Taleof2Cities wrote: »So, yes, consequences exist for not investing in crafting.
You mean there are consequences for not investing in Farming. I am not making other crafters, I am making other Farmers. Did not have to do that before and the game worked just fine with the economy and mats.
It seems that some people are defining their enjoyment of the game by limiting other players' access to mats. As if giving everyone access to all levels of nodes would harm their enjoyment somehow. This is just a game guys, this isn't capitalism.
Taleof2Cities wrote: »Giving everyone access to all levels of nodes would ruin my enjoyment of the game ... but not for selfish reasons of limiting other players' access to nodes or the game economy.
It would ruin it by devaluing the crafting profession ... for which a character has spent time and skill points to achieve goals and perks.
wwusterbarthub17_ESO wrote: »SInce so many are for keeping it like it is. WHo wants to grind my level 22 toon that is maxed provisioner and alchemist with only 2 attack skills? Anyone? Anyone?
What alliance is he and what faction mine is EP lvl 26 ( he use to only have 2 attack skills now he has 6 ( 5 skills & ult )
I use to be a provisioner like you then I took an arrow to the knee
wwusterbarthub17_ESO wrote: »SInce so many are for keeping it like it is. WHo wants to grind my level 22 toon that is maxed provisioner and alchemist with only 2 attack skills? Anyone? Anyone?
Maybe go out and get a few more skill points to help you grind him.
My main character has 280 skill points. That's more than enough to cover all crafts and all class, guild, racial, world, soul, and armor skill lines that are relevant to a stam DK. Not to mention 3 complete weapon skill lines.
So in order to harvest useful nodes in all the professions, we now need to level all of the crafting skills on one character.
[*] 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)
NeillMcAttack wrote: »Just to put my thoughts on the topic forward.
The most frustrating thing about this form of scaling for me, is the fact that with this new DLC (due today on PS4) I am compelled to run the content on my main as he does all my crafting. I have two alts in the VR levels that I would in fact prefer to do the content with, except I know that I am then just hurting my own economy. And that is not to mention that I would be collecting mats on those alts that are completely worthless (bar the refinement chance) and with VR removal will actually need lots of the max level mats for the alts to be adequately geared at endgame. There is certainly something wrong when the progress of a character is being hampered by playing that character.
I guess the nodes should be scaled to the character level, even though with VR removal they also become useless, at least then it makes some kind of sense.
I_killed_Vivec wrote: »NeillMcAttack wrote: »Just to put my thoughts on the topic forward.
The most frustrating thing about this form of scaling for me, is the fact that with this new DLC (due today on PS4) I am compelled to run the content on my main as he does all my crafting. I have two alts in the VR levels that I would in fact prefer to do the content with, except I know that I am then just hurting my own economy. And that is not to mention that I would be collecting mats on those alts that are completely worthless (bar the refinement chance) and with VR removal will actually need lots of the max level mats for the alts to be adequately geared at endgame. There is certainly something wrong when the progress of a character is being hampered by playing that character.
I guess the nodes should be scaled to the character level, even though with VR removal they also become useless, at least then it makes some kind of sense.
You are not compelled to do any such thing. Run the content on whatever character you prefer. Harvest nodes using your main - that's why you have a crafter.
I dunno, next thing you'll be getting people saying that crafting abilities should be account wide - "Why should I have to log out, log into my crafter, craft the gear, put it in the bank, log out, log in with my new character, get the stuff from the bank?"
"the progress of a character is being hampered by playing that character"
Well there have to be consequences to your choices...
RDMyers65b14_ESO wrote: »I disagree with the OP. I love the scaled crafting nodes and I wish that ALL of the nodes scaled in all zones. Mind you, my crafter is V16 with maxed woodworking, blacksmithing, clothing, provisioning, and alchemy.
No, I just want to farm for mats on my combat alts who are not crafters, but are VR16. I could farm the mats they needed in every other zone as I got to them. But not now.
Writs are not the only reason to get mats. And, making a combat character a crafter is not a viable option.
NeillMcAttack wrote: »RDMyers65b14_ESO wrote: »I disagree with the OP. I love the scaled crafting nodes and I wish that ALL of the nodes scaled in all zones. Mind you, my crafter is V16 with maxed woodworking, blacksmithing, clothing, provisioning, and alchemy.
