With console heading toward ONE TAM next week and given how PC have had a week to get used to the new world, how would PC players suggest I use this time to aid the transition over.
Im concerned about mats being scaled to level. I like to craft set gear in low levels for players under 50 to give them something to spend their gold on (everything seems to be champ 160+)
As this will need to use low level mats to get the level low enough, will I still be able to collect cotton, jute, maple etc etc or will it be tied to my character level. If its tied, will it be the main battle level (ie cp128 currently) or will it be to the level of my craft skill?
STEVIL, that works wonders for those crafters who actually charge other players to craft for them.
A lot of us don't.
I don't "harvest" gold off other players. I never have. Other players in my guilds don't do that either. If you want nirn items, you give me the nirn. If you want cp160 gear, you give me the mats. If you want rare styles, you give me the style mats.
Other than that, I charge nothing. If you want gear under cp150-160, and you're willing to take whatever style I have the mats for, and that includes ones like ancient elf/barbaric/primal, I will make your gear for free. I have done so since the game started.
Please leave off the "harvest gold" screed when you try to justify high level/high skill characters not being able to find large amounts of low level mats. Please. It got old a long time ago.
OK, Stevil is of the mind set that only end game mats matter, nothing else is worth your time. If that is the case for you, then One Tamriel will be your golden ticket to cheap CP160 gear. For the rest of us who craft for Alts and others players, then low and mid level mats are going to get rare and expensive.
Bottom line, now you have to build a character to farm for a certain level of materials, other than absolute low end, or top end.
most of the post was about how lower level and developing characters will get more access to mats and gear at their level and not need to rely on higher level harvesters.
With console heading toward ONE TAM next week and given how PC have had a week to get used to the new world, how would PC players suggest I use this time to aid the transition over.
Im concerned about mats being scaled to level. I like to craft set gear in low levels for players under 50 to give them something to spend their gold on (everything seems to be champ 160+)
As this will need to use low level mats to get the level low enough, will I still be able to collect cotton, jute, maple etc etc or will it be tied to my character level. If its tied, will it be the main battle level (ie cp128 currently) or will it be to the level of my craft skill?
Bottom Line, other than lowest level or highest level, Farming for mats is broken in this game now.
disintegr8 wrote: »I do not think there was anything wrong with the way things were and this change is a mistake.
There are only two possible reasons for this change. To placate those complaining that the cost of materials to make CP160 gear was too high, even though they were too lazy to farm the material themselves, or non crafters complaining that their CP160 wandering around some level 36 area has no use for the nodes they keep coming across.
I have news for these players and ZOS, there are others playing this game that were happy with the way things were - maybe we just were not vocal enough and the noise from the other side was louder.
Everyone has had the opportunity to farm for all of their own material so nobody has had the right to complain that it costs them too much when they choose to be lazy.
As a master crafter doing writs on multiple characters I have always CHOSEN to buy material when I run short and can not be bothered to farm.The ability to go and farm the lower level material was of great benefit to me and people I offered to craft for.
But the "broken" crowd wouldn't get behind these as a rule... they stuck with geo-lock mats for the most part even though that clearly smacks the casual player into needing to buy more mats
First, please fix you post as it falsely attributes you opinions to me.disintegr8 wrote: »But the "broken" crowd wouldn't get behind these as a rule... they stuck with geo-lock mats for the most part even though that clearly smacks the casual player into needing to buy more mats
What? I'd classify myself as fairly casual, and I was never wanting for low tier mats, never had to buy any, and if I was running low all I had to do was TP from a wayshrine to the proper zone and farm for barely even a half hour to get what I needed. I fail, from my own biased perspective, to see how any casual player could have possibly been forced into needing to purchase mats rather than farm.
This update completely undoes a core component to crafting, as well as cripples the potential for a crafting economy that is balanced and accessible to all players (One Tamriel's goal is player accessibility and ease, no?) in favour of one that requires players to now buy mats they don't have, or make dummies of each tier (impossible) to scav for them for reliable collection.
If anything, the scaling mats update does the literal opposite of your claim and actually locks players into the situation you claim zone mats did. It hurts the crafting economy, as well as Master Crafters and their potential gold income.
Here's hoping ZOS realizes how bad this design choice was and reverses it.
First, please fix you post as it falsely attributes you opinions to me.
Second, i have now run multiple characters up thru the post 1T system and in no way was i ever even tempted to buy mats for those characters OR to have them go off content to spend game time farming/harvesting.. By runing content directly, casually gathering what i came across, with all those drop sets, decon gear etc... was a cinch to keep character in gear.
This new 1T order lets the character just wanting to run quests and content to get plenty of stuff and mats as they advance thru the developing levels without taking time to go farm or buy.
