Please change how crafting node scaling works in the Battle Leveled zones (ie. Wrothgar, Cyrodil and Hew's Bane). I was hoping this would change with the Thieve's Guild update, but unfortunately it's still the same. I've seen this discussed in other threads, so I know I'm not the only one who dislikes it. The problem is that it is very alt-
unfriendly. Most of the people that have complained about it, including me, have worked on all of the crafting skills and maxed them all out, but we did it across mutliple alts. So it is really disappointing now to go into the new areas and find high level nodes in the professions that character is proficient in, and then find low level nodes in the other professions. It's not fun. So in order to harvest useful nodes in all the professions, we now need to level all of the crafting skills on one character. And if we like to switch between our characters and still harvest useful nodes while questing on those different characters, then we need to level all of the crafting skills on
all of our characters. This is really not fun, and has spoiled the harvesting part of the game. ESO does so many things to take the grinding out of traditional MMOs, but this mechanic just adds its own unique grind into ESO (which especially sucks with Enchanting). I don't believe that was the intent as I believe ZOS meant to facilitate newcomers to the game to be able to go immediately to the new areas and get nodes they could craft with, but in doing it this way you have really harmed the experience for veteran players who simply chose not do crafting in all of the crafting professions on one character.
(TL;DR) At least read this: With the removal of veteran ranks coming up, I think it's a good time to change how the node scaling works. I would suggest changing the scaling to one of the following options (or a modification of one), which are mostly based on discussions that I have had on this subject in other threads:
- Game Settings option to allow players to set the level of the nodes they harvest per profession, with a range going from 1 to <either character level or crafting passive, whichever is higher>, including an option to scale to player level and an option to scale to crafting passive
- Game Settings option to allow players to choose to have nodes scaled to either their character level or crafting passive, per profession
- Scale nodes to either character level or crafting passive, whichever is higher (no Game Settings)
- Scale to character level/Champion Points after veteran ranks are removed (this is probably the best and easiest option after veteran ranks are removed)
- Scale to highest crafting passive of all characters across account. (*Option to activate this via CP constellation as part of the Master Gatherer perk)
- New crafting skills (or an alchemy skill) for crafters to be able to transmute any material into a different level of that material up to that characters highest level.
The first two options are to literally add Game Settings via most likely the Interface settings (these didn't get a lot of feedback in other threads but were mentioned. I put them first because I thought they were the most flexible options). Each character would have their own settings so that they could choose specifically what level they want the nodes to be, up to character level or crafting passive. There would also be options for more dynamic choices like "Scale to Character Level/CP" and "Scale to Passive Skill" that as players level up, the nodes would level up with them. This could also be done through an in-game mechanic like going to an NPC to set the level of the nodes. The last option to transmute materials is one that I haven't seen brought up, but I thought it would an interesting way to facilitate harvesting. I wouldn't mind harvesting iron ore and jute on my non-crafting characters if I could give them to my crafting character to transmute into the material I wanted (it could only be transmuted up to the crafting character's ability of course). The transmuting could also be an alchemy skill instead.
I understand that some people like it the way it is due to various reasons, but there are a lot that don't like it. The game should be fun (and not tedious) for everyone, so with that in mind I would ask ZOS to please change the crafting node scaling, and that any players who wish to contribute to a discussion to please contribute to compromising on a system that would be fun for everyone.
Anyone who agrees that it should be changed, please leave in-game feedback using /feedback.
^ Do this