Easy fix if they are truly worried about low level characters harvesting top tier mats in a zone that scales. Just don't scale harvesting nodes to the scaled up level. Scale the nodes to character level so it matches normal node progression. They can still scale the characters up for combat but just leave the crafting nodes scaled to the actual character level. Problem solved.
Easy fix if they are truly worried about low level characters harvesting top tier mats in a zone that scales. Just don't scale harvesting nodes to the scaled up level. Scale the nodes to character level so it matches normal node progression. They can still scale the characters up for combat but just leave the crafting nodes scaled to the actual character level. Problem solved.
Yeah, this would be my ideal solution because it suits my play style. That way, I could just gather nodes for my characters that are their level as I play them. I think doing it this way would have been a much better "first draft" than the current way. However, @helediron pointed out that some people have one lower level character that is their master crafter, and does all the crafting. So they might have a, say, vet 1 character that has all the crafting skills maxed out. The current system allows them to farm max level nodes, so it works out well for them. So I can see how my ideal solution doesn't work as well for other people. So as a compromise, I'd accept something like "scale to character level or crafting skill passive, whichever is higher". I think ZOS should have considered something like this instead. It's a little bit more computing logic than the current system, but I think it would be easy to implement and explain nonetheless.
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?
Taleof2Cities wrote: »Is crafting a lost art?
It seems no one wants to put skill points and the time needed to make a character good at his or her craft.
Adding skill points into the mat tiers is what makes a character better at their craft (specifically they can make improved armor, clothes, food, etc. with better materials and ingredients).
The proposed scaling based on character level bypasses all of that.
Players would only have to keep one character designated as their "crafting alt". Then they can reap the rewards of resource node mats on their high-level mains who have little or no crafting time/skill points invested. Said mats are deposited in the bank for the "crafting alt" to process later on downtime.
Is that a reward for the investment in crafting or is it a hand-out?
With all the skill points that have come out in the recent DLCs (and more on the way in Thieves Guild), I am still stumped as to why there are fancy elaborate thread posts against node scaling.
I can agree on keeping the leveled zone nodes staying they way they are in the starter zones and Cadwell's Silver & Gold. If all the zones were scaled, then there would not be any lower- leveled mats for new alts or guildies ... as one poster pointed out.
Easy fix if they are truly worried about low level characters harvesting top tier mats in a zone that scales. Just don't scale harvesting nodes to the scaled up level. Scale the nodes to character level so it matches normal node progression. They can still scale the characters up for combat but just leave the crafting nodes scaled to the actual character level. Problem solved.
Yeah, this would be my ideal solution because it suits my play style. That way, I could just gather nodes for my characters that are their level as I play them. I think doing it this way would have been a much better "first draft" than the current way. However, @helediron pointed out that some people have one lower level character that is their master crafter, and does all the crafting. So they might have a, say, vet 1 character that has all the crafting skills maxed out. The current system allows them to farm max level nodes, so it works out well for them. So I can see how my ideal solution doesn't work as well for other people. So as a compromise, I'd accept something like "scale to character level or crafting skill passive, whichever is higher". I think ZOS should have considered something like this instead. It's a little bit more computing logic than the current system, but I think it would be easy to implement and explain nonetheless.
I can see why someone would like that but why should a v1 character be able to harvest v12-16 mats? It's the same argument we just made about new characters harvesting top tier mats. If your highest level character is v1 you should be harvesting v1 mats. Unless you want to brave higher level zones at a lower level (I'm fine with this) or buy the mats.
I don't get why people feel like they have some right to high level nodes when they aren't that level yet. I get that you can get your crafting to max level before your character level but that doesn't mean you have a right to mats that are beyond your level. Again, if the idea of scaling nodes was to prevent level 1 characters from easily farming v16 mats why is it OK for a v1 or lvl 40 to do the same thing?
Easy fix if they are truly worried about low level characters harvesting top tier mats in a zone that scales. Just don't scale harvesting nodes to the scaled up level. Scale the nodes to character level so it matches normal node progression. They can still scale the characters up for combat but just leave the crafting nodes scaled to the actual character level. Problem solved.
