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One Tamriel - How am I going to get low level materials?

  • Lysette
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    Lysette wrote: »
    I think the 0-50 zones should be left alone.

    I have no problem if they want to change silver, and gold. No mans land, and the mats at those levels are worthless anyway.

    But then the goal of everyone can play with everyone else outside of Cyrrodil would not be achieved, and that is ZOS's goal.

    Yeah, I'm with you. I hope they focus on the basics first before introducing the new stuff.

    Cyrodiil (PS4 NA Skull of Corruption) was an embarrassment last night in terms of latency.

    Both is not done by the same guys - tech guys are not involved in One Tamriel really, this is more a design decision and ingame features have to be adapted, not the hardware it is running on. So they can do One Tamriel and care for fixing the console issues at the same time.

    But in your case I would not expect wonders - there are technical limitations (which result from the math behind some of the combat mechanics) and as long as you guys are zerging and AoE spamming this cannot be solved to your satisfaction from a technical perspective. There might be other issues on the console though, which they can solve, like what is happening in Orsinium and Elden Root - this is stuff they can fix, but not really the lag in Cyrrodil.
    Edited by Lysette on August 12, 2016 10:50AM
  • Tan9oSuccka
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    Lysette wrote: »
    Lysette wrote: »
    I think the 0-50 zones should be left alone.

    I have no problem if they want to change silver, and gold. No mans land, and the mats at those levels are worthless anyway.

    But then the goal of everyone can play with everyone else outside of Cyrrodil would not be achieved, and that is ZOS's goal.

    Yeah, I'm with you. I hope they focus on the basics first before introducing the new stuff.

    Cyrodiil (PS4 NA Skull of Corruption) was an embarrassment last night in terms of latency.

    Both is not done by the same guys - tech guys are not involved in One Tamriel really, this is more a design decision and ingame features have to be adapted, not the hardware it is running on. So they can do One Tamriel and care for fixing the console issues at the same time.

    I'm not going to dispute departmental duties within Zenimax, but I'm sure the same people are involved with a change like this.

    The design people can wish upon a star, but the tech folks make it happen and implement changes server side.
  • Lysette
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    Lysette wrote: »
    Lysette wrote: »
    I think the 0-50 zones should be left alone.

    I have no problem if they want to change silver, and gold. No mans land, and the mats at those levels are worthless anyway.

    But then the goal of everyone can play with everyone else outside of Cyrrodil would not be achieved, and that is ZOS's goal.

    Yeah, I'm with you. I hope they focus on the basics first before introducing the new stuff.

    Cyrodiil (PS4 NA Skull of Corruption) was an embarrassment last night in terms of latency.

    Both is not done by the same guys - tech guys are not involved in One Tamriel really, this is more a design decision and ingame features have to be adapted, not the hardware it is running on. So they can do One Tamriel and care for fixing the console issues at the same time.

    I'm not going to dispute departmental duties within Zenimax, but I'm sure the same people are involved with a change like this.

    The design people can wish upon a star, but the tech folks make it happen and implement changes server side.

    But One Tamriel is mainly a change in the database and few mechanics, which are there already in the DLC and just have to be used on the rest of the zones as well, there are not really a lot of software or hardware changes involved. All the base technology for One Tamriel is already there, so mainly the database has to be adapted to the new conditions.

    It is more like when modders use the creation kit on single-player TES games - they make changes to the data sets and do not change the software and hardware to achieve that. And One Tamriel is similar to this, just on a broader scale.
    Edited by Lysette on August 12, 2016 11:11AM
  • STEVIL
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    I think the 0-50 zones should be left alone.

    I have no problem if they want to change silver, and gold. No mans land, and the mats at those levels are worthless anyway.

    in one tamriel there wont be any 1-50 zones... or there will be all 1-50 zones.... depending on your character level. in the future, linear scaled zones are a thing of the past.


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  • Hadan_of_Rift
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    Lysette wrote: »
    Well, ZOS said, it will basically work like in DLCs already - but we will have to wait for September, when they will talk about this at events like PAX. Their schedule there is mainly about One Tamriel, with a special section for new players - called your first day in Tamriel. So we will get details then.
    And this is what creates the problem I am talking about. I shouldn't have to delete a character or respec a character to be able to farm my own materials.

    Edited by Hadan_of_Rift on August 12, 2016 3:27PM
  • Elsonso
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    e1team wrote: »
    If you think that's what going to happen there's no need of levels anymore altogether. And it doesn't make any sense.