It makes the SKILL the commodity.
That said, if you pay attention, i have no problem with adjusting 1T to allow players to further control THEIR node settings or to more simply use mats to craft lower level gear. Both fit the 1T model of every node useful.
Why not tie it to location? I don't mean zone. I mean have the materials reflect the actual physical location in-game. Are you in a birch grove? Then make it spawn birch, irrespective of what zone that grove is in.
It seems like OT is a step in the sandbox direction, then why not do the job properly? Don't make nodes scale. Make them reflect the geographical features that actially surround them.
But the ideas of lock other people into your preferred node structure - that serms more concerned about reducing thier options.
Hadan_of_Rift wrote: »And this is what creates the problem I am talking about. I shouldn't have to delete a character or respec a character to be able to farm my own materials.
First, please fix you post as it falsely attributes you opinions to me.
What? Please show me where my opinion is being attributed to you. That literally doesn't even make sense.
You claim that casual players were being forced into buying new mats under the old design, and you were incorrect. Not only that, but as a casual player I never felt any of the problems you tried to attribute to players such as I, and frankly I take great offense to you speaking on my behalf. So don't.Second, i have now run multiple characters up thru the post 1T system and in no way was i ever even tempted to buy mats for those characters OR to have them go off content to spend game time farming/harvesting.. By runing content directly, casually gathering what i came across, with all those drop sets, decon gear etc... was a cinch to keep character in gear.
And I, having played since the early alpha, have never had a problem nor need to buy any mats with Zone Based Mats. Now that I cannot farm any mats other than my level's, I am being forced to either reroll low level chars (which will only last so long, and ultimately becomes a massive nusiance), or buy those mats from traders if I intend to make armour for other players of a lower level.
The reason this is bothersome to me is that I am building my character to be a storefront for weapon/armour sets and such for all levels, as well as newcomers and oldbies alike. Meaning that I need access to ALL mats at any given time if I am going to be able to run my "business" appropriately without having to inflate prices FURTHER because of an imbalanced mat farming ecosystem. My time and "labour" are now doubled because of the extra effort needed to obtain simple materials that were otherwise low-cost items. Now, anything from the 1-14 levels are going to cost a metric *** just because of the ridiculous degree of time and effort needed to farm them (versus just booting up Stonefalls and getting what I need).
It's not accessible in any way, which is the opposite of what ZOS has expressed they wanted for 1T: accessibility. Here's a breakdown:
Zone Mat Farming:
1: Go to zone that matches the level of the mats you want to farm
2: Farm mats
Level Mat Farming:
1: Make new character
2: Level character up to appropriate level of mats you want to farm
3: Farm mats
4: Either repeat step 1, or delete a char and roll a new one and continue from step 2 based on mat needs
ZMF takes less time, and is more accessible out the gate, while LMF requires more time, less reward, and is completely nonsensical.This new 1T order lets the character just wanting to run quests and content to get plenty of stuff and mats as they advance thru the developing levels without taking time to go farm or buy.
Zone Mats did that too. You could go to any zone at any time and farm the mats you needed there. There was nothing wrong with the Zone Mat design. Level Mat design gimps options and gates off valuable content because reasons.It makes the SKILL the commodity.
You're kidding, right? Making a new char over and over to farm lvl 1-14 mats = skill? Come on mate. The commodity now are really low level mats since most long-time players no longer have access to them. This imbalanced the in-game economy in favour of low-tier mats by making them harder to get with the new update.That said, if you pay attention, i have no problem with adjusting 1T to allow players to further control THEIR node settings or to more simply use mats to craft lower level gear. Both fit the 1T model of every node useful.
Iluvrien had the best response and idea for mats, and I stand firmly by it.Why not tie it to location? I don't mean zone. I mean have the materials reflect the actual physical location in-game. Are you in a birch grove? Then make it spawn birch, irrespective of what zone that grove is in.
It seems like OT is a step in the sandbox direction, then why not do the job properly? Don't make nodes scale. Make them reflect the geographical features that actially surround them.
This or the original zone based mat system work better for everyone.But the ideas of lock other people into your preferred node structure - that serms more concerned about reducing thier options.
Kinda funny since the old method gave players the chance to farm any and all mats from any related zone, and the new method gates players out of materials and content, and forces them to either waste gold and time on respec (literally wasting time reallocating skill points over and over, or waste time rolling new chars and rehashing old quests just for mats they used to have access to. It literally convolutes a really simple system, and makes it more cumbersome and less rewarding. But please tell me more about how reverting to Zone Based Mats reduces options but Level Based Mats opens them up.Hadan_of_Rift wrote: »And this is what creates the problem I am talking about. I shouldn't have to delete a character or respec a character to be able to farm my own materials.
