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With Update 12, how will high level crafters be able to farm low level mats?

  • JJBoomer
    JJBoomer
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    so from what it sounds like, selling mats is about to become useless since everyone will be getting whatever they need. So raw mats are about to become worthless gold wise?
  • smacx250
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    STEVIL wrote: »
    no way I'm reading all of that
    smacx250 wrote: »
    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.

    If they can alter resources to change dynamically based on a character's level they can also make them change dynamically based on a character's alliance. They can do it, they just don't want to bother. They instead give us a half-assed "solution" that requires almost no work.
    Soundwave wrote: »
    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.

    It's not valid to think that never being able to find low level mats ever again is bad?
    How would that work? Let's say I have three characters that are all lvl 3, just starting out, and they are from the three different alliances. They group up and go to AD and start leveling from the starter area. What level are the mats? What about when they get to level 50 and move to other zones, say the starter EP zone? Do they find "champion" mats there? Now take the same group, but instead have them go EP and start leveling from the starter area. What level are the mats? What about when they get to level 50 and move to other zones, say the starter AD zone? Do they find "champion" mats there? I think there is a problem if mats aren't scaled to the character levels.
  • Holycannoli
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    JJBoomer wrote: »
    so from what it sounds like, selling mats is about to become useless since everyone will be getting whatever they need. So raw mats are about to become worthless gold wise?

    Not necessarily. I think ruby mats will drop in price because everyone will be finding them in every zone at least 50% of the time, and max crafters 100% of the time (that is a good thing. Can't complain about that). It's the mid level mats that might get expensive.
  • MasterSpatula
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    Well, let's see. The community has pretty much fully embraced a stupendously, mind-bogglingly terrible idea. The, when the blindingly-obvious side-effects of that terrible idea become known, they're shocked, shocked I say!

    It's pretty inconsistent to be against this and be in favor of scaling the whole game.

    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Holycannoli
    Holycannoli
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    smacx250 wrote: »
    How would that work? Let's say I have three characters that are all lvl 3, just starting out, and they are from the three different alliances. They group up and go to AD and start leveling from the starter area. What level are the mats? What about when they get to level 50 and move to other zones, say the starter EP zone? Do they find "champion" mats there? Now take the same group, but instead have them go EP and start leveling from the starter area. What level are the mats? What about when they get to level 50 and move to other zones, say the starter AD zone? Do they find "champion" mats there? I think there is a problem if mats aren't scaled to the character levels.

    Three characters, all level 3, all different alliances, starting out in AD. The AD character finds iron and jute, the DC character finds calcinium and kreshweed, the EP character finds moonstone and silverweed. They obviously can't use those materials yet but they can sell them to other players.

    When they all reach level 50 and move to the AD starter zone it's the same as above.Their level does not determine what is found there, only the zone does. That's how sets work so it's not a stretch to imagine resources working the same way.
    Well, let's see. The community has pretty much fully embraced a stupendously, mind-bogglingly terrible idea. The, when the blindingly-obvious side-effects of that terrible idea become known, they're shocked, shocked I say!

    It's pretty inconsistent to be against this and be in favor of scaling the whole game.

    I'm honestly against both (because what's even the point of the pre-champion levels?) but the resource node issue IMO is worse.
  • Pinja
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    Pinja wrote: »
    Wait, Idea?
    Do the item vendors in each area scale? (IE: Armorer, Leatherworker, Tailor, ect?)
    If they didn't? As they would have no reason to be, then a DC 160 craftier could go to Wayrest & buy whatever Coffer material he needed at lvl 20 to deconstruct for one low cheap price.
    & maybe if this idea works, so will this one??

    Hmm interesting... Did anyone from the PTS confirm the validity of this suggestion? -As it was Insta-buried.
    Edited by Pinja on September 6, 2016 7:15PM
    Pinja for Dual Wands.
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  • Bryanonymous
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    If you look at enchanting vendors, you'll see how in the current live game, they don't scale, they have mats of every level.
  • STEVIL
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    Robbmrp wrote: »

    @STEVIL I have thought it through. I'm a crafter who makes all level of gear, not just maxed level. One of the areas I sell gear in is a lower level area. So I could run around that area and farm that level of material while advertising for gear. Now when I farm an area I ONLY get maxed level items. If I was just trying to make as much gold as humanly possible that would be fine and I would be selling the material.