    I agree. Other than as the primary way to get Attribute Points and one of the ways to get Skill Points, if One Tamriel rolls out like most people expect, there really won't be a lot of reason to care about Character Level. I doubt they will get rid of Character Level, though.

    While it sounds like it, they are not rebuilding the game from the ground up. All they are doing, in theory, is opening every PVE zone to any character, scaling to parity characters and zones, and removing the Cadwell zones. Secondary systems, like crafting and questing, will follow as they have time to implement, pursuant to the creative direction, technical limitations, and business restrictions.
    Hashtag_ wrote: »
    Let's say you need dwarven, or ebony or whatever for an alt and your crafters are all max 10/10. How you gonna get that material? Right now you can use your actual crafter to obtain the materials, but maybe with One Tamriel you can't anymore.

    Same as with Potency runes. You buy them from a Merchant NPC, or a guild trader, if you can find what you are looking for there.

    Another reason why it is possible that they will do this.... people have been asking for something to spend GOLD on.
    Why must you have to buy them? When now you can easily go farm them on a high level toon easily.

    The discussion was about Potency runes that are not the level of the current character. There are only three ways to get off-level Potency runes. You can farm them from an appropriate level character (crafting or character level), you can buy them from a Merchant, or you can buy them from a Guild Trader. The latter two are going to be the easiest, for most players, I am sure.
    STEVIL wrote: »
    Scaled nodes makes the mats work better in the broad game for scaled zones and it may well be that some practices and some current builds need to change -just like happened when major combat rebalancing happens. Maybe having your all crafts maxed guy farm mats is the wrong chpice in OT.

    MMO game design might dictate such a simplified game design, but ESO is also an RPG, and this implies a different set of design principles with a more complex and varied game play.

    The RPG portion of the game allows me to farm for resources, or not farm for resources. I can develop my character completely differently from someone else and might not be interested in crafting at all. The MMO portion of the game allows me to buy, sell, and trade materials between players, which means that players that like farming, or like crafting, can provide for those who do not. No character, no player, needs to be a jack of all trades and do it all, when playing an MMORPG. It is the combination of both of these things that gives ESO the potential to be better, in my opinion, than Skyrim, or any single player TES game that has come before it.

    Scaled crafting resources works against that by limiting player choices in exchange for convenience. This is bad for the RPG portion of the game because it makes it so that every player needs to obtain their own level-appropriate resources. This is bad for the MMO because off-level resources become scarce for every player. If they put the resources in the store to be sold by Merchants, this is no better, and is bad for the MMO part of the game because it interferes with the social trading of goods in the game. Resources now have a price cap on them that may not reflect their true value.

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  • idk
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    Did I miss something? Bc I can go into say stonefalls with my cp 270 char and farm jute and regular iron

    @xX_NachtJager_xx yes you did. In a few months all zones will be scaled just like wrothgar so matts will be scaled as well.
  • fiftypercentgrey
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    @Giles.floydub17_ESO Is there anything known about how many "in a few months" that might be? I couldn't find anything
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  • Hadan_of_Rift
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    @Giles.floydub17_ESO Is there anything known about how many "in a few months" that might be? I couldn't find anything

    There is no release date yet
    Edited by Hadan_of_Rift on August 12, 2016 3:30PM
  • Elsonso
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    @Giles.floydub17_ESO Is there anything known about how many "in a few months" that might be? I couldn't find anything

    One Tamriel will be Fall 2016, so expect that it will be on PTS sometime in September/October. It is possible that it will hit PTS soon after PAX West, with release in mid October or early November for all platforms.

    Edited by Elsonso on August 12, 2016 4:02PM
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  • Giraffon
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    I think a good compromise for everyone would be to do 50% of nodes based on your crafting level and 50% completely random. This way there's a good mix, but the player can still influence what they get more of. If you want to RPG it, you could say the character knows how to craft in this material and has a heightened awareness of it as a result.

    I really do want to be able to harvest all levels of mats with my main. He's a master crafter and does the most roaming around. I put the stuff I don't need in the guild bank for our members. I want the guild bank to have a good mix for everyone's benefit.
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  • Elsonso
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    Giraffon wrote: »
    I think a good compromise for everyone would be to do 50% of nodes based on your crafting level and 50% completely random. This way there's a good mix, but the player can still influence what they get more of. If you want to RPG it, you could say the character knows how to craft in this material and has a heightened awareness of it as a result.