Just this morning two guild mates were asking for gear to be made. First question I asked them is, do you have mats. Why, because I don't, because I can't farm them. Guess what, they could not get any. So, two guildmates who wanted gear but could not get any because they had no mats. Sure, they have to go off and farm them, but how does that make for a better game? It certainly does not make for a better guild relationship. I would have bought the mats and donated them to the players, but guess what, I could not find any in the guild stores that I looked in. Before, I could find most mats I needed in one trading hub.
I may or may not have any emails in my inbox with any mats to make them the gear when I get home from work. But, this will certainly delay them getting gear by more than 12 hours (I get up early)
I am liking this new way of scaling mats less and less each day, and I did not like it much to begin with.
lordrichter wrote: »First, please fix you post as it falsely attributes you opinions to me.
What? Please show me where my opinion is being attributed to you. That literally doesn't even make sense.
You claim that casual players were being forced into buying new mats under the old design, and you were incorrect. Not only that, but as a casual player I never felt any of the problems you tried to attribute to players such as I, and frankly I take great offense to you speaking on my behalf. So don't.Second, i have now run multiple characters up thru the post 1T system and in no way was i ever even tempted to buy mats for those characters OR to have them go off content to spend game time farming/harvesting.. By runing content directly, casually gathering what i came across, with all those drop sets, decon gear etc... was a cinch to keep character in gear.
And I, having played since the early alpha, have never had a problem nor need to buy any mats with Zone Based Mats. Now that I cannot farm any mats other than my level's, I am being forced to either reroll low level chars (which will only last so long, and ultimately becomes a massive nusiance), or buy those mats from traders if I intend to make armour for other players of a lower level.
The reason this is bothersome to me is that I am building my character to be a storefront for weapon/armour sets and such for all levels, as well as newcomers and oldbies alike. Meaning that I need access to ALL mats at any given time if I am going to be able to run my "business" appropriately without having to inflate prices FURTHER because of an imbalanced mat farming ecosystem. My time and "labour" are now doubled because of the extra effort needed to obtain simple materials that were otherwise low-cost items. Now, anything from the 1-14 levels are going to cost a metric *** just because of the ridiculous degree of time and effort needed to farm them (versus just booting up Stonefalls and getting what I need).
It's not accessible in any way, which is the opposite of what ZOS has expressed they wanted for 1T: accessibility. Here's a breakdown:
Zone Mat Farming:
1: Go to zone that matches the level of the mats you want to farm
2: Farm mats
Level Mat Farming:
1: Make new character
2: Level character up to appropriate level of mats you want to farm
3: Farm mats
4: Either repeat step 1, or delete a char and roll a new one and continue from step 2 based on mat needs
ZMF takes less time, and is more accessible out the gate, while LMF requires more time, less reward, and is completely nonsensical.This new 1T order lets the character just wanting to run quests and content to get plenty of stuff and mats as they advance thru the developing levels without taking time to go farm or buy.
Zone Mats did that too. You could go to any zone at any time and farm the mats you needed there. There was nothing wrong with the Zone Mat design. Level Mat design gimps options and gates off valuable content because reasons.It makes the SKILL the commodity.
You're kidding, right? Making a new char over and over to farm lvl 1-14 mats = skill? Come on mate. The commodity now are really low level mats since most long-time players no longer have access to them. This imbalanced the in-game economy in favour of low-tier mats by making them harder to get with the new update.That said, if you pay attention, i have no problem with adjusting 1T to allow players to further control THEIR node settings or to more simply use mats to craft lower level gear. Both fit the 1T model of every node useful.
Iluvrien had the best response and idea for mats, and I stand firmly by it.Why not tie it to location? I don't mean zone. I mean have the materials reflect the actual physical location in-game. Are you in a birch grove? Then make it spawn birch, irrespective of what zone that grove is in.
It seems like OT is a step in the sandbox direction, then why not do the job properly? Don't make nodes scale. Make them reflect the geographical features that actially surround them.
This or the original zone based mat system work better for everyone.But the ideas of lock other people into your preferred node structure - that serms more concerned about reducing thier options.
Kinda funny since the old method gave players the chance to farm any and all mats from any related zone, and the new method gates players out of materials and content, and forces them to either waste gold and time on respec (literally wasting time reallocating skill points over and over, or waste time rolling new chars and rehashing old quests just for mats they used to have access to. It literally convolutes a really simple system, and makes it more cumbersome and less rewarding. But please tell me more about how reverting to Zone Based Mats reduces options but Level Based Mats opens them up.Hadan_of_Rift wrote: »And this is what creates the problem I am talking about. I shouldn't have to delete a character or respec a character to be able to farm my own materials.
Sigh. Yup.