@RDMyers65b14_ESO Do you have any alts? And if so, do you feel it fair that he should require leveling of all those crafts again just to be able to farm mats required for gear of his level.
And I hope you are aware that scaling all zones the same way as the DLC's would mean that materials below your crafters level would be un-obtainable on that character.
...snip...
- 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.
NeillMcAttack wrote: »I_killed_Vivec wrote: »NeillMcAttack wrote: »Just to put my thoughts on the topic forward.
The most frustrating thing about this form of scaling for me, is the fact that with this new DLC (due today on PS4) I am compelled to run the content on my main as he does all my crafting. I have two alts in the VR levels that I would in fact prefer to do the content with, except I know that I am then just hurting my own economy. And that is not to mention that I would be collecting mats on those alts that are completely worthless (bar the refinement chance) and with VR removal will actually need lots of the max level mats for the alts to be adequately geared at endgame. There is certainly something wrong when the progress of a character is being hampered by playing that character.
I guess the nodes should be scaled to the character level, even though with VR removal they also become useless, at least then it makes some kind of sense.
You are not compelled to do any such thing. Run the content on whatever character you prefer. Harvest nodes using your main - that's why you have a crafter.
I dunno, next thing you'll be getting people saying that crafting abilities should be account wide - "Why should I have to log out, log into my crafter, craft the gear, put it in the bank, log out, log in with my new character, get the stuff from the bank?"
"the progress of a character is being hampered by playing that character"
Well there have to be consequences to your choices...
The consequences of not wishing to level all the crafts again!!?? Which is a completely pointless endeavor.
I_killed_Vivec wrote: »NeillMcAttack wrote: »I_killed_Vivec wrote: »NeillMcAttack wrote: »Just to put my thoughts on the topic forward.
The most frustrating thing about this form of scaling for me, is the fact that with this new DLC (due today on PS4) I am compelled to run the content on my main as he does all my crafting. I have two alts in the VR levels that I would in fact prefer to do the content with, except I know that I am then just hurting my own economy. And that is not to mention that I would be collecting mats on those alts that are completely worthless (bar the refinement chance) and with VR removal will actually need lots of the max level mats for the alts to be adequately geared at endgame. There is certainly something wrong when the progress of a character is being hampered by playing that character.
I guess the nodes should be scaled to the character level, even though with VR removal they also become useless, at least then it makes some kind of sense.
You are not compelled to do any such thing. Run the content on whatever character you prefer. Harvest nodes using your main - that's why you have a crafter.
I dunno, next thing you'll be getting people saying that crafting abilities should be account wide - "Why should I have to log out, log into my crafter, craft the gear, put it in the bank, log out, log in with my new character, get the stuff from the bank?"
"the progress of a character is being hampered by playing that character"
Well there have to be consequences to your choices...
The consequences of not wishing to level all the crafts again!!?? Which is a completely pointless endeavor.
And yet it is NOT pointless. It enables an alt to craft their own gear, it enables an alt to farm their own mats.
You might not like it, but it clearly isn't pointless
I don't particularly care for the fact that my VR16 master crafter main character needs voidstone to complete writs I hand in in Wrothgar - a place where I can no longer get voidstone apart from surveys. It means that every now and then I have to go harvesting in Craglorn. No biggie.
In fact I usually pick up some nirn... every cloud has a silver lining
NeillMcAttack wrote: »I_killed_Vivec wrote: »NeillMcAttack wrote: »I_killed_Vivec wrote: »NeillMcAttack wrote: »Just to put my thoughts on the topic forward.
The most frustrating thing about this form of scaling for me, is the fact that with this new DLC (due today on PS4) I am compelled to run the content on my main as he does all my crafting. I have two alts in the VR levels that I would in fact prefer to do the content with, except I know that I am then just hurting my own economy. And that is not to mention that I would be collecting mats on those alts that are completely worthless (bar the refinement chance) and with VR removal will actually need lots of the max level mats for the alts to be adequately geared at endgame. There is certainly something wrong when the progress of a character is being hampered by playing that character.
I guess the nodes should be scaled to the character level, even though with VR removal they also become useless, at least then it makes some kind of sense.
You are not compelled to do any such thing. Run the content on whatever character you prefer. Harvest nodes using your main - that's why you have a crafter.
I dunno, next thing you'll be getting people saying that crafting abilities should be account wide - "Why should I have to log out, log into my crafter, craft the gear, put it in the bank, log out, log in with my new character, get the stuff from the bank?"