    I really do want to be able to harvest all levels of mats with my main. He's a master crafter and does the most roaming around. I put the stuff I don't need in the guild bank for our members. I want the guild bank to have a good mix for everyone's benefit.

    Honestly, that does not sound that good.

    There are a lot more issues than just resource nodes. There is the whole CP10->CP140 issue to deal with. This is territory that each player will traverse once, and only once, no matter how many alts are created on the account.

    Everything related to crafting resources and crafted items levels needs to be redone.

    Edit: Because my comments are spread out. I am a firm believer that, for this game, resources should be zone specific, with the exception of DLC zones.
    Edited by Elsonso on August 12, 2016 4:26PM
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  • DurzoBlint13
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    Lysette wrote: »
    Or you can simply go to a shrine, respec your skill points and just do not put skill points into the craft or as much as you need, to get the crafting level for that material which you would want to farm - then you can farm that one 50% of the time. It costs a little gold, sure, but this way you can do it at any player level, if this would be required.

    It costs a lot of gold, and a fair amount of time to recover your build. If we could despec individual skills, then, I'd agree, that'd be an option. Spend 350 gold, knock your passive down where you want it, go on with your day.

    But, the shrines are a full wipe. Trying to reassign 200sp in order to get access to a lower material tier is not my idea of a good time, no offense intended.

    on ps4 it is still 1 gold per skill point. I assume they will keep it like this from now on but I have not heard for sure
    wolfydog wrote: »
    I listened to a podcast in July with Rich Lambert guy on it being interviewed and they said its going to work the same way as the DLC zones. I guess if you want low level mats your gonna need a low level toon or a low level crafter.

    I don't really see the big deal in this. I mean if your a high level crafter, you can just get some rubicite and sell it and buy the iron, or whatever you need.

    Let's say you need dwarven, or ebony or whatever for an alt and your crafters are all max 10/10. How you gonna get that material? Right now you can use your actual crafter to obtain the materials, but maybe with One Tamriel you can't anymore.

    It's not a good system if that's what they're planning. It works in DLC when you have to cram everyone of every level into a single zone but the entire world doesn't need that.

    I'm not at all looking forward to One Tamriel if it will work like I'm afraid it will.

    so pick the mats on up the alt you want to make gear for? If you are working on leveling him up you would be running around questing and travelling right past nodes that will scale to your level 50% of the time. If you are sub'd everything goes right into your crafting bag anyway and can be accessed by all characters. The low vet level mats (galatite, orichalium, quickselver, etc) would be the only things you would not be able to get, but you would also not need them after you reach cp160. If crafting for someone else just make them provide the mats since they will have character(s) at that level
  • Holycannoli
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    Everything related to crafting resources and crafted items levels needs to be redone.

    Or they can scale us to the level of the zone instead of all zones scaling to 160, sort of like how Rift does it (or used to) when it comes to zone-wide events - you are scaled down to the zone's level for the event.

    Or better yet: not scale us at all and keep the zones exactly as they are. All problems solved (except for farming leather at various levels which has always been a problem).

    Because let's face it: a CP-level character should not be getting xp from the wolves and bandits just outside Daggerfall.

    Open the zones to everyone from every alliance but don't scale anything. It's as simple as that. Why does scaling have to be included?
    Edited by Holycannoli on August 12, 2016 4:35PM
  • Elsonso
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    Everything related to crafting resources and crafted items levels needs to be redone.

    Or they can scale us to the level of the zone instead of all zones scaling to 160, sort of like how Rift does it (or used to) when it comes to zone-wide events - you are scaled down to the zone's level for the event.

    Or better yet: not scale us at all and keep the zones exactly as they are. All problems solved (except for farming leather at various levels which has always been a problem).

    Because let's face it: a CP-level character should not be getting xp from the wolves and bandits just outside Daggerfall.

    Open the zones to everyone from every alliance but don't scale anything. It's as simple as that. Why does scaling have to be included?

