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Official Feedback Thread for Crafting Node Scaling

  • Casdha
    Casdha
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    I love it the way it is, leave it.

    Asking for crafting to be less time consuming to learn or be less of a trade off on skill points needed is no different than asking for any other part of this game to be nerfed. If you want folks to quit asking for nerfs, then quit asking for nerfs.
    Proud member of the Psijic Order - The first wave - The 0.016%

  • Dagonthir
    Dagonthir
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    Casdha wrote: »
    I love it the way it is, leave it.

    Asking for crafting to be less time consuming to learn or be less of a trade off on skill points needed is no different than asking for any other part of this game to be nerfed. If you want folks to quit asking for nerfs, then quit asking for nerfs.

    Dang...there's always gotta be someone who disagrees.

    Honestly, I think ZOS made it like this because they thought it would be more fun, but just didn't think about alts. It's just not fun to run around a zone with a high level character and only collect low level crafting resources (or skip them, as I do). From the point of view of a character that crafts, I think it works just fine. But when people have alts who do their crafting, then it's just not fun. I doubt many people want to spend their time leveling all of their characters up in all of of the crafting skills just so they can collect level appropriate crafting materials when going to the new zones. I think ZOS meant well with this change, but just didn't think it all the way through. I'll give them the credit for trying though.
  • Casdha
    Casdha
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    Dagonthir wrote: »
    Casdha wrote: »
    I love it the way it is, leave it.

    Asking for crafting to be less time consuming to learn or be less of a trade off on skill points needed is no different than asking for any other part of this game to be nerfed. If you want folks to quit asking for nerfs, then quit asking for nerfs.

    Dang...there's always gotta be someone who disagrees.

    Honestly, I think ZOS made it like this because they thought it would be more fun, but just didn't think about alts. It's just not fun to run around a zone with a high level character and only collect low level crafting resources (or skip them, as I do). From the point of view of a character that crafts, I think it works just fine. But when people have alts who do their crafting, then it's just not fun. I doubt many people want to spend their time leveling all of their characters up in all of of the crafting skills just so they can collect level appropriate crafting materials when going to the new zones. I think ZOS meant well with this change, but just didn't think it all the way through. I'll give them the credit for trying though.

    I have been here since pre-launch and I have 2 VR16 characters and the highest level PvP I have is Tyro grade 2 and the both have an Undaunted level of 1. Why shouldn't they unlock all of the perks of those skill lines for me? ,,,,, because I chose to not do that content and spent my time on something different. My Main is my crafter, my second Alt is also leveled up to gather but is otherwise built to farm public dungeons and Craglorn.

    Incidentally, I've leveled all weapon and armor skills to 50 on my main so that I can make any build combination with him I wish or as needed when game mechanics are changed.

    Using the logic folks put towards crafting, ZOS should just hand me the rest (PvP and Unduanted) because I don't want to waste my time doing it. That content should be available to me any time I wish because I chose to do crafting instead and have maxed it out.

    Note: No I don't really think this last bit should happen, just trying to show a point of comparison. It took over a year for crafting to have any added value for choosing that path and I don't think it should go away.
    Edited by Casdha on February 2, 2016 6:47AM
    Proud member of the Psijic Order - The first wave - The 0.016%

  • boony
    boony
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    tengri wrote: »
    Nodes should scale to your crafting skill - not to the (may or may not unlocked because of skillpoint shortage) passives.

    Working with mats - of course, crafting passives are the gateway. But for harvesting... no.
    This just stinks.

    I agree with this comment. I have 5 v16 chars, only one is my crafter, but had to use over 30 skill points each on my 'non-crafters' so that they can collect the 'harder to get' higher level mats and higher level hirelings.

    If this was based on their actual skill level of that craft, I believe that would be fairer. Especially when there are more skill lines being introduced.

    As for the motifs, I've managed to get two Ancient Orc (both on the same day) since they became available, maybe the drop rate should improve for these, and I've run the public dungeons many times.

    Akiviri motifs, I've never been able to afford, as I've done very little PVP, maybe that is something that I need to do more of, at some stage, as some those skills seem to be useful too lol
  • spoqster
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    Dagonthir wrote: »
    Casdha wrote: »
    I love it the way it is, leave it.