    Sometimes I don't want to buy every level of material from the Traders yet now I will be FORCED to unless I want to level up a characters professions for a specific zone to farm just that material level.

    As i said, the biggest impact will be for those crafter devoted to harveting gold from the other players, not those harvest mats for crafting because everybody everywhere will be able to harvest mats relevant to their needs. No longer will 2/3 of the zones be providing people working thru them basically useless ,mats.

    So, yes, if your current "ways to score lotsa gold" depends on players not having the mats and you crafting sets of a given level, you will no longer be in as good a position to make gold for the mats you burn.

    but again, think this thru. Your example is going to a low level zone and selling lower level gear.

    Like say maybe going to Reapers in AD (iirc and selling out 40-49 level sets.

    Well, you no longer have in OneT any "low level zones. Anybody in any zone might be looking for level 10 or level 30 or cp120 gear.)

    More people will have the mats releant to their character which means when they broker someone to craft for them it will more often be "i have the mats for you to craft" and thus likely not be as lucrative.

    That is sad perhaps for those used to harvesting the other guys gold but for the vast majoity of players it will be a help to alaways everywhenre get relevant materials for their needs.

    it will also serve the OneT world design by allowing questing, harvesting grinding whatever in any zone to be productive for everyone.

    However, i say again,instead of trying to stop everyone else from getting more useful mats anywhere everywhere with forcing out scaled nodes (basically you are saying dont scale for people who dont buy the dlc and so basically lock them out of cp160 mats for the most part which i will admit would make your bsiness model VERy profitable indeed) i would suggest you lobby for a much more likely to happen adjustment - removal of the lower limit on mat-type-level. With that change to the upcoming system, you could still farm whatever anywhere and use it for anyone who wants stuff at any level - for those few who just dont take advantage of the better harvesting.

    But it still boils down to if your business model depends on mat shortages and zone-locked mats, you are the horse and buggy maker arguing about how bad the automobile is. i get the incentive to protect your lucrative cash cow but that locked zone mat model is out of date for an open world non-linear game.

    Every update someone has to evolve how they get things done.



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  • lillybit
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    Maybe a stupid question but do we even know that mats in the normal zones will scale to cp160 after OT? At the moment gold zone mats only go to 140 even though everything else is scaled to 160...
    PS4 EU
  • STEVIL
    STEVIL
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    It's not valid to think that never being able to find low level mats ever again is bad?

    Listen, they're making us farm specific zones for specific sets in OT. Why does resource farming have to be different?

    In OT you can't just go anywhere in the world and find the sets you want, you have to go to the proper zones.
    -In our current version you can't just go anywhere in the world and find the resources you want, you have to go to the proper zones.

    Nobody has ever complained about that. Nobody has ever said "waah why can't I find rubedite in Stormhaven?" or "waah I need ebony but I don't want to go to Coldharbour. Why can't I just stay in Auridon and farm it? It's not fair ZOS." If anything, people complained that you need DLC to find the highest level mats, but that's part of playing an MMORPG.
    An MMORPG expansion usually contains higher level items and you need to buy the expansion to collect them. That's just how it is. And anyway I rarely heard that complaint. Honestly, when's the last time you heard someone say "waah I want the v16 mats introduced in Orsinium but I don't want to buy Orsinium. Not fair ZOS"? You'd laugh at their ridiculous complaint.

    First bold - valid or not?
    no not really valid at all when the reasons you cannot get to the lower level mats is YOUR CHOICE - at every level your choice.

