myrrrorb14_ESO wrote: »It might be worthwhile for me to make a low level character and max out skill lines.
Put however many passives I need to gather raws. Cheap respec, since its low level, to change as needed.
If you are going to have V15/16 Crafting writs in Orsinium, then all nodes need to be V15/16 for those that have the skill maxed out.
I get you are probably wanting players to deconstruct a lot of the loot drops, but even those are much, much lower than IC and are giving gold instead.
Being able to gain mats for crafting should not be this much of a grind. I understand that you don't want players being able to level up their gear in a week after a patch is released, but it doesn't matter what you do, there will always be players that grind 24/7 until they get all that gear they want and no matter what you do, it will take those players a week or less to do it.
What you are doing with these type of grinding mechanics is hurting your casual players as they are always going to be grinding, grinding, grinding to catch up to the best gear and they are going to get fed up and go to another game where they feel they can upgrade their levels and gear in a much more reasonable manner.
As a game company, you are beginning to make some huge mistakes that are going to start driving away your customers instead of keeping them.
#1: All nodes for a master crafter will all skills to 10 should always have V15/16 mats in Orsinium. No exception.
#2: Enemy NPCs need to drop more weapons/armor and not just gold.
#3: Stop the mat grind!!! It is not working as you had intended. It is actually not enjoyable to have to grind for mats every day to keep up with hardcore players, or to be more useful in Trials and Pledges for those who were unable to do them before.
Because of the mat grind to upgrade my gear, I have grown to HATE Imperial City.
When people ask me about it, I don't recommend it to them because of what it forces players to do, especially PVE players to get mats.
Yes, I could buy those mats in a guild store, but I don't have that much gold, Why?? Because of the astronomical costs of having to constantly repair my armor while in IC while I try to grind for the mats I need. Yes... with one trip to the centre and back, I have to repair my armor ever single time, and it was the same with V16 Legendary armor as well.
By stopping this mat grinding, you allow your players to actually ENJOY the content you have created instead of just doing the same thing over and over again to get what they need to get better armor.
A happy player tends to spend more money doing things they enjoy and leave when it gets to tedious. With IC you have hit tedious and with your current mechanics, it is the same with Orsinium.
#4: All Enchanting and Alchemy Solvent nodes should be scaled to V15/16 in Orsinium to match the maxed out skill level. Ensure that players can also find Hikeijo (Prismatic Essence Rune).
#5: Motifs sold in the crown store really shouldn't be more expensive than the DLC they are released in. 5000 Crowns ($39.99 usd/$53.33 cad) is expensive, even if it comes with a few mats to make armor with right away. Keep them to a reasonable 3000 Crowns and I bet you more players would buy them.. meaning more money for ZOS.
ZOS_GinaBruno wrote: »This is the official feedback thread for crafting node scaling found in Orsinium. Specific feedback the team is looking for includes:
- Is it clear that crafting nodes are scaling to the passive, and do you find that more enjoyable that scaling to your level?
- Do Veteran Rank 15 and above materials still feel rare?
- Do you feel you could obtain the Ancient Orc and Akiviri chapters and style items fairly reasonably?
- What are your overall thoughts about the new crafted item sets? Is it fun?
ZOS_GinaBruno wrote: »This is the official feedback thread for crafting node scaling found in Orsinium. Specific feedback the team is looking for includes:
- Is it clear that crafting nodes are scaling to the passive, and do you find that more enjoyable that scaling to your level?
- Do Veteran Rank 15 and above materials still feel rare?
If you are going to have V15/16 Crafting writs in Orsinium, then all nodes need to be V15/16 for those that have the skill maxed out.
I get you are probably wanting players to deconstruct a lot of the loot drops, but even those are much, much lower than IC and are giving gold instead.
Being able to gain mats for crafting should not be this much of a grind. I understand that you don't want players being able to level up their gear in a week after a patch is released, but it doesn't matter what you do, there will always be players that grind 24/7 until they get all that gear they want and no matter what you do, it will take those players a week or less to do it.
What you are doing with these type of grinding mechanics is hurting your casual players as they are always going to be grinding, grinding, grinding to catch up to the best gear and they are going to get fed up and go to another game where they feel they can upgrade their levels and gear in a much more reasonable manner.
