Your described intentions can ALL be bypassed easily by JUST buying an item with the nirnhoned trait - so lore (and content) be damned!
My guess is that it was just easier for ZOS to leave that as it was when they made the 1Tamriel changes.
I'm surprised that people didn't complain about the relative rarity and having to go to JUST ONE zone and compete with others for nodes.
VaranisArano wrote: »Your described intentions can ALL be bypassed easily by JUST buying an item with the nirnhoned trait - so lore (and content) be damned!
My guess is that it was just easier for ZOS to leave that as it was when they made the 1Tamriel changes.
I'm surprised that people didn't complain about the relative rarity and having to go to JUST ONE zone and compete with others for nodes.
As I said:
B. ZOS specifically wants nirncrux to be a rare trait that required players to work together to research the trait. The only way to learn the trait is to complete all the Craglorn quests for a nirnhoned item, get a nirnhoned trait reward from VMA or a trial, or ask for or buy nirnhoned items from other players. That's by design.
As I said, that's by design. You don't design a system where nirnhoned trait weapons and gear are extremely rare unless you intend for a trait to be difficult to obtain without cooperating with other players (crafters who have learned the trait from other crafters and so on).
VaranisArano wrote: »Your described intentions can ALL be bypassed easily by JUST buying an item with the nirnhoned trait - so lore (and content) be damned!
My guess is that it was just easier for ZOS to leave that as it was when they made the 1Tamriel changes.
I'm surprised that people didn't complain about the relative rarity and having to go to JUST ONE zone and compete with others for nodes.
As I said:
B. ZOS specifically wants nirncrux to be a rare trait that required players to work together to research the trait. The only way to learn the trait is to complete all the Craglorn quests for a nirnhoned item, get a nirnhoned trait reward from VMA or a trial, or ask for or buy nirnhoned items from other players. That's by design.
As I said, that's by design. You don't design a system where nirnhoned trait weapons and gear are extremely rare unless you intend for a trait to be difficult to obtain without cooperating with other players (crafters who have learned the trait from other crafters and so on).
Yes, I understood what you said the first time, Varanis. My point is that it's NOT difficult at all to obtain nirnhoned items - there's a very easy way around that 'design' and I don't need to cooperate with other players at all - just buy the item.
IF the real intent was to make Nirnhoned trait only available to players who did the proper content/quests, then it wouldn't be so simple to bypass it. My point was that the lore & content aren't the most important consideration.
I don't even have to farm the gems if I want to use them for gear ... just buy it from a trader - just like I'll be buying my low level mats now when I need them. There's really NO need to do stuff ingame ... just buy what you need.
Bottom line? No game company makes significant changes unless their profit margin is threatened or it's easier for them in some significant way. Of course, they'll want to try to adhere to a certain 'design' or model insofar as it draws people into play the game, however; profit is always the final deciding consideration. If something is unpopular enough to threaten profit, you can be sure that will be changed.
VaranisArano wrote: »VaranisArano wrote: »Your described intentions can ALL be bypassed easily by JUST buying an item with the nirnhoned trait - so lore (and content) be damned!
My guess is that it was just easier for ZOS to leave that as it was when they made the 1Tamriel changes.
I'm surprised that people didn't complain about the relative rarity and having to go to JUST ONE zone and compete with others for nodes.
As I said:
B. ZOS specifically wants nirncrux to be a rare trait that required players to work together to research the trait. The only way to learn the trait is to complete all the Craglorn quests for a nirnhoned item, get a nirnhoned trait reward from VMA or a trial, or ask for or buy nirnhoned items from other players. That's by design.
As I said, that's by design. You don't design a system where nirnhoned trait weapons and gear are extremely rare unless you intend for a trait to be difficult to obtain without cooperating with other players (crafters who have learned the trait from other crafters and so on).
Yes, I understood what you said the first time, Varanis. My point is that it's NOT difficult at all to obtain nirnhoned items - there's a very easy way around that 'design' and I don't need to cooperate with other players at all - just buy the item.
IF the real intent was to make Nirnhoned trait only available to players who did the proper content/quests, then it wouldn't be so simple to bypass it. My point was that the lore & content aren't the most important consideration.
