I prefer the mats be at my level. Variety is immersive, but useless to me.GarnetFire17 wrote: »if you want to farm certain mats then i guess, you will have to change your crafting level. Kind of a bummer that you won't be able to farm a wide variety any more.
Since all zones will likely have the same material node rules as the DLC zones currently do, you will be able to harvest the same mats literally everywhere.
The drawback is that you'll only be able to harvest mats that match either your crafting tier, or character level.
Since all zones will likely have the same material node rules as the DLC zones currently do, you will be able to harvest the same mats literally everywhere.
The drawback is that you'll only be able to harvest mats that match either your crafting tier, or character level.
I actually have a theory for how they're going to work around this. Simply do what they did with enchanting potency nodes, and allow us to buy the base material from an NPC vendor (but no upgrade materials, style materials beyond the basic racial ones, trait stones, or alchemy reagents), both to have them always available and to crush plans to mark up harder to obtain refined materials before they can take off.
To pull it off well though they may have to sell some in stacks, which is fine for me.
I'm already having trouble finding enough nightwood for the woodworking writs.
Carbonised wrote: »Since all zones will likely have the same material node rules as the DLC zones currently do, you will be able to harvest the same mats literally everywhere.
The drawback is that you'll only be able to harvest mats that match either your crafting tier, or character level.
I actually have a theory for how they're going to work around this. Simply do what they did with enchanting potency nodes, and allow us to buy the base material from an NPC vendor (but no upgrade materials, style materials beyond the basic racial ones, trait stones, or alchemy reagents), both to have them always available and to crush plans to mark up harder to obtain refined materials before they can take off.
To pull it off well though they may have to sell some in stacks, which is fine for me.
Lol for the worst idea presented here.
I mean, why not simply scrap mat nodes and crafting while we're at it. Just let everyone buy all they need at the grocery stores.
No no and a million times no. Harvesting, refining crafting and bartering materials is a huge part of this game, and to some more than others. If ever they let mats be sold freely at the vendor I'm gonna turn in my ESO+ and go back to Skyrim. Selling potency runes was already a bad decision as it is.
Carbonised wrote: »Since all zones will likely have the same material node rules as the DLC zones currently do, you will be able to harvest the same mats literally everywhere.
The drawback is that you'll only be able to harvest mats that match either your crafting tier, or character level.
I actually have a theory for how they're going to work around this. Simply do what they did with enchanting potency nodes, and allow us to buy the base material from an NPC vendor (but no upgrade materials, style materials beyond the basic racial ones, trait stones, or alchemy reagents), both to have them always available and to crush plans to mark up harder to obtain refined materials before they can take off.
To pull it off well though they may have to sell some in stacks, which is fine for me.
Lol for the worst idea presented here.
I mean, why not simply scrap mat nodes and crafting while we're at it. Just let everyone buy all they need at the grocery stores.
No no and a million times no. Harvesting, refining crafting and bartering materials is a huge part of this game, and to some more than others. If ever they let mats be sold freely at the vendor I'm gonna turn in my ESO+ and go back to Skyrim. Selling potency runes was already a bad decision as it is.
I mean, you can already buy the potency nodes for enchanting from the vendors, and that makes them always in supply even if people aren't selling them in guild stores. And refining still has the bonus of both being free and giving upgrade materials and trait stones. The potency change was an answer to the runestones being changed to base off your level and passives 50/50, it's already proving to work well enough for enchanting, I don't see the problem with it working this way for the other materials as far as the level-based pieces go.
Besides, you already can just go buy base materials from a guild vendor that some other guy farmed up to sell, and in large quantities as well. So there goes the "grocery store" argument.
Carbonised wrote: »Carbonised wrote: »Since all zones will likely have the same material node rules as the DLC zones currently do, you will be able to harvest the same mats literally everywhere.
The drawback is that you'll only be able to harvest mats that match either your crafting tier, or character level.
I actually have a theory for how they're going to work around this. Simply do what they did with enchanting potency nodes, and allow us to buy the base material from an NPC vendor (but no upgrade materials, style materials beyond the basic racial ones, trait stones, or alchemy reagents), both to have them always available and to crush plans to mark up harder to obtain refined materials before they can take off.
To pull it off well though they may have to sell some in stacks, which is fine for me.
Lol for the worst idea presented here.
I mean, why not simply scrap mat nodes and crafting while we're at it. Just let everyone buy all they need at the grocery stores.
No no and a million times no. Harvesting, refining crafting and bartering materials is a huge part of this game, and to some more than others. If ever they let mats be sold freely at the vendor I'm gonna turn in my ESO+ and go back to Skyrim. Selling potency runes was already a bad decision as it is.