    Asking for crafting to be less time consuming to learn or be less of a trade off on skill points needed is no different than asking for any other part of this game to be nerfed. If you want folks to quit asking for nerfs, then quit asking for nerfs.

    Dang...there's always gotta be someone who disagrees.

    Honestly, I think ZOS made it like this because they thought it would be more fun, but just didn't think about alts. It's just not fun to run around a zone with a high level character and only collect low level crafting resources (or skip them, as I do). From the point of view of a character that crafts, I think it works just fine. But when people have alts who do their crafting, then it's just not fun. I doubt many people want to spend their time leveling all of their characters up in all of of the crafting skills just so they can collect level appropriate crafting materials when going to the new zones. I think ZOS meant well with this change, but just didn't think it all the way through. I'll give them the credit for trying though.

    Well put. Couldn't have said it better.

    I would even go so far as to say it would be better for the game if crafting were account-based, rather than character-based, such that you level crafting on your account and have access to all crafting skills from any character. (Same xp to max it all out, but less hassle logging and re-logging around with alts once you actually craft something.)

    And even then (if crafting were account bound) the nodes should scale to the level of the character, so that you'll always find what your character needs, no matter which one you play.
  • Casdha
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    All I can say is that any path in this game costs skill points. Alliance, Vampirism, Werewolf, Undaunted, Crafting....

    Players should not get a free pass just because they want to be able to multiple paths at the same time and run out of skill points when they choose to many things for one character. My Crafter has a maxed out Werewolf skill line but he no longer has a single point taken in it because he needed the points for crafting. He also only unlocks the weapon and armor skills he uses the most and only one Assault skill because it helps with gathering. If he has to change weapons or Armor he has everything maxed out and can do so but he has to use a respec or go with what he's got.

    The way it is set up with skill points now is perfect. If you want your character to be able to serve multiple roles, it is gonna cost you in how much they can do in each role. The more roles you choose for one character the fewer things they can master in each, at least without a skill point respec.

    Have you ever heard the term "Jack of all trades, Master of none"? IMHO that is what should apply here. One character shouldn't be able to do everything and just because Crafting and/or Gathering is at the bottom of a lot of folks list shouldn't mean it gets a free pass.

    Edited by Casdha on February 2, 2016 4:41PM
    Proud member of the Psijic Order - The first wave - The 0.016%

  • Dagonthir
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    If they had just scaled to character level instead of skill passive, no one would complain. That would be "good enough" for most people I think, and would be a sufficient middle ground to all the suggestions out there.
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    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?

    I'm very unhappy with the scaling. Due to the fact that we are limited in how many skill points we have, my crafter is not the same character as my main. My main can no longer go harvest as I would have to spend 30 points just to be able to. My crafter is not setup for combat. I feel like it was a very poor (and completely nonsensical) decision to have it scale the way it does.
    :trollin:
  • Dagonthir
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    I was wondering why ZOS decided to scale the crafting nodes, and so I dug up the patch notes for 2.2.4, which is where the changes were introduced:

    forums.elderscrollsonline.com/en/discussion/227778/pc-mac-live-patch-notes-v2-2-4#latest

    In here, @ZOS_GinaBruno says "This is to ensure everyone gets materials they can use, at any level." This leads me to believe that ZOS was indeed trying to make the game more fun for people, and were looking at it from the point of view of, say, a new player going into the new zones - they'd want to get nodes they could use, rather than nodes that were well above their level (which is what the case would be without scaling). I don't think they were trying to make crafting more painful, or require everyone to level up all their characters in crafting to get the high level nodes, or make resources more rare. I think they just didn't think of the case of someone bringing their non-crafting alts into the zones.

    ZOS is really paving new MMO ground here in scaling players to zones so that they can go to the zones at any level, and scaling the resource nodes was an attempt to facilitate that. I think they just stumbled by choosing to scale to skill passive, and I don't believe that it's having the intended effect. I hope they change it, because it seems clear to me that a lot of people don't like it.
  • Marrtha
    Marrtha
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    Why are people still posting in this thread? Honestly?

    Crafting is not difficult to level, it does not take THAT much sp (I have them all, and I have all the abilities I need).
    Also, if you come to an area scaled to your level, it will be asumed that your crafting is at that level too.

