. I know that was eaysy to miss, they really ought to have advertised it. Maybe a meno or something.
See, for the casual player they need to have resources popping up as they work thru the content. Those resources support their advancement.
With me?
In the original version of this game both the quest content/sequence level and the resources level/mats wrre all geographically determined. If you were in a zone, the quest levels and the mob overland levels and the nat nodes all aligned and usually if you ran the cintent normally, you were too.
Casual play, resources match character orogression cuz they were all zone linked.
Now, lets cut the gradual erosion and growing mismatch probkems that grew in the step by step by step slowly they turned crawl to 1T and skip right to the now.
Now, all character progression is separate from geography. There is no tie between the where and the level. So, now given that syncing resources to character need is obviously a minimally intelligent idea, given having a zone provide resources you can use is obviously goid, the NEED to also detach resource nodes from geography is just right there in front of you. Otherwise your goal of play anywhere fsils cuz some zones are not worth hanging around in cuz compared others where they can quest or play just the same but also get useful mats.
The original system worked because character progression, quest level and resources were all geo-locked. They all fit together, hand in cestus.
Now that character progression and quest levels scale everywhere, resources need to follow suit.
So, there you go.
Its a little longer than your supporting argument for why they werent needed, cuz you know you didnt apply double standard and of course supported the not needed position right off the bat before insisting others support theirs, but i can be long winded sometimes. Its part of my innate charm.
Ok so, other than the long winded part of your charm. Lol. My original opinion remains. Why would I harvest the same type of wood in a rainforest as I would in the mountains? How can I go hunting and shoot a bear, say a grizzly and it drops the same hide as a black bear? But now because now I am a better hunter the hide mysteriously becomes better.
I am not in complete disagreement with you on leveling and scaling being more useful, but by the same token most low level casual players are not going for master crafters. I make a lot of low level gear for people in my guild, and once those mats run out for me I can't do that.
On your other post you had some great ideas which would go along way in helping the crafting profession. But as it stands now it is broken, and not just from 1T.
On another note if removing zone restriction for mats was a good idea, which I think it was, why are dropped sets still zone locked?
Stopnaggin wrote: »I realize that would a huge task to implement the hide part, and in actuality not really as much about hide. It was just a point, albeit an exaggerated one. I know 1T is a step in the right direction. My point was actually just about leaving certain mats to certain regions. In any world I would not expect to find oak trees in a rain forrest. The changes in mats per zone made more sense to me, even without the crafting aspect in mind.
I do realize that before 1T it really was not optimal as far as leveling was concerned. There are very few crafters in game as it is. Most new players won't bother with crafting so in the bigger picture it wouldn't have mattered to leave it the way it was. Most of the casuals I run across just ask for someone to craft for them.
Crafting is really nothing more than a side activity in eso anyway. Very few sets are as good as dropped sets. Other than alchemy and enchanting, crafting is just a means to upgrade current sets to gold.
All in all crafting is way behind, In my honest opnion, the way it is now, I wouldn't even bother leveling another crafter. But since I am nearly done with researching I will finish that toon. Some of the ideas presented here in earlier post would go a long way into making crafting a viable profession again.
As with everything, take it with a grain of salt. I will adapt, but this change has made it harder for me to gather mats that I want. On the bright side I seem to be finding tons of Columbine now.
SublimeSparo wrote: »Have they added the mats to the blacksmith/ clothier / woodworker NPC's ?
mzapkeneb18_ESO wrote: »So for those without orsinium, will the highest writs for us still requiere void materials despite there will be no possible way to farm it anymore?
Pro tip for everyone who needs to craft for an low level alt:
1. Take your low level char and steal armor/weapons of the type you want to craft
2. Launder the stolen gear for low gold costs
3. Deconstruct it and get the normal amount of materials
A good spot is the area around the way shrine in eldenroot and the fighters guild in elden root. It will take less than 10 mins to get enough mats for crafting a full set.
This will work as long as you craft for yourself. If you craft for anyone else he/she has to use this method to collect the materials.
I understand where everyone is coming from. There are many good points. Personally the best compromise, in my opinion, would be to randomize all resource nodes, across all regions and add more of them. It would be more realistic for starters and would actually stimulate the games economics.
ChandraNalaar wrote: »SublimeSparo wrote: »Have they added the mats to the blacksmith/ clothier / woodworker NPC's ?
Not that I'm aware of; I wouldn't necessarily mind it, but it would probably be really expensive just like buying recipes from them.
Stopnaggin wrote: »Because if I was just crafting for myself that would be fine. But when a new or casual asks for something I have to either make an alt and level it to what they want or have them farm their own mats. Which most casuals do not want to do. I create tons of stuff for low levels in my guilds and I will soon run out of mats to do so.
