Taternater wrote: »According to the patch notes linked to at the top of the forums, 75% of the time the recipe will be tied to your provisioning skills and 25% will be for the zone. Unless I misread it?
If that's the case the Mats for all other crafting could / should do the same. That would cover concerns in other threads about how crafters will farm a bank of lower tier materials
Taternater wrote: »According to the patch notes linked to at the top of the forums, 75% of the time the recipe will be tied to your provisioning skills and 25% will be for the zone. Unless I misread it?
Provisioning died the day they released the Orsinium quest recipes. We've never seen another recipe since, and since those scale, I doubt we'll ever see another. Besides, they don't require you to actually master provisioning, even if it's dog simple, to make.
Provisioning is dead.
When you craft gear for free, exactly how does one "harvest" gold from other players?If that's the case the Mats for all other crafting could / should do the same. That would cover concerns in other threads about how crafters will farm a bank of lower tier materials
Recipe does not equate to mat.
Recipes are not expended every time you make new food.
You only need to find a given recipe once. you need mats every time you craft.
Also you can purchase recipes from npc vendors - again for that one time purchase and forever use.
FORCING every character to get 25% useless mats so that a few crafters can still famr the way they used to without changing is bad for the game economy.
high end crafters should IMO be arguing to get the lower cap on mat use for crafting removed, not to impose useless mats on everyone else. That turns their OneT "plight" of "i only find top tier mats now, not lower ones like cotton" (boo hoo) into a pretty solid gain all around. that is a change that works with the new open world scheme not clining on to a zone mat-scheme that started dieing long ago.
of course, with everyone always being able to harvest useful mats that are applicable to their character needs, the demand for "sell me the mats oh illustrious high end crafter" will go down a bit so its really the crafter-from-on-high ability to "harvest" GOLD from other players that is at risk by making it easier for everyone else to get relevant mats.
The patch notes state:
Updated the way Provisioning recipes drop as follows:
- Recipes in Cyrodiil, the Imperial City, and Dungeons now drop based on your rank in the Recipe Improvement passive.
- In other zones, recipes drop based on your passive rank 75% of the time, and the rest of the time drop the same way they dropped prior to One Tamriel, by zone.
When you craft gear for free, exactly how does one "harvest" gold from other players?If that's the case the Mats for all other crafting could / should do the same. That would cover concerns in other threads about how crafters will farm a bank of lower tier materials
Recipe does not equate to mat.
Recipes are not expended every time you make new food.
You only need to find a given recipe once. you need mats every time you craft.
Also you can purchase recipes from npc vendors - again for that one time purchase and forever use.
FORCING every character to get 25% useless mats so that a few crafters can still famr the way they used to without changing is bad for the game economy.
high end crafters should IMO be arguing to get the lower cap on mat use for crafting removed, not to impose useless mats on everyone else. That turns their OneT "plight" of "i only find top tier mats now, not lower ones like cotton" (boo hoo) into a pretty solid gain all around. that is a change that works with the new open world scheme not clining on to a zone mat-scheme that started dieing long ago.
of course, with everyone always being able to harvest useful mats that are applicable to their character needs, the demand for "sell me the mats oh illustrious high end crafter" will go down a bit so its really the crafter-from-on-high ability to "harvest" GOLD from other players that is at risk by making it easier for everyone else to get relevant mats.
I, and other crafters in my guilds, don't charge for crafting. If you want nirncrux items, you supply the nirn. If you want a style that requires a rare style mat, you supply it; scute or tusk or feather or charcoal. If you want a 9 trait set like tbs, and you're level 36, and you're in my guilds, I'll make it for you for free. If you want a cp160 set, you give me the mats and I'll craft it for free.
I've gotten tips from a few people, especially the one who wanted Armor Master and I got killed several times getting to and from the crafting station in IC to make it for him, but I've never gotten paid for crafting.
....
FORCING every character to get 25% useless mats so that a few crafters can still famr the way they used to without changing is bad for the game economy.
high end crafters should IMO be arguing to get the lower cap on mat use for crafting removed, not to impose useless mats on everyone else. That turns their OneT "plight" of "i only find top tier mats now, not lower ones like cotton" (boo hoo) into a pretty solid gain all around. that is a change that works with the new open world scheme not clining on to a zone mat-scheme that started dieing long ago.
of course, with everyone always being able to harvest useful mats that are applicable to their character needs, the demand for "sell me the mats oh illustrious high end crafter" will go down a bit so its really the crafter-from-on-high ability to "harvest" GOLD from other players that is at risk by making it easier for everyone else to get relevant mats.
When you craft gear for free, exactly how does one "harvest" gold from other players?
I, and other crafters in my guilds, don't charge for crafting. If you want nirncrux items, you supply the nirn. If you want a style that requires a rare style mat, you supply it; scute or tusk or feather or charcoal. If you want a 9 trait set like tbs, and you're level 36, and you're in my guilds, I'll make it for you for free. If you want a cp160 set, you give me the mats and I'll craft it for free.
I've gotten tips from a few people, especially the one who wanted Armor Master and I got killed several times getting to and from the crafting station in IC to make it for him, but I've never gotten paid for crafting.
So if o read this strsight i talked about the effect on people making gold selling mats, you said you dont do that and then asked how to do it?
Very confusing indeed.
Short answer - typing slowly - if you dont currently sell mats to other players or charge them for crafting then you wont be impacted negatively by more of them having more mats at the levels they are. You may even be helped since any mat losses you now suffer due to your generosity will likely be reduced by more folks having more relevant mats.
But if you currently take advantage of (exploit?) the growing skew between character level and zone mats to harvest gold from other players by selling mats that are in short supply relstive to need or charging for mats when crafting then that mmethod of harvesting gold will suffer if other characters startvgetying msts they need everywhere and not justvwhen their level, quedt and zone happen to line up.
That is, unless you can get the out dated, ill fitted zone-locked-mats kept in place once open world play anywhere OneT goes live. If that happens, harvesting gold may get a windfall.