As a game company, you are beginning to make some huge mistakes that are going to start driving away your customers instead of keeping them.
#1: All nodes for a master crafter will all skills to 10 should always have V15/16 mats in Orsinium. No exception.
#2: Enemy NPCs need to drop more weapons/armor and not just gold.
#3: Stop the mat grind!!! It is not working as you had intended. It is actually not enjoyable to have to grind for mats every day to keep up with hardcore players, or to be more useful in Trials and Pledges for those who were unable to do them before.
Because of the mat grind to upgrade my gear, I have grown to HATE Imperial City.
When people ask me about it, I don't recommend it to them because of what it forces players to do, especially PVE players to get mats.
Yes, I could buy those mats in a guild store, but I don't have that much gold, Why?? Because of the astronomical costs of having to constantly repair my armor while in IC while I try to grind for the mats I need. Yes... with one trip to the centre and back, I have to repair my armor ever single time, and it was the same with V16 Legendary armor as well.
By stopping this mat grinding, you allow your players to actually ENJOY the content you have created instead of just doing the same thing over and over again to get what they need to get better armor.
A happy player tends to spend more money doing things they enjoy and leave when it gets to tedious. With IC you have hit tedious and with your current mechanics, it is the same with Orsinium.
#4: All Enchanting and Alchemy Solvent nodes should be scaled to V15/16 in Orsinium to match the maxed out skill level. Ensure that players can also find Hikeijo (Prismatic Essence Rune).
#5: Motifs sold in the crown store really shouldn't be more expensive than the DLC they are released in. 5000 Crowns ($39.99 usd/$53.33 cad) is expensive, even if it comes with a few mats to make armor with right away. Keep them to a reasonable 3000 Crowns and I bet you more players would buy them.. meaning more money for ZOS.
WarrioroftheWind_ESO wrote: »Normally I'll sing the praises of this game, but I feel I have to chime in here. I'm getting sincerely concerned with what I interpret to be a crafting bloat/inflation of unnecessary proportions.
I'm starting to think they should consider scaling back the v16 requirement to at least 1/3rd or 1/4th of the current mat cost. It sounds like it'd be ok in theory to have the best gear cost the most mats, but it is not working. I've seen too many cases of people still charging astronomical prices for mats out of some perverse need to line their own pockets, even at the expense of guildmembers and friends who did need help gearing up post patch. I myself have yet to have a SINGLE crafted piece of v16 gear. NONE of the new craftable sets appeal to me as a storc, and the existing stam sets from older craft tiers just don't cut the mustard for my playstyle. It's not that I don't have the mats.
I have almsot a stack of each type saved up from being very prudent with my drops, hoarding mats for myself and myself alone, and I refuse to spend gold to buy mats at 5-800g per PIECE. I don't have a need to push myself to min max because I don't do trials. Barely ANYONE does trials, in fact there are no new trials to even DO so that is not a concern for me. I can do the existing content just fine as far as IC dailies and Crag mobs. While I could ask someone else to make gear I'd like for me, I'd much rather make it myself. It feels better that way. But at this point in time things are just too volitile for me to settle on a set and stick with it. I used to use 5/5 Torugs religiously, but the set no longer appeals to me. I still use 5/5 Air, 3/5 Shadowwalker, and 2-3/5 NM Silence, and I will likely still use them when orsinium launches because there just are no existing v16 sets that catch my eye that are attainable any time soon for me.
Instead of tacking on yet another crafting tier, I think they should have AXED some tiers. Scaled BACK the equipment to 6 tiers with 1-5 for 'lvling up' and 6 for vet lvls and vet lvls alone. Not only is it more points unecessarily spent to have a tier for ever 2 levels, it just sounds plain dumb when you go from Flax to Cotton then all of a sudden you have 'silverweed' and 'Ironthread'. It'd be better to just keep mat types within the range of known materials consistent with ES lore, because once you more or less blow your load with tiers every nth levels, then things get too WoWey and you end up with "peacecotton" and "Zensteel" or some BS like that.