    And now, I was also very upset when I initially read the changes.. But then I got my full v16 gear within a week of release of Orsinium. Least to say, I realized I overreacted. Maybe you should too.

    I haven't logged in for a while but from what I have spotted here, the prices fell quite a bit, and also there is still TVS.

    Or, let me guess, you are all upset over the fact a full set cannot be obtained within 1 day. I fail to see why anyone would want to obtain the full set within a day. It should take at least a bit of time, especially considering that crafted sets are really good.
    Edited by Marrtha on February 3, 2016 7:53AM
    Use @Marrtha when replying!
  • Tavore1138
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    Feedback after some months:

    - Is it clear that crafting nodes are scaling to the passive, and do you find that more enjoyable that scaling to your level?

    It was clear but as I am maxed level and crafting it makes no difference to me.

    - Do Veteran Rank 15 and above materials still feel rare?

    They are rare and that does make farming a little cut throat at times (i.e. people running in for nodes while you fight the mobs or are locked waiting to exit combat), that is not a good thing. Leather is way to scarce given that you get no surveys for it and it drops much less than anything else - i.e. in a day's 'work' I can get 4-500 of wood/cloth/ore but only maybe 150 leather even with killing all relevant mobs I encounter.

    But Runes are the worst - so many many Kura, so many many Ta... and very little level appropriate stuff, that could do with a tweak.

    Overall as I like a good harvest the prices of ingots and silk have swelled my coffers a little while I go on the seemingly never ending hunt for more leather scraps. A bit of love for medium users/crafters would not be a bad thing.

    - Do you feel you could obtain the Ancient Orc and Akiviri chapters and style items fairly reasonably?

    I PvP so no issue with Akaviri... and like the look of it too.

    Never found an Ancient Orc chapter while doing the public dungeons so maybe a little low on that front but equally I expect it'll pop up in the crown store so you don't want the rate too high.

    - What are your overall thoughts about the new crafted item sets? Is it fun?

    Juliannos is the magicka Hundings which they have needed for some time.

    Morkuldin is fun as a silly 5 pc bonus and not bad for a 4 piece to compliment other stamina sets.

    Haven't really played with the others but overall not bad going - not too powerful but interesting enough to try.

    GM - Malazan
    Raid Leader - Hungry Wolves
    Legio Mortuum
  • Casdha
    Casdha
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    Well as posted else where, Nodes now scale 100% of the time (on 2.3 TG DLC). No more void nodes where a ruby should be (if you have the skill points taken)

    This should drop the guild store prices considerably. Should be a sound compromise to keep it crafting skill related but increase the availability for those that were having trouble getting the mats.

    Oh well, time to put bargain prices on live before the change hits :P
    Edited by Casdha on February 4, 2016 2:52PM
    Proud member of the Psijic Order - The first wave - The 0.016%

  • Enodoc
    Enodoc
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    @Casdha Is that in Cyrodiil and Wrothgar too? I thought someone suggested elsewhere it was just for Hew's Bane. If it is everywhere, that would be great.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • EQBallzz
    EQBallzz
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    Xeven wrote: »
    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'm not sure if I actually care either way, but couldnt you just farm them up on your crafting character?

    I do like the idea that only crafters can harvest the best stuff. We should be able to make money with our crafts.

    The problem with this reasoning is that many of us leveled up crafting on more than one character (way before this ever went live) so it makes it impossible to harvest efficiently on one character. It makes no sense to run around on one character and pass up 50% of the nodes because half of your crafting skills are on another character. Not to mention that if you have two (or more) high level characters and want to harvest while exploring the zone and doing quests it's impossible unless you level up crafting and spend 30 skill points on multiple characters which is asinine.

    This isn't as bad for people leveling up now because they can plan for it and at least level up their crafting skills (multiple times) much more easily as they level instead of trying to do it at max level. At least if you deconstruct things as you level the leveling up process is relatively painless and all you have to worry about are the skill points.

    I didn't have that luxury and had to power level my second character to 50 on multiple crafts that I already had maxed on my first character. It cost about 150k in items to deconstruct and XP pots. Not what I consider fun or a good use of time/gold. If I want to harvest on my other V4 alt when I take it there I will have to go through this all again for the third time. At least I will have time to level up the crafts on that alt but this is all a bit silly to have to go through just for harvesting.

