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Concern with One Tamriel: Gathering Raw Materials

WuffyCerulei
WuffyCerulei
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As far as One Tamriel goes, I'm really excited for it! However, I have a one major concern with all the zones being integrated: gather raw materials. In popular areas like Deshaan, Rawl'kha, Grahtwood, and Stormhaven, I'm worried that there'll be too many people mat-farming in such a small area. @ZOS_GinaBruno or @ZOS_JessicaFolsom, could either of you shed some light on this issue?
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  • Bryanonymous
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    All mats will likely scale to the player the way they do in DLC zones, so if an area is wiped clean, you can just farm in a different location.
  • Divinius
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    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.
  • GarnetFire17
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    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.
  • Bryanonymous
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    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.
    I prefer the mats be at my level. Variety is immersive, but useless to me.
  • Twilix01
    Twilix01
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    Divinius 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.
  • Carbonised
    Carbonised
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    Twilix01 wrote: »
    Divinius 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.
  • NewBlacksmurf
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    Why would there be anyone in any one zone at all who wouldn't just move on?

    Serious question cause it's all relative to you're level. (Passive and character level)
    You all realize that any mat will be available anywhere and not just uncertain zones right?
    Edited by NewBlacksmurf on August 22, 2016 3:24PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Asardes
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    Actually the best zones to farm are the starter islands like Bleakrock, since the node density is higher there, especially the rune nodes. If all scales to your char level and crafting proficiency i see no problem in that. Of course, people should spread out and search in less popular areas because nodes are more abundant there. So things should even out in the end.

    There is another problem I foresee however. If all mats harvested from nodes will be CP 150-160 on a CP160+ char with maximum proficiency in all crafting skills but you don't have ESO+ or Orsinium, it will be almost impossible to find mats for continuing to do the writs in Craglorn. I'm already having trouble finding enough nightwood for the woodworking writs. So you will be actually forced to roll down your skills a notch, or buy Orsinium/ESO+ to keep doing them. I think I will choose the latter option :)
    Edited by Asardes on August 22, 2016 3:31PM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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  • Carbonised
    Carbonised
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    Asardes wrote: »
    I'm already having trouble finding enough nightwood for the woodworking writs.

    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?

    On another note, personally I couldn't care less about mats under ruby tier. I don't collect it, I don't want it. On the other hand, there are people with lowlevel alts, people who craft for lowlevelsl etc, so there should definitly be some way to obtain it. If all nodes are scaled to crafting skill, then I won't be ably to find anything but ruby anywhere, which is fine for me, but I can see the problem for others, who would want to get some of the lowlevel mats.

    Edited by Carbonised on August 22, 2016 3:57PM
  • Twilix01
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    Carbonised wrote: »
    Twilix01 wrote: »
    Divinius 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
    Carbonised
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    Twilix01 wrote: »
    Carbonised wrote: »
    Twilix01 wrote: »
    Divinius 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.
    Edited by Carbonised on August 22, 2016 11:33PM
  • STEVIL
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    Carbonised wrote: »
    Twilix01 wrote: »
    Carbonised wrote: »
    Twilix01 wrote: »
    Divinius 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.

    So providing plenty of mats via farming (more drops) and selling necessity mats (potencies) in stores so everybody can get what they want by a number of ways easily and cheaply and craft whatever they need is BAD because it killed the ability of some to make gold off of others by making them able to easily do it on their own.

    ENCHANTING is fine... making gold off others by enchanting tho... that seems to be a less profitable than before occupation for some now.

    I hope that same "affliction" carries over into all mats once OneT scales all nodes. Would be easy if they provide some alt-use for higher end mats for lower level stuff (analogous mirror image to what they did by removing the potency cap.)

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  • Twilix01
    Twilix01
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    Carbonised wrote: »
    Twilix01 wrote: »
    Carbonised wrote: »
    Twilix01 wrote: »
    Divinius 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
    Carbonised
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    Twilix01 wrote: »
    Carbonised wrote: »
    Twilix01 wrote: »
    Carbonised wrote: »
    Twilix01 wrote: »
    Divinius 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.
  • Twilix01
    Twilix01
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    Carbonised wrote: »
    Twilix01 wrote: »
    Carbonised wrote: »
    Twilix01 wrote: »
    Carbonised wrote: »
    Twilix01 wrote: »
    Divinius 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.

    Well, part of why I was fairly low on certain runes was because I didn't farm runes like crazy and this specific rune was being sold for an outrageous amount compared to other runes, so I was refusing to buy it at that price. Nowadays thanks to the runestone changes, I don't need to buy them now.