I mean, you can already buy the potency nodes for enchanting from the vendors, and that makes them always in supply even if people aren't selling them in guild stores. And refining still has the bonus of both being free and giving upgrade materials and trait stones. The potency change was an answer to the runestones being changed to base off your level and passives 50/50, it's already proving to work well enough for enchanting, I don't see the problem with it working this way for the other materials as far as the level-based pieces go.
Besides, you already can just go buy base materials from a guild vendor that some other guy farmed up to sell, and in large quantities as well. So there goes the "grocery store" argument.
Dude you don't even know how anything works, which is apparent from your posts.
Selling potency was a bad idea because they also increased drops from nodes by a huge amount, to the point that you're already drowning in runes of every kind as it is, pretty much Kuta is the only thing worth holding on to. Guild traders have to undercut the merchants by a lot to even sell Repora now. So no, it's not working "well enough" for enchanting, it's pretty much killed the entire business of enchanting, which you would know if you even knew how the crafting & bartering system works.
Selling mats in NPC stores is a bad bad bad idea because then it's completely useless to even farm and gather materials to begin with, as prices will be next to nothing. Man have you even checked the prices for anything but ruby mats in guild stores lately? I have, and I see pretty much everything from jute and iron to void mats in huge quantities in guild stores, sold for a pittance.
So why do you even need mats in NPC stores to begin with? Just make sure people can still farm mats for every level in the world, and all problems are solved. If you don't want to pay for cheap mats in guld stores, go out and farm it yourself.
And come on, please know the difference from bying from a guild trader (and a real person) and an NPC.
Carbonised wrote: »Carbonised wrote: »Since all zones will likely have the same material node rules as the DLC zones currently do, you will be able to harvest the same mats literally everywhere.
The drawback is that you'll only be able to harvest mats that match either your crafting tier, or character level.
I actually have a theory for how they're going to work around this. Simply do what they did with enchanting potency nodes, and allow us to buy the base material from an NPC vendor (but no upgrade materials, style materials beyond the basic racial ones, trait stones, or alchemy reagents), both to have them always available and to crush plans to mark up harder to obtain refined materials before they can take off.
To pull it off well though they may have to sell some in stacks, which is fine for me.
Lol for the worst idea presented here.
I mean, why not simply scrap mat nodes and crafting while we're at it. Just let everyone buy all they need at the grocery stores.
No no and a million times no. Harvesting, refining crafting and bartering materials is a huge part of this game, and to some more than others. If ever they let mats be sold freely at the vendor I'm gonna turn in my ESO+ and go back to Skyrim. Selling potency runes was already a bad decision as it is.
I mean, you can already buy the potency nodes for enchanting from the vendors, and that makes them always in supply even if people aren't selling them in guild stores. And refining still has the bonus of both being free and giving upgrade materials and trait stones. The potency change was an answer to the runestones being changed to base off your level and passives 50/50, it's already proving to work well enough for enchanting, I don't see the problem with it working this way for the other materials as far as the level-based pieces go.
Besides, you already can just go buy base materials from a guild vendor that some other guy farmed up to sell, and in large quantities as well. So there goes the "grocery store" argument.
Dude you don't even know how anything works, which is apparent from your posts.
Selling potency was a bad idea because they also increased drops from nodes by a huge amount, to the point that you're already drowning in runes of every kind as it is, pretty much Kuta is the only thing worth holding on to. Guild traders have to undercut the merchants by a lot to even sell Repora now. So no, it's not working "well enough" for enchanting, it's pretty much killed the entire business of enchanting, which you would know if you even knew how the crafting & bartering system works.
Selling mats in NPC stores is a bad bad bad idea because then it's completely useless to even farm and gather materials to begin with, as prices will be next to nothing. Man have you even checked the prices for anything but ruby mats in guild stores lately? I have, and I see pretty much everything from jute and iron to void mats in huge quantities in guild stores, sold for a pittance.
So why do you even need mats in NPC stores to begin with? Just make sure people can still farm mats for every level in the world, and all problems are solved. If you don't want to pay for cheap mats in guld stores, go out and farm it yourself.
And come on, please know the difference from bying from a guild trader (and a real person) and an NPC.
Carbonised wrote: »Carbonised wrote: »Since all zones will likely have the same material node rules as the DLC zones currently do, you will be able to harvest the same mats literally everywhere.
The drawback is that you'll only be able to harvest mats that match either your crafting tier, or character level.
I actually have a theory for how they're going to work around this. Simply do what they did with enchanting potency nodes, and allow us to buy the base material from an NPC vendor (but no upgrade materials, style materials beyond the basic racial ones, trait stones, or alchemy reagents), both to have them always available and to crush plans to mark up harder to obtain refined materials before they can take off.
To pull it off well though they may have to sell some in stacks, which is fine for me.
Lol for the worst idea presented here.
