I disagree completely. They need the 50/50 scaling of nodes everywhere.
They need it now.
That is bc of the new cp account based scheme for progression.
Fewer chars will be able to use zone locked mats now. Folks will be in silver cp40 zone who are cp100, cp90, cp 160 etc routinely
The 50/50 char level / skill level scaling is necessary to support the post-DB leveling.
Already now i ignore wood, ore etc oitside of orsinium, hews, gold coast. Never need quicksilver.
Implement it like runes. Scale 50/50 everywhere AND sell level limiting comps in vendors for the odd circumstances.
Why would they be an issue? The traders are currently the same no matter the faction instance. Right now if Guild XYZ has a trader in Wayrest, all players see the same guild, wether you're in Wayrest as your Silver, Gold, or home zone. One Tamriel won't be any different - one guild per trader regardless of alliance.Roehamad_Ali wrote: »I'm wondering if Merchant Kiosks will become an issue or if they'll add more .
Why would they be an issue? The traders are currently the same no matter the faction instance. Right now if Guild XYZ has a trader in Wayrest, all players see the same guild, wether you're in Wayrest as your Silver, Gold, or home zone. One Tamriel won't be any different - one guild per trader regardless of alliance.Roehamad_Ali wrote: »I'm wondering if Merchant Kiosks will become an issue or if they'll add more .
But what are they going to base the 50/50 on? Character and Crafting Level? Then Crafters will not be able to farm for low level mats for Alts and Guild Mates. Yes, less characters will need the intermediate mats, but there are enough that will. Not every one who plays the game has 160CPs.
So there are 3 things that they could scale the mats to, Zone, Character and Crafting Level. Which do you pick? I doubt a 3 way split would work very well.
I disagree completely. They need the 50/50 scaling of nodes everywhere.
They need it now.
That is bc of the new cp account based scheme for progression.
Fewer chars will be able to use zone locked mats now. Folks will be in silver cp40 zone who are cp100, cp90, cp 160 etc routinely
The 50/50 char level / skill level scaling is necessary to support the post-DB leveling.
Already now i ignore wood, ore etc oitside of orsinium, hews, gold coast. Never need quicksilver.
Implement it like runes. Scale 50/50 everywhere AND sell level limiting comps in vendors for the odd circumstances.
You might ignore the lower tier materials.
I craft for 5 guilds, 4 of whom have a lot of new players. I need the lower level stuff. I can take my cp140/v14 maxed out crafting skills character to Stonefalls and collect iron ore. I can take her to Hew's Bane and Orsinium and collect rubedite. If the change is going to mean everything everywhere is leveled to her, then good-bye iron and anything other than rubedite level.
Its going to be just as bad if they match it to the crafting skill level. I don't want to have to buy more characters and keep them at low level just to go harvest mats. That would work for the first tier materials, but then I'd need to have another leveled just enough for the next area, and the next, and so on.
Aemon_Isklexi wrote: »What about crafting writs? They require gear from the CP150 tier and the next tier down. If all gathering nodes are based on 50/50 level/skill, my primary crafter will only ever find rubedite and ancestor silk. He won't be able to farm for voidsilk, etc. I haven't leveled crafting on any other characters, so they would all be ancestor silk or flax, i.e., not helping.
not having to wait for... old way... next to last gold zone.
And in cases where for the few in between you hit shortage... gold to vendors.
That is the problem, in fact.I disagree completely. They need the 50/50 scaling of nodes everywhere.
They need it now.
That is bc of the new cp account based scheme for progression.
Fewer chars will be able to use zone locked mats now. Folks will be in silver cp40 zone who are cp100, cp90, cp 160 etc routinely
The 50/50 char level / skill level scaling is necessary to support the post-DB leveling.
Already now i ignore wood, ore etc oitside of orsinium, hews, gold coast. Never need quicksilver.
Implement it like runes. Scale 50/50 everywhere AND sell level limiting comps in vendors for the odd circumstances.
You might ignore the lower tier materials.
