The 100% v15/16 nodes in Hew's Bane and Wrothgar is only if you have the crafting passive maxed out, right?
As a crafter, I don't really mind if other non-crafting players can go around and harvest high level nodes. I'm more of a casual player (well, as casual as you can call someone with a vet 6 and two lvl 49 chars) and limiting other players from getting these mats is just not important to me. Having my own ability to harvest be stunted due to having crafting across alts hurts my experience more than allowing more people to harvest high level nodes would. Being a crafter is always valuable since you can always make gear for others, or sell gear, and also improve gear from dungeons. I think these other advantages of crafting are a sufficient reward for pursuing the trades without having to limit other players' ability to harvest.
To me this is like asking them to put Molag Kena stuff or Master weapons in random treasure chests for anyone to get with only the cost of a lock pick and RNG stopping anyone from having them. I can't just walk around and pick up these highly sought after items, why should non crafters be able to walk around and just pick up the best crafting material? If a person chooses a path there should be a cost and a reward, regardless of whether that play style is your or mine. I'm glad they added node scaling by passives to the mix just for this reason.
Using your characters as an example, the thing on the bottom of my list of solutions is scaling nodes to character level. By what some folks here have proposed, none of the characters you listed would be able to get the Vr15/16 materials because none of your characters are high enough level to get them. You would have to have a VR15/16 character to get them and only your VR15/16 characters could get them. Now it is up to you whether that bothers you or not, I'm just pointing it out
... why should non crafters be able to walk around and just pick up the best crafting material?
Taleof2Cities wrote: »A player's investment into crafting abilities on a character should be commensurate with said character's crafting activities ... including harvesting nodes.
Everyone complaining about this scaling issue has invested in crafting abilities, so we've all done our time there. We just did it across alts. There doesn't seem to be much sympathy for alts in this statement. Why can't you understand this from that point of view? Doing it this way is very anti-alt, and I haven't heard any good arguments for why it should be anti-alt. It's just not fun to work on crafting on all characters just to harvest. Honestly, these kinds of arguments are just not constructive in this discussion.
I suppose I'll just never agree that people who spend the skill points should get a better reward from node harvesting because it goes against the earlier design.
...but being as it is now a B2P model they wouldn't have been able to sell content that folks couldn't play. They had to come up with a different solution to fit players of every level. I understand their solution even if everyone doesn't agree with it. I think when VR goes away a suitable solution is still to have it tied to the Master Gatherer Perk in the CP system and if you take that perk it not only speeds up harvesting times but it allows you to scale nodes to your highest skilled crafter. That way folks who split up the duties of crafting between alts can gather all nodes with each based on which one has the highest level in a line
I respect your opinion as well as others, I just offer my view on things
Yeah, there's no question of that, which is why I think "scaling to character level or passive, whichever is higher" is a good compromise. .
josh.lackey_ESO wrote: »[I have alts with crafting passives at specific ranks for the express purpose of nodes scaling to that level of material.
One of the other suggestions that no one has really responded to is having Game Settings allowing players to choose what level they harvest at, as long as they meet requirements.
[Again, we are back to skill point cost. As "josh.lackey_ESO" pointed out, the functionality is already there, it is just has a cost, the higher you choose to go, the more skill points it will cost you.
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?
The current solution is horribly alt unfriendly. It is also casual leveling with crafter unfriendly, and will hurt the market for both mats and have unexpected consequences for crafters and non-crafters alike in the market.. And in before the "invest your time crowd": I have one V16 master crafter with all crafts fully skilled and maxxed, AND a variety of alts with 0-3 crafts each with a variety of skill point layouts.