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...
@ZOS_GinaBruno @ZOS_KaiSchober @ZOS_RichLambert
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.
yes it is... the lore says:
As first theorized by Corvus Direnni, the wayshrines create an interconnected "web of sojourn" which could be manipulated to create a permanent portal network. In order to do this, the "fast traveler" would have to attune himself to each wayshrine in order to create a "node". However, to test this theory the potential traveler would have to unmoor his soul from the Mundus.This theory was proven correct during the time of the Planemeld, when a number of Soul Shriven escaped from Coldharbour. These soulless mortals, animated by a Daedric vestige and formed from chaotic creatia, were capable of using the wayshrines in this manner. Attunement to a wayshrine involved the lighting of a cold flame (or regular fire) in the central brazier. Along with smaller common shrines, the wayshrines also allowed these Soul Shriven who had been re-attuned to Anuic magic to reform in death, being reborn at the nearest shrine instead of being banished to the Void like a Daedra.
The wayshrine web of sojourn is similar in function to a Transitus Network, a teleportation network also based on flaming braziers but usable by regular mortals.
you could always look for the book: Wayshrines of Tamriel by Beredalmo the Signifier... quite interesting for youBryanonymous wrote: »And I was not even focused on the mode of transport
me neither, I was just joking around!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.
great contradiction of your own words
But I don't care if it needs to be bought or found in the wilderness... It should just be possible to be found for those who wants to find them... low or high level tier maths... some have fun playing the game earning money with selling maths...
Bryanonymous wrote: »I could accept the wayshrine teleport lore, even though it is incredibly convenient
Bryanonymous wrote: »Just remember the beta monkey and all that followed.
Go on a low level alt.
Problem solved
And many crafters have mats for all levels.
Holycannoli wrote: »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.
RavenRoxie wrote: »Go on a low level alt.
Problem solved
And many crafters have mats for all levels.
So... Make an alt and spend the time it takes to lvl it to whatever lvl is needed for the mats you need? NOPE. I'm sorry but there are some serious flaws in update 12, this is one of them.
I just hope update 12 doesn't run a lot of the player base off. As of right now, it seems very likely though.
Taternater wrote: »Thanks for making my eyes explode with that massive wall of text, STEVIL.
Go on a low level alt.
Problem solved
And many crafters have mats for all levels.
it depends, usually they do, but not all the time I suppose, especially total newbies don`t
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...
@ZOS_GinaBruno @ZOS_KaiSchober @ZOS_RichLambert
So based on the patch notes we now need a character for every skill level of crafting just to be able to gather materials at that level? I get that you want to help out the economy by having people buy more things from guild traders but this is a little drastic. That was one of the nicest things about the game. My maxed crafter could just go to the area for the material level I needed and gather it myself. Now I'm forced to either create 10 different toons and or buy another account if that number isn't achievable, work up each character to different crafting levels just to farm for materials.
You should have left the DLC's to be the only scaled material zones in the game. There was no need for all existing zones to level for that as well.
@ZOS_GinaBruno, @ZOS_JessicaFolsom @ZOS_RichLambert
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...
@ZOS_GinaBruno @ZOS_KaiSchober @ZOS_RichLambert
frateanu.luiseb17_ESO wrote: »The nodes from zones lvl 1-50 ( the base game) must remain the same . Silver, Gold and DLCs could be scaled.
I don't like the idea all the nodes from zones to be scaled ...
It's like an apple tree could make oranges or bananas too
I hope the nodes from the base game will stay as they are now.
Thank you in advance ZOS !
Bryanonymous wrote: »And where do you go for CP50 mats?
So based on the patch notes we now need a character for every skill level of crafting just to be able to gather materials at that level? I get that you want to help out the economy by having people buy more things from guild traders but this is a little drastic. That was one of the nicest things about the game. My maxed crafter could just go to the area for the material level I needed and gather it myself. Now I'm forced to either create 10 different toons and or buy another account if that number isn't achievable, work up each character to different crafting levels just to farm for materials.
You should have left the DLC's to be the only scaled material zones in the game. There was no need for all existing zones to level for that as well.
@ZOS_GinaBruno, @ZOS_JessicaFolsom @ZOS_RichLambert
Think it thru... all characters evrry node gives them mats keyed to that character needs... that does not lead to creased need to buy mats over a system where the nodes arevtied to geograpgy and divorced from the character need.
HINT There is a reason thatbthe folks complaining are those who get a lot of craft for other business in the current model.
It has more to do IMO with "harvesting gold off othet pc" in some cases than "harvesting mats for other pc" which is why the arguments tend to push roward not giving everyone else zone scaling instead of "let us crafters use higher mats to make lower gear".
I am in favor of all node scale to fit character as planned, with ot without removing the lower limit on mat gear caps.
Every update has some folks who have to adapt to new ways. For me, it took switching to "craft at end of tier" from "craft at beginning of tier" to solve scaling nodes on lvl 4-35 chars so far.
Bryanonymous wrote: »Buying them or farming on a low level.
that is really a bad change ZOS!!
no way I'm reading all of that
Note that there is a problem in leaving all zones with the mat level they current have - they all have three different levels depending on the alliance! When the alliances are combined, what level will each zone get? Imagine mixed-alliance groups of players leveling up together and you start to see the difficulties.
Also scaling of nodes means new players or existing player wont need to buy a dlc to farm maxed mats. ZoS main focus is to keep players playing eso, this change will help a lot. Giving players the ability to gear themselves when reaching 160, without spending a small fortune. Why your main concern is I cant farm low level mats isn't valid, ZoS is more looking at how they improve the game for new players. If u feel shafted, oh well; guess what u dont have to like. You just have to deal with it.