"the progress of a character is being hampered by playing that character"
Well there have to be consequences to your choices...
The consequences of not wishing to level all the crafts again!!?? Which is a completely pointless endeavor.
And yet it is NOT pointless. It enables an alt to craft their own gear, it enables an alt to farm their own mats.
You might not like it, but it clearly isn't pointless
I don't particularly care for the fact that my VR16 master crafter main character needs voidstone to complete writs I hand in in Wrothgar - a place where I can no longer get voidstone apart from surveys. It means that every now and then I have to go harvesting in Craglorn. No biggie.
In fact I usually pick up some nirn... every cloud has a silver lining
I'm sorry, I fail to see the point in having two characters that are able to craft. Plus the fact that I would have to do all that research again to make him a viable crafter.... It's pretty ridiculous to think someone would actually wait for research to complete instead of just logging another character to do it.
And every character should be able to farm mats to create gear of his or her level, otherwise it becomes imperative that everyone crafts. Otherwise we have an abundance of level 1-10 mats and level v16 mats. With very little acquired of all those in-between.
Do you honestly feel that having nodes scale off crafting level over character level makes any sense?!
I_killed_Vivec wrote: »NeillMcAttack wrote: »I_killed_Vivec wrote: »NeillMcAttack wrote: »I_killed_Vivec wrote: »NeillMcAttack wrote: »Just to put my thoughts on the topic forward.
The most frustrating thing about this form of scaling for me, is the fact that with this new DLC (due today on PS4) I am compelled to run the content on my main as he does all my crafting. I have two alts in the VR levels that I would in fact prefer to do the content with, except I know that I am then just hurting my own economy. And that is not to mention that I would be collecting mats on those alts that are completely worthless (bar the refinement chance) and with VR removal will actually need lots of the max level mats for the alts to be adequately geared at endgame. There is certainly something wrong when the progress of a character is being hampered by playing that character.
I guess the nodes should be scaled to the character level, even though with VR removal they also become useless, at least then it makes some kind of sense.
You are not compelled to do any such thing. Run the content on whatever character you prefer. Harvest nodes using your main - that's why you have a crafter.
I dunno, next thing you'll be getting people saying that crafting abilities should be account wide - "Why should I have to log out, log into my crafter, craft the gear, put it in the bank, log out, log in with my new character, get the stuff from the bank?"
"the progress of a character is being hampered by playing that character"
Well there have to be consequences to your choices...
The consequences of not wishing to level all the crafts again!!?? Which is a completely pointless endeavor.
And yet it is NOT pointless. It enables an alt to craft their own gear, it enables an alt to farm their own mats.
You might not like it, but it clearly isn't pointless
I don't particularly care for the fact that my VR16 master crafter main character needs voidstone to complete writs I hand in in Wrothgar - a place where I can no longer get voidstone apart from surveys. It means that every now and then I have to go harvesting in Craglorn. No biggie.
In fact I usually pick up some nirn... every cloud has a silver lining
I'm sorry, I fail to see the point in having two characters that are able to craft. Plus the fact that I would have to do all that research again to make him a viable crafter.... It's pretty ridiculous to think someone would actually wait for research to complete instead of just logging another character to do it.
And every character should be able to farm mats to create gear of his or her level, otherwise it becomes imperative that everyone crafts. Otherwise we have an abundance of level 1-10 mats and level v16 mats. With very little acquired of all those in-between.
Do you honestly feel that having nodes scale off crafting level over character level makes any sense?!
If you don't want two master crafters then don't. You will forego opportunities to harvest nodes in TWO zones, but that's the consequence of your decision.
Having nodes scale off crafting level gives more value to crafting - as we see from your complaining. It makes you make a decision that has consequences.
The whole point about finite resources, a maximum number of skill points, CP distributed between "constellations" - all of it is to force you to make decisions that have consequences. No one character can "have it all".
You might not like the consequences but that doesn't mean that your decisions shouldn't have them.
I_killed_Vivec wrote: »it enables an alt to farm their own mats.
I_killed_Vivec wrote: »it enables an alt to farm their own mats.
Not if they have not leveled the craft to max, and spent the points on a non combat skill.
If they scale the nodes to Crafting Level or Character Level, which ever is higher, then it removes this whole issue entirely and hurts no one.