    Alright, so, you don't like my idea, so let's hear you come up with a better one. How would you allow players to collect mats of any level if node scaling is introduced to all zones, without forcing them to have character set to a certain passive range just to have a 50/50 chance of getting the material they want? I would like to hear what you think is a better idea.
  • AClockworkLime
    AClockworkLime
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    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?

    Edited by AClockworkLime on August 23, 2016 2:50AM
  • Soundwave
    Soundwave
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    I farm a lot, I mean probably 100% more than half the population of eso. From what I see this is going to make the market worst. You're going to see an increase of "max" material, yellow upgrade mats; focus pricing to decrease. For instance hew' bane is done right the best farming location, the spawn rate on everything is 35 seconds. So y now, what r they planning next. Because with influx in materials, there has to be a different farming mats coming.
  • STEVIL
    STEVIL
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    ✭✭✭
    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?

    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.



    Edited by STEVIL on August 23, 2016 4:19AM
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Asardes
    Asardes
    ✭✭✭✭✭
    ✭✭✭✭
    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.

    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Carbonised
    Carbonised
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    ✭✭✭✭✭
    Asardes 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.
  • Twilix01
    Twilix01
    ✭✭✭
    Carbonised wrote: »
    Asardes 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
    Carbonised
    ✭✭✭✭✭
    ✭✭✭✭✭
    Twilix01 wrote: »
    Carbonised wrote: »
    Asardes 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.
  • STEVIL
    STEVIL
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    ✭✭✭
    Twilix01 wrote: »
    Carbonised wrote: »
    Asardes 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 are running writs requiring X level mats, you have spent skills into x level mat proficiency, so anywhere you are half the nodes will spawn x level mats - whether that be craglorn or auridon or whatever.

    So, if you want nirn, you can run crag at any level farming for any writ and still get whatever you need for the writ... plus the occasional nirn.

    Scaled nodes make this easier, not harder. you no longer need to holdf back or even wait to go run crag for nirn.

    (Assuming no changes to nirn accessibility in the craglorn overhaul which has yet to be seen.)

    You can even run the craglorn main quest solo after OneT.

    craglorn viability is going up, not down.





    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Soundwave
    Soundwave
    ✭✭✭
    Carbonised wrote: »
    Twilix01 wrote: »
    Carbonised wrote: »
    Asardes 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
    Carbonised
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    ✭✭✭✭✭
    Soundwave wrote: »
    Carbonised wrote: »
    Twilix01 wrote: »
    Carbonised wrote: »
    Asardes 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.
  • Asardes
    Asardes
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    ✭✭✭✭
    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.

    Well, let's look at the actual numbers
    CP90 Bow - 11 Sanded Nightwood
    CP90 Inferno/Ice/Lightning/Restoration Staff - 11 Sanded Nightwood
    CP90 Shield - 14 Nightwood

    There are 3 possible writs (listed items are CP90):
    6 Bows + 2 shields = 94 Nightwood
    2 Restoration Staves + 4 Shields = 78 Nightwood
    3 Inferno Staff + 3 Ice staff + 3 Lightning Staff = 99 Nightwood

    Average = 90.33 Nightwood/day

    My main problem is not farming nirn - I'm haven't even done it on purpose, just banked whatever drops. I haven't even mentioned it.

    As I said in my 1st post my problems are:

    - ATM there are not enough nightwood trash items that drop from enemies tat I can deconstruct in order to offset the net loss from writs (there are plenty of voidsteel, shadowhide and void cloth ones though). Of course I can farm the wood, and I'm doing it every couple of days for a few minutes - I don't have the patience for more and there are plenty of other more interesting missions in game. This is not my big concern.

    - Once One Tamriel is implemented and all nodes, including the ones in Craglorn and current Cadwell's Gold areas scale, all 10/10 crafters will be able to harvest just CP150-160 materials no matter where they go. As a consequence they will either have to:
    1) Access Wrothgar in order to get the writs there
    2) Reset their skill points and turn their crafting skills down a notch in order for the nodes to contain a 50/50% mix of CP90-140 and CP150-160 materials.

    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
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    Tamriels Emporium: God of Sales
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    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
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    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Twilix01
    Twilix01
    ✭✭✭
    Carbonised wrote: »
    Soundwave wrote: »
    Carbonised wrote: »
    Twilix01 wrote: »
    Carbonised wrote: »
    Asardes 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.