I don't even have to farm the gems if I want to use them for gear ... just buy it from a trader - just like I'll be buying my low level mats now when I need them. There's really NO need to do stuff ingame ... just buy what you need.
Bottom line? No game company makes significant changes unless their profit margin is threatened or it's easier for them in some significant way. Of course, they'll want to try to adhere to a certain 'design' or model insofar as it draws people into play the game, however; profit is always the final deciding consideration. If something is unpopular enough to threaten profit, you can be sure that will be changed.
Buying the item is cooperating with other players though. Cooperating through the economy, sure, but that's part of the design of nirnhoned traits.
Other players learned that trait, then crafted that item for sale, so that you could buy it to learn the trait. Often, people will just ask others to craft them research items with that trait.
Since there are few ways for players to learn nirnhoned on their own, the vast majority of nirnhoned gear in circulation comes from players cooperating - crafters who learned it from another crafter or players who learned the trait from a crafted item made by someone who learned the trait.
VaranisArano wrote: »VaranisArano wrote: »Your described intentions can ALL be bypassed easily by JUST buying an item with the nirnhoned trait - so lore (and content) be damned!
My guess is that it was just easier for ZOS to leave that as it was when they made the 1Tamriel changes.
I'm surprised that people didn't complain about the relative rarity and having to go to JUST ONE zone and compete with others for nodes.
As I said:
B. ZOS specifically wants nirncrux to be a rare trait that required players to work together to research the trait. The only way to learn the trait is to complete all the Craglorn quests for a nirnhoned item, get a nirnhoned trait reward from VMA or a trial, or ask for or buy nirnhoned items from other players. That's by design.
As I said, that's by design. You don't design a system where nirnhoned trait weapons and gear are extremely rare unless you intend for a trait to be difficult to obtain without cooperating with other players (crafters who have learned the trait from other crafters and so on).
Yes, I understood what you said the first time, Varanis. My point is that it's NOT difficult at all to obtain nirnhoned items - there's a very easy way around that 'design' and I don't need to cooperate with other players at all - just buy the item.
IF the real intent was to make Nirnhoned trait only available to players who did the proper content/quests, then it wouldn't be so simple to bypass it. My point was that the lore & content aren't the most important consideration.
I don't even have to farm the gems if I want to use them for gear ... just buy it from a trader - just like I'll be buying my low level mats now when I need them. There's really NO need to do stuff ingame ... just buy what you need.
Bottom line? No game company makes significant changes unless their profit margin is threatened or it's easier for them in some significant way. Of course, they'll want to try to adhere to a certain 'design' or model insofar as it draws people into play the game, however; profit is always the final deciding consideration. If something is unpopular enough to threaten profit, you can be sure that will be changed.
Buying the item is cooperating with other players though. Cooperating through the economy, sure, but that's part of the design of nirnhoned traits.
Other players learned that trait, then crafted that item for sale, so that you could buy it to learn the trait. Often, people will just ask others to craft them research items with that trait.
Since there are few ways for players to learn nirnhoned on their own, the vast majority of nirnhoned gear in circulation comes from players cooperating - crafters who learned it from another crafter or players who learned the trait from a crafted item made by someone who learned the trait.
Well, I see that you managed to ignore the point of MY post in favour of obsessing over how arduous it is to learn the nirnhoned trait.
BTW, there are NO traits that players learn all 'on their own' because they all require an item with the trait on it in order to research it. In fact, they MAY have gotten these other items by cooperating in delves or doing content with other people OR by asking someone to make it OR buying it through the player economy!!! Sorry for the sarcasm, but your point is losing it's relevance for me very quickly and I begin to think you just want to be inflammatory. lol
I belong to a guild that crafts gear for new players if they want/need it. The way we have dealt with this is to coordinate our efforts to acquire the lower tier materials. Most of us have some mostly unused alt that can be assigned to a material tier with little difficulty. We share out the gathering and pool together the resources from that and the random materials you get from doing writs. I have a couple alts that I don't gather on, but have their crafting set at a certain tier with maxed out hirelings to give a slow but steady trickle of resources.
Basically, if you want to do it all yourself, then you will have a hard time (which is why you started this thread, right?). On the other hand, if you get together with some like-minded people to keep a little of the lower level stuff around, it really isn't that hard to get enough for making someone some gear now and then.