I mean, why not simply scrap mat nodes and crafting while we're at it. Just let everyone buy all they need at the grocery stores.
No no and a million times no. Harvesting, refining crafting and bartering materials is a huge part of this game, and to some more than others. If ever they let mats be sold freely at the vendor I'm gonna turn in my ESO+ and go back to Skyrim. Selling potency runes was already a bad decision as it is.
I mean, you can already buy the potency nodes for enchanting from the vendors, and that makes them always in supply even if people aren't selling them in guild stores. And refining still has the bonus of both being free and giving upgrade materials and trait stones. The potency change was an answer to the runestones being changed to base off your level and passives 50/50, it's already proving to work well enough for enchanting, I don't see the problem with it working this way for the other materials as far as the level-based pieces go.
Besides, you already can just go buy base materials from a guild vendor that some other guy farmed up to sell, and in large quantities as well. So there goes the "grocery store" argument.
Dude you don't even know how anything works, which is apparent from your posts.
Selling potency was a bad idea because they also increased drops from nodes by a huge amount, to the point that you're already drowning in runes of every kind as it is, pretty much Kuta is the only thing worth holding on to. Guild traders have to undercut the merchants by a lot to even sell Repora now. So no, it's not working "well enough" for enchanting, it's pretty much killed the entire business of enchanting, which you would know if you even knew how the crafting & bartering system works.
Selling mats in NPC stores is a bad bad bad idea because then it's completely useless to even farm and gather materials to begin with, as prices will be next to nothing. Man have you even checked the prices for anything but ruby mats in guild stores lately? I have, and I see pretty much everything from jute and iron to void mats in huge quantities in guild stores, sold for a pittance.
So why do you even need mats in NPC stores to begin with? Just make sure people can still farm mats for every level in the world, and all problems are solved. If you don't want to pay for cheap mats in guld stores, go out and farm it yourself.
And come on, please know the difference from bying from a guild trader (and a real person) and an NPC.
Way to assume, I regularly craft things for myself, friends, and guildmates, and charge people for the cost of the materials. I'm overjoyed that reporas are now more affordable because that not only means I can use them myself, but also people who don't have a lot of gold aren't forced to go substandard just because they're not rich. It's been an amazing deal for me because there were some essence runes I was actually struggling to keep supply on because the amount of them I got was so low compared to how much I needed for crafting.
As for prices of materials currently? Sure, it's easy to get materials now, just pick a zone that drops it and you're good, but with one tamriel they're going to introduce the same scaling from DLC zones into all zones in the game, most likely including the node scaling too. This will force players to either stay at a certain level to grab materials (not very practical) or have to level up crafts to a certain point to have a 50/50 chance of getting the material they want and ruby-tier mats. This is also not ideal, so it will be difficult to obtain materials, particularly the ones between CP10 and CP140, for players with a lot of max level characters, thus my proposal above.
You may not think it's that important, but as an experienced crafter who prides himself in learning all of the motifs (even Akaviri, that hurt my wallet so much), being able to access any and all materials reliably is essential, and it simply won't be the case if they don't have any way to reliably provide materials with node scaling in the mix.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Since all zones will likely have the same material node rules as the DLC zones currently do, you will be able to harvest the same mats literally everywhere.
The drawback is that you'll only be able to harvest mats that match either your crafting tier, or character level.
I actually have a theory for how they're going to work around this. Simply do what they did with enchanting potency nodes, and allow us to buy the base material from an NPC vendor (but no upgrade materials, style materials beyond the basic racial ones, trait stones, or alchemy reagents), both to have them always available and to crush plans to mark up harder to obtain refined materials before they can take off.
To pull it off well though they may have to sell some in stacks, which is fine for me.
Lol for the worst idea presented here.
I mean, why not simply scrap mat nodes and crafting while we're at it. Just let everyone buy all they need at the grocery stores.
No no and a million times no. Harvesting, refining crafting and bartering materials is a huge part of this game, and to some more than others. If ever they let mats be sold freely at the vendor I'm gonna turn in my ESO+ and go back to Skyrim. Selling potency runes was already a bad decision as it is.
I mean, you can already buy the potency nodes for enchanting from the vendors, and that makes them always in supply even if people aren't selling them in guild stores. And refining still has the bonus of both being free and giving upgrade materials and trait stones. The potency change was an answer to the runestones being changed to base off your level and passives 50/50, it's already proving to work well enough for enchanting, I don't see the problem with it working this way for the other materials as far as the level-based pieces go.
Besides, you already can just go buy base materials from a guild vendor that some other guy farmed up to sell, and in large quantities as well. So there goes the "grocery store" argument.
Dude you don't even know how anything works, which is apparent from your posts.