Yeah, this would be my ideal solution because it suits my play style. That way, I could just gather nodes for my characters that are their level as I play them. I think doing it this way would have been a much better "first draft" than the current way. However, @helediron pointed out that some people have one lower level character that is their master crafter, and does all the crafting. So they might have a, say, vet 1 character that has all the crafting skills maxed out. The current system allows them to farm max level nodes, so it works out well for them. So I can see how my ideal solution doesn't work as well for other people. So as a compromise, I'd accept something like "scale to character level or crafting skill passive, whichever is higher". I think ZOS should have considered something like this instead. It's a little bit more computing logic than the current system, but I think it would be easy to implement and explain nonetheless.
I can see why someone would like that but why should a v1 character be able to harvest v12-16 mats? It's the same argument we just made about new characters harvesting top tier mats. If your highest level character is v1 you should be harvesting v1 mats. Unless you want to brave higher level zones at a lower level (I'm fine with this) or buy the mats.
I don't get why people feel like they have some right to high level nodes when they aren't that level yet. I get that you can get your crafting to max level before your character level but that doesn't mean you have a right to mats that are beyond your level. Again, if the idea of scaling nodes was to prevent level 1 characters from easily farming v16 mats why is it OK for a v1 or lvl 40 to do the same thing?
I understand your feeling and I would agree with you if it weren't for the fact that this is just a step towards dropping Vet Ranks all together. Scaling to the crafting level limit provides a way to scale nodes if set it equal to the tiers in the passive, requiring the passive does the same thing but also provides a cost to be able to do so. Scaling by level will be a moot point once Vet ranks go away.
If you wanted to keep character level for a check on nodes then you would have to scale any item above Ebony by how many CP have been earned once Vet ranks are dropped, and I haven't seen anyone argue that point yet. Or redo the scaling all together.
Easy fix if they are truly worried about low level characters harvesting top tier mats in a zone that scales. Just don't scale harvesting nodes to the scaled up level. Scale the nodes to character level so it matches normal node progression. They can still scale the characters up for combat but just leave the crafting nodes scaled to the actual character level. Problem solved.
Yeah, this would be my ideal solution because it suits my play style. That way, I could just gather nodes for my characters that are their level as I play them. I think doing it this way would have been a much better "first draft" than the current way. However, @helediron pointed out that some people have one lower level character that is their master crafter, and does all the crafting. So they might have a, say, vet 1 character that has all the crafting skills maxed out. The current system allows them to farm max level nodes, so it works out well for them. So I can see how my ideal solution doesn't work as well for other people. So as a compromise, I'd accept something like "scale to character level or crafting skill passive, whichever is higher". I think ZOS should have considered something like this instead. It's a little bit more computing logic than the current system, but I think it would be easy to implement and explain nonetheless.
I can see why someone would like that but why should a v1 character be able to harvest v12-16 mats? It's the same argument we just made about new characters harvesting top tier mats. If your highest level character is v1 you should be harvesting v1 mats. Unless you want to brave higher level zones at a lower level (I'm fine with this) or buy the mats.
I don't get why people feel like they have some right to high level nodes when they aren't that level yet. I get that you can get your crafting to max level before your character level but that doesn't mean you have a right to mats that are beyond your level. Again, if the idea of scaling nodes was to prevent level 1 characters from easily farming v16 mats why is it OK for a v1 or lvl 40 to do the same thing?
I understand your feeling and I would agree with you if it weren't for the fact that this is just a step towards dropping Vet Ranks all together. Scaling to the crafting level limit provides a way to scale nodes if set it equal to the tiers in the passive, requiring the passive does the same thing but also provides a cost to be able to do so. Scaling by level will be a moot point once Vet ranks go away.
If you wanted to keep character level for a check on nodes then you would have to scale any item above Ebony by how many CP have been earned once Vet ranks are dropped, and I haven't seen anyone argue that point yet. Or redo the scaling all together.
It won't be a moot point because the veteran level tiers will be mapped onto the champion system (they have already confirmed this). They will *not* be doing this scaling across the board when vet levels go away because that would completely break the crafting system. Max level characters would be unable to harvest anything but top tier mats so again..this only pertains to Wrothgar. It's an aberration to the system.
Easy fix if they are truly worried about low level characters harvesting top tier mats in a zone that scales. Just don't scale harvesting nodes to the scaled up level. Scale the nodes to character level so it matches normal node progression. They can still scale the characters up for combat but just leave the crafting nodes scaled to the actual character level. Problem solved.
