UltimaJoe777 wrote: »Master Crafters cannot farm lower level mats unless they are not Lv50 and CP160+, but they CAN still get them from daily writs.
Sneaky-Snurr wrote: »Wait. I thought that the mats you obtain are based on the current active character's crafting level? Or am I wrong on this one?
Because from my personal experience, playing 2 CP455 lvl-ed chars with max and low crafting lvl will make it so that the max crafter char gets to harvest all the rubedites/rubedo/rudelalala while the lvl 6 crafter (eg. Clothier) gets rawhide and all that.
That being said, do I need to constantly re-skill to get the appropriate mats for the corresponding level (ie. level 1-10 for rawhide)?
Could someone please shed a light on how it works? So many questchins..
Agreed that this is odd. It feels the game is getting made simpler for everyone to do their own stuff, and thus moving away from economic stuff.
Having an alt doesn't help unless you have one in every tier of resource!
It feels like ZOS don't like people focusing on crafting / making gold.
Provisioning & enchanting business has been really hit, temporarily tel var stone economy is hit, BOE sets going BOP for those farmers, and now Mat levels. It's annoying.when you enjoy the full richness of the game and have been thru the pain to understand it all. Feels like the design is bending a knee to the whines of entitlement
I guess we have a month to farm mats like crazy.....or as @UltimaJoe777 says instruct the requester's to go farm. Or buy from a trader.
Taternater wrote: »Taternater wrote: »According to the patch notes in that link at the top of the forums, it says
All harvest nodes now scale to your combat level or applicable crafting passive rank
That looks like the nodes will act like current ones in the DLC areas. Given that, if a low level player wants armor, he can gather the materials himself since the battle leveled mats would be for his tier of gear. This would get around a high level crafter being unable to farm the right mats.
sorry, I am not an english native, could you please explain what you mean by this last sentence?
This would get around a high level crafter being unable to farm the right mats.
Oh, it would avoid the inability of a high level crafter to farm low level crafting materials if the low level player farms the materials himself since the nodes would have battle leveled mats. Battle leveled means the materials, or mats, would be his character level. If it functions like DLC areas then half the time the player would get mats for his level, and the other half it would be for his crafting level. If the low level player farms the mats for his level himself, the crafter won't have to.
aha, now I undestand what you meant. ok, yes, I agree, but not everyone likes farming the mats. or not everyone knows which materials are needed for which level, if he does not want to be a crafter...
That one is easy. The materials he will find are exactly those that he will need for his current level.
(More exactly: half of the nodes he will find will scale to his level. The other half will be iron etc.)
yes, I know that, but I mean, when I was a low level, I had no clue about crafting or crafting materials, or node scalling, so I just sold everything that I found to get some gold....until maybe level 50 I had no idea about builds or item sets etc....so in case there will be people like that, that would still not help....
I hope I understand it wrong this time, but with Update 12 all the material nodes will scale to the level of the character who is gathering them, right? So if my crafter would be lets say cp300, he will only find (everywhere in every zone) the materials which are cp 160, right?
But what about a situation, if some low level guildie writes a mail to the high level crafter, that he needs him to craft a let`s say iron armor (lower level)? Will the crafter be somehow able to farm iron?
Or will he everywhere find only higher level materials?
I hope not...
Taternater wrote: »Taternater wrote: »According to the patch notes in that link at the top of the forums, it says
All harvest nodes now scale to your combat level or applicable crafting passive rank
That looks like the nodes will act like current ones in the DLC areas. Given that, if a low level player wants armor, he can gather the materials himself since the battle leveled mats would be for his tier of gear. This would get around a high level crafter being unable to farm the right mats.
sorry, I am not an english native, could you please explain what you mean by this last sentence?
This would get around a high level crafter being unable to farm the right mats.
Oh, it would avoid the inability of a high level crafter to farm low level crafting materials if the low level player farms the materials himself since the nodes would have battle leveled mats. Battle leveled means the materials, or mats, would be his character level. If it functions like DLC areas then half the time the player would get mats for his level, and the other half it would be for his crafting level. If the low level player farms the mats for his level himself, the crafter won't have to.
aha, now I undestand what you meant. ok, yes, I agree, but not everyone likes farming the mats. or not everyone knows which materials are needed for which level, if he does not want to be a crafter...
That one is easy. The materials he will find are exactly those that he will need for his current level.
(More exactly: half of the nodes he will find will scale to his level. The other half will be iron etc.)
yes, I know that, but I mean, when I was a low level, I had no clue about crafting or crafting materials, or node scalling, so I just sold everything that I found to get some gold....until maybe level 50 I had no idea about builds or item sets etc....so in case there will be people like that, that would still not help....
The issue you mentioned was that the player wouldn't know which materials are needed for which level. I don't see how 'selling everything' is relevant to this.
If a crafter tells him "get me materials, you'll get your armor" then he obviously won't be selling everything, he will keep the high level mats for his armor, and only sell the iron. He won't have the issue of not knowing what materials are needed for his armor, because he will always find just the material he needs. And the total amount he has to gather is very small (for example, chestpiece is crafted using just 15 pieces of metal). So really, i do not see an issue here.
The biggest issue by far will be finding a crafter willing to make the armor. Getting the mats is trivial.
MornaBaine wrote: »I was wondering about this. Wonder how long it'll be before we see "mat packages" of different levels in the cash shop.
Taternater wrote: »I'm wondering what's going to happen to the middle tier mat prices? Might want to hold onto any you gather between then and now.