    You can get lower level mats if you dont set your skill levels to be such that you cannot do so. if you choose to outlevel crafting for all the characters you can harvest with beyond the mats you want, you wont be able to harvest them.
    You can get lower level mats by running writs. If you choose to not do writs, you dont get the 25pc packs.
    Finally, its not BAD as a design change when the world is changing to NEED that exact change in how mats are deployed.
    VERY IMPORTANT POINT HERE. When the world was a linear trek through zones - the mats were pre-scaled" to match the levels of character flowing thru there. get that? is it clear? The content put the characters of X level on the large scale into zones where the mats were set to match their need (pre-scaled.) Now, the shackle between zone and character level has weakened over time and with OneT it will be DEAD. So, the zones deployment needs to change to match that. it needs to change to do exactly what the lock-mats-to-zone originally did - provide player with the right nodes to suit there needs where they are. This scaling node change is to catch back up to how good it was.
    You can adjust builds, adjust practices, etc to fit the new paradigm. If you choose to continue to play your old builds and old methods even after you know the update changed it all up,

    So no, not anymore valid than folks saying the change to this set or that set or this skill or that skill is BAD when it helps the overall game but hurts their build and the way they do things now.


    Second Bold - sets locales

    Sets are specific flavors of gear. one character of a given bulld level and playstyle will be able to go somewhere and collect a piece they specifically want. If gear was like the way you want mats to be, it seem,then all the sets would be available in one zone at restricted levels, then another zone at higher levels etc. That would mean player LEVEL OUT OF ZONES BEING USEFUl - just like it did.

    mats and scaling is about levels, not flavor. The key with scaling mats and scaling enemies and scaling gear and sclaing other rewards in every zone is to insure wherever you go you can get stuff that is useful to your character at the basic level function scale thing - JUST LIKE IT USED TO BE when both characters and stuff all fit the same linear trek patterns.

    third and fourth bold - nobody ever complained.

    Sorry but just wrong. people did complain when cp150-160 were mostly not completely behind a paywall. that is NOT something to be dismissed. people did complain about quests sending you to zones which were providing useless maps as the "world wide questing" got introduced. people did complain about overlevelling the mats in an area - most often in the silver and zone where you were at a level 1-3. 4-6 etc range for a long long time and so being a level high or low hurt.
    And finally, when cp replace net levels, people DID complain about running silver and gold content and getting the old vet level mats that had no relation to their current cp gear cap.

    But i bet the more people were faced with local locked mats not supporting their character needs, the more they relied on others to harvest the gold from their banks by selling them mats or crafted gear and charging for mats.

    the more the game moved away from "mats where you are support your need" the more the breaks occurred. Now with oneT we will be back to "where you are the stuff you find is suitable to you, specifically to you."

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  • DHale
    DHale
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    Please stop. Many of you in the post are assuming and making queries that were literally asked and answered all weekend. You need to keep up with the information that ZOS staff lost a long weekend to give us a lot of information about the game.... or you can wait for it to come out on live in October. There are a dozen videos from Pax West. Watch them, I saw only one post in 5 pages that was not directly addressed. I linked a vid in a previous post watch them all.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • biovitalb16_ESO
    biovitalb16_ESO
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    My main is also my crafter/gatherer so this change really does annoy the hell out of me. I don't want to farm stuff on a low level alt with crap for mount speed/stamina, I want to farm on my maxed out character.

    They better allow me to just drop 45k on my alts mount to max it all out.
  • smacx250
    smacx250
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    DHale wrote: »
    Please stop. Many of you in the post are assuming and making queries that were literally asked and answered all weekend. You need to keep up with the information that ZOS staff lost a long weekend to give us a lot of information about the game.... or you can wait for it to come out on live in October. There are a dozen videos from Pax West. Watch them, I saw only one post in 5 pages that was not directly addressed. I linked a vid in a previous post watch them all.
    I've watched the streams and have been on PTS - I know exactly how it works. The answer to the thread title is simple, and everyone knows it: "They won't". What you have apparently missed in the 5 pages is that there are many people don't find that acceptable, and are looking for alternatives to what is on PTS.
  • Mortehl
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    It's probably going to come down to vendors selling the refined materials in a similar fashion to how enchanter merchants sell all the potency runes. Calling it now before update 15 when they finally get around to it.
  • Holycannoli
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    DHale wrote: »
    Please stop. Many of you in the post are assuming and making queries that were literally asked and answered all weekend. You need to keep up with the information that ZOS staff lost a long weekend to give us a lot of information about the game.... or you can wait for it to come out on live in October. There are a dozen videos from Pax West. Watch them, I saw only one post in 5 pages that was not directly addressed. I linked a vid in a previous post watch them all.

