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One Tamriel: How Will Crafting Be Affected?

Nova Sky
Nova Sky
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Ladies and gentlemen:

If this has been asked and answered before, please accept my apologies. That said, does anyone have an idea regarding the discussion title?

Will this render *all* materials 140 CP and below useless? If so, won't that cause major upheaval in the in-game economy? I assume crafting levels would also be affected, because, right now, a player has to put a lot of skill points into each crafting tree in order to maximize the tree's utility. Yet, with One Tamriel, wouldn't those point for sub-150 CP materials be, well, pointless? Will the crafting trees be reduced to two SP to max each one out (for example: 1 point will get you to 150 CP material/items, while a second point would let you craft 160 CP material/items)? You'd still have multiple points for other aspects of the tree, I would imagine.

Or, is it too early in the game — hah, see what I did there? — for us crafters to be pushing the panic button regarding One Tamriel?
"Wheresoever you go, go with all of your heart."
  • Preyfar
    Preyfar
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    I imagine all nodes in-game will scale in the same way they do now in the DLC. 50% of the time they scale to your current level and 50% of the time they scale to the skill points in your current crafting level. Just on a global scale.
  • MasterSpatula
    MasterSpatula
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    It has been asked before. It has not been answered.

    I would imagine if you want to harvest materials for lower level gear for whatever reason (Craglorn writs, crafting for lowbie friends, whatever), you'll have to do it on a lowbie character or respec your crafter character and put less points into Materials for your craft. Sounds like a positive delight.

    As with every single other aspect of One Tamriel, I fail to see how this can possibly be implemented well, but I will continue to hope.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • SolarCat02
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    Preyfar wrote: »
    I imagine all nodes in-game will scale in the same way they do now in the DLC. 50% of the time they scale to your current level and 50% of the time they scale to the skill points in your current crafting level. Just on a global scale.

    I am hoping they find a different solution.

    This would mean I would have to stop crafting free armor sets for newbies. I have a finite amount, and will eventually run out.

    I should start stockpiling now, probably, to hold it off as long as possible.

    I am really hoping they find a better solution.
    Why be normal when you can be better?

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  • BenevolentBowd
    BenevolentBowd
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    Here's the discussion on this in another thread

    https://forums.elderscrollsonline.com/en/discussion/277211/one-tamriel-crafting-materials-fear#latest

    It has been confirmed, all the zones will be like the battle leveled zones now and nodes will appear to the player based on their adventuring and crafting passives.
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  • Nova Sky
    Nova Sky
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    Preyfar wrote: »
    I imagine all nodes in-game will scale in the same way they do now in the DLC. 50% of the time they scale to your current level and 50% of the time they scale to the skill points in your current crafting level. Just on a global scale.

    So, using metal as an example, 50 percent of the time a player fresh out of the Wailing Prison will get rubedite ore, and the other half they will get iron ore. OK, seems easy enough.

    But, since that player is already being scaled up to 150 CP, won't materials below that level be useless to him or her? S/he would only want the 150/160 materials to use on the character, right? Or is this going to be a situation where we're going to see 150/160 CP toons running about wearing armor and using weapons from sub-CP levels because they will still need to sink skill points into the trees in order to eventually reach the 150/160 CP materials? If so, wouldn't that limit their ability to inflict damage to and/or to protect themselves from 150/160 beasties?
    "Wheresoever you go, go with all of your heart."
  • Amsel_McKay
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    I don't get what the difference will be compared to today? The items that spawn to harvest will be what ever level you are in crafting, so in theory lower level crafting will cost more for the people leveling 1-50, as they are battle leveled not actual level... So a level 40 will still need level 40 gear. Like crafting writs if you forget to put you points in the skill it thinks you are that level in crafting and when you go to a DLC zone the harvest items are that level.

    The gear today that is CP10-140 is already useless as anyone who creates an alt will be to their CP level (which I would say the majority is over 160), the people who will want CP10-140 gear will be the newer players and to be honest with the catch up feature they will be CP 100+ in no time.
  • Nestor
    Nestor
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    It has been confirmed on an ESO Live that all nodes will scale the same way as the DLCs do now, a 50/50 chance to get either your Material Passive or your Character level scaling the nodes.