Selling potency was a bad idea because they also increased drops from nodes by a huge amount, to the point that you're already drowning in runes of every kind as it is, pretty much Kuta is the only thing worth holding on to. Guild traders have to undercut the merchants by a lot to even sell Repora now. So no, it's not working "well enough" for enchanting, it's pretty much killed the entire business of enchanting, which you would know if you even knew how the crafting & bartering system works.
Selling mats in NPC stores is a bad bad bad idea because then it's completely useless to even farm and gather materials to begin with, as prices will be next to nothing. Man have you even checked the prices for anything but ruby mats in guild stores lately? I have, and I see pretty much everything from jute and iron to void mats in huge quantities in guild stores, sold for a pittance.
So why do you even need mats in NPC stores to begin with? Just make sure people can still farm mats for every level in the world, and all problems are solved. If you don't want to pay for cheap mats in guld stores, go out and farm it yourself.
And come on, please know the difference from bying from a guild trader (and a real person) and an NPC.
Way to assume, I regularly craft things for myself, friends, and guildmates, and charge people for the cost of the materials. I'm overjoyed that reporas are now more affordable because that not only means I can use them myself, but also people who don't have a lot of gold aren't forced to go substandard just because they're not rich. It's been an amazing deal for me because there were some essence runes I was actually struggling to keep supply on because the amount of them I got was so low compared to how much I needed for crafting.
As for prices of materials currently? Sure, it's easy to get materials now, just pick a zone that drops it and you're good, but with one tamriel they're going to introduce the same scaling from DLC zones into all zones in the game, most likely including the node scaling too. This will force players to either stay at a certain level to grab materials (not very practical) or have to level up crafts to a certain point to have a 50/50 chance of getting the material they want and ruby-tier mats. This is also not ideal, so it will be difficult to obtain materials, particularly the ones between CP10 and CP140, for players with a lot of max level characters, thus my proposal above.
You may not think it's that important, but as an experienced crafter who prides himself in learning all of the motifs (even Akaviri, that hurt my wallet so much), being able to access any and all materials reliably is essential, and it simply won't be the case if they don't have any way to reliably provide materials with node scaling in the mix.
If you read what I write, I agree that it should still be possible to farm lowlevel mats even if you're a highlevel crafter. We agree on that. Personally I couldn't care less about lowlevel crafting, but I see the need and agree with it.
However, we strongly disagree about selling mats at NPC vendors. As long as they provide the means to still farm mats at any tier, then selling them at an NPC vendor is still an extremely bad idea.
As for you lacking essence runes, that's another comment that makes me believe your knowledge of the trading mechanics are fairly low. As of right now I'm sitting on 300-400 of pretty much all essence runes, Makko, Deni and Okko being those in largest quantity. And if you look at guild stores you can see them being sold for a pittance, like 5-10 gold a piece. So yeah, drowning us in trash runes has pretty much ruined the enchanting crafting business.
AClockworkLime wrote: »I LOATHE gathering in the DLC-type zones.
Unless the character you're playing is at CP 150+ and has 10/10 in all of his crafting skills, you're pretty much screwed. Especially if you just wanna gather stuff for your main crafter character while you're out questing/exploring.
And no, forcing people to waste 36 skill points to get 10/10 in Blacksmithing, Clothing, Enchanting, and Woodworking on each and every alt just so they can gather the way they've been gathering since day one in every OTHER zone in the world WITHOUT any SP investment whatsoever is just ridiculously stupid.
Nevermind that if your character level varies at ALL from your crafting levels, you get maybe a 50% (I'm sure it's actually not 50% though) chance of running into the type of materials you actually need in those asinine zones. Which, if you're not a complete moron, means you have a significantly harder type gathering in those zones than you would be in level-appropriate ones.
I also have no idea how the vocal minority -- and it is and was most definitely a minority -- have some mental issue with the idea of going to a level appropriate zone to gather their materials. Why, exactly, did you need magical zones that had varied materials? Are you really that pathetically lazy? Nevermind, the answer to that is painfully obvious. Yes. Yes you are that lazy.
It's amazing the people this company listens to.
And now with this coming expansion, the whole world is going to function like that. Just... seriously, what the *** are they thinking?
Carbonised wrote: »You do realize that nightwood, void cloth, shadowhide and voidstone is being sold by the thousands for dump prices in every guild store right now, right? Ever since the writ update last patch, these are pretty much just trash materials. And you can pretty much just farm Craglon and your last Cadwell's Gold zones for that tier of mats, so I don't really see the problem?
Carbonised wrote: »You do realize that nightwood, void cloth, shadowhide and voidstone is being sold by the thousands for dump prices in every guild store right now, right? Ever since the writ update last patch, these are pretty much just trash materials. And you can pretty much just farm Craglon and your last Cadwell's Gold zones for that tier of mats, so I don't really see the problem?