    We aren't assuming, we know how it works and don't like it.
    Mortehl wrote: »
    It's probably going to come down to vendors selling the refined materials in a similar fashion to how enchanter merchants sell all the potency runes. Calling it now before update 15 when they finally get around to it.

    So long as vendor prices are really cheap for high level or master crafters that's great. Anything to give crafters a source of materials they would otherwise be forever locked out of without costing much at all.
  • IwakuraLain42
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    DHale wrote: »
    Please stop. Many of you in the post are assuming and making queries that were literally asked and answered all weekend. You need to keep up with the information that ZOS staff lost a long weekend to give us a lot of information about the game.... or you can wait for it to come out on live in October. There are a dozen videos from Pax West. Watch them, I saw only one post in 5 pages that was not directly addressed. I linked a vid in a previous post watch them all.

    Again, you linked a video that didn't answered the question at hand here, namely how do we gather lowlevel mats. If you have any explicit information from PAX then just post them here instead of referring to some some videos. Not everyone wants for comb multiple days of twitch coverage for any relevant information.
  • Qbiken
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    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 !

    This idea is actually not that bad, never thought of this one :)
  • Qbiken
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    Asardes wrote: »
    Low level player deconstructs trash gear that drops from enemies, gives materials to crafter, crafter gives him the armor and weapons. Problem solved. You can get enough for a complete set of armor and weapons in 15-20 minutes grinding mobs then returning to the workbench to chop everything up. I recently leveled alts and at the end of each zone I had 2-3 stacks of every material. I sold those cheap on guild stores. And note that I was overleveled most of the times, so mobs didn't actually drop any gear. With the upcoming leveling system the drops will be far more frequent, and thus the available materials.

    To be honest, how many lowlevel players (Lets asume they´re new ones, since a lot of new players will arrive with One Tamriel) will realise that their low-level mats are actually worth something and sell them in guildstores? And not many new players/casual ones run around and farm lowlevel mats?? I can give you the answer = Almost no one. As someone wrote in this thread: keep cadwells silver/gold scaled to your crafting level but keep the starting zone as it is with mats. And to those who says that it´s pure laziness (this part is not for the quote) not to have 5 alts for nodefarming: Are you for real or just a troll?? And where is the logic in a character that have maxed crafting and can´t find the mats he/she wants?? It´s like a DD who only can cause damage to high level monsters but not lowlevel ones....makes no ***** sense...
  • altemriel
    altemriel
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    Qbiken wrote: »
    Asardes wrote: »
    Low level player deconstructs trash gear that drops from enemies, gives materials to crafter, crafter gives him the armor and weapons. Problem solved. You can get enough for a complete set of armor and weapons in 15-20 minutes grinding mobs then returning to the workbench to chop everything up. I recently leveled alts and at the end of each zone I had 2-3 stacks of every material. I sold those cheap on guild stores. And note that I was overleveled most of the times, so mobs didn't actually drop any gear. With the upcoming leveling system the drops will be far more frequent, and thus the available materials.

    To be honest, how many lowlevel players (Lets asume they´re new ones, since a lot of new players will arrive with One Tamriel) will realise that their low-level mats are actually worth something and sell them in guildstores? And not many new players/casual ones run around and farm lowlevel mats?? I can give you the answer = Almost no one. As someone wrote in this thread: keep cadwells silver/gold scaled to your crafting level but keep the starting zone as it is with mats. And to those who says that it´s pure laziness (this part is not for the quote) not to have 5 alts for nodefarming: Are you for real or just a troll?? And where is the logic in a character that have maxed crafting and can´t find the mats he/she wants?? It´s like a DD who only can cause damage to high level monsters but not lowlevel ones....makes no ***** sense...