    So, yes, this means that no skilled and experienced crafter will be able to farm mats for crafting low level gear. So, ironically Ruby Mats will sell for Vendor prices in the Guild Kiosks, and Maple, Iron and Rawhide will command 20K a stack.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
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  • UltimaJoe777
    UltimaJoe777
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    Nestor wrote: »
    It has been confirmed on an ESO Live that all nodes will scale the same way as the DLCs do now, a 50/50 chance to get either your Material Passive or your Character level scaling the nodes.

    So, yes, this means that no skilled and experienced crafter will be able to farm mats for crafting low level gear. So, ironically Ruby Mats will sell for Vendor prices in the Guild Kiosks, and Maple, Iron and Rawhide will command 20K a stack.

    I wouldn't really say that. I only max crafting on my main and 1 craft across 6 alts. I have 12 characters. 10 of them will always have a chance of finding the lowest materials. It's every material between Lv1-14 and CR150-160 that's gonna get expensive as *** lol
    Edited by UltimaJoe777 on July 8, 2016 7:47PM
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Amsel_McKay
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    Nestor wrote: »
    It has been confirmed on an ESO Live that all nodes will scale the same way as the DLCs do now, a 50/50 chance to get either your Material Passive or your Character level scaling the nodes.

    So, yes, this means that no skilled and experienced crafter will be able to farm mats for crafting low level gear. So, ironically Ruby Mats will sell for Vendor prices in the Guild Kiosks, and Maple, Iron and Rawhide will command 20K a stack.

    Maple, Iron and Rawhide - Its good that I have like 20,000 Iron now with my new crafting bag I'm going to be rich ;)
  • SolarCat02
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    Nestor wrote: »
    It has been confirmed on an ESO Live that all nodes will scale the same way as the DLCs do now, a 50/50 chance to get either your Material Passive or your Character level scaling the nodes.

    So, yes, this means that no skilled and experienced crafter will be able to farm mats for crafting low level gear. So, ironically Ruby Mats will sell for Vendor prices in the Guild Kiosks, and Maple, Iron and Rawhide will command 20K a stack.

    I wouldn't really say that. I only max crafting on my main and 1 craft across 6 alts. I have 12 characters. 10 of them will always have a chance of finding the lowest materials. It's every material between Lv1-14 and CR150-160 that's gonna get expensive as *** lol

    At least the lower levels will have a way to make good money now. :D
    But it will but a damper on my crafting for those not at the iron level.
    Why be normal when you can be better?

    Elissandra Ravenwing, Magicka Dragonknight Healer
    Lady Kalila, Stamina Templar DPS
    Stands-in-Danger, Nightblade Saptank
    Zalarah, Stamina Dragonknight DPS
  • Nova Sky
    Nova Sky
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    Nestor wrote: »
    It has been confirmed on an ESO Live that all nodes will scale the same way as the DLCs do now, a 50/50 chance to get either your Material Passive or your Character level scaling the nodes.

    So, yes, this means that no skilled and experienced crafter will be able to farm mats for crafting low level gear. So, ironically Ruby Mats will sell for Vendor prices in the Guild Kiosks, and Maple, Iron and Rawhide will command 20K a stack.

    Thanks, Nestor.

    I sure as heck hope something changes from that podcast to actual implementation, though. If not, I don't think ruby mats will be worthless. After all, it's still going to take more than 100 of each to craft a gold-level armor piece or weapon (CP 160), and not everyone is going to "waste" time running around farming nodes for that. On top of that, I also assume a lot of folks aren't going to sink SP into the entirety of the crafting skill trees, which means master-level crafting will still have value to it, particularly when it comes to getting gold materials while refining raw materials.
    "Wheresoever you go, go with all of your heart."
  • elantaura
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    I have a sneaking suspicion we will need those obsolete mats kresh, topgrain, calcinium, so on and so forth for housing or something later on.
    PS4 EU 1200+ cp - I enjoy RP, Housing, PVE and PVP

  • Amsel_McKay
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    elantaura wrote: »
    I have a sneaking suspicion we will need those obsolete mats kresh, topgrain, calcinium, so on and so forth for housing or something later on.

    They could do a crafting re-haul that makes it so you can mix different items together to make special weapons, like woodworking for a hilt, leather for the grips and a metal for the blade... but that would be asking too much ;)
  • UltimaJoe777
    UltimaJoe777
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    elantaura wrote: »
    I have a sneaking suspicion we will need those obsolete mats kresh, topgrain, calcinium, so on and so forth for housing or something later on.