Yeah, this would be my ideal solution because it suits my play style. That way, I could just gather nodes for my characters that are their level as I play them. I think doing it this way would have been a much better "first draft" than the current way. However, @helediron pointed out that some people have one lower level character that is their master crafter, and does all the crafting. So they might have a, say, vet 1 character that has all the crafting skills maxed out. The current system allows them to farm max level nodes, so it works out well for them. So I can see how my ideal solution doesn't work as well for other people. So as a compromise, I'd accept something like "scale to character level or crafting skill passive, whichever is higher". I think ZOS should have considered something like this instead. It's a little bit more computing logic than the current system, but I think it would be easy to implement and explain nonetheless.
I can see why someone would like that but why should a v1 character be able to harvest v12-16 mats? It's the same argument we just made about new characters harvesting top tier mats. If your highest level character is v1 you should be harvesting v1 mats. Unless you want to brave higher level zones at a lower level (I'm fine with this) or buy the mats.
I don't get why people feel like they have some right to high level nodes when they aren't that level yet. I get that you can get your crafting to max level before your character level but that doesn't mean you have a right to mats that are beyond your level. Again, if the idea of scaling nodes was to prevent level 1 characters from easily farming v16 mats why is it OK for a v1 or lvl 40 to do the same thing?
I understand your feeling and I would agree with you if it weren't for the fact that this is just a step towards dropping Vet Ranks all together. Scaling to the crafting level limit provides a way to scale nodes if set it equal to the tiers in the passive, requiring the passive does the same thing but also provides a cost to be able to do so. Scaling by level will be a moot point once Vet ranks go away.
If you wanted to keep character level for a check on nodes then you would have to scale any item above Ebony by how many CP have been earned once Vet ranks are dropped, and I haven't seen anyone argue that point yet. Or redo the scaling all together.
It won't be a moot point because the veteran level tiers will be mapped onto the champion system (they have already confirmed this). They will *not* be doing this scaling across the board when vet levels go away because that would completely break the crafting system. Max level characters would be unable to harvest anything but top tier mats so again..this only pertains to Wrothgar. It's an aberration to the system.
So what are you proposing to scale nodes above level 50 once Vet Ranks go away? Based on CP earned, Tied to zone, or Something else?
For me to form a proper opinion on level scaling I will have to wait and see what " mapped onto the champion system" means.
Easy fix if they are truly worried about low level characters harvesting top tier mats in a zone that scales. Just don't scale harvesting nodes to the scaled up level. Scale the nodes to character level so it matches normal node progression. They can still scale the characters up for combat but just leave the crafting nodes scaled to the actual character level. Problem solved.
Yeah, this would be my ideal solution because it suits my play style. That way, I could just gather nodes for my characters that are their level as I play them. I think doing it this way would have been a much better "first draft" than the current way. However, @helediron pointed out that some people have one lower level character that is their master crafter, and does all the crafting. So they might have a, say, vet 1 character that has all the crafting skills maxed out. The current system allows them to farm max level nodes, so it works out well for them. So I can see how my ideal solution doesn't work as well for other people. So as a compromise, I'd accept something like "scale to character level or crafting skill passive, whichever is higher". I think ZOS should have considered something like this instead. It's a little bit more computing logic than the current system, but I think it would be easy to implement and explain nonetheless.
I can see why someone would like that but why should a v1 character be able to harvest v12-16 mats? It's the same argument we just made about new characters harvesting top tier mats. If your highest level character is v1 you should be harvesting v1 mats. Unless you want to brave higher level zones at a lower level (I'm fine with this) or buy the mats.
I don't get why people feel like they have some right to high level nodes when they aren't that level yet. I get that you can get your crafting to max level before your character level but that doesn't mean you have a right to mats that are beyond your level. Again, if the idea of scaling nodes was to prevent level 1 characters from easily farming v16 mats why is it OK for a v1 or lvl 40 to do the same thing?
I understand your feeling and I would agree with you if it weren't for the fact that this is just a step towards dropping Vet Ranks all together. Scaling to the crafting level limit provides a way to scale nodes if set it equal to the tiers in the passive, requiring the passive does the same thing but also provides a cost to be able to do so. Scaling by level will be a moot point once Vet ranks go away.
If you wanted to keep character level for a check on nodes then you would have to scale any item above Ebony by how many CP have been earned once Vet ranks are dropped, and I haven't seen anyone argue that point yet. Or redo the scaling all together.