    It's a reasonable assumption to make, it's not like we're baselessly guessing here. With One Tamriel, all zones will have scaling introduced and will be open to players of all levels, no more restricting access until you reach level 50 or anything, so there is absolutely no logic to keeping the current way nodes work since players can play in any zone in any order they please. Not to mention that they have to change how it works with One Tamriel, otherwise you could end up with players getting voidstone at level 5 just because they're in a certain zone that spawns it.

    It's not a leap of logic to make here. I also notice how you still have not come up with a better idea to handle materials becoming more scarce thanks to node scaling, despite going on about how my proposal was such a terrible idea.

    Edit: Not to mention, we already CAN buy top tier crafting materials with tel var stones, in fact that and deconstruction were the only way to get those materials until Orsinium came out, the material being painfully expensive and time consuming to collect until Thieves Guild released and made it available in Cyrodiil and all DLC zones at a 100% chance (until they adjusted node scaling to half base off level, and half base off passives). I see the market on those materials still thriving solely based on how much demand there is for them.
    Edited by Twilix01 on August 23, 2016 9:03PM
  • AClockworkLime
    AClockworkLime
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    STEVIL wrote: »
    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.
    Are you even able to form a coherent thought? Or how about think about someone other than yourself?

    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.
  • STEVIL
    STEVIL
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    ✭✭✭
    STEVIL wrote: »
    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.
    Are you even able to form a coherent thought? Or how about think about someone other than yourself?

    On one hand, you whine and moan b
    ecause 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.

    first bold... yawn. Points i made apply to many characters, not just myself. Its just simpler tobuse pronoun than not. Sorry if that confused you.

    Second bold pointing out benefit of scaling isnt whining and moaning nor is pointing out efficiency gains... but really the w&m insertion does make your points look so awesome, tough, so cool. The Becky thing... man soooo on point. Ought to esrn you insightfuls aplenty.

    But 505 was 50% with a typo. My bad. Sorry it so baffled you.

    third bold - wrong. They do. Reason is there are also lots of players like me. Also, sorry you are so confused, but let me repeat AGAIN - with non-linear content zones, having every node everywhere give you resources scaled to your character helps lotsa lotsa lotsa characters and that means those at top end, low end and in between.

    Fourth bold - keep the "have to spend skills" talking point going. Its so wrong but not everyone will see it. Fact is, even without any skills, you get 50% at your character level from every node everywhere... so even without any skills spent all eight of my main chars farm lots - except ehen sent questing to all those zones with useless zone-set mats. It will be so good once we get sll zones scaling.

    Fifth bold... your bold in fact... uhhh ok so just so you can try and follow my math... having the three dlc zones produce 100% max level mats AND all 16+ other zones produce lower level linear progression mats is LESS USEFUL for a game which is adding world wide questing repeatables with DLC zones and ones where many characters will leap from to cp160 as soon as they hit 50. (Could choose any cp range - not just max mats - but since YOU insist its about max mats i eill use that for discussion.) Being able to gather cp160 mats as you play thru the quests, dailies, world wide hunts etc in every zone even at 50% will make so much more of your time able to provide those higher and useful to you mats that the much less time spent in the DLC zones is just not that significant by comparison.

    The fact is with OneT and character scaling everywhere, the current reasons to stay in the DLCs zones after finishing their quests (dailies, repeatables and high end drops and nodes) eill no longer be limited to the few DLC (bought) zones. The whole world is open for business so to speak. That is well worth losing your mythical 100% drop/node in dlc only zones.

    All that said, i do realize some character builds and some current character capabilities may be adversely affected or may be changed as a result of this significant world wide change. To which i say...

    So what?

    It happens.

    Get over it and adapt, just like every other time.

    I mean, really, at every major "tactical overhaul" most efficient builds and characters changed, some people complained their current op-bis-fotm wasnt as good etc and that is expected... mmo changes arent new anf adapting to them is par for the course.

    But really, all zones/nodes/drops scaling is gonna be awesome and most beneficial for the current and upcoming non-linear progression and world wide questing models.

    But as the zen master said... we'll see.

    But again, yeah... Becky's hair... awesome and cool. So tough.


    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • grom1024
    grom1024
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    There is actually is higher problems with this system. Orzorga Red Frothgar (Health + Mana recovery) drink requires Clear Water, but clear water supply will be limited to characters that have rank 2 alchemy. This drink is useful for any character level, particularly low skill points characters and healers that often have problems with sustain.
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