It is my hope that ZOS will look at what they have done, realize how incorrect it is, and fix it so that mats are handled in a reasonable, logical, open-world RPG manner. We have One Tamriel. We can literally go to any available Tamrielic zone, outside of Cyrodiil, at any time. It is silly that, everywhere we go, we find only Ancestor Silk, Rubedite Ore, and Ruby Ash.
Anyway, not holding my breath. Fixing stuff like this cost money.
What? What does this sentence even mean?Ok, so now you are playing post then edit after response and deny games?
You mean: this? Where I accidentally had an extra quote in my post that I forgot to remove prior to posting, and then removed after I caught it (hence the edit)? That's what you're so upset about? Grow up. All that happened was an extra quote. I didn't attribute something I said to you, or misquote you. So stop.My post #17 made 11-15 at 157am referenced your earlier post where your cite showed me as saying what you were saying.
it was in reference to your post 316.
Then at 5:35 pm you edit you post and now pretend there wasn't an issue because the new edited clean up doesn't show what the original did?
Right...
Grow. Up. Seriously.Thanks for the cleanup of your post.
it is appreciated.
But for the after edit then deny games, not worth my time.
For point 1 (listed here), what is the intended purpose? How does this work? What do you use to upscale? Higher tier mats? What is the need to take low-tier gear and make it higher when you can just craft a higher gear item and get better results? Would you gain a higher Armour/Resistance result than a base crafted item of that level?
- Ability to up-scale pieces to higher level keeping quality. (new drops scale to you)
- Ability to craft lower gear with higher mat, losing the lower cap on met levels. (Fits with scaled nodes)
If it causes enough problems in the playerbase there is a chance of them fixing it. Then again I've had the same problem where my character goes blurry when I try to dye my armour and ZOS has yet to fix it after 2 reports on it. >__>lordrichter wrote: »
Sigh. Yup.
It is my hope that ZOS will look at what they have done, realize how incorrect it is, and fix it so that mats are handled in a reasonable, logical, open-world RPG manner. We have One Tamriel. We can literally go to any available Tamrielic zone, outside of Cyrodiil, at any time. It is silly that, everywhere we go, we find only Ancestor Silk, Rubedite Ore, and Ruby Ash.
Anyway, not holding my breath. Fixing stuff like this cost money.
I will worry about furniture system crafting when we have any reasonable info on it.
I will worry about black helocopter crown crates delivered by the new world order wrapped in fake moon launch film when that happens too.
I will worry about furniture system crafting when we have any reasonable info on it.
I will worry about black helocopter crown crates delivered by the new world order wrapped in fake moon launch film when that happens too.
You can worry a little or a lot, but you can't leave these two upcoming features out of the discussion on crafting and how it'll work in One Tamriel. Any changes they make to crafting in update 13 will be heavily determined by the dynamics of furniture crafting and the crown crates.
Exhibit A: your proposal to remove the lower cap on crafting (which, I agree, would be the simplest and most efficient way to solve a lot of existing complaints) – but if furniture crafting is going to keep the strict link between material and crafted result then I honestly see very little chance of the crafting UI being changed to allow cap on furniture and no cap on gear.
Exhibit B: I don't have to dream of daedric unicorns to see the impact on crafting and the economy that the combined effect of crown crates and artificial scarcity will have: we already caught a glimpse this week with the aetherial dust and the new recipe; with the same ease they added mat boxes to writ rewards they can add them to the crates. And make no mistake, this time they don't even have to lower supply – if furniture takes just one third of all material demand the scarcity will be real.
Of course, they can always double or triple node yield of mats if need be, or even make some mats available for sale at merchants, but why miss this chance to make the crates a little bit more attractive?
my bet is for every "nestor gets request after 1t for players and he doesn't have mats" you got so far i can post a dozen "stevil did not run content in 10-15 zones because the lack of useful scaled rewards made it mostly useless compared to the few zones scaled right.
my bet is for every "nestor gets request after 1t for players and he doesn't have mats" you got so far i can post a dozen "stevil did not run content in 10-15 zones because the lack of useful scaled rewards made it mostly useless compared to the few zones scaled right.
I ran the content on 5 characters and I was never overleveled for it. Just because you ground out levels rather than ran content does not make the current crafting scheme better. Oh, and the rewards for the content back then were no great shakes anyway even if you were on level, so this is a weak argument. Besides, what does your overleveling yourself to the content have to do with crafting mats? Nothing. Your just making an illogical argument that has nothing to do with the topic at hand.
Bottom line, before One Tamriel, I could find and acquire mats of any level. Now I can't and it affects my game play, and what I can do for other players. I know you only want to see top end mats in the game and nothing else. It is clear from your posts. I am glad the crafting system makes you giddy and happy now. At least someone is.