Magdalina, I think you missed my explanation of WHY I want to be able to gather lower level mats ..... I DID say that I "enjoy gathering and crafting for friends/guildmates." Please don't post if you haven't bothered to read the OP!
My proposal of returning to zones with different levels of mats won't significantly affect your ability to gather high end mats in ALL the other areas. Craglorn, Wrothgar, Hew's Bane, Gold Coast, Vvardenfell and Clockwork City would ALL still give you the highest level mats. Your hirelings will STILL bring you high level mats.
Magdalina, I think you missed my explanation of WHY I want to be able to gather lower level mats ..... I DID say that I "enjoy gathering and crafting for friends/guildmates." Please don't post if you haven't bothered to read the OP!
My proposal of returning to zones with different levels of mats won't significantly affect your ability to gather high end mats in ALL the other areas. Craglorn, Wrothgar, Hew's Bane, Gold Coast, Vvardenfell and Clockwork City would ALL still give you the highest level mats. Your hirelings will STILL bring you high level mats.
pretty sure they read it, as did i and i dont like your idea either. What you propose would leave bots to farm the few high lvl areas and then top tier crafters run out of mats. You havent thought this through. Even without bots, you would limit the locations to get mats and it would mean more people there and less mats available. If you want lower lvl mats, do writs. or buy them. or make lower lvl toons.
Your suggestion that I do crafting writs to (hopefully) get a few lower level mats is also ridiculous.
bellatrixed wrote: »Your suggestion that I do crafting writs to (hopefully) get a few lower level mats is also ridiculous.
Crafting writs take two seconds to do and toss 25 of a random mat at you. If you do cothing/blacksmithing/woodworking writs that's 75 mats a day. If you do them every day on one character for a week that's 525 free low level mats a week for clicking a few buttons.
Since you like crafting so much, why do you find it "ridiculous" to do the only quests in the game that give really useful rewards for crafting, especially when it's literally the answer to your question???
I like crafting for guildies too and always have a surplus from writs. Plus you get 2k a day off equipment writs per character, plus the chance for master writs, plus the chance for surveys, plus gold mats... but yeah, totally ridiculous for a crafter to do these amazing fast quests that reward crafting stuff...
Maybe you didn't play ESO before 1Tamriel, Slick. The zones were all levelled then and I never heard anyone complain that they couldn't gather their high end mats.
As a result the game was almost dead. I had to decon trash gear that I got in dungeons in order to craft my first CP160 sets of gear (there were few, if any complete dropped sets back then), and I had like 400 CP by then. So I do remember the game before One Tamriel and it was actually crap. And that opinion is certainly quite widely shared, since after that patch the game population increased greatly.
If you read ALL the posts, you'd understand that but I suspect that you only read the first few before exploding your reply.
I'm ok with you not agreeing with my idea - I don't expect everyone to embrace it, but suggesting that I haven't thought it through isn't valid at all. I've read all the replies and accepted some of the explanations of why some people don't like the idea. You've added nothing in the way of suggestions that hadn't already been said in previous posts.
Maybe you didn't play ESO before 1Tamriel, Slick. The zones were all levelled then and I never heard anyone complain that they couldn't gather their high end mats.
Craglorn was talked about (if you bothered to read all the replies) and it is STILL the only area to get the Nirnhoned gems. Nobody complains that we can't gather those anywhere else - but maybe that's just not important to YOU. Some of us are more egocentric than others.
Finally, why bother coming in late to this DEAD discussion, Slick? I already said I've given up on my idea and that I would just buy mats if I need them - I don't need your redundant, obvious solutions. Go take out your aggression somewhere else.
Taleof2Cities wrote: »As a result the game was almost dead. I had to decon trash gear that I got in dungeons in order to craft my first CP160 sets of gear (there were few, if any complete dropped sets back then), and I had like 400 CP by then. So I do remember the game before One Tamriel and it was actually crap. And that opinion is certainly quite widely shared, since after that patch the game population increased greatly.
Though I’d be interested in your data that shows the direct correlation between the crafting node change and uptick in game population ...
... I do agree that leaving high level mat nodes in only a few zones does not reward all players equally (especially those who have not invested the time and skill points in the crafting professions).