    I get that you want to keep the mats rare and I have no problem with that but there are other ways to accomplish that. If you really want to tie this to the crafting skill you should flag the account once one character has unlocked it so that people with crafts spread around multiple characters aren't punished.
  • Casdha
    Casdha
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    Enodoc wrote: »
    @Casdha Is that in Cyrodiil and Wrothgar too? I thought someone suggested elsewhere it was just for Hew's Bane. If it is everywhere, that would be great.

    I know it is in Wrothgar, I haven't gone to Cyrodiil yet.
    Proud member of the Psijic Order - The first wave - The 0.016%

  • EQBallzz
    EQBallzz
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    Casdha wrote: »
    All I can say is that any path in this game costs skill points. Alliance, Vampirism, Werewolf, Undaunted, Crafting....

    Players should not get a free pass just because they want to be able to multiple paths at the same time and run out of skill points when they choose to many things for one character. My Crafter has a maxed out Werewolf skill line but he no longer has a single point taken in it because he needed the points for crafting. He also only unlocks the weapon and armor skills he uses the most and only one Assault skill because it helps with gathering. If he has to change weapons or Armor he has everything maxed out and can do so but he has to use a respec or go with what he's got.

    The way it is set up with skill points now is perfect. If you want your character to be able to serve multiple roles, it is gonna cost you in how much they can do in each role. The more roles you choose for one character the fewer things they can master in each, at least without a skill point respec.

    Have you ever heard the term "Jack of all trades, Master of none"? IMHO that is what should apply here. One character shouldn't be able to do everything and just because Crafting and/or Gathering is at the bottom of a lot of folks list shouldn't mean it gets a free pass.

    Your argument might hold water if this is how the game was all along. The truth is that before this change it never was required that you spend 30+ skill points or level up crafting on multiple characters just to gain access to *harvesting*.

    Nobody is asking for a free pass on crafting but when you suddenly change the way the game works after people have invested huge amounts of time leveling up crafting on more than one character it's more than a little disingenuous for you to act like people want a free pass.

    I have all crafting maxed, all pre-DLC motifs and 9 traits researched on *all* slots. Does that sound like a free pass to you? I spent the time and I should be able to harvest like I always have without investing even more time and gold just to do something I was always able to do before.
  • Casdha
    Casdha
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    EQBallzz wrote: »
    Casdha wrote: »
    All I can say is that any path in this game costs skill points. Alliance, Vampirism, Werewolf, Undaunted, Crafting....

    Players should not get a free pass just because they want to be able to multiple paths at the same time and run out of skill points when they choose to many things for one character. My Crafter has a maxed out Werewolf skill line but he no longer has a single point taken in it because he needed the points for crafting. He also only unlocks the weapon and armor skills he uses the most and only one Assault skill because it helps with gathering. If he has to change weapons or Armor he has everything maxed out and can do so but he has to use a respec or go with what he's got.

    The way it is set up with skill points now is perfect. If you want your character to be able to serve multiple roles, it is gonna cost you in how much they can do in each role. The more roles you choose for one character the fewer things they can master in each, at least without a skill point respec.

    Have you ever heard the term "Jack of all trades, Master of none"? IMHO that is what should apply here. One character shouldn't be able to do everything and just because Crafting and/or Gathering is at the bottom of a lot of folks list shouldn't mean it gets a free pass.

    Your argument might hold water if this is how the game was all along. The truth is that before this change it never was required that you spend 30+ skill points or level up crafting on multiple characters just to gain access to *harvesting*.

    Nobody is asking for a free pass on crafting but when you suddenly change the way the game works after people have invested huge amounts of time leveling up crafting on more than one character it's more than a little disingenuous for you to act like people want a free pass.

    I have all crafting maxed, all pre-DLC motifs and 9 traits researched on *all* slots. Does that sound like a free pass to you? I spent the time and I should be able to harvest like I always have without investing even more time and gold just to do something I was always able to do before.

    If you look at my last post Here, I think they have come up with a decent compromise.
    Edited by Casdha on February 4, 2016 4:24PM
    Proud member of the Psijic Order - The first wave - The 0.016%

  • Dagonthir
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    EQBallzz wrote: »
    Not to mention that if you have two (or more) high level characters and want to harvest while exploring the zone and doing quests it's impossible unless you level up crafting and spend 30 skill points on multiple characters which is asinine.

