God is in details they say, I'd expect "ZoS" to deserve it's nickname in that matter.
They sure are "details" but what makes something "a whole" is just an abundance of coherent details. Some have been bothering me a while.
Zones are part of this game's rules, right? For each zone, you get matching lvl quests, enemies, loot and ingredients, right? We did not make that rule, Zos did.
So I wonder how come it's not implemented according to the "plan" and if it bothers anybody else but me...
1. Cooking inconsistencies: I built up 2 characters, one is a Daggerfall VR, the other a lvl 38 Aldmeri mage. For each of them, I found that recipes found and looted ingredients don't match their zones. For instance, my 38 mage can only find lvl 45 recipes and loot ingredients which are either way below his level (sometimes level 5) or way above (VR levels at times). Whereas some ingredients are simply unfindable for my VR character (IceMeat is one - or whatever it's called, occasionally I'll find a couple in Cyrodiil and Coldharbor but none anywhere else).
Leveling up cooking is the fastest of all crafts, so why the zoning mess here?
2. Enchanting inconsistencies: okay, in some previous patch Zos fixed the unfindable Power Glyphs - but still leveling up is frustratingly slow. My VR char (one of these early guys that made it all up the "hard way", before all the nerfing came) worked awfully hard to barely reach lvl 19 in Enchanting - the best he can do is craft lvl 35-45 glyphs, good for my lvl character you'd think - but no because in this particular Enchanting instance, the zone/ingredients levels is respecting the game rules. I cannot find glyphs below my level, while my mage in "his" zone can only find stones above his level. Both are stuck, neither my lvl 38 mage nor my VR warrior can craft glyphs nor level up Enchanting for lack of proper ingredients. All they can do is deconstruct glyphs but they need to deconstruct something like 70 to 120 glyphs to gain one tiny Enchanting level. Trading with my guild helps a bit but even that is not nearly enough to compensate the game's imbalance. Enchanting is a catch 22 craft as it is.
Three obvious solutions here: 1. fasten Enchanting leveling (maybe not like Alchemy, but like forge perhaps). 2. lower the Enchanting perks requirements. 3. auto-calculate harvesting (and hirelings' delivery) levels according to the player's craft level, not the zone or the overall level.
3. Crafting material inconsistencies: with both my characters I found a huge "hole" between level 35 and 45. My Daggerfall warrior could not find any Dwarven or Ebony nodes AT ALL for nearly 10 levels - I had friends sending me armor pieces to deconstruct to get them ingots (but they've now unsubbed after turning VR). And sure thing, my Aldmeri mage cannot find any Spider Silk either (nor Dwarven nodes but I was careful enough as to save my warrior's ingots) in his zone. And I'm a good explorer, I can swear, in every zone I find all the books, all the Skyshards and all the treasures without ever cheating. If I can't find Spider Silk nor Dwarven nodes it's just because they are not there, why?
Sure, after the nerfing it makes little difference that my mage walks around in an armor 8 or 10 levels below his (another inconsistency but a different matter), but come on... What's the point in developping a crafting system if to make it a worst pain than it already is?
I'm sure to people who like to just fight and run and beat other players to chests and ignore all other game features beyond that, it's certainly not a big deal. But I'm sure there are other players like me who've been trying to make the most out of the game's rules and have found themselves stuck too.
Somehow I suspect these inconsistencies could be much more easily and faster fixed than the class imbalance for instance. So why are they still there?
"You can learn more about someone in an hour of gaming than in a whole year of conversation" - Plato