Yes, I realize that. I'm pretty active on trade guilds actually. But on EU PC the price per unit of nightwood is about 14 gold. A pledge takes 90-100 units. So it's a net cost of 1260-1400 gold. The reward is 604 gold at level 50 and the gold tempers drop pretty rarely. Glass motif pieces go for about 300 gold each. So even if I got one in every writ as well as a rosin that's worh about 3500 gold every 3 writs I would still be as a net loss. The actual drop rates are maybe 1/3 of that. I get surveys every 4-5 writs but they are mixed with trash wood so I get at most 35-40 nightwood out of them, about 1/3 of the cost of one writ - IMO they should to what they did with the Wrothgar writs here. For the other 3 materials the cost is offset by deconstructed V14 gear that drops in dungeons I run every day so I never actually run out of them. So the conclusion is that it will probably more profitable to just skip the woodworking writ altogether.
Carbonised wrote: »Carbonised wrote: »You do realize that nightwood, void cloth, shadowhide and voidstone is being sold by the thousands for dump prices in every guild store right now, right? Ever since the writ update last patch, these are pretty much just trash materials. And you can pretty much just farm Craglon and your last Cadwell's Gold zones for that tier of mats, so I don't really see the problem?
Yes, I realize that. I'm pretty active on trade guilds actually. But on EU PC the price per unit of nightwood is about 14 gold. A pledge takes 90-100 units. So it's a net cost of 1260-1400 gold. The reward is 604 gold at level 50 and the gold tempers drop pretty rarely. Glass motif pieces go for about 300 gold each. So even if I got one in every writ as well as a rosin that's worh about 3500 gold every 3 writs I would still be as a net loss. The actual drop rates are maybe 1/3 of that. I get surveys every 4-5 writs but they are mixed with trash wood so I get at most 35-40 nightwood out of them, about 1/3 of the cost of one writ - IMO they should to what they did with the Wrothgar writs here. For the other 3 materials the cost is offset by deconstructed V14 gear that drops in dungeons I run every day so I never actually run out of them. So the conclusion is that it will probably more profitable to just skip the woodworking writ altogether.
That BS. A typical writ takes about 30-40 wood, not 90-100. And then you're completely disregarding the surveys that drop frequently, which gives you both new mats and possible tempers.
And like I wrote, if you're unhappy with prices there's a whole world of nightwood out there in all of Craglorn and Cad's Gold, so just go out and farm it yourself.
Carbonised wrote: »Carbonised wrote: »You do realize that nightwood, void cloth, shadowhide and voidstone is being sold by the thousands for dump prices in every guild store right now, right? Ever since the writ update last patch, these are pretty much just trash materials. And you can pretty much just farm Craglon and your last Cadwell's Gold zones for that tier of mats, so I don't really see the problem?
Yes, I realize that. I'm pretty active on trade guilds actually. But on EU PC the price per unit of nightwood is about 14 gold. A pledge takes 90-100 units. So it's a net cost of 1260-1400 gold. The reward is 604 gold at level 50 and the gold tempers drop pretty rarely. Glass motif pieces go for about 300 gold each. So even if I got one in every writ as well as a rosin that's worh about 3500 gold every 3 writs I would still be as a net loss. The actual drop rates are maybe 1/3 of that. I get surveys every 4-5 writs but they are mixed with trash wood so I get at most 35-40 nightwood out of them, about 1/3 of the cost of one writ - IMO they should to what they did with the Wrothgar writs here. For the other 3 materials the cost is offset by deconstructed V14 gear that drops in dungeons I run every day so I never actually run out of them. So the conclusion is that it will probably more profitable to just skip the woodworking writ altogether.
That BS. A typical writ takes about 30-40 wood, not 90-100. And then you're completely disregarding the surveys that drop frequently, which gives you both new mats and possible tempers.
And like I wrote, if you're unhappy with prices there's a whole world of nightwood out there in all of Craglorn and Cad's Gold, so just go out and farm it yourself.
The problem is, very soon with node scaling applied to all zones (as there won't be any sense for material levels scaled to zones when all zones are the same level and accessible any time by any player), you won't be able to just head to a cadwell's gold zone (since those won't even exist) or to craglorn (node scaling) to get void-tier materials. You will have to intentionally spend skill points to have a 50/50 chance of finding void-tier and whatever tier is tied to the current character level.
As for the mat costs the guy above mentions, he's probably doing craglorn writs so he can farm nirncrux from the surveys, and those cost a lot of material, especially if you do writs more than once a day via multiple characters.
Carbonised wrote: »Carbonised wrote: »You do realize that nightwood, void cloth, shadowhide and voidstone is being sold by the thousands for dump prices in every guild store right now, right? Ever since the writ update last patch, these are pretty much just trash materials. And you can pretty much just farm Craglon and your last Cadwell's Gold zones for that tier of mats, so I don't really see the problem?