It won't be a moot point because the veteran level tiers will be mapped onto the champion system (they have already confirmed this). They will *not* be doing this scaling across the board when vet levels go away because that would completely break the crafting system. Max level characters would be unable to harvest anything but top tier mats so again..this only pertains to Wrothgar. It's an aberration to the system.
So what are you proposing to scale nodes above level 50 once Vet Ranks go away? Based on CP earned, Tied to zone, or Something else?
For me to form a proper opinion on level scaling I will have to wait and see what " mapped onto the champion system" means.
We don't know the details but from what they have said the crafting that is currently tied to vet levels will be mapped onto the champion system. Likely this will mean a new constellation or additional nodes added into existing constellations or maybe it will just be a hidden "behind the scenes" thing that happens as you earch X amount of champion points. So maybe current v2 crafting requires 100 CP, v3 crating requires 110 CP etc..
We don't know the details but it's going to essentially be the same thing. Instead of vet levels you will need CP.
Easy fix if they are truly worried about low level characters harvesting top tier mats in a zone that scales. Just don't scale harvesting nodes to the scaled up level. Scale the nodes to character level so it matches normal node progression. They can still scale the characters up for combat but just leave the crafting nodes scaled to the actual character level. Problem solved.
Yeah, this would be my ideal solution because it suits my play style. That way, I could just gather nodes for my characters that are their level as I play them. I think doing it this way would have been a much better "first draft" than the current way. However, @helediron pointed out that some people have one lower level character that is their master crafter, and does all the crafting. So they might have a, say, vet 1 character that has all the crafting skills maxed out. The current system allows them to farm max level nodes, so it works out well for them. So I can see how my ideal solution doesn't work as well for other people. So as a compromise, I'd accept something like "scale to character level or crafting skill passive, whichever is higher". I think ZOS should have considered something like this instead. It's a little bit more computing logic than the current system, but I think it would be easy to implement and explain nonetheless.
I can see why someone would like that but why should a v1 character be able to harvest v12-16 mats? It's the same argument we just made about new characters harvesting top tier mats. If your highest level character is v1 you should be harvesting v1 mats. Unless you want to brave higher level zones at a lower level (I'm fine with this) or buy the mats.
I don't get why people feel like they have some right to high level nodes when they aren't that level yet. I get that you can get your crafting to max level before your character level but that doesn't mean you have a right to mats that are beyond your level. Again, if the idea of scaling nodes was to prevent level 1 characters from easily farming v16 mats why is it OK for a v1 or lvl 40 to do the same thing?
I understand your feeling and I would agree with you if it weren't for the fact that this is just a step towards dropping Vet Ranks all together. Scaling to the crafting level limit provides a way to scale nodes if set it equal to the tiers in the passive, requiring the passive does the same thing but also provides a cost to be able to do so. Scaling by level will be a moot point once Vet ranks go away.
If you wanted to keep character level for a check on nodes then you would have to scale any item above Ebony by how many CP have been earned once Vet ranks are dropped, and I haven't seen anyone argue that point yet. Or redo the scaling all together.
It won't be a moot point because the veteran level tiers will be mapped onto the champion system (they have already confirmed this). They will *not* be doing this scaling across the board when vet levels go away because that would completely break the crafting system. Max level characters would be unable to harvest anything but top tier mats so again..this only pertains to Wrothgar. It's an aberration to the system.
So what are you proposing to scale nodes above level 50 once Vet Ranks go away? Based on CP earned, Tied to zone, or Something else?
For me to form a proper opinion on level scaling I will have to wait and see what " mapped onto the champion system" means.
We don't know the details but from what they have said the crafting that is currently tied to vet levels will be mapped onto the champion system. Likely this will mean a new constellation or additional nodes added into existing constellations or maybe it will just be a hidden "behind the scenes" thing that happens as you earch X amount of champion points. So maybe current v2 crafting requires 100 CP, v3 crating requires 110 CP etc..
We don't know the details but it's going to essentially be the same thing. Instead of vet levels you will need CP.
Well under that situation my VR16 crafter is essentially going to go from Max level to 3/5 max level instantly once Vet levels are dropped as I only have about 340 CP right now. But they did say that the change won't keep you from being able to use the gear you have now,,,, So I'll just have to wait and see before I personally would be willing to change my opinion.