I craft for 5 guilds, 4 of whom have a lot of new players. I need the lower level stuff. I can take my cp140/v14 maxed out crafting skills character to Stonefalls and collect iron ore. I can take her to Hew's Bane and Orsinium and collect rubedite. If the change is going to mean everything everywhere is leveled to her, then good-bye iron and anything other than rubedite level.
Its going to be just as bad if they match it to the crafting skill level. I don't want to have to buy more characters and keep them at low level just to go harvest mats. That would work for the first tier materials, but then I'd need to have another leveled just enough for the next area, and the next, and so on.
"Goodbye iron" only if you have no other charscter without blacksmithing. A character without blackdmithing finds lotsa iron. I know cuz i bought new character slots and between any of the other characters keeping lower mats in play for the newbies is not a prob at all. I am swimming in iron, jute, rawhide, maple without once sending anyone to a specific zone to gather it.
Besides, mostly the scaling is for silver/gold. I dont think they scale mats for bronze BECAUSE that progression still follows the old linear no skips progression.
Its kresh, mahogany, quicksilver, etc the mid-tier vet level mats which will be skipped past or at least not synced with pc level in fixed zones.
Really, c'mon, isnt it better to have every gold silver chacter able to grab mats whereever they are and get level appropriate stuff as they play than to have to do specific trip to zones to farm needed mats and have many silver gold characters running in areas with inappropriately scaled mats to them?
I predict inside 2 months of seeing the runes in play almost nobody will be yelling for return to old zonebfixed silver/gold potencies. Demand is changed, supply needs to as well. Same applies to the dissatisfaction that will grow over zone fixed nodes for other crafts.
That is the problem, in fact.I disagree completely. They need the 50/50 scaling of nodes everywhere.
They need it now.
That is bc of the new cp account based scheme for progression.
Fewer chars will be able to use zone locked mats now. Folks will be in silver cp40 zone who are cp100, cp90, cp 160 etc routinely
The 50/50 char level / skill level scaling is necessary to support the post-DB leveling.
Already now i ignore wood, ore etc oitside of orsinium, hews, gold coast. Never need quicksilver.
Implement it like runes. Scale 50/50 everywhere AND sell level limiting comps in vendors for the odd circumstances.
You might ignore the lower tier materials.
I craft for 5 guilds, 4 of whom have a lot of new players. I need the lower level stuff. I can take my cp140/v14 maxed out crafting skills character to Stonefalls and collect iron ore. I can take her to Hew's Bane and Orsinium and collect rubedite. If the change is going to mean everything everywhere is leveled to her, then good-bye iron and anything other than rubedite level.
Its going to be just as bad if they match it to the crafting skill level. I don't want to have to buy more characters and keep them at low level just to go harvest mats. That would work for the first tier materials, but then I'd need to have another leveled just enough for the next area, and the next, and so on.
"Goodbye iron" only if you have no other charscter without blacksmithing. A character without blackdmithing finds lotsa iron. I know cuz i bought new character slots and between any of the other characters keeping lower mats in play for the newbies is not a prob at all. I am swimming in iron, jute, rawhide, maple without once sending anyone to a specific zone to gather it.
Besides, mostly the scaling is for silver/gold. I dont think they scale mats for bronze BECAUSE that progression still follows the old linear no skips progression.
Its kresh, mahogany, quicksilver, etc the mid-tier vet level mats which will be skipped past or at least not synced with pc level in fixed zones.
Really, c'mon, isnt it better to have every gold silver chacter able to grab mats whereever they are and get level appropriate stuff as they play than to have to do specific trip to zones to farm needed mats and have many silver gold characters running in areas with inappropriately scaled mats to them?
I predict inside 2 months of seeing the runes in play almost nobody will be yelling for return to old zonebfixed silver/gold potencies. Demand is changed, supply needs to as well. Same applies to the dissatisfaction that will grow over zone fixed nodes for other crafts.