    exactly!!! and not everyone has time to play 1 main and 4 more alts, I have time only to play my main
    Edited by altemriel on September 7, 2016 8:57AM
  • Asardes
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    Well the tooltip it clearly says: "used to craft level X-Y gear type Z". And it's not that they sell it to the guild store. They can keep just one stack of each, taking just 4 slots in inventory, and have enough for 2-3 complete sets of gear. There are plenty of people advertising multi-trait, multi-style crafting even in starter areas. So they can contact those craters and give them the materials. It wasn't much different before.
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  • STEVIL
    STEVIL
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    Qbiken 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 !

    This idea is actually not that bad, never thought of this one :)

    One goal behind OneT is to make it so players from different factions csn play together. If they keep the silver gold thing then when thst happens for say world bosses or dolmens or dungeons then you are right back to someone being stuck having nodes which are off-kilter to their character.

    "Hey lets you, me and bob run $/^&& tonight."
    "Whoa hold on. That would be oak harvest for Bob. Crap lets do DLCs again. "



    Which do you think is better for most players or that zos is more likrly to do;
    Actually muck up the group withvanyone play anyehere get useful stuff part of one T so that a few master crafters can be happy and keep harvesting gold off pcs the ssme way they do now?
    OR
    Remove the lower level limit for mat crafting?
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  • STEVIL
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    Qbiken wrote: »
    Asardes wrote: »
    Low level player deconstructs trash gear that drops from enemies, gives materials to crafter, crafter gives him the armor and weapons. Problem solved. You can get enough for a complete set of armor and weapons in 15-20 minutes grinding mobs then returning to the workbench to chop everything up. I recently leveled alts and at the end of each zone I had 2-3 stacks of every material. I sold those cheap on guild stores. And note that I was overleveled most of the times, so mobs didn't actually drop any gear. With the upcoming leveling system the drops will be far more frequent, and thus the available materials.

    To be honest, how many lowlevel players (Lets asume they´re new ones, since a lot of new players will arrive with One Tamriel) will realise that their low-level mats are actually worth something and sell them in guildstores? And not many new players/casual ones run around and farm lowlevel mats?? I can give you the answer = Almost no one. As someone wrote in this thread: keep cadwells silver/gold scaled to your crafting level but keep the starting zone as it is with mats. And to those who says that it´s pure laziness (this part is not for the quote) not to have 5 alts for nodefarming: Are you for real or just a troll?? And where is the logic in a character that have maxed crafting and can´t find the mats he/she wants?? It´s like a DD who only can cause damage to high level monsters but not lowlevel ones....makes no ***** sense...

    Keeping starting zone as it is DEFEATS part of the goal... allowing you to group with anyone across factions anywhere without having to have one or more losing out by playing in a sub-par zone.

    Also, frankly one of the things i was ecstatic about was COMING OUT OF EXILE. As i have said in multiple places it will be good for me to be able to have characters come home, leave their ecile to DLC and be sale to adventure with repeatable content and useful harvests in their home zones again... sonething imposible under the bronze silver gold model.

    So... no to keeping caldwell silver and gold in place for any purpose.
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  • Shadowshire
    Shadowshire
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    BlueViolet wrote: »
    It shouldn't even come to "problem solved"
    Crafters should be able to gather all types of materials on a single character that has been dedicated to crafting. There shouldn't be any need to make alts of every level group just to be able to gather certain level materials. That seems utterly ridiculous and redundant.
    This game was billed initially of being incredibly proud of it's crafting system. And in the beginning it was stated that the best gear in the game would be crafted gear.
    Over the months, they've slowly picked at some aspects of crafting, that doesn't seem good for it, and this just seems like yet another nail in the coffin.

    Unfortunately, ZO has become quite talented at fixing things which are not broken, and breaking things that don't need fixing.


    --- Shadowshire .......... ESO Plus on PC NA with Windows 7 Pro SP1

    nil carborundum illegitimi
  • Shadowshire
    Shadowshire
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    Master Crafters cannot farm lower level mats unless they are not Lv50 and CP160+, but they CAN still get them from daily writs.