I can flip that around and say why should a V16 character who has crafting at Tier 7 be able to harvest Tier 10 mats that he can't use? Without the knowledge to use the mats, he also wouldn't know how to harvest them effectively, and would probably damage them beyond use while trying to acquire them.I can see why someone would like that but why should a v1 character be able to harvest v12-16 mats? It's the same argument we just made about new characters harvesting top tier mats. If your highest level character is v1 you should be harvesting v1 mats. Unless you want to brave higher level zones at a lower level (I'm fine with this) or buy the mats.
Taleof2Cities wrote: »Players would only have to keep one character designated as their "crafting alt". Then they can reap the rewards of resource node mats on their high-level mains who have little or no crafting time/skill points invested. Said mats are deposited in the bank for the "crafting alt" to process later on downtime.
Is that a reward for the investment in crafting or is it a hand-out?
BTW, how did a low level alt get max crafting anyway?
I can flip that around and say why should a V16 character who has crafting at Tier 7 be able to harvest Tier 10 mats that he can't use? Without the knowledge to use the mats, he also wouldn't know how to harvest them effectively, and would probably damage them beyond use while trying to acquire them.I can see why someone would like that but why should a v1 character be able to harvest v12-16 mats? It's the same argument we just made about new characters harvesting top tier mats. If your highest level character is v1 you should be harvesting v1 mats. Unless you want to brave higher level zones at a lower level (I'm fine with this) or buy the mats.
Do we have confirmation yet that the 100% chance for Vr15/16 materials from scaled nodes is intended? Afaik they didn't change it with the incremental patch.
And the scaling with skill points is perfect, don't touch it.
Problem I have with the current scaling system is it forces any character you wish to play to get them to max crafting level for the highest level mats. I have a designated crafter, and the new scaling system forces me to waste about 40 skillpoints on a combat character just so the mats drop at her level. I created an alt crafter to save on skillpoints, but ZOS essentially rendered that choice for naught. I am now strapping for skillpoints on my combat character, something I can't rectify easily.
Taleof2Cities wrote: »Problem I have with the current scaling system is it forces any character you wish to play to get them to max crafting level for the highest level mats. I have a designated crafter, and the new scaling system forces me to waste about 40 skillpoints on a combat character just so the mats drop at her level. I created an alt crafter to save on skillpoints, but ZOS essentially rendered that choice for naught. I am now strapping for skillpoints on my combat character, something I can't rectify easily.
Quote from UESP:
"As of patch 2.2.4 the maximum number of skill points a player can gain is 348 skill points."
That's before the Thieves Guild ...
Next question: How many skill points does your character have?
If you don't utilize the skill points the game offers, of course you're going to feel strapped ...
Some people have multiple characters, and it just sucks to have to level up all the crafts on all those characters and spend the skill points in all those crafts just to harvest useful materials. I myself have 3 characters, and have considered starting a 4th after ZOS removes veteran ranks since the game will be somewhat more alt friendly at that time. But this scaled crafting node thing is very anti-alt. And it's not fun.
Some people have multiple characters, and it just sucks to have to level up all the crafts on all those characters and spend the skill points in all those crafts just to harvest useful materials. I myself have 3 characters, and have considered starting a 4th after ZOS removes veteran ranks since the game will be somewhat more alt friendly at that time. But this scaled crafting node thing is very anti-alt. And it's not fun.
As the game is now, some would say the same about getting alts to VR15/16 to get these nodes but the game is going to go away from that and things will change. As for offering up an idea, other than the one about the Master Gatherer perk I mentioned earlier, I'm gonna wait and see how things go after Vet Ranks are dropped before I offer any more suggestions. It may hold to my belief that the way things are is fine, then again I may not. I do feel if they had dropped VR ranks with Orsinium, folks would be less upset about how node scaling works in DLC areas.
I heard that with Thieves Guild DLC the nodes in Wrothgar and Hew's Bane will no longer have 90% v12 mats and will be switched to 100% v15/v16 nodes which completely defies the whole reason they gave for scaling the nodes in the first place (scarcity). So now level 1 crafting alts will be able to port to either zone and farm TONS of mats completely nullifying the scarcity but there will still be this asinine crafting requirement for people with alts.
Now that we can safely set aside the scarcity argument can we at least set the harvesting requirement for nodes to be crafting level *or* character level or something similar?