    They still have the problem of the missing Cadwell zones, which provided the resources the lower Veteran Ranks. These are now the low Champion Ranks, but under Champion System, you only do them once per account, which really removes the need for gear, and resources, in that range... at least after the first time through.
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  • Nestor
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    The simple solution to this would be to leave the nodes alone as they spawn now, and just allow us to use any mats on level gear. The only difference is L20 gear would use more mats than L10 gear. The material passives could be used to reduce the amount of materials needed during crafting. So, say a Base L10 item would need 8 Iron Mats to make a Curaiss, but if they mat level is unlocked, it would only be 4. Make the amount of mats needed if you don't invest in the passive painful enough to encourage investing points.

    Then we would really have some diversity in the look of the gear.
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  • Oreyn_Bearclaw
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    TLDR, more importantly, why do you care? A low level toon will obviously be able to get them, and that is the only person that will need them. It's not like its profitable to craft low level stuff. Also, I am pretty sure hirelings will still do it if you dont max the skill line.
  • starkerealm
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    Lysette wrote: »
    Or you can simply go to a shrine, respec your skill points and just do not put skill points into the craft or as much as you need, to get the crafting level for that material which you would want to farm - then you can farm that one 50% of the time. It costs a little gold, sure, but this way you can do it at any player level, if this would be required.

    It costs a lot of gold, and a fair amount of time to recover your build. If we could despec individual skills, then, I'd agree, that'd be an option. Spend 350 gold, knock your passive down where you want it, go on with your day.

    But, the shrines are a full wipe. Trying to reassign 200sp in order to get access to a lower material tier is not my idea of a good time, no offense intended.

    on ps4 it is still 1 gold per skill point. I assume they will keep it like this from now on but I have not heard for sure

    1g per skill point is something they usually bring out right after introducing major overhauls to existing skills. It's always been temporary in the past, and I doubt anything will change. On PC right now it's, I think, 50g per skill point. Which isn't a huge problem on a character with 20 or 30 sp assigned, but when you're talking about characters like my endgame crafter, that's 12.5k or so.
  • starkerealm
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    @fiftypercentgrey, we know they'll be talking about Tam1 in more detail once SotH hits the consoles. Though we don't have firm dates on anything, or info on implementation, yet.
  • Elsonso
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    TLDR, more importantly, why do you care? A low level toon will obviously be able to get them, and that is the only person that will need them. It's not like its profitable to craft low level stuff. Also, I am pretty sure hirelings will still do it if you dont max the skill line.

    My Level 50 crafter has the perk that allows them to harvest nodes faster. Not all of my alts have that. This means that it is most efficient for that character to collect materials necessary to craft the gear that my lower level alt needs.

    Additionally, I can collect and sell raw materials that can be used by other players, and I don't have to create an alt to get a specific resource if I see a need for that resource.

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  • Oreyn_Bearclaw
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    TLDR, more importantly, why do you care? A low level toon will obviously be able to get them, and that is the only person that will need them. It's not like its profitable to craft low level stuff. Also, I am pretty sure hirelings will still do it if you dont max the skill line.

    My Level 50 crafter has the perk that allows them to harvest nodes faster. Not all of my alts have that. This means that it is most efficient for that character to collect materials necessary to craft the gear that my lower level alt needs.

    Additionally, I can collect and sell raw materials that can be used by other players, and I don't have to create an alt to get a specific resource if I see a need for that resource.

    So you actually farm low level mats? Well okay. If I am going to farm, its going to be high level stuff. It is more useful and more valuable. To each their own I guess...
  • Enodoc
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    TLDR, more importantly, why do you care? A low level toon will obviously be able to get them, and that is the only person that will need them. It's not like its profitable to craft low level stuff. Also, I am pretty sure hirelings will still do it if you dont max the skill line.

    My Level 50 crafter has the perk that allows them to harvest nodes faster. Not all of my alts have that. This means that it is most efficient for that character to collect materials necessary to craft the gear that my lower level alt needs.

    Additionally, I can collect and sell raw materials that can be used by other players, and I don't have to create an alt to get a specific resource if I see a need for that resource.
    So you actually farm low level mats? Well okay. If I am going to farm, its going to be high level stuff. It is more useful and more valuable. To each their own I guess...
    Potions and Glyphs too (although Glyphs are already more difficult). I imagine low-level potions and glyphs sell quite well in Guild stores, and it'll be that much harder to craft those if the low-level waters aren't readily available (and already is that much harder now low-level potency runes aren't available).
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  • DurzoBlint13
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    Lysette wrote: »
    Or you can simply go to a shrine, respec your skill points and just do not put skill points into the craft or as much as you need, to get the crafting level for that material which you would want to farm - then you can farm that one 50% of the time. It costs a little gold, sure, but this way you can do it at any player level, if this would be required.

