ZOS_GinaBruno wrote: »Crafting Node Scaling
- Raw materials in Wrothgar will look like (and drop) materials based on the peak of your aptitude in the craft they are associated with. This applies to Blacksmithing, Woodworking, Clothing, Enchanting, and Alchemy Water in Wrothgar.
- For example, if you have Metalworking 9 and Woodworking 1, you will encounter Voidstone Ore and Maple Wood in the wild since your Metalworking level is high, but Woodworking is of a lower level.
- If your tradeskill mastery is sufficient to work in Rubedite, Ruby Ash Wood, or Ancestor Silk, you will have a chance at encountering them in the world.
- Hide that is normally provided by an animal will scale to the Tailoring rank of the player character looting the animal. This is to ensure everyone gets materials they can use, at any level.
- Player characters in a group with differing ranks in Tailoring will all get different levels of hide.
I agree with the above - account high passive would solve all the problems while still keeping to the spirit of the change. My question would be why limit it to the new zone. If we are going to to this then shouldn't ALL zones then scale in the same way?
Ourorboros wrote: »My only VR16 is also fully leveled in all crafts. I haven't learned all weapons and skill lines, but since I can only use 10/2 at one time, I have more than enough skill points to do crafting, have a large number of skills and passives, and still have skill points left over. Any reason your crafters can't do quests? And if you don't want to, I would guess they can still harvest in Orsinium, though that is not ideal or time-efficient.
ZOS_GinaBruno wrote: »Crafting Node Scaling
- Raw materials in Wrothgar will look like (and drop) materials based on the peak of your aptitude in the craft they are associated with. This applies to Blacksmithing, Woodworking, Clothing, Enchanting, and Alchemy Water in Wrothgar.
- For example, if you have Metalworking 9 and Woodworking 1, you will encounter Voidstone Ore and Maple Wood in the wild since your Metalworking level is high, but Woodworking is of a lower level.
- If your tradeskill mastery is sufficient to work in Rubedite, Ruby Ash Wood, or Ancestor Silk, you will have a chance at encountering them in the world.
- Hide that is normally provided by an animal will scale to the Tailoring rank of the player character looting the animal. This is to ensure everyone gets materials they can use, at any level.
- Player characters in a group with differing ranks in Tailoring will all get different levels of hide.
Now here's my situation: I have three dedicated crafters. One for equipment crafts, one for alchemy and enchanting, one for provisioning (used to also do blacksmithing before I realized I'd have to learn all motifs twice and moved the craft to the first char). Let's ignore provisioning because ingredients aren't level-scaled. This leaves me with two chars. None of my other characters put any points into the main crafting passives covered by my crafters. And why would they? It would defeat the purpose of having dedicated crafters. It worked perfectly - until Wrothgar.
In Wrothgar most of the characters I actively play will loot nothing but tier 1 materials. I'll drown in maple, iron and natural water. Harvesting will be almost completely pointless (I'll still get tempers from refining all that raw hide...). The only way to acquire high level mats will be focused farming runs with my crafters and deconstructing looted items. No more casual gathering while I'm out questing.
But here's ZOS's reasoning: "This is to ensure everyone gets materials they can use, at any level."
In that case, shouldn't resource nodes scale to character level, not crafting passives? I don't need wood my alchemist can work with because she will never be crafting any staves - but I could use materials in her level range so I can replace her equipment when she levels up, either with my own woodworker or by asking another player to craft something in a style I don't know.
Thoughts? Opinions?
Craglorn overfarmed? Maybe, but not on the NA DC server. If anything, there are so many nodes in Upper Craglorn, I've been wondering if farmers are taking any nirn and leaving the rest. And one rarely sees farmers in Lower Craglorn, where nodes are plentiful. No doubt the later will change once nirn can be farmed throughout Craglorn.Stickleback wrote: »After the latest (IC) patch, I've seen Craglorn turn from a node rich enviroment to a place that's overfarmed, making it very hard for crafters to find enough mats to do writs. The only place you can find enough mats to do your crafting is on traders. Which given the higher demand (due to the glass pages) is only logical.
Limiting the amount of people that can farm the nodes to dedicated crafters, is a nice boon for those of us who have slightly gimped our chars to max out crafting. But then ZOS seems to take away that boon when you pick up the 10/10 writ and read the requirements.
Seems like nobody wins..
In Wrothgar most of the characters I actively play will loot nothing but tier 1 materials. I'll drown in maple, iron and natural water. Harvesting will be almost completely pointless (I'll still get tempers from refining all that raw hide...). The only way to acquire high level mats will be focused farming runs with my crafters and deconstructing looted items. No more casual gathering while I'm out questing.
But here's ZOS's reasoning: "This is to ensure everyone gets materials they can use, at any level."
In that case, shouldn't resource nodes scale to character level, not crafting passives? I don't need wood my alchemist can work with because she will never be crafting any staves - but I could use materials in her level range so I can replace her equipment when she levels up, either with my own woodworker or by asking another player to craft something in a style I don't know.
Johngo0036 wrote: »It will stop non crafters from harvesting nodes and bringing prices of materials down..
I like the change and feel that it should be made like this in all areas..
Did the patch change the Orsinium Writs/Material Leveling again?
I just pulled a Clothing Writ from the Orsinium City board and received a Writ for Belkarth, Craglorn.
The character is VR6 with L50 Clothing Skill with 10/10 material passive. I thought the writs were still tied to material skill levels with Orsinium. Did today's patch add back in a character usable check as well?
Or is the writ board not accepting that I have access to Orsinium as a VR6 character with battle leveling.
If the writ board in Orsinium is going to use requirement tables all the way from Veteran 14 to Veteran 16 we will have to jump all the way back and forth between Craglorn and Orsinium.
If the Orsinium writ board has the same character level check as Craglorn does for VR1 then that should be noted in the patch notes or add a notice to the writ board that you will still only receive VR14 material writs unless you are character level VR15.
AFrostWolf wrote: »I have a dedicated Crafter. There are enough skill points in the game that you can max out all class skills, 2 weapon lines, all crafting, all racials, and then some. The DLC will add more quest line Skill points, More skyshards, ect. It's possible to do everything many times over on all characters except research and motifs, which wouldn't matter anyways as long as one character has them. (Account-wide please?)
This update doesn't effect me because I've put time and effort gathering all the skill points I can. If you do the same on every single character then this doesn't effect you at all.
I realize this is an old post but I just started playing again after many months hiatus and I'm starting to see the ramifications of this whole Wrothgar mess with harvesting. Why should players be forced to level up multiple characters in the same crafting skill just to harvest materials? This is lacking any sort of logic and for those of us that already set in stone which characters have crafting skills long before this update occurred this is seriously disruptive.
The problem I am having is even with everything maxed out in blacksmithing I only find maybe one V16 node for every 15 void stone nodes I come across. And seeing it takes 150 ingots to make one armor piece I am finding this to be really annoying. And to be honest if they this intentionally it will be the first and last dlc I buy. I am not going to spend nearly 2 months farming to craft one set only to have them turn around and increase the vet cap again.