I remember in another thread someone talking about how having scale nodes would discourage farmers and enable crafters, but given the persnickety RNG, I'd say the new system would ENcourage farmers, because it's entirely within reason to have 10/10 points for all equipment profs. Most people have it anyway if they want to do writs and get a shot at glass frags or need gold mats. The door would be open for die hard farmers to zero in on what few v16 nodes there are available. Just like you hear of people finding nothing but worms and crawlers when they find a columbine node, or how back in the day there used to be no kuta's to be found because you'd have people looting only those and leaving the Ta's and Jejota's, you'd have people gobbling up all the v16's and callously leaving scraps for everyone else.
I love ESO and all but I see systems taking a dark dark path, a path that caused me to give up on my previous MMO crush I had for 10+ years. I suggest the team take a second look at their existing model and realize this is not going to work. It is not going to work if you have people charging up to 1k PER SINGLE PIECE OF MAT when it takes 140 of the gd things to make ONE item. I would spend that much gold on a super rare recipe, or an even rarer motif. Heck I think I spent that much to get one of my SW rings that I still use to this day.
I will not, WILL NOT, spend that much to buy MATS to make ONE piece of armor. Nor SHOULD anyone.
Yeah...ive tried raising awareness with my rocking horse poop threadnimander99 wrote: »Can't wait for this to go live, forums will be fun
Just a thought.
Maybe the reason v15/16 mats are so rare are because thats the highest the vet levels will ever go. They capped cp, and said that its just "for now" so maybe from now on, they will periodicallly raise the cp cap, and the level cap will stay at v16, thus making the rarity of the mats more viable....
Idk, just a thought.
@ZOS_GinaBruno he is so true and just to be sure:If you are going to have V15/16 Crafting writs in Orsinium, then all nodes need to be V15/16 for those that have the skill maxed out.
I get you are probably wanting players to deconstruct a lot of the loot drops, but even those are much, much lower than IC and are giving gold instead.
Being able to gain mats for crafting should not be this much of a grind. I understand that you don't want players being able to level up their gear in a week after a patch is released, but it doesn't matter what you do, there will always be players that grind 24/7 until they get all that gear they want and no matter what you do, it will take those players a week or less to do it.
What you are doing with these type of grinding mechanics is hurting your casual players as they are always going to be grinding, grinding, grinding to catch up to the best gear and they are going to get fed up and go to another game where they feel they can upgrade their levels and gear in a much more reasonable manner.
As a game company, you are beginning to make some huge mistakes that are going to start driving away your customers instead of keeping them.
#1: All nodes for a master crafter will all skills to 10 should always have V15/16 mats in Orsinium. No exception.
#2: Enemy NPCs need to drop more weapons/armor and not just gold.
#3: Stop the mat grind!!! It is not working as you had intended. It is actually not enjoyable to have to grind for mats every day to keep up with hardcore players, or to be more useful in Trials and Pledges for those who were unable to do them before.
Because of the mat grind to upgrade my gear, I have grown to HATE Imperial City.
When people ask me about it, I don't recommend it to them because of what it forces players to do, especially PVE players to get mats.
Yes, I could buy those mats in a guild store, but I don't have that much gold, Why?? Because of the astronomical costs of having to constantly repair my armor while in IC while I try to grind for the mats I need. Yes... with one trip to the centre and back, I have to repair my armor ever single time, and it was the same with V16 Legendary armor as well.
By stopping this mat grinding, you allow your players to actually ENJOY the content you have created instead of just doing the same thing over and over again to get what they need to get better armor.
A happy player tends to spend more money doing things they enjoy and leave when it gets to tedious. With IC you have hit tedious and with your current mechanics, it is the same with Orsinium.
#4: All Enchanting and Alchemy Solvent nodes should be scaled to V15/16 in Orsinium to match the maxed out skill level. Ensure that players can also find Hikeijo (Prismatic Essence Rune).
#5: Motifs sold in the crown store really shouldn't be more expensive than the DLC they are released in. 5000 Crowns ($39.99 usd/$53.33 cad) is expensive, even if it comes with a few mats to make armor with right away. Keep them to a reasonable 3000 Crowns and I bet you more players would buy them.. meaning more money for ZOS.
@ZOS_GinaBruno
1: Is it clear?: Unfortunately, no, it is not very clear that the nodes scale to your primary crafting passive.
I do like the idea here, and when I first heard it, I was pretty excited.
The system was going to give crafters a significant benefit, due to their crafting skill ... I was stoked!
