its accurate tho. key point is if you are worried about the change in your ability to make gold off other players (as you admitted) the bigger hit to your wallet will come from other characters having what they need not from you having to find new ways to get lower level nodes.
See, as you have already noted, there are ways if you want to maintain a steady supply of all levels of mats.
you are in complete control of those aspects. You can choose to get characters at the right levels and the right skills to keep access to all nodes at all levels.
Sure its different but... if that is key to your - how did you put it "This is the entire game and what I enjoy about it. "... yeah that was it.
Well then by making different choices than you do now and getting skills spent differently than you do now and maybe doing a bit of work to get to a new characters and skill spend setup you can get back to being able to send a character to harvest nodes of any level at any time.
better yet, they wont have to even travel. Choose the right character and wherever they are... bam... the exact mats you want.
So, your characters being denied access? thats entirely now in your control for that one piece of the "This is the entire game and what I enjoy about it. " operation.
BUT you and i both know without a doubt that is only a piece of the operation, right?
You could have ten million mats of every level delivered in your inbox daily and wouldn't be able to sell them as long as the other characters in the game got it too, right?
in order for you to make gold off other characters for selling mats you have to have other characters in sufficient numbers who dont have mats they need.
the part of the new system you and other marketers cannot control that will hit your bottom line the most is that other characters will get mats and drops keyed to their needs.
based on what i have seen, a good deal of (it seems to me the majority of) the outrage by marketers over the new system keep coming back to divorcing the harvesting of other characters from nodes they need. They keep saying "hey lets lock zones" in one way or another as an answer to "i wont be able to harvest mats of any level as easily."
but see, when i suggest instead "hey, lets make mats able to be used at any level they can now AND LOWER so all the nodes you harvest as master crafters will enable you to craft for anyone?" that doesn't seem to be the same argument solution they want.
The marketers solutions - Change the plan to prevent the part of the change that gets everyone their mats.
My Solution - Change the plan to allow more flexibility for use of the higher end mats so marketers can use them for any level gear.
key is, major difference is, my solution deals with the need of the crafters to gets mats they can use to craft lower end gear while their zone lock solutions deal with the reduced need of other characters to buy mats at all if the other characters get them easily, readily for free with drops and casual gameplay.
as for nice enough?
is it nicer than... less nice than... or about the same niceyness as the following?
What a stupid setup this will be
How dumb is this
The bad news is that the zone/character levels had gotten "divorced" a long time ago:
- doing the content in the zones in the current setup will result in outleveling (more than 5 levels above the content) your character relative to the zone about half way trough it, which results in mobs granting no experience and dropping no gear that can be deconstructed for raw materials whatsoever.
- the scaling in the silver and gold areas is in utter disarray since DB dropped and VR were removed: the "dead" nodes remained as before, while the mobs and their drops were scaled to the new level. For example silver zone 1 has CP10-30 nodes for wood, cloth and metal, but the mobs are already CP40 and drop gear and leather scraps of that level.
Because it fixes that I like the new system way better. As I said not getting materials for your/others gear is really a non issue.
Wow. Was my very honestly meant appreciation for your explanations and the time you took to write them ever misplaced. I was sincere in my thanks but I take it back.
MY comments were aimed at the CONCEPTS not at any one 'person'.
Absolutely STEVIL. Whatever you say. It has been very entertaining and turned out to be a tremendously good laugh in the end.
Cheers
Rubedite is everywhere. I have visited at least ten different areas with max level crafter, and they all had rubedite....snip...
Do I presume rubedite will be available everywhere? ...snip...
[quote="STEVIL;3393976"
But i have to dicker with you about the upgrade success thing. its absolutely accurate- you either make it 100% or you lose the stuff. :-)
mzapkeneb18_ESO wrote: »By the way, people without wrothgar won't be able to do crafting writs anymore since the split of resources you find does not exist yet and crafting writs still requiere void materials.
Well food and alchemy works while enchanting is still possible by buying potentency runes at vendors.
I understand the concerns about not being able to harvest all tiers of mats (without having to set alts at certain levels). But, this has already been done with Enchanting, so anyone who participated in the discussion with the developers about the changes to Enchanting were pretty much prepared for this change.
Fortunately, we were able to get them to reintroduce potency harvesting (the initial proposal was to have them only available by purchasing from vendors or from decon/hireling). However, while they reintroducing potency harvesting, it's only a CHANCE to receive a potency, and it's scaled to your char/crafting level. And, at first, there were no potencies whatsoever available from the surveys, but they fortunately fixed that as well.
Bottom line - this scaling is already on live for Enchanting, so many of us knew it was coming for the others and some of us have already made our peace with it.
In regard to sales, I will say that the new harvesting system for Enchanting has been a real detriment to guild trading. The ONLY thing of value to sell now are Kutas and CP160 potencies. Since EVERY node provides an essence and aspect rune (which is often doubled with the CP passive) and EVERY survey node provides all three (with 2 aspect, all with the chance of doubling with CP passive), enchanters all have way more essences and aspects than they'll ever use, and they are virtually worthless to sell. Even Rekutas, which I was able to sell quite regularly, are sitting on store shelves and piling up in my bank. And as for potencies, while you can sell them, you have to price them below vendor prices, which for anything other than CP160 is not going to bring in much and many aren't even bothering to buy them since they know they can purchase them for very little if necessary. So, CP160 potencies and Kutas are the only enchanting materials that sell consistently.