Yes, I realize that. I'm pretty active on trade guilds actually. But on EU PC the price per unit of nightwood is about 14 gold. A pledge takes 90-100 units. So it's a net cost of 1260-1400 gold. The reward is 604 gold at level 50 and the gold tempers drop pretty rarely. Glass motif pieces go for about 300 gold each. So even if I got one in every writ as well as a rosin that's worh about 3500 gold every 3 writs I would still be as a net loss. The actual drop rates are maybe 1/3 of that. I get surveys every 4-5 writs but they are mixed with trash wood so I get at most 35-40 nightwood out of them, about 1/3 of the cost of one writ - IMO they should to what they did with the Wrothgar writs here. For the other 3 materials the cost is offset by deconstructed V14 gear that drops in dungeons I run every day so I never actually run out of them. So the conclusion is that it will probably more profitable to just skip the woodworking writ altogether.
That BS. A typical writ takes about 30-40 wood, not 90-100. And then you're completely disregarding the surveys that drop frequently, which gives you both new mats and possible tempers.
And like I wrote, if you're unhappy with prices there's a whole world of nightwood out there in all of Craglorn and Cad's Gold, so just go out and farm it yourself.
The problem is, very soon with node scaling applied to all zones (as there won't be any sense for material levels scaled to zones when all zones are the same level and accessible any time by any player), you won't be able to just head to a cadwell's gold zone (since those won't even exist) or to craglorn (node scaling) to get void-tier materials. You will have to intentionally spend skill points to have a 50/50 chance of finding void-tier and whatever tier is tied to the current character level.
As for the mat costs the guy above mentions, he's probably doing craglorn writs so he can farm nirncrux from the surveys, and those cost a lot of material, especially if you do writs more than once a day via multiple characters.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »You do realize that nightwood, void cloth, shadowhide and voidstone is being sold by the thousands for dump prices in every guild store right now, right? Ever since the writ update last patch, these are pretty much just trash materials. And you can pretty much just farm Craglon and your last Cadwell's Gold zones for that tier of mats, so I don't really see the problem?
Yes, I realize that. I'm pretty active on trade guilds actually. But on EU PC the price per unit of nightwood is about 14 gold. A pledge takes 90-100 units. So it's a net cost of 1260-1400 gold. The reward is 604 gold at level 50 and the gold tempers drop pretty rarely. Glass motif pieces go for about 300 gold each. So even if I got one in every writ as well as a rosin that's worh about 3500 gold every 3 writs I would still be as a net loss. The actual drop rates are maybe 1/3 of that. I get surveys every 4-5 writs but they are mixed with trash wood so I get at most 35-40 nightwood out of them, about 1/3 of the cost of one writ - IMO they should to what they did with the Wrothgar writs here. For the other 3 materials the cost is offset by deconstructed V14 gear that drops in dungeons I run every day so I never actually run out of them. So the conclusion is that it will probably more profitable to just skip the woodworking writ altogether.
That BS. A typical writ takes about 30-40 wood, not 90-100. And then you're completely disregarding the surveys that drop frequently, which gives you both new mats and possible tempers.
And like I wrote, if you're unhappy with prices there's a whole world of nightwood out there in all of Craglorn and Cad's Gold, so just go out and farm it yourself.
The problem is, very soon with node scaling applied to all zones (as there won't be any sense for material levels scaled to zones when all zones are the same level and accessible any time by any player), you won't be able to just head to a cadwell's gold zone (since those won't even exist) or to craglorn (node scaling) to get void-tier materials. You will have to intentionally spend skill points to have a 50/50 chance of finding void-tier and whatever tier is tied to the current character level.
As for the mat costs the guy above mentions, he's probably doing craglorn writs so he can farm nirncrux from the surveys, and those cost a lot of material, especially if you do writs more than once a day via multiple characters.
If you intentionally keep writs in Crag to farm Nirn, then your loss, I can't really sympthethize with that. You get Nirns as your reward, and as I said, all the mats are free for harvesting.
Also, you're just speculating, no one knows how node harvesting will work in 1Tam, they haven't said a word about that. So until now all this is is speculation based on how it is now and changes they've made until now.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »You do realize that nightwood, void cloth, shadowhide and voidstone is being sold by the thousands for dump prices in every guild store right now, right? Ever since the writ update last patch, these are pretty much just trash materials. And you can pretty much just farm Craglon and your last Cadwell's Gold zones for that tier of mats, so I don't really see the problem?