    The level of the player character (PC) is irrelevant. It is the "step" or "stage" of the crafting passive that determines the highest level for the weapon, armor, potion, glyph, or food that the PC can craft.

    A PC can be Level 50 CP160 (or lower than Level 50) and still craft iron weapons and armor if their Blacksmithing passive for Metalworking is still at the initial stage. By creating iron weapons and/or armor, from ore refined to produce ingots, the PC gains "inspiration" that determines their level with the Blacksmithing skill line as a whole. As their experience with Blacksmithing increases, it will be possible to increase the Metalworking passive to the next stage by expending a Skill Point.

    Under One Tamriel, when the player chooses to advance Metalworking to the next stage, they will no longer be able to gather Iron Ore. Instead, all ore nodes in each and every zone will yield "steel ore" which can be refined into steel ingots and used to make steel weapons for use by PCs that are Level 4 and higher. The PC can still make Iron weapons and armor, but they must obtain the iron ore or iron ingots from some other PC which still has them on hand and/or can obtain them by mining ore nodes.



    --- Shadowshire .......... ESO Plus on PC NA with Windows 7 Pro SP1

    nil carborundum illegitimi
  • Shadowshire
    Shadowshire
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    The answer to the question in this topic is: "They won't be able to do that."

    Personally, I think that this change is a serious mistake that does not improve the design of the game at all. If someone wants their PC to craft, then they should be required to travel to a zone where the corresponding raw materials for the current level(s) of their crafting passive(s) are located. There are plenty of Wikis which will tell the player which zones provide what.

    Currently, though, the zones in each of the two pacts to which a PC does not belong yield higher-level materials than the zones of the pact in which the PC enters the game (i.e., which correspond to the PC's pact allegiance). To access the other pact zones, the PC must undertake the quest series for Cadwell's Silver and for Cadwell's Gold, respectively, after finishing the Main Quest line. Although the Cadwell's Silver and Cadwell's Gold quest chains will remain available, they will not be required for any player's PC to follow in One Tamriel.

    As far as I can see, though, all that "one Tamriel" means is that a PC can access the other pact zones to get crafting materials for higher levels without doing those quests. There is no need to make all nodes in the game yield whatever material corresponds to the PCs current crafting passive stage (i.e., for that node's material). They can continue to work just as they do in the current version.

    Albeit, the announced change might be the easiest and fastest way for the ZO developers to implement One Tamriel. Often the outcome of ZO game changes remind me of the words "quick", "dirty" and "cheap" which means "bugs" (flaws). Evidently they don't take the time to make the effort to design it correctly and/or to make it work correctly. Some reports from players on the PTS are not encouraging in that regard. In my own experience, it has bugs that it should not have, but ZO is not likely to remedy them before release.

    What One Tamriel evidently intends is to allow players to increase the level of a PC without doing any quests at all, thus make all zones "immediately" accessible to every PC regardless of pact. The pact to which a PC belongs is relevant only for PvP in Cyrodil.

    Frankly, though, I think that doing this will so completely alter the character of the game that playing it is likely to soon become boring. Playing One Tamriel will essentially become meaningless without a compelling motivation for the player(s) to engage with any aspect of it. It will just become a multi-player adaptation of The Elder Scrolls: Skyrim with PvP added. Players will eventually abandon One Tamriel to play other games just as they eventually abandon Skyrim.

    Skyrim is amusing and interesting, for a while, up to a point. The most interesting content is the various quests and quest-chains, and the quest chains in TESO are very well designed and written (on the whole), although one can play Skyrim without them. Sooner or later, all the content has been played until there's no point to repeating it again and again.

    If you think future One Tamriel DLCs will be a remedy for that, I would say that you should consider the DLCs that have already been produced. If you have played all of them fully and truly enjoyed all of them, then One Tamriel could be the game for you. (Frankly, I have found the Thieves Guild and the Brotherhood of Assasins quests tedious and as boring as pulp fiction, of no interest or merit at all). Otherwise, it could be a long a fruitless wait for a DLC which renews whatever inspiration and enjoyment that you might have originally had for the game.