I've been playing since early release. Out of the 8 character slots, I've had five "from the beginning" characters. All of them are crafters, although not all of them are totally maxed out for every craft. None of them will be able to find iron or the lower level stuff. At the most I'll be getting voidstone and rubedite level. The three "new" characters I have are level 30ish, and have their crafting skills leveled as much as possible. none of them will be finding iron either.
I craft for all 5 guilds that I belong to. One of them has been around for long enough that the majority of members are v16/cp160 level characters, so I don't have to worry about the low level mats for them. The other 4 guilds, not so much. Crafting for multiple people use a lot more mats than crafting for yourself. I've gone through a full stack of mats making gear for multiple people. If I was crafting simply for myself, I wouldn't have a care about it. If I needed the stuff for some reason I could just buy it. Crafting for multiple people though, that can take a lot of mats.
Some new players have no idea where to look for mats, or what mats are, for that matter. Asking them to provide their own mats would be a headache. My issue, I know, but needing to take someone and lead them to a node to show them "metallic looking blob near cliffs/free-standing boulders" need to be harvested, and no, you don't need to equip a pickax to do it can be somewhat aggravating.
So if everything were leveled everywere then were would my master crafter get voidstone? The only place I know of would be on the crafting writs themselves, but then you would have to buy voidstone just to get a bit in return on the writ (assuming your lucky enough to get a survey). To me, once your at a certain level you should be able to set the level you wish to mine/pick weeds/cut logs up to your max current level. I store at least a stack of all levels so I have it available to craft for any level.
The statement you edited out to make your point referred to characters starting silver at 90cp, as an example.
Just realized an ambassador just did that edit out of context. Wow. Not what i expected.
The statement you edited out to make your point referred to characters starting silver at 90cp, as an example.
Just realized an ambassador just did that edit out of context. Wow. Not what i expected.
No need to look for conspiracies, that was the only part of your post I wanted to reply to. The rest of your original post is still there, I did not edit it. Anyone who wants to read it, can do so in its original glory.
CP90s would be former Gold Zones and those are all unlocked currently as soon as you gain access to the first one. No matter what level CPs your referring to, under One Tamriel, all players have access to all zones right out of the wailing prison.
Now, on my max crafter, who does Wrothgar Writs, do you know how many Void and other CP90 to CP140 mats I have seen in Scaled Zones? 0, other than Surveys, and those are not a reliable source of mats. However, I can pop down to the last two zones for Gold and farm all I want, because those mats are not scaled to me.
I know you want to make the game mostly support end game players with regards to harvesting mats, but not everyone who plays is end game. Besides, its not like we can't farm the mats we need, end game or otherwise, given the current zone materials layout. The scheme you are proposing just limits a crafter/farmer to end game mats unless they are low level or only have a certain amount of points into the materials passives. As you said in a later post, it hobbles the crafter/farmer.
Buying cheaply would work. Depending on the new players harvesting the stuff and selling it cheaply, of course. I'm kinda hung up on "cheaply' because I don't sell stuff, I only do quests and writs and get the reward gold. I don't charge people in my guilds for crafting. While I do have a lot of the motifs, I don't have them all yet, and some of them are on the kind of expensive side. Look at the prices for some of the newer motifs. I have 36000 gold in the bank right now, with probably 15,000 more on various characters. I think the cheapest I saw akaviri was in the 70,000s. I'll get them eventually, but in the meantime I still run out of gold because of the way I play.That is the problem, in fact.I disagree completely. They need the 50/50 scaling of nodes everywhere.
They need it now.
That is bc of the new cp account based scheme for progression.
Fewer chars will be able to use zone locked mats now. Folks will be in silver cp40 zone who are cp100, cp90, cp 160 etc routinely
The 50/50 char level / skill level scaling is necessary to support the post-DB leveling.
Already now i ignore wood, ore etc oitside of orsinium, hews, gold coast. Never need quicksilver.
Implement it like runes. Scale 50/50 everywhere AND sell level limiting comps in vendors for the odd circumstances.
You might ignore the lower tier materials.