    This pretty much nails it. I have 3 characters (one per alliance) and have been with the game since beta/pre-launch. My characters are vet level 5 (who has alchemy and enchanting maxed), and 2 level 49s (one has blacksmithing and provisioning maxed out, and the other has woodworking and clothing maxed out, though he's working on blacksmithing so I don't have to acquire two instances of every motif). I haven't hit vet 16 yet since I've taken periodic breaks to get a breather from ESO and play other games (there's just too many great games out there to commit all your gaming time to one game), but I've been subscribing the whole time. Anyhow, scaling the crafting nodes to ability passive is really hurting me and others with alts because we can only harvest reasonable leveled nodes with a couple of the professions. I don't see why we need to level up all of the crafting skills with all of our alts just to harvest reasonable nodes. This design just feels very anti-alt, which is unfortunate and contradictory since ZOS seems to be wanting to make alts more viable by introducing champion points shared across characters and removing veteran ranks with the upcoming Dark Brotherhood DLC. This crafting node scaling design should just be changed to scale to player level. I don't see how that couldn't be viable for everyone, including the people who like the way it is since they seem to be vet 16 anyways. The people that like the current system seem to be mainly people who play one character and do their crafting on that character, or they just want to keep resources scarce so that the system benefits themselves. But it makes it less fun for those of us with alts, and I wish people could see that and sympathize with that. We've put in our time for crafting too - we're not wanting anything for free.

    I really hope it's not true that everywhere now scales to crafting level. It's bad enough the DLC areas do, but doing that everywhere is just increasing the pain. If I would have know this is what they were going to do a year or two ago, I would have chosen to have all the crafting on one character. It makes me feel punished for spreading my crafting out. I don't think it was on purpose - I think ZOS did it to facilitate lower level players going into the new zones, but it has had a disastrous side effect for those of us with multiple characters.

    Is anyone from ZOS reading this thread? People have been discussing this issue again now that the changes have moved from the PTS to the live serves and have been there a little while. I've noticed this discussed in the Crafting section as well, but no one from ZOS seems to post in that area.
  • Dominoid
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    If the nodes are designed to be 100% Rubedite as an example, the crafting writs will need to be reworked as we'll run out of Voidstone rather quickly without the ability to self-replenish.
  • Contraptions
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    Dominoid wrote: »
    If the nodes are designed to be 100% Rubedite as an example, the crafting writs will need to be reworked as we'll run out of Voidstone rather quickly without the ability to self-replenish.

    I believe the last two or three gold zones and Craglorn still drop Voidsteel, so I don't think that will be too much of a problem.
    Patroller and Editor at UESP
  • Casdha
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    Enodoc wrote: »
    @Casdha Is that in Cyrodiil and Wrothgar too? I thought someone suggested elsewhere it was just for Hew's Bane. If it is everywhere, that would be great.

    Also appears to be in Cyrodiil as well. 6 Ancestor Silk, 3 Rubidite, 3 Ruby Ash, a Jehade, and a Rejera. No other types seen on that character.
    Proud member of the Psijic Order - The first wave - The 0.016%

  • EQBallzz
    EQBallzz
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    Casdha wrote: »
    EQBallzz wrote: »
    Casdha wrote: »
    All I can say is that any path in this game costs skill points. Alliance, Vampirism, Werewolf, Undaunted, Crafting....

    Players should not get a free pass just because they want to be able to multiple paths at the same time and run out of skill points when they choose to many things for one character. My Crafter has a maxed out Werewolf skill line but he no longer has a single point taken in it because he needed the points for crafting. He also only unlocks the weapon and armor skills he uses the most and only one Assault skill because it helps with gathering. If he has to change weapons or Armor he has everything maxed out and can do so but he has to use a respec or go with what he's got.

    The way it is set up with skill points now is perfect. If you want your character to be able to serve multiple roles, it is gonna cost you in how much they can do in each role. The more roles you choose for one character the fewer things they can master in each, at least without a skill point respec.