What I feel is ridiculous is suggesting that doing the writs and getting random mats (which may or may not be the ones I need to craft someone's gear & likely won't be enough to craft said gear) is equal in ANY to being able to go to a specific zone where I KNOW I'll find exactly the mats I need.
But I don't expect most people here to get it even though I've explained it in multiple ways.
bellatrixed wrote: »Your suggestion that I do crafting writs to (hopefully) get a few lower level mats is also ridiculous.
Crafting writs take two seconds to do and toss 25 of a random mat at you. If you do cothing/blacksmithing/woodworking writs that's 75 mats a day. If you do them every day on one character for a week that's 525 free low level mats a week for clicking a few buttons.
Since you like crafting so much, why do you find it "ridiculous" to do the only quests in the game that give really useful rewards for crafting, especially when it's literally the answer to your question???
I like crafting for guildies too and always have a surplus from writs. Plus you get 2k a day off equipment writs per character, plus the chance for master writs, plus the chance for surveys, plus gold mats... but yeah, totally ridiculous for a crafter to do these amazing fast quests that reward crafting stuff...
What I feel is ridiculous is suggesting that doing the writs and getting random mats (which may or may not be the ones I need to craft someone's gear & likely won't be enough to craft said gear) is equal in ANY to being able to go to a specific zone where I KNOW I'll find exactly the mats I need.
But I don't expect most people here to get it even though I've explained it in multiple ways.
At first I was concerned about the changed to the mats in 1T, I had just hit max level and also wanted to have a good supply of lower level mats to craft for others. Since the change however I have been pretty happy with it and would not personally reverse it. If you do the writs then chances are you have a good supply of lower level mats coming in like others have suggested, and I am always in need of higher level mats as having 3 characters doing the max daily writs can make my resources dwindle fast. I also like that I find the highest tier mats in all zones as I group up with some new players and help them along in the starter zones, so I can continue to collect my higher tier mats which I am always in need of.
That being said I always thought there was a relatively easy fix, can there not be some sort of toggle in crafting, that once you were beyond the level of that material, you could select which mats you were looking for? If you wanted Jute, select jute as your default clothing material you see. If you wanted Ruby Ash, then select Ruby ash as your default material you would find, the player would have control over this. These toggles should only become available once you have surpassed the level for the material. I always thought it would be a pretty simple way to keep everyone happy as if you do not do writs, do not want to buy lower level mats, and do not want the lower level person you are crafting for supplying materials then it could be a bit of a problem.
Current system is better for almost everyone, as well as can be supported by the 'gather what you can gather, sell, buy what you need' model.
Sure, I've run out of low level mats and thought about running out to gather some, but it's faster and easier to just buy some - even if I could gather them on my main.
Now if you asked for something like a toggle that would allow a player to set the level of materials found (basically replicating the functionality of skill level - but not requiring a full respect every time), then that might have gotten some support.
But basically asking the game to be changed to support your way of play when its obvious it would negatively impact a majority of players is just being selfish.
Taleof2Cities wrote: »Players will still be able to sell their lower level mats in the guild traders since many high level players have more gold to spend than time to gather mats.
Sorry to say that lower level mats don’t sell very well in the guild stores. Especially the mats between CP10 and CP150 ... since players only have to level one character through that range.
I do help out players with an in-zone rare request of those mid tier mats ... and charge them the master merchant going rate which is super reasonable.
ValandarTheRed wrote: »Going back to the original post...
Wouldn't this have the same problem they had before, where only people with the Orsinium DLC could farm the CP150+ mats?
ValandarTheRed wrote: »Going back to the original post...
Wouldn't this have the same problem they had before, where only people with the Orsinium DLC could farm the CP150+ mats?
It's been awhile, but I'm pretty sure you could find CP150 nodes in Craglorn (base game).
VaranisArano wrote: »ValandarTheRed wrote: »Going back to the original post...
Wouldn't this have the same problem they had before, where only people with the Orsinium DLC could farm the CP150+ mats?
It's been awhile, but I'm pretty sure you could find CP150 nodes in Craglorn (base game).
No, you could only farm void cloth, void ore, and nightwood. I kinda miss those mats, there were pretty to look at and fit the otherwordly nature of Craglorn well.