Yes, I realize that. I'm pretty active on trade guilds actually. But on EU PC the price per unit of nightwood is about 14 gold. A pledge takes 90-100 units. So it's a net cost of 1260-1400 gold. The reward is 604 gold at level 50 and the gold tempers drop pretty rarely. Glass motif pieces go for about 300 gold each. So even if I got one in every writ as well as a rosin that's worh about 3500 gold every 3 writs I would still be as a net loss. The actual drop rates are maybe 1/3 of that. I get surveys every 4-5 writs but they are mixed with trash wood so I get at most 35-40 nightwood out of them, about 1/3 of the cost of one writ - IMO they should to what they did with the Wrothgar writs here. For the other 3 materials the cost is offset by deconstructed V14 gear that drops in dungeons I run every day so I never actually run out of them. So the conclusion is that it will probably more profitable to just skip the woodworking writ altogether.
That BS. A typical writ takes about 30-40 wood, not 90-100. And then you're completely disregarding the surveys that drop frequently, which gives you both new mats and possible tempers.
And like I wrote, if you're unhappy with prices there's a whole world of nightwood out there in all of Craglorn and Cad's Gold, so just go out and farm it yourself.
The problem is, very soon with node scaling applied to all zones (as there won't be any sense for material levels scaled to zones when all zones are the same level and accessible any time by any player), you won't be able to just head to a cadwell's gold zone (since those won't even exist) or to craglorn (node scaling) to get void-tier materials. You will have to intentionally spend skill points to have a 50/50 chance of finding void-tier and whatever tier is tied to the current character level.
As for the mat costs the guy above mentions, he's probably doing craglorn writs so he can farm nirncrux from the surveys, and those cost a lot of material, especially if you do writs more than once a day via multiple characters.
If you intentionally keep writs in Crag to farm Nirn, then your loss, I can't really sympthethize with that. You get Nirns as your reward, and as I said, all the mats are free for harvesting.
Also, you're just speculating, no one knows how node harvesting will work in 1Tam, they haven't said a word about that. So until now all this is is speculation based on how it is now and changes they've made until now.
1tam is to scale everything to your level, harvesting nodes will work just like, wrograth, hew's bane and gold coast. If you think otherwise, you're going to be disappointed.
Carbonised wrote: »That BS. A typical writ takes about 30-40 wood, not 90-100. And then you're completely disregarding the surveys that drop frequently, which gives you both new mats and possible tempers.
And like I wrote, if you're unhappy with prices there's a whole world of nightwood out there in all of Craglorn and Cad's Gold, so just go out and farm it yourself.
Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »Carbonised wrote: »You do realize that nightwood, void cloth, shadowhide and voidstone is being sold by the thousands for dump prices in every guild store right now, right? Ever since the writ update last patch, these are pretty much just trash materials. And you can pretty much just farm Craglon and your last Cadwell's Gold zones for that tier of mats, so I don't really see the problem?
Yes, I realize that. I'm pretty active on trade guilds actually. But on EU PC the price per unit of nightwood is about 14 gold. A pledge takes 90-100 units. So it's a net cost of 1260-1400 gold. The reward is 604 gold at level 50 and the gold tempers drop pretty rarely. Glass motif pieces go for about 300 gold each. So even if I got one in every writ as well as a rosin that's worh about 3500 gold every 3 writs I would still be as a net loss. The actual drop rates are maybe 1/3 of that. I get surveys every 4-5 writs but they are mixed with trash wood so I get at most 35-40 nightwood out of them, about 1/3 of the cost of one writ - IMO they should to what they did with the Wrothgar writs here. For the other 3 materials the cost is offset by deconstructed V14 gear that drops in dungeons I run every day so I never actually run out of them. So the conclusion is that it will probably more profitable to just skip the woodworking writ altogether.
That BS. A typical writ takes about 30-40 wood, not 90-100. And then you're completely disregarding the surveys that drop frequently, which gives you both new mats and possible tempers.
And like I wrote, if you're unhappy with prices there's a whole world of nightwood out there in all of Craglorn and Cad's Gold, so just go out and farm it yourself.
The problem is, very soon with node scaling applied to all zones (as there won't be any sense for material levels scaled to zones when all zones are the same level and accessible any time by any player), you won't be able to just head to a cadwell's gold zone (since those won't even exist) or to craglorn (node scaling) to get void-tier materials. You will have to intentionally spend skill points to have a 50/50 chance of finding void-tier and whatever tier is tied to the current character level.
As for the mat costs the guy above mentions, he's probably doing craglorn writs so he can farm nirncrux from the surveys, and those cost a lot of material, especially if you do writs more than once a day via multiple characters.
If you intentionally keep writs in Crag to farm Nirn, then your loss, I can't really sympthethize with that. You get Nirns as your reward, and as I said, all the mats are free for harvesting.
Also, you're just speculating, no one knows how node harvesting will work in 1Tam, they haven't said a word about that. So until now all this is is speculation based on how it is now and changes they've made until now.
