timidobserver wrote: »I get this change. They do not want you getting around using your main's skillpoints by making a craft only alt.
timidobserver wrote: »I get this change. They do not want you getting around using your main's skillpoints by making a craft only alt.
The alt system seems terribly paradoxical.
- There aren't enough alts to make one of each race.
- The devs designed the game to be primarily played through all 3 zones by one specific character.
- The banking system seems to have a handicap for trading stuff between alts built into it. It's just a big time sink in many cases. And that whole 'logging in to one after another to swap and get mail several times a day' is just a huge PITA that HAS to add more server load than it could possibly cure.
- Inventory spaces are expensive for anyone not into the higher level questing, yet.
But if the alts aren't really designed for at least some of them to be used as mules, and aren't needed for multiple play-throughs, what's the point of having '8' alts? Why give me so many alts, put roadblocks in the way of using many of them as mules to make up for the bank storage, when they really have no use other than wasting time playing them to find that out?
And now it's clear that there's a penalty built in for spreading crafting onto several alts on a single account.
I put time and effort into playing my alts. I have to play them to level them up enough to get the skill points to level crafting to 50. I have to play enough on my main(s) and alts to get stuff and pass it around, as well as researching traits, etc.
I get that.
I have 3 alts that I played (to character levels 45, 31, and 30) and leveled to 50 crafting in everything but Enchanting (26).
But I sure as hell don't want to have to drag my several 'toon-butt's' through the same quests and zones several times on several alts to character level them to 50 while I've already craft leveled them to 50.
A level 50 crafter ought to get the full benefits of level 50 crafting no matter what. If there are going to be hidden restrictions, whats the actual POINT of them being hidden but to be frustration inducing? If there are restrictions, than be honest and openly restrict crafting progression in line with character progression.
The game is beautiful, but it seems that more people on the design/dev team are tasked with building hidden frustration into situations than ought be necessary.
I don't want the game to be 'easy', but I'm getting tired of finding hidden (undocumented) tripping hazards every time I'm engaged in progressing. Finding the hidden tripping hazards in progression isn't fun after I've spent weeks or months and scads of resources on a strategy....
I'd rather that the progress was just honestly slower, instead of feeling like they randomly apply Velcro to the bottoms of my shoes while I'm trying to run a race.
The game isn't so much 'play it your way' as it is 'play it so you can see how many different ways we can slow you down and frustrate you for the sake of frustration'.
The game is getting to be a real drudge.
And I'll burn every resource I have before I give any of it you you rowdy lot of scavengers....
- The devs designed the game to be primarily played through all 3 zones by one specific character.
Ourorboros wrote: »Highly unlikely,if this was a change and not a bug, that it has anything to do with players trading items for decon to level. Not only has this been the basic mechanic to leveling since beta testing, but also seems part of game design to encourage group play. If this was an intentional change for some other reason, ZOS bunged this by not clearly communicating the forthcoming change.starkerealm wrote: »Wait, really? I guess I'm lucky that my main is also my primary crafter (I started doing most crafting skills on him before I went down the rabbit hole and created an army of alts). I guess I'll also have to level my secondary crafter - she's currently only level 26. I'm not sure what the reasoning is on this, and frankly I don't really understand why this change would be made.
I suspect, to deal with players that were powerleveling the motif crafting skills. Particularly blacksmiths trading daggers for decon and getting to 50 in no time. Though, Clothiers and Woodworkers had their own. (I'm not sure what the woodworker item of choice was.)
Tootall2186 wrote: »MasterSpatula wrote: »It's been this way for a long time, if not from the beginning. I had a level 17 alt with Woodworking. Had the skill points invested in her to be able to craft Hickory, but I only got materials back from Maple and Oak (and very occasionally Beech). I started leveling her again last week for exactly this reason.
It hasn't been this severe though. I've broken down countless blues green and purples on my 50 crafting level 16 character level toon since launch and have always gotten some type of mat back... Racial style, infusion, resin or mat... Now I'm literally getting nothing from VR items I break down.
Unknown_poster wrote: »The amount of hand-wringing and general "the sky is falling" posts on the forums on this issue shows exactly how much this change was needed.
Rune_Relic wrote: »So the question becomes.....is sending high level gear to low level characters (to rapidly and artificially level their skills) an exploit ?
timidobserver wrote: »I get this change. They do not want you getting around using your main's skillpoints by making a craft only alt.
Is this actually fixed yet? My blacksmith is a VR6, lvl 50 blacksmith, maxed all but hireling and eye, yet I couldn't craft anything over a lvl 1 iron mace . This was yesterday so it may be fixed, let me know.
GreyRanger wrote: »Rune_Relic wrote: »So the question becomes.....is sending high level gear to low level characters (to rapidly and artificially level their skills) an exploit ?
I can't see how it is an exploit. I am leveling 2 characters, a solo character and one I play with my son. They are leveling different crafting professions and pass materials for decon to level crafting. I can't see how that is an "exploit".
Here's a conceivable benefit:But since you couldn't think of it, then surely it is inconceivable. OK, you got me, it wasn't ridiculous hyperbole.
- I suspect, to deal with players that were powerleveling the motif crafting skills. Particularly blacksmiths trading daggers for decon and getting to 50 in no time.
MasterSpatula wrote: »Here's a conceivable benefit:But since you couldn't think of it, then surely it is inconceivable. OK, you got me, it wasn't ridiculous hyperbole.
- I suspect, to deal with players that were powerleveling the motif crafting skills. Particularly blacksmiths trading daggers for decon and getting to 50 in no time.
Except, of course, that this limitation isn't a very effective way to do that. To get to level 50 "in no time," you'll need to be deconstructing high-level items, items made from materials you wouldn't be able to craft with until you're high-level in the skill anyway. Getting those materials back doesn't really enable power-leveling, and not getting them back doesn't hurt it.
But you're right, you have successfully argued that there is a conceivable reason to do it. I guess I'll need to change my assertion to "no reason that bears up to even slight scrutiny."
starkerealm wrote: »In my defense, if we're restricting ourselves only to design decisions that actually make sense, we're going to be left with a lot of choices in this game that can't be explained.