However, the actual benefit is, truly, not significant at all. VR 15-16 nodes are *Far* too rare.
I can get Voidsteel from 3 of the 5 gold zones + all of Crag + all of Cyrodiil.
I don't need 8 out of 10 nodes in Orsinium to also be Voidsteel. If the nodes are going to scale, go all the way.
If you have 10/10 in Metalworking, all mining nodes should be Rubedite. Of course, this should follow for all other professions.
That was the expectation, but it failed on delivery.
2: VR 15/16 material rarity: Yes, the VR 15-16 materials feel rare. Far too rare. See above, re: nodes, but add the following:
At VR 16, the mobs are scaled to VR 16 (proper), however, all of the drops are VR 15, including all the white glyphs.
All deconned drops still only yield 1 ingot (etc), and the VR 16 stuff still takes 10 times the amount of mats as any other craftable (150 ingots for a single chest piece).
At these rates, it would be better to avoid crafting entirely, and suffer the whim of the forced RNG.
Very disappointing.
Worse than that, even as a maxed crafter, with all traits learned, in all 3 smithing professions, on a single character (a truly epic achievement, which took me almost 1.5 years, btw ...) I do not even have a reasonable capability to make my *own* standard gear, let alone, secondary sets for build versatility, nor gear for my alts.
Stack on top of that the fact that I am a GM who likes to help his guildies through making gear for them ... Assisting guildies with VR 15/16 gear is simply not feasible at all.
Again, very disappointed.
3: Motifs:
Ancient Orc: From the reports, this one seems do-able, by farming the two public dungeons.
Sounds decent on paper, and maybe it will work ... however, I expect these dungeons to be completely overrun with crafters, as well as general farmers.
I suspect my chances of getting this motif, as a Master Crafter, and active GM, are very slim. However, if the drop rates, and sources, are similar to the Dwemer motif, this one *may* be possible.
Akaviri: Honestly, this one flat out angers me.
We have already had enough of the forced "You gotta PvP to PvE" nonsense with the IC patch. Don't make the same mistakes here. This is a PvE DLC. Unless, you have a *strictly* PvE way to obtain this motif, *Please* get it out of the Cyrodiil vendor inventory.
I've seen the Akaviri prices posted by others: 500K AP per chapter??? ... For PvE'ers? ... That will simply never happen.
This crowd includes all of my dedicated PvE guildies as well.
Very disappointing.
4: Thoughts on the crafted item sets:
Due to the current issues (above) with the inability to craft even my own, tried and true, crafted gear sets at VR 16 ... I don't believe, even as a Master Crafter, that I will be able to experiment with these, or any other sets, at the top levels.
Essentially, top-level crafting experimentation (one of the keystones of crafting in ESO) is no longer realistic under this ruleset.
TL;DR: One of the main reasons I came to ESO (from games that shall not be named) was that crafting was supposed to be fully relevant at all levels, even at the top.
This was the case, all the way up until the IC DLC. Now, crafting feels nearly irrelevant.
Unfortunately, due to the above, Orsinium will do very little to remedy this major problem.
I wish I didn't have to say all of the above, but it is true.
Integrity is my hallmark, and there you have it folks.
Sincerely,
~GTech_1
After spending three days in Wrothgar, these are my harvesting and crafting results. Just warning the resuts are sad, real sad. I am no noob crafter, have all professions maxed on seven toons, have all traits, styles, and harvested hundreds of thousands raw mats, hundreds of nirncrux, yadayada.
Harvesting: lower tier, upper tier (upper t. drop rate%)
voidstone ore 416, rubedite ore 65 (14%)
raw void bloom 389, raw ancestor silk 92 (19%)
rough nightwood 498, rough ruby ash 137 (22%)
shadowhide 81, rubedo leather 37
43 casserite sand
18 hours /played time with vr14 template doing quests, exploring, several hours of serious harvesting. Most of harvesting was done at EU morning time where nobody else was around, keen eyes maxed. All nodes were there, and i verified this by multiple passes over time. In other words, harvest conditions couldn't be better. All mats were saved for writs. None was spared for equipment crafting.
Refining and taking gear writs:
60 rubedite ore -> 53 rubedite. I couldn't finish BS writ.
130 rough ruby ash -> 118 sanded ruby ash. Finished writ with 80 ash left.