I craft for 5 guilds, 4 of whom have a lot of new players. I need the lower level stuff. I can take my cp140/v14 maxed out crafting skills character to Stonefalls and collect iron ore. I can take her to Hew's Bane and Orsinium and collect rubedite. If the change is going to mean everything everywhere is leveled to her, then good-bye iron and anything other than rubedite level.
Its going to be just as bad if they match it to the crafting skill level. I don't want to have to buy more characters and keep them at low level just to go harvest mats. That would work for the first tier materials, but then I'd need to have another leveled just enough for the next area, and the next, and so on.
"Goodbye iron" only if you have no other charscter without blacksmithing. A character without blackdmithing finds lotsa iron. I know cuz i bought new character slots and between any of the other characters keeping lower mats in play for the newbies is not a prob at all. I am swimming in iron, jute, rawhide, maple without once sending anyone to a specific zone to gather it.
Besides, mostly the scaling is for silver/gold. I dont think they scale mats for bronze BECAUSE that progression still follows the old linear no skips progression.
Its kresh, mahogany, quicksilver, etc the mid-tier vet level mats which will be skipped past or at least not synced with pc level in fixed zones.
Really, c'mon, isnt it better to have every gold silver chacter able to grab mats whereever they are and get level appropriate stuff as they play than to have to do specific trip to zones to farm needed mats and have many silver gold characters running in areas with inappropriately scaled mats to them?
I predict inside 2 months of seeing the runes in play almost nobody will be yelling for return to old zonebfixed silver/gold potencies. Demand is changed, supply needs to as well. Same applies to the dissatisfaction that will grow over zone fixed nodes for other crafts.
I've been playing since early release. Out of the 8 character slots, I've had five "from the beginning" characters. All of them are crafters, although not all of them are totally maxed out for every craft. None of them will be able to find iron or the lower level stuff. At the most I'll be getting voidstone and rubedite level. The three "new" characters I have are level 30ish, and have their crafting skills leveled as much as possible. none of them will be finding iron either.
I craft for all 5 guilds that I belong to. One of them has been around for long enough that the majority of members are v16/cp160 level characters, so I don't have to worry about the low level mats for them. The other 4 guilds, not so much. Crafting for multiple people use a lot more mats than crafting for yourself. I've gone through a full stack of mats making gear for multiple people. If I was crafting simply for myself, I wouldn't have a care about it. If I needed the stuff for some reason I could just buy it. Crafting for multiple people though, that can take a lot of mats.
Some new players have no idea where to look for mats, or what mats are, for that matter. Asking them to provide their own mats would be a headache. My issue, I know, but needing to take someone and lead them to a node to show them "metallic looking blob near cliffs/free-standing boulders" need to be harvested, and no, you don't need to equip a pickax to do it can be somewhat aggravating.
To be clesr are you saying that every character has advanced every craft?
I played since pre-order. Of my 8 characters, i have max 50 crsfts for 3 provisioners, 3 enchanters, 2 clothiers, 1 alchemist,1 blacksmith and 1 woodworker. I also craft to help others thpugh not to your scale.
I can gather entry mats iron etc easy anywhere. Bc while most character are maxed crafters they arent maxed in ALL CRAFTS AT ONCE.
But lets assume every character you have had skills to max or significantly advance every single craft line so you literally cannot farm mats for low in scaled zones, silver and gold.
The bronze zones which still have linear no leapfrog progression should still have zone locked mats so you could go there to farm.
But lets say somehow thats not enough for you.
Lets say buying from merchants cheaply the low level mats isnt enough for you either.
Which is better game design to serve the new model, putting players who never learned what mats are in zones where they may see only off scale mats they cannot use, not applicable to their level, orscaling mats they run across to their level?
I believe a lot more players in the leapfrog silver gold zones will be better served by having nodes scaled to their level/skill and having the ability to merant lower ones if needed than there are folks with no non advanced in any craft characters.
But, just a few months of fixed zone mats in gold and silver outta make the point for me.