So, yes, I think that players being able to consistently harvest what they need will affect the demand for these mats at guild traders. I think that those trying to complete writs every day may still purchase these in bulk, but the average person just trying to outfit their character probably won't bother, since they'll always be able to harvest/decon what they need. However, time will tell, and we won't really know until it hits live.
It should be encouraging to crafters though, to read that the refined materials seem to drop whenever a survey is not received, and surveys are dropping half as often, so crafters should be able to build up stock if they do their daily writs.
My 4 mains are all CP160 and each one of them has all crafts maxed at 50.
This really sucks since i do craft quite a bit of gear of all levels for other people and they don't always have the mats needed. Which means i need to keep my stockpiles up to date.
Looks like i will have to re-purpose my storage mules into harvesters.
CrazySonoran wrote: »Alastrine knows exactly what I am talking about, we are both in a similar situation except I do some other things other than crafting. Just like them I craft for others in my guild, in zone chat or friends as well as all of my own crafting. It will be really sad when Alastrine and I cant be nice guys and help new players enjoy the game as much as they could have when we get them role specific set armor for free, and some of them quit because they got frustrated trying to run a magicka sorc in heavy armor 5 levels below them and die a lot.
I am not sure if ZOS is aware of how many players will leave if this system goes live, I know of 2, Alastrine said they will leave. If we know a few there will be a lot more, I am sure we all know how volatile the MMO market is, one tiny little rules change and the entire game can die, fast. I actually left Lord of the Rings Online because a rule change made all of my characters too powerful so the game lost it's challenge so it doesnt have to be a nerf to get people to leave. Hopefully ZOS wont make that mistake, I actually enjoy ESO, and dont really want to go back to EvE, CCP already ruined that game for me but its really the only other game I enjoy.
All I, and Alastrine, ask is to have a reliable way to harvest/acquire the tier 2-9 materials without having to level crafting on another character or respeccing 300+ skill points or any of the other ideas presented by people in this thread that are not really options that would help in most cases.
Agree with this, as someone who has three master enchanters and was involved in those earlier discussions.
i will add that certain glyphs do sell fairly well tho. not at exorbitant prices but certainly enough to make some cash off of.
CrazySonoran wrote: »Alastrine knows exactly what I am talking about, we are both in a similar situation except I do some other things other than crafting. Just like them I craft for others in my guild, in zone chat or friends as well as all of my own crafting. It will be really sad when Alastrine and I cant be nice guys and help new players enjoy the game as much as they could have when we get them role specific set armor for free, and some of them quit because they got frustrated trying to run a magicka sorc in heavy armor 5 levels below them and die a lot.
I am not sure if ZOS is aware of how many players will leave if this system goes live, I know of 2, Alastrine said they will leave. If we know a few there will be a lot more, I am sure we all know how volatile the MMO market is, one tiny little rules change and the entire game can die, fast. I actually left Lord of the Rings Online because a rule change made all of my characters too powerful so the game lost it's challenge so it doesnt have to be a nerf to get people to leave. Hopefully ZOS wont make that mistake, I actually enjoy ESO, and dont really want to go back to EvE, CCP already ruined that game for me but its really the only other game I enjoy.
All I, and Alastrine, ask is to have a reliable way to harvest/acquire the tier 2-9 materials without having to level crafting on another character or respeccing 300+ skill points or any of the other ideas presented by people in this thread that are not really options that would help in most cases.
AmberLaTerra wrote: »There is actually a quick and easy fix to this issue.
Simply allow a master crafter to craft tier 10 mats into any level gear. It would be pretty simple to add the coding to make stats the same as iron for levels 1-14 or the same as void cloth for cp140 but using Rubidte or Ancestor silk to make them. I mean if we are master crafters should we have the knowledge of how to make the gear out of that mat at ANY level?
CrazySonoran wrote: »Almost everyone on here is missing the point. We, as in all of us, NEED a way to get tier 2-9 mats without having to jump through hoops, PERIOD!!! Writs, hirelings, leveling alts or respeccing max level are all "hoops" and wont give a steady reliable supply of materials a lot of us may need in the future. Really the only solution is to have a graduated system where certain nodes drop in certain zones, loosely following the old world zone/node distribution would work the best with some slight modification to allow tier 10 to be harvested in an area where non-DLC owners can have access to those nodes.
Consider the player who only has one character and has all crafts maxed (or multiple maxed characters), virtually impossible to get lower tier materials, I see them cancelling and playing something else, Altaholics like myself will find a "hoop" that is the lesser of the many evils and will survive, but some will go away too. Add on the BOP issue some have mentioned and I am sure ZOS will feel a dent in the wallet. They want a true sandbox game they need to cater to as many kids as possible so we can all play in the sand nice together no matter which tractor we play with.