    It costs a lot of gold, and a fair amount of time to recover your build. If we could despec individual skills, then, I'd agree, that'd be an option. Spend 350 gold, knock your passive down where you want it, go on with your day.

    But, the shrines are a full wipe. Trying to reassign 200sp in order to get access to a lower material tier is not my idea of a good time, no offense intended.

    on ps4 it is still 1 gold per skill point. I assume they will keep it like this from now on but I have not heard for sure

    1g per skill point is something they usually bring out right after introducing major overhauls to existing skills. It's always been temporary in the past, and I doubt anything will change. On PC right now it's, I think, 50g per skill point. Which isn't a huge problem on a character with 20 or 30 sp assigned, but when you're talking about characters like my endgame crafter, that's 12.5k or so.

    this is the first time I know of that they gave us reduced respect cost at all since console release and I have played since release fairly regularly. (unless it was early on and I did not need it at the time to pay attention?) They may have done so before on PC but I do not know, so I can not even speculate. It has been this same cost since TG dropped so it seems they are keeping it for a bit. Did it get more expensive again when SoH dropped for PC? I have not heard any mention of that or seen it in patch notes
    I know it used to be expensive (I have 6 vets myself and respec all the time) but when the reduced cost was still around a month after TG came out I thought it meant they would keep it as is
  • Ltownatrain
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    If I had to take a guess at how it is going to work moving forward they likely will make it so you don't need low level mats on upper level crafters. They have said that mats will work like the DLC in various live casts, however, they have not ruled out changing the way the mats work.

    For example, right now iron ingots can craft gear from level 1-14, steel ingots can do 16-24, etc. My guess is they will make it so that iron ingots will continue to be 1-14 only now steel will be able to do 1-24. Essentially, what I think they will do is make it so the mats will be able to craft not only their level but everything underneath their level as well.

    This is all speculation on my part but that would be the way I would implement it if I was ZOS.
  • Nestor
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    TLDR, more importantly, why do you care? A low level toon will obviously be able to get them, and that is the only person that will need them. It's not like its profitable to craft low level stuff. Also, I am pretty sure hirelings will still do it if you dont max the skill line.

    Because we craft for other players, not just ourselves. It is just removing another option in crafting that does not need to be removed.

    As for Profit, it can real profitable to craft low level stuff for someone else with mats I farmed myself, as that is all profit at that point (ignoring opportunity cost)
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  • OtarTheMad
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    We will just have to wait and see what ZOS plans to do. They will no doubt show us more about it and tell us a lot more about it at PAX which is coming up soon.
  • CromulentForumID
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    Everything related to crafting resources and crafted items levels needs to be redone.

    Or they can scale us to the level of the zone instead of all zones scaling to 160, sort of like how Rift does it (or used to) when it comes to zone-wide events - you are scaled down to the zone's level for the event.

    Or better yet: not scale us at all and keep the zones exactly as they are. All problems solved (except for farming leather at various levels which has always been a problem).

    Because let's face it: a CP-level character should not be getting xp from the wolves and bandits just outside Daggerfall.

    Open the zones to everyone from every alliance but don't scale anything. It's as simple as that. Why does scaling have to be included?

    You need scaling so anyone can play with anyone. It's not much of a brag to say "You can play with anyone....as long as you do not want XP or drops."
  • CromulentForumID
    CromulentForumID
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    So you actually farm low level mats? Well okay. If I am going to farm, its going to be high level stuff. It is more useful and more valuable. To each their own I guess...

    Unless you are talking about the top-tier materials, that isn't true from what I see on PS4 NA. You can't give away Void materials, but you can sell 20 Dwarven Ingots or Cotton for 2,000 gold.

  • OtarTheMad
    OtarTheMad
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    Of course they could always do it like Skyrim did and make certain zones rich in particular materials, while maybe still having some others
    Edited by OtarTheMad on August 12, 2016 9:43PM
  • Hadan_of_Rift
    Hadan_of_Rift
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    TLDR, more importantly, why do you care? A low level toon will obviously be able to get them, and that is the only person that will need them. It's not like its profitable to craft low level stuff. Also, I am pretty sure hirelings will still do it if you dont max the skill line.

    Because I make a lot of gold crafting low level training gear for others who are leveling alts and have gold to spend.
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