Holycannoli wrote: »https://forums.elderscrollsonline.com/en/discussion/289225/so-they-did-it-they-screwed-up-crafting-material-collecting/p1
It's a problem yes. For some reason not everyone thinks so though.SantieClaws wrote: »Hmm.
One possible solution might be to add crafting mats randomly and occasionally to loot drops?
Just at a level where there is enough in the world to craft armour and weapons for those that need them but not so much that Tamriel becomes saturated with iron ore or it has a bad impact on other things that could be dropped yes.
Alternatively perhaps there could be a box - like provisioning ingredients have the barrels yes - and a random crafting mat could be looted from those perhaps? This one she knows already there are the heavy sacks but they are not so much a common find.
Yours with paws
Santie Claws
The best solution is to simply keep all resources as they are. No need to scale them. Has anyone ever complained about the current resource distribution? You need a certain resource, you go to one of the zones that contain it. Simple and functional. Why change it?
Iron ore will be completely saturated since everyone will find 50% of the nodes as their battle level and 50% as their crafting level. That means every non-blacksmith will find iron ore 50% of the time. Same with jute.
It's just so dumb that most resources will be forever locked out as we level our crafters. They will never be able to find them again, ever. So dumb.
Holycannoli wrote: »https://forums.elderscrollsonline.com/en/discussion/289225/so-they-did-it-they-screwed-up-crafting-material-collecting/p1
It's a problem yes. For some reason not everyone thinks so though.SantieClaws wrote: »Hmm.
One possible solution might be to add crafting mats randomly and occasionally to loot drops?
Just at a level where there is enough in the world to craft armour and weapons for those that need them but not so much that Tamriel becomes saturated with iron ore or it has a bad impact on other things that could be dropped yes.
Alternatively perhaps there could be a box - like provisioning ingredients have the barrels yes - and a random crafting mat could be looted from those perhaps? This one she knows already there are the heavy sacks but they are not so much a common find.
Yours with paws
Santie Claws
The best solution is to simply keep all resources as they are. No need to scale them. Has anyone ever complained about the current resource distribution? You need a certain resource, you go to one of the zones that contain it. Simple and functional. Why change it?
Iron ore will be completely saturated since everyone will find 50% of the nodes as their battle level and 50% as their crafting level. That means every non-blacksmith will find iron ore 50% of the time. Same with jute.
It's just so dumb that most resources will be forever locked out as we level our crafters. They will never be able to find them again, ever. So dumb.
Taternater wrote: »I'm wondering what's going to happen to the middle tier mat prices? Might want to hold onto any you gather between then and now.
Holycannoli wrote: »https://forums.elderscrollsonline.com/en/discussion/289225/so-they-did-it-they-screwed-up-crafting-material-collecting/p1
It's a problem yes. For some reason not everyone thinks so though.SantieClaws wrote: »Hmm.
One possible solution might be to add crafting mats randomly and occasionally to loot drops?
Just at a level where there is enough in the world to craft armour and weapons for those that need them but not so much that Tamriel becomes saturated with iron ore or it has a bad impact on other things that could be dropped yes.
Alternatively perhaps there could be a box - like provisioning ingredients have the barrels yes - and a random crafting mat could be looted from those perhaps? This one she knows already there are the heavy sacks but they are not so much a common find.
Yours with paws
Santie Claws
The best solution is to simply keep all resources as they are. No need to scale them. Has anyone ever complained about the current resource distribution? You need a certain resource, you go to one of the zones that contain it. Simple and functional. Why change it?
Iron ore will be completely saturated since everyone will find 50% of the nodes as their battle level and 50% as their crafting level. That means every non-blacksmith will find iron ore 50% of the time. Same with jute.
It's just so dumb that most resources will be forever locked out as we level our crafters. They will never be able to find them again, ever. So dumb.
yeah, resources should be regional... say iron ore in auridon, ebon in another place.
Is perfectly logic as not every ore can be found in every places (like IRL)...
this is probably the most wrong decision they made.
Like already sais, no one will complain because he has to go to Auridon for iron ore, or to grahtwood for ebon....
a little trip over there can even invoke some great memories from before...
Bryanonymous wrote: »
So if a new player in Daggerfall wants to farm mats so he can craft his own gear, he'll have to sail all the way to Auridon to do so? No thanks.
Bryanonymous wrote: »
So if a new player in Daggerfall wants to farm mats so he can craft his own gear, he'll have to sail all the way to Auridon to do so? No thanks.
we in the Aldmeri Dominion use wayshrines... much faster than sailing... always knew DC was not as smart as the look like
I was only giving examples.. perfectly logic to give more zones same ores... And with one Tamriel, everyone can go everywhere he want at every level, so I don't see the problem..
I guess Eweroun made an example from an AD players perspective.
A new DC player you would obviously go to Glenumbra as first port of call, as you do now. Same for EP and ... eh ... Stonefalls? The option to go to the respective AD/EP zones would be just that - options.
Tavore1138 wrote: »It will no longer be possible unless you want run alts or want to buy mats (sort of against the point of crafting really).
I don't think ZOS really thought this one through OR they have decided to making crafting more or less obsolete.
Bryanonymous wrote: »
When you use a shrine, it's assumed story wise that your character is traveling by some means, be it horse or ship. You think they just magically teleport by the grace of the devines? No, it's just a built in MMO mechanic to make things easier.
Bryanonymous wrote: »And I was not even focused on the mode of transport
Bryanonymous wrote: »This complaint seems like a it only applies to a very tiny percentage of the population, and honestly... Just buy the mats you need like everyone else.
Bryanonymous wrote: »And where do you go for CP50 mats?