    Have you ever heard the term "Jack of all trades, Master of none"? IMHO that is what should apply here. One character shouldn't be able to do everything and just because Crafting and/or Gathering is at the bottom of a lot of folks list shouldn't mean it gets a free pass.

    Your argument might hold water if this is how the game was all along. The truth is that before this change it never was required that you spend 30+ skill points or level up crafting on multiple characters just to gain access to *harvesting*.

    Nobody is asking for a free pass on crafting but when you suddenly change the way the game works after people have invested huge amounts of time leveling up crafting on more than one character it's more than a little disingenuous for you to act like people want a free pass.

    I have all crafting maxed, all pre-DLC motifs and 9 traits researched on *all* slots. Does that sound like a free pass to you? I spent the time and I should be able to harvest like I always have without investing even more time and gold just to do something I was always able to do before.

    If you look at my last post Here, I think they have come up with a decent compromise.

    That's not a compromise. I don't think most people have an issue with the scarcity. The problem is the ability to harvest efficiently. People with crafting spread out over more than one character don't want to run around and harvest a couple nodes and skip the rest. Log out. Log in a different character and run around harvesting a couple different nodes and skip the rest. Then log in a third character and harvest the other types of nodes and skip the rest. The only way to avoid that is leveling up all crafts on all characters. Regardless, the options are asinine unless you just play a single character.
  • Casdha
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    EQBallzz wrote: »
    Casdha wrote: »
    EQBallzz wrote: »
    Casdha wrote: »
    All I can say is that any path in this game costs skill points. Alliance, Vampirism, Werewolf, Undaunted, Crafting....

    Players should not get a free pass just because they want to be able to multiple paths at the same time and run out of skill points when they choose to many things for one character. My Crafter has a maxed out Werewolf skill line but he no longer has a single point taken in it because he needed the points for crafting. He also only unlocks the weapon and armor skills he uses the most and only one Assault skill because it helps with gathering. If he has to change weapons or Armor he has everything maxed out and can do so but he has to use a respec or go with what he's got.

    The way it is set up with skill points now is perfect. If you want your character to be able to serve multiple roles, it is gonna cost you in how much they can do in each role. The more roles you choose for one character the fewer things they can master in each, at least without a skill point respec.

    Have you ever heard the term "Jack of all trades, Master of none"? IMHO that is what should apply here. One character shouldn't be able to do everything and just because Crafting and/or Gathering is at the bottom of a lot of folks list shouldn't mean it gets a free pass.

    Your argument might hold water if this is how the game was all along. The truth is that before this change it never was required that you spend 30+ skill points or level up crafting on multiple characters just to gain access to *harvesting*.

    Nobody is asking for a free pass on crafting but when you suddenly change the way the game works after people have invested huge amounts of time leveling up crafting on more than one character it's more than a little disingenuous for you to act like people want a free pass.

    I have all crafting maxed, all pre-DLC motifs and 9 traits researched on *all* slots. Does that sound like a free pass to you? I spent the time and I should be able to harvest like I always have without investing even more time and gold just to do something I was always able to do before.

    If you look at my last post Here, I think they have come up with a decent compromise.

    That's not a compromise. I don't think most people have an issue with the scarcity. The problem is the ability to harvest efficiently. People with crafting spread out over more than one character don't want to run around and harvest a couple nodes and skip the rest. Log out. Log in a different character and run around harvesting a couple different nodes and skip the rest. Then log in a third character and harvest the other types of nodes and skip the rest. The only way to avoid that is leveling up all crafts on all characters. Regardless, the options are asinine unless you just play a single character.

    I do understand where you are coming from. My solution (which I know most won't like) was to take my second character I wanted to harvest with and bought all of the Intricate VR15/16 items I could find and had my clothing, Woodworking, and Blacksmithing leveled to 50 in about an hour at a cost of about 100k in gold. I only took the mat level skill points on that character (30) which is a far cry from the 100 or so I have on my Crafter. Now I have two that can farm without taking the Huge hit from trying to know all crafting on a second character. If I want to look for Enchanting I still have to log in to my main crafter, but now one 30 minute trip will get me all I need for all characters.
    Proud member of the Psijic Order - The first wave - The 0.016%