    Edited by Shadowshire on September 12, 2016 4:58AM
    --- Shadowshire .......... ESO Plus on PC NA with Windows 7 Pro SP1

    nil carborundum illegitimi
  • STEVIL
    STEVIL
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    @Shadowshire says
    "There is no need to make all nodes in the game yield whatever material corresponds to the PCs current crafting passive stage (i.e., for that node's material). They can continue to work just as they do in the current version."

    This is imo incorrect, botj in fact and in conclusion.

    Fact: nodes will scale to character level or skill level. Looks like 50/50 division.

    This is ABSOLUTELY needed in OneT because the old linear traverse thru set pathway of zones vanishes.
    Not only might players move to any area at anytime, quests integrated into the advancement of guilds - all guilds - will be sending them all over the world, as will writs. Sets are spread ouy, tied to zones, o even more reason to go off into different areas, not following a narrow road map with no curves or detours.

    But all of those wont work well if at all if the mats you gsther along the wsy, mats needed to craft gesr you can use, are scaled to an ancient out dated levelling by zone progresdion that no longer exists.

    While one may cry boo hoo about the poor master crafters only able to get top tier highedt value mats , it would be far worse for far more players if their mats gathered in routine adventuring were useless. (Would be great for those crafters tho.)

    Node scaling as planned is needed to keep the flow of mats into the game tied to the population of characters playing and their needs.

    Imo the arguement thst should be made is not to keep obsolete zone mat that will keep many without useful mats in casual play but to remove the lower gear cap limit on mats so those poor besieged oppressed msster crsfters can use those highest tier mats for any level.

    But saying their is NO NEED for scaled nodes in all zones in a game as this has become is either not thinking it thru or not upfront.




    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Shadowshire
    Shadowshire
    ✭✭✭✭
    STEVIL wrote: »
    @Shadowshire says
    "There is no need to make all nodes in the game yield whatever material corresponds to the PCs current crafting passive stage (i.e., for that node's material). They can continue to work just as they do in the current version."

    This is imo incorrect, botj in fact and in conclusion.

    Fact: nodes will scale to character level or skill level. Looks like 50/50 division.

    This is ABSOLUTELY needed in OneT because the old linear traverse thru set pathway of zones vanishes.
    Not only might players move to any area at anytime, quests integrated into the advancement of guilds - all guilds - will be sending them all over the world, as will writs. Sets are spread ouy, tied to zones, o even more reason to go off into different areas, not following a narrow road map with no curves or detours.

    But all of those wont work well if at all if the mats you gsther along the wsy, mats needed to craft gesr you can use, are scaled to an ancient out dated levelling by zone progresdion that no longer exists.

    ....

    Whether the expected design change is necessary for One Tamriel depends upon how nodes are displayed by the software, and how the content of each specific node that spawns in each specific zone is determined. As I have noted, it may be necessary -- or at least easier -- to implement One Tamriel with the design change that they will make, because of the way that the existing crafting material distribution system is designed. But the current system could be continued if its design permits it to be retained.

    There is no evident direct link between leveling a character via a series of quests in corresponding zones, and the crafting materials in those zones. If a PC has access to a zone, then the character has access to the materials its nodes contain, and the materials that are available for each node depend upon the PC's pact allegiance. Currently, access to higher level crafting materials depends upon completion of Cadwell's Silver and Cadwell's Gold. That requirement can be (it implicitly will be) removed. Then the existing system probably can be retained without having any other implications for the player's activities in the zone -- the allegiance will be retained, and it will determine which crafting materials are available in each zone, else it will be significant only in Cyrodil.