    Well we don't really know anything about housing yet but if anything Woodworking may play a role, as will Blacksmithing. Of course, that's if we build our OWN house instead of just BUY one. What we do know so far is we can place trophies in our house for decorative purposes, but that's all that has been revealed.
    Edited by UltimaJoe777 on July 8, 2016 8:05PM
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
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  • driosketch
    driosketch
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    Nova Sky wrote: »
    Preyfar wrote: »
    I imagine all nodes in-game will scale in the same way they do now in the DLC. 50% of the time they scale to your current level and 50% of the time they scale to the skill points in your current crafting level. Just on a global scale.

    So, using metal as an example, 50 percent of the time a player fresh out of the Wailing Prison will get rubedite ore, and the other half they will get iron ore. OK, seems easy enough.
    No, that's not correct. A freshly created character would be lvl 3 and have no extra points in crafting. So they would get Iron ore 100% of the time.

    Remember, your level does not become your CP rank until you get that character to level 50. All new characters will be able to farm what they need as they go, and lvl 1-14 mats will probably be the most common.

    So what this means is cp10-cp80 mats will likely be the hardest to come by for older players. Cp90-140 mats will still be in circulation because players will still keep crafting alts with rank 9 to do Craglorn writs.
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  • Maotti
    Maotti
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    I really hope they're gonna allow us to choose which tier of mats we want to find . Regardless of craftinglevel.
    Edited by Maotti on July 8, 2016 8:32PM
    PC EU
  • UltimaJoe777
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    Maotti wrote: »
    I really hope they're gonna allow us to choose which tier of mats we want to fine. Regardless of craftinglevel.

    It will be as it is in DLC zones. 50% chance to find materials your combat level would use, 50% chance to find the best materials your crafting level is capable of (dependent solely on how many skill points you invest in the passive that determines what you can work with).
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  • Kammakazi
    Kammakazi
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    I'm pretty sure it'll stay the same as it is.

    Starter zones = Jute, Flax, Cotton, Spider Silk, Ebonthread
    Silver/Gold zones = Kresh Weed, Iron Weed, Silver Weed, Void Bloom
    Scaled zones = Ancestor Silk
  • Maotti
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    I'm well aware of that. I don't agree with it though.
    PC EU
  • Nestor
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    I have said this before in other threads, and I will say it again in this thread.

    Leave the nodes alone, don't scale them. Instead, use increasing amounts of materials to make higher levels of gear. We pretty much do this now. This way someone can sport CP160 Kresh Fiber gear if they wanted. They can even keep the large jump between CP150 and CP160 if they want to.

    L1 to L6 gear 2 Mats each
    L8 to L14 gear 3 Mats each
    L16 to L22 4 Mats each
    L24 to L30 5 Mats each
    L32 to L38 6 Mats each
    L40 to L44 7 Mats Each
    L46 to L50 8 Mats each
    CP 10 9 Mats Each
    CP 40 10 mats
    CP 80 11 mats
    CP 120 12 mats
    CP 140 13 mats
    CP150 14 mats
    CP160 100 mats each (yes this is less than in game now)

    Or some other similar progression. Then we pick the mats we want for the look we want and all nodes and materials then have value and availability again.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Amsel_McKay
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    Nestor wrote: »
    I have said this before in other threads, and I will say it again in this thread.

    Leave the nodes alone, don't scale them. Instead, use increasing amounts of materials to make higher levels of gear. We pretty much do this now. This way someone can sport CP160 Kresh Fiber gear if they wanted. They can even keep the large jump between CP150 and CP160 if they want to.

    L1 to L6 gear 2 Mats each
    L8 to L14 gear 3 Mats each
    L16 to L22 4 Mats each
    L24 to L30 5 Mats each
    L32 to L38 6 Mats each
    L40 to L44 7 Mats Each
    L46 to L50 8 Mats each
    CP 10 9 Mats Each
    CP 40 10 mats
    CP 80 11 mats
    CP 120 12 mats
    CP 140 13 mats
    CP150 14 mats
    CP160 100 mats each (yes this is less than in game now)

    Or some other similar progression. Then we pick the mats we want for the look we want and all nodes and materials then have value and availability again.

    That would be fine with me, and my millions of low level mats I have... I could make 1000s of CP160 gear then ;)
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