  • EQBallzz
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    There is an easy fix for this that maintains the spirit of what they wanted to do. Once you unlock max crafting on one character it unlocks for that account on all characters. That means you still have to at least level up your crafting once but removes the absurd requirement to do so multiple times. I still think it's BS that they change the way harvesting works suddenly and only for one zone. Why? They already limited the number of new nodes substantially. The fact that they didn't do this in all zones (because it wouldn't work) should be an indication that it's a bad idea to begin with.
  • Dagonthir
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    Yeah, the problem is with having to level multiple times. It's not scarcity or having to deal with skill points. If the only thing holding back my characters was skill points, then I could just go farm sky shards as there are plenty I haven't gotten yet. But I don't want to level all of my crafting skills to 50 on all of my characters just to harvest nodes while questing. I have 3 characters I play, and have considered doing a fourth so I could have one of each class, but the thought of leveling up crafting on all of them just makes me cringe. I don't have 100s of thousands of gold laying around to go spend on gear to deconstruct, so the way I get gear is by questing. Leveling up crafting while getting gear to deconstruct takes forever, and it just isn't fun.

    @ZOS_GinaBruno are you still listening to complaints on this? Or is this scaling set in stone? As a customer who's been here since the beginning (who just doesn't frequent the forums) I'm really dissatisfied with the crafting node scaling since I have multiple characters I play. Please, please, please change it.
  • Taleof2Cities
    Taleof2Cities
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    Just my opinion, but I think the node scaling is pretty good as it is in Live currently for Wrothgar and Cyrodiil.

    A better option is to just reduce the insane amount of mats it takes to craft VR16 gear ... which would preserve the 'scarcity' of said end-game mats.

    Has anyone started a thread yet about the 150 mats it takes for a chest piece??? B)

    Edited by Taleof2Cities on February 4, 2016 10:49PM
  • Dagonthir
    Dagonthir
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    Just my opinion, but I think the node scaling is pretty good as it is in Live currently for Wrothgar and Cyrodiil.

    Why do you think it's pretty good? Do you only have one character who does all your crafting? I have 3, and it's painful since I can't harvest useful nodes in all professions at the same time like I could before the Orsinium DLC. If you only play one character, then you just can't understand the pain here. Would it be ok if it scaled to your character level instead? Are you vet 16? If so, then scaling to character level would still get you the top level mats, so I don't see why that would be a problem.
    A better option is to just reduce the insane amount of mats it takes to craft VR16 gear ... which would preserve the 'scarcity' of said end-game mats.

    I wouldn't say it's better than changing the node scaling to character level, but that still sounds like a good suggestion.
    Has anyone started a thread yet about the 150 mats it takes for a chest piece???

    I don't believe so, but that does sound ridiculous. ZOS is just trying to keep us busy.

  • helediron
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    Dagonthir wrote: »
    Just my opinion, but I think the node scaling is pretty good as it is in Live currently for Wrothgar and Cyrodiil.

    Why do you think it's pretty good? Do you only have one character who does all your crafting? I have 3, and it's painful since I can't harvest useful nodes in all professions at the same time like I could before the Orsinium DLC. If you only play one character, then you just can't understand the pain here. Would it be ok if it scaled to your character level instead? Are you vet 16? If so, then scaling to character level would still get you the top level mats, so I don't see why that would be a problem.
    ...snip...
    It is still easier to learn the crafts to vr16 and assign the points than leveling a maxed crafter from low levels to vr15. Of the two choices: bind nodes to character level or the current, bind to points assigned, i prefer the current one. This option allows access to all mats at all professions at about vr1 level.

    At least now crafters have the choice after some effort. The other option denies completely the highest tier mats until vr15. Only change i prefer over current system is to remove the whole leveling and let Wrothgar and Hews Bane be fixed to vr15 mats.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • Epona222
    Epona222
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    You can take a crafter into Orsinium or Hew's Bane to harvest mats, they are easy to come by without having to do much combat. If you want the mats, just go get your rank 10 crafter and go harvest them. It doesn't need to be your "I need all those skillpoints for PvE/Trials/PvP skills" character that does the harvesting.
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • Casdha
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    I'll just say go to my post on this thread for my perspective on the arguments in this thread. See the shoe on the other foot, if you will.
    Proud member of the Psijic Order - The first wave - The 0.016%

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