    There is an old rule in business administration which says: If it isn't broke, don't fix it. The current system for distribution of different crafting materials is not broken. After the changes made for One Tamriel, it will be a surprise if it isn't broken! They've already broken the crafting writs as they are shown in the Journal, among other things. In fact, it is a bug that used to exist in the crafting/journal UI just after they were introduced to the game -- you figure out why that might occur.
    Edited by Shadowshire on September 12, 2016 6:19AM
    --- Shadowshire .......... ESO Plus on PC NA with Windows 7 Pro SP1

    nil carborundum illegitimi
  • Asardes
    Asardes
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    The current system, after removal or Veteran Ranks is broken. The level of the enemies and their drops is now different from the level of the ore, wood and fiber nodes in the Cadwell's Silver and Gold areas. For example 1st zone in Silver has CP 10-30 nodes but CP 40 enemies that drop CP 40 loot (next tier of materials) and the gap grows larger and larger as zones jump 30 CP but materials only 10 CP. In the 5th zone enemies are 150 CP but the nodes are CP 40-60. So you get galactite, ash and ironweed harvest nodes, but enemies still drop CP 140 voidsteel, nightwood, shaddow hide (and scraps) and void cloth items, and quest rewards are CP150 rubedite, ruby ash, rubedo leather and ancestor silk. So things are so out of synch there that you actually have 3 tiers of materials coexisting in the same zone. Not mentioning that XP gain by simply doing the quests, exploring and clearing delves and dolmens is so high that you will constantly out-CP even the dropped gear or the gear you can build from the materials obtained from the deconstruction. So in the end you end up with piles of useless materials.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • STEVIL
    STEVIL
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    ✭✭✭
    @Shadowshire

    I find it difficult to respond to you points because you make it unclesr ehether a given claim is based on OneT or how it is now. So to cover it adequately will take 2-3 times as much effort.

    So in general, let me reply with some feel as i do that the current system is broken.

    It FREQUENTLY makes it so that charscters following the expected pathway of advancement thru zones are getting mats (and drops and challenges) that are of no use to thr character - especislly for alts.
    This gets worse if DLC zones are used at any point before because the level mismatch between character and zone!mats is greater.
    This makes returning to earlier zones mostly undesirable as the base rewards of mats, drops etc are useless for most.
    This has a direct impact on the current world spanning content such as we see in repeatables from Hews Ban and Gold Coast.

    After OneT, these would get worse. The net mats in of level appropriate to population need is just not going to sync up. It would make for lotsa gold harvesting by crafters willing to farm for all those for whom the mats they gather are useless but most people would not be served well by that system.

    The world is evolving and has been for some time now.
    The character levelling is evolving and has been for some time now.
    The quest sequencing is evolving and has been for some time now.
    Zone locked mats are outdated and dont serve the current world wwell and will crash bad in OneT in their role of providing into the game the needed mats.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Khenarthi
    Khenarthi
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    I'm happy with the proposed change for One Tamriel.

    Don't get me wrong - my main character is also a 9-trait crafter with nearly all motifs and sometimes I volunteer to craft stuff for new guildies. However I do not believe that the more experienced ESO players should act as a charity, so I ask the newbies to gather and send me the materials, and explain how they can harvest the relevant nodes, or get the refined materials from deconstructing level-appropriate dropped gear.

    Now that older zones will become relevant again content-wise to my own characters, I'm 100% happy that all nodes are useful to me: right now in our pre- One Tamriel era, if I happen to be in one of my original alliance's zones, I skip the nodes since I have no further use for dwarven ore... or maple... or flax... or pristine water... and although I have a crafting bag, I do not want to clog up the UI with stuff I will not need.

    As for the people upset that they won't be able to farm materials to sell for a profit:

    - Everyone has 8 character slots;

    - 50% of the nodes will still drop stuff based on you passives regardless of combat level;

    - There are only 10 tiers for smithing/woodworking/clothing – and the CP10-140 materials are needed for a very short period so demand won’t be huge.

    So: You can still make a profit from farming for lower level materials by having an alt for tier 1 (1-15 mats), one for tier 2 (16-25 mats), one for tier 3 (26-35 mats), one for tier 4 (36-45 mats) and one for tier 5 (46-50 mats). Add your master crafter at tier 10 and you still have 2 to 6 other characters* for other tiers of materials, if needed.

    * the 4 extra ones that you can buy for 1500 crowns each
    PC-EU
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