1tam is to scale everything to your level, harvesting nodes will work just like, wrograth, hew's bane and gold coast. If you think otherwise, you're going to be disappointed.
You don't know that you're assuming that. Learn the difference. For all you know they could change things like they did enchanting nodes, or like they did when they made nodes scaled half to your level and half to your crafting ranks.
Jesus how blatantly self-secure can people be. Perhaps try and wait for the actualy message from ZOS and the PTS before you start blurting out how things will be.
Are you even able to form a coherent thought? Or how about think about someone other than yourself?RE: first bold
nope not screwed. my characters run in scaled zones a lot and get easily 505 useful materials. Soon, i will be able to gather useful materials anywhere, not juist in scaled zones or a few set zones. that means whether i am questing or delving or dungeoning... i will always find nodes useful to my characters at a 50% rate - higher for the ones they actually craft.
Now, when i run world-wide repeatables like we will see lots more of, i often find it a complete waste of time to stop to gather at all. Wont ever need mahogany - nor many other mats.
The mat-locked zones made sense when there was a solid linear progression of levels. Now that that is gone, its a mass waste of space that will be even more painfully obvious as we get more repeatable world-wide dailies.
Second bold - with the non-linear progression after 50, the idewa of level appropriate zones is gone. With the advent of oneT and doing any content at any time, again, the idea of set-level appropriate zones is obsolete.
Third bold - no sorry i know its so easy to just toss names out on the internet and how it makes you look tough or whatever but its not about lazy... not at all... its about EFFICIENT use of limited play time. Why should i want to go to a zone where there are no activities i want to do because they are already complete because thats the only place i can find nodes at my level? Why not have nodes everywhere be at my level so in the process of doing the content i want to do i find useful nodes?
Mat-locked zones are an artifact of a model of progression no longer in use and which will be fully laid to rest come OneT.
its the horse and buggy version of mats no longer as beneficial in the new sportscar zones.
AClockworkLime wrote: »Are you even able to form a coherent thought? Or how about think about someone other than yourself?RE: first bold
nope not screwed. my characters run in scaled zones a lot and get easily 505 useful materials. Soon, i will be able to gather useful materials anywhere, not juist in scaled zones or a few set zones. that means whether i am questing or delving or dungeoning... i will always find nodes useful to my characters at a 50% rate - higher for the ones they actually craft.
Now, when i run world-wide repeatables like we will see lots more of, i often find it a complete waste of time to stop to gather at all. Wont ever need mahogany - nor many other mats.
The mat-locked zones made sense when there was a solid linear progression of levels. Now that that is gone, its a mass waste of space that will be even more painfully obvious as we get more repeatable world-wide dailies.
Second bold - with the non-linear progression after 50, the idewa of level appropriate zones is gone. With the advent of oneT and doing any content at any time, again, the idea of set-level appropriate zones is obsolete.
Third bold - no sorry i know its so easy to just toss names out on the internet and how it makes you look tough or whatever but its not about lazy... not at all... its about EFFICIENT use of limited play time. Why should i want to go to a zone where there are no activities i want to do because they are already complete because thats the only place i can find nodes at my level? Why not have nodes everywhere be at my level so in the process of doing the content i want to do i find useful nodes?
Mat-locked zones are an artifact of a model of progression no longer in use and which will be fully laid to rest come OneT.
its the horse and buggy version of mats no longer as beneficial in the new sportscar zones.
On one hand, you whine and moan because YOUR convenience as a max-level character isn't being catered to. Then you whine and moan because YOU don't have a use for something. And because YOU don't have a use for something, no one else does. Like, oh my god, Becky. <tosses hair> Oh, and I'm still trying to figure out where you pulled that seemingly random 505 number from. It makes no sense whatsoever.
The actual fact is, this isn't your game. Your personal needs and wants aren't what matter. There are -tons- of people playing the game who don't have max level characters.
The really confounding part to me about your post, at least in reference to mine, is that you COMPLETELY and UTTERLY missed the point I made. It's not about the usefulness of lower level materials. It's about having to invest a ridiculous amount of skill points into otherwise useless skill lines for alts just so you CAN gather higher level mats at a decent rate. Something you currently don't have to do UNTIL you reach these DLC zones.
That's what really makes no sense when it comes to people like you and your complete lack of coherency about the topic. Strip away the scaling of gathering nodes, and the DLC zones are all 100% max level materials. You know, the ones you just spent so many paragraphs whining and crying about being the only ones worth a damn. Yet they're NOT there most of the time if you don't have 10/10 in all of your crafting skills AND have at least 150 CPs and level 50 on that same character.
And since you clearly missed it the first time, and I have little doubt you're still missing it, the bolded part above is the crux of the issue.