90 raw ancestor silk -> 74 ancestor silk (no writ)
30 rubedo hide scraps -> 23 rubedo leather. I couldn't finish clothing writ.
I can't finish daily writs after spending three days in Wrothgar. Worst was rubedo leather writ. I was able to do one single pair of bracers, one single item out of three required!
This just isn't gonna work. Something must be done.
- vr15+ mats have to drop 100%
- Overall acquirement of vr15+ mats have to increased tenfold overall.
- vr16 mats requirements must drop drastically.
Elephant42 wrote: »-snip-I don't really see how one can be so unlucky, except heavy competition by other people gathering materials. I easily collect a dozen ores just riding around Wrothgar, admiring the landscape, and I don't stop at nodes all that often (Heavy Sacks drop them, too). Without Keen Eye even. So I can't really agree with your math there.-snip-
Perhaps it's you who have been excessively _lucky_ as this does not at all correspond to my experience, nor to that of most of the posters in this thread from the way I read it.
And you have also hit a nerve with your node competition comment - if the drop rate is this bad on the relatively lightly loaded PTS, imagine what it will be like once all and sundry rush in there when it goes live
I considered just being lucky, so I just now spent another full hour riding through Wrothgar, gathering nodes.
* I only gathered VR15/16 nodes. I did not touch Nightwood/Voidstone/Voidbloom.
* I had the Master Gatherer perk. It will not speed up overall gathering by a ton, but it's convenient.
* I rode a horse maxed out in speed.
The results are:
Ancient Silk nodes: 13
Ruby Ash nodes: 5
Rubedite Ore nodes: 14
Ancient Silk recovered: 44 raw, 39 refined
Ruby Ash recovered: 19 raw, 7 refined
Rubedite Ingot recovered: 43 raw, 34 refined
It's notable that Ruby Ash is much rarer than the other nodes. While this could be a fluke, I don't think it's because you see less wood nodes in general. I saw plenty of Nightwood, but only the 5 Ruby Ash listed above. I don't want to say it's a bug, as that would require more testing, but it's noteworthy.
Considering competition, I did not see anyone else during that time. However, I'm not convinced other players gathering as well will be a detriment: The more nodes will be harvested, by yourself or other players, the higher the frequency of high ranking nodes that will spawn. Because I only gathered the high ranking nodes, I rode past a lot of ungathered lower ranking nodes which did get a new chance to spawn as high ranking ones. If you plan to gather along a fixed route, it would be advisable to collect everything.
I also noticed that the further north you go in Wrothgar, nodes in general become really sparse. I could have probably gotten more if I had stayed south of Orsinium, but I also wanted to visit some areas I hadn't seen before (the zone is bloody gorgeous).
Overall, I came back even more convinced that the current rate is fine. The return is actually great. It would have taken me significantly longer to get the same amount of refined materials by grinding in IC for gear to deconstruct. If I'd trade all materials for the one I want, I could get ~80 in an hour. 2 hours of gathering, and I could make myself a VR16 cuirass. That is incredibly fast. 2 hours of gathering per day and you have yourself a full VR16 set within a week. I'd say gathering nodes is now the fastest way to get the new materials when playing solo.
@Faulgor ... So to do this efficiently, you need a max speed horse, enough CP to get the harvesting perk, lots of discipline, and a tight route. Oh, and you need to be on the PTS where the population is far lower than what it'd be on live, and the proportion of that population out actually gathering will be far lower than on live.
I dare say that the vast, vast majority of people will not have the same kind of experience that you had, and it baffles me that you think that this would translate acceptably on live.
A better comparison would be this: Imagine if 4 people were speed-farming (and thus competing against each other). Do you think they'd be able to get nearly the amount that you got of the new mats? And compare that to that they'd get in a quick 30-minute run-through of nICP, where all 4 of them will get a bundle of mats.
Teargrants wrote: »Crafting nodes should scale to character level, not the amount of skill points invested into the crafting proficiency. As it is, this forces ppl to spend another 30 skill points on their alts to be able to harvest useful mats.
I like that the nodes level off of crafting level/skill point use rather than character level. This way if you want them you have to level crafting / spend skill points to have access to them from a node. If it were scaled off of character level crafters would get no advantage again.
Again I like this idea.