OK first I want to say that I love this game A LOT. I've been a long time player of MMOs and subbed with WoW for the past 12 years. My roommate turned me onto this game and I immediately loved it even though I didn't care too much about non-targeted attacks and healing in other games.
I love how you guys took something that other MMOs (including recently WoW) have done and made zones scale to your level and that you can group up with friends no matter what each of your levels are. LOVE IT!!! That being said this whole crafting mats in zones scaling to your crafting level is for the birds. Prices for the low level stuff is through the roof....if you can even find it on the traders...all because the only people who can find it now are low level players or people who never did jack crap about their crafting or forcing us to make new characters just to round up low level supplies. I have a level 6 templar who I've supplied with wood to level up my woodworking skill on something that now ONLY gets high level ores, leathers, and light armor plants. How exactly are we supposed to level up OTHER professions on a character if we only get high level materials based on our highest level profession skill?
I propose we revert the one and only this one item from the patch. Please for the love of god do this.
If what you're saying here is that the material becomes another layer of aesthetic on top of the motif, then I agree whole-heartedly.ZOS needs to just open up crafting mats so they can serve all levels, just the quantity used determines the level of the gear, not the material.
Then, make the harvest nodes either randomly spawn each of the mats, or, make it so that certain zones favor certain mats, 50% of the nodes spawn random mats, 50% spawn a certain material.
I have said this in other threads, I will say it here.
ZOS needs to just open up crafting mats so they can serve all levels, just the quantity used determines the level of the gear, not the material.
Then, make the harvest nodes either randomly spawn each of the mats, or, make it so that certain zones favor certain mats, 50% of the nodes spawn random mats, 50% spawn a certain material.
I have said this in other threads, I will say it here.
ZOS needs to just open up crafting mats so they can serve all levels, just the quantity used determines the level of the gear, not the material.
Then, make the harvest nodes either randomly spawn each of the mats, or, make it so that certain zones favor certain mats, 50% of the nodes spawn random mats, 50% spawn a certain material.
OK first I want to say that I love this game A LOT. I've been a long time player of MMOs and subbed with WoW for the past 12 years. My roommate turned me onto this game and I immediately loved it even though I didn't care too much about non-targeted attacks and healing in other games.
I love how you guys took something that other MMOs (including recently WoW) have done and made zones scale to your level and that you can group up with friends no matter what each of your levels are. LOVE IT!!! That being said this whole crafting mats in zones scaling to your crafting level is for the birds. Prices for the low level stuff is through the roof....if you can even find it on the traders...all because the only people who can find it now are low level players or people who never did jack crap about their crafting or forcing us to make new characters just to round up low level supplies. I have a level 6 templar who I've supplied with wood to level up my woodworking skill on something that now ONLY gets high level ores, leathers, and light armor plants. How exactly are we supposed to level up OTHER professions on a character if we only get high level materials based on our highest level profession skill?
I propose we revert the one and only this one item from the patch. Please for the love of god do this.
disintegr8 wrote: »The only reason I can see for this change is that too many people kept complaining about the price of CP160 materials in guild stores. This is going to flood the game with CP160 materials so that people can simply gather their own or pay a much reduced price due to the abundance. I bet these people still won't be bother getting their own and will buy it, now paying a lot less for someone elses efforts.
I do not think there was anything wrong with being able to go to a certain area for a certain material but ZOS simply gave in to the complainers and came up with a quick and nasty way to lower the price of CP160 materials. I think it was only in the last patch that all of Orsinium nodes became max level nodes - but straight away they do this.
At least I have a crafting bag and have been able to stash thousands of materials of all levels for my future needs.
This move ties the actual flow of mats of given levels into the world to the actual levels/skills of the characters playing in the world on a moment to moment day-to-day basis.
lordrichter wrote: »