Now in the bigger picture, I will potentially lose money, although not much as I don't charge as much as accept tips, people will come to me because I have what they need, no hastle.
I have spent a lot of time becoming a crafter, and a lot of gold. Now this will make it difficult to be profitable. My master crafter has all the perks to gather and decon, where as my low level does not, which takes longer to get said lower materials. Time spent researching, riding skill, armor set for speed bonus, money tied up in motifs. All of this to be a crafter. Like it or not, it is turning into a wasted effort, unless they fix it. I know it does not affect everyone, and never said it broke the game. It has just made it more difficult to enjoy the part of the game I enjoy.
On the other hand I will hold to my opinion and see if the can fix it. Getting low lvl mats from writs isn't exactly great, now I have to rely on rng. Not exactly a reliable source for lower level mats. If have to start purchasing them, I would have to start charging to craft. So there is a trickle down effect. It may not be a big deal to some as it is to others.
My suggestion for upgrading equip crafting to match 1t drop upgrades is summarized by the following:
Equipment crafting needs the same kind of 1T upgrade that drop sets got.
To include some or all of:
- Ability to craft jewels for the sets even if quality limited to purple. (All drops have jewel options)
- Ability to up-scale pieces to higher level keeping quality. (new drops scale to you)
- Ability to craft lower gear with higher mat, losing the lower cap on met levels. (Fits with scaled nodes)
- Writs to ask for ONE item with a specific trait and style, but allow more items if you dont have trait/style. (cost effective change spreads resource cost over item types.)
- Ability to change one of a set 2-3-4 pc bonus for another bonus of the same 2-3-4 pc type at time of crafting. (Allows for greater versatility without inventing new sets a plenty. Also can help some lesser sets.)
- Drop the 10x mats cost for CP160 over Cp150. (CP 160 drops everywhere now... its no longer s special threshold thing anymore. if you are cp160 every drop set is cp 160 not nine 150 and one 160. So the need for cp160 crafting to be 10x is no longer relevant.)
Not all of these my own but i think they go a long way for forming a comprehensive 1T upgrade/rebalance of equip crafted.
One other idea i am mulling over - for equip writs have the writ ask for a piece-style and trait but allow the use to make it at ANY tier they want. then have the 25pc box of mats MATCH that tier if no survey comes up. that provides a fairly reliable way to get mats at whatever tier you want if you only have a few.
I am not a fan of just chasing the same dragon by trying to fix it by adding some more pre-defined sets here and there.
"If you are quitting, can I have your stuff??"
lordrichter wrote: »My suggestion for upgrading equip crafting to match 1t drop upgrades is summarized by the following:
Equipment crafting needs the same kind of 1T upgrade that drop sets got.
To include some or all of:
- Ability to craft jewels for the sets even if quality limited to purple. (All drops have jewel options)
- Ability to up-scale pieces to higher level keeping quality. (new drops scale to you)
- Ability to craft lower gear with higher mat, losing the lower cap on met levels. (Fits with scaled nodes)
- Writs to ask for ONE item with a specific trait and style, but allow more items if you dont have trait/style. (cost effective change spreads resource cost over item types.)
- Ability to change one of a set 2-3-4 pc bonus for another bonus of the same 2-3-4 pc type at time of crafting. (Allows for greater versatility without inventing new sets a plenty. Also can help some lesser sets.)
- Drop the 10x mats cost for CP160 over Cp150. (CP 160 drops everywhere now... its no longer s special threshold thing anymore. if you are cp160 every drop set is cp 160 not nine 150 and one 160. So the need for cp160 crafting to be 10x is no longer relevant.)
Not all of these my own but i think they go a long way for forming a comprehensive 1T upgrade/rebalance of equip crafted.
One other idea i am mulling over - for equip writs have the writ ask for a piece-style and trait but allow the use to make it at ANY tier they want. then have the 25pc box of mats MATCH that tier if no survey comes up. that provides a fairly reliable way to get mats at whatever tier you want if you only have a few.
I am not a fan of just chasing the same dragon by trying to fix it by adding some more pre-defined sets here and there.
There is a really elegant-looking way to revamp Enchanting, tie in with Spell Crafting, remove character levels from gear, update the crafted sets (and remove the need to travel to some location to make them), and make crafting something that really adds value to the gear, new players and old. Because it is not character level dependent, the need to upgrade comes from the need for gear that better aids the character, not because the character has leveled up. Also because of no gear levels, it gets rid of the tiered level-dependent materials and allows raw materials to become input to the crafting process in order to get the various properties that are desired, not the level desired.
But, that sort of thing can get expensive, when developed to conclusion. As you have mentioned, and most of us already know, ZOS is not going to do anything elaborate or expensive with crafting. I am sure they welcome suggestions on how to strategically place the band-aid on the current system, though.
For this reason, I quote you. Nothing really objectionable in your band-aid placement.