starlizard70ub17_ESO wrote: »That would mean I will not be able to gather mats for my level 10 char with my level 50 char or am I reading this the wrong way?Bonzodog01 wrote: »...
For crafting nodes, they will be on the 50/50 system already implemented in the DLC zones, whereby the node will either be your character level or your crafting level....
The way mat gathering will work is 50% of the mats are at the level of the area you're in and 50% of the mats are at you're crafting skill level.
starlizard70ub17_ESO wrote: »That would mean I will not be able to gather mats for my level 10 char with my level 50 char or am I reading this the wrong way?Bonzodog01 wrote: »...
For crafting nodes, they will be on the 50/50 system already implemented in the DLC zones, whereby the node will either be your character level or your crafting level....
The way mat gathering will work is 50% of the mats are at the level of the area you're in and 50% of the mats are at you're crafting skill level.
Khaos_Bane wrote: »Most people agree that PvE solo content is too easy, and many have suggested a difficulty slider of some sort.
IMO making the entire game mandatory battle-leveled CP150/160 is a really bad idea.
...
At a minimum, each map should have an associated base level range that is fixed, and there should be an *option* to phase into a version where both you and all enemies and quests are scaled to CP160, and quest progress only counts if you picked up the quest in the battle-leveled version of the map.
At least that way, you would have control over the difficulty you want, and you can target certain material tiers if you need to. But if you have a game where everyone is max level right off the bat and levels don't make you stronger, I can pretty much guarantee people will be baffled and leave.
Holycannoli wrote: »Bonzodog01 wrote: »For crafting nodes, they will be on the 50/50 system already implemented in the DLC zones, whereby the node will either be your character level or your crafting level.
This is what pisses me off. What if I want to gather mid-level ore for my blacksmith to craft weapons and armor for one of my alts? My blacksmith is level 50 blacksmithing but only level 20. How can he gather dwarven, ebony etc?
Right now - and how it's been since beta by the way - you go to the appropriately leveled zone to gather the ore. I use my main clothier who I'm always playing. I go to the appropriate zone with him and collect the ore I need. I can't do that in orsinium so I don't go there to gather crafting mats.
After One Tamriel I will be locked out of mid-level crafting mats and I'm pissed because there's no need to change how it works right now. My level 20 blacksmith with 50 blacksmithing will either get rubedite, void ore or whatever the level 20 ore is. As I level him he will be locked out of the lower level mats.
I mean wtf. It's idiotic.
Khaos_Bane wrote: »Most people agree that PvE solo content is too easy, and many have suggested a difficulty slider of some sort.
Yet, those same people are unable to name any other MMO that offers this type of ability because it would be difficult to adjust content individually in an open-world system... the ONLY way this would work was if EVERY aspect of the game was instanced, but then it would be a single-player game, and not an MMO.
My argument about ESO in general is that the game has vast potential which is squandered by the childishly stupid difficulty of solo questing. Literally nothing kills you ever unless you are utterly incompetent and don't know how to press buttons on a keyboard.
I like to feel like my character is relatively weak compared to the enemies but can (and will) get stronger to face the challenges by crafting, buffing, leveling etc.
In a previous forum post I put up a video of my level 7 naked, CP-less noob Nightblade running around one-shotting stuff.. then running into a pack of level 12s and killing them all without breaking a sweat.
It's hard to get excited about rolling a new character when I know how excruciatingly boring everything will be forever.
My main smith is cp330, maxed smith/wood/clothing skills, 9 traits researched for everything. The large majority of characters I have are leveled and skilled beyond ebony and voidstone.
I have to make gear for a level 10 guildmate. I have to make gear for a level 40 guildmate.
How am I going to get the mats I need? Buying them isn't possible; I don't have unlimited gold; neither does my guild.
The 50/50 system isn't going to work well, if at all, for some crafters.
Holycannoli wrote: »My main smith is cp330, maxed smith/wood/clothing skills, 9 traits researched for everything. The large majority of characters I have are leveled and skilled beyond ebony and voidstone.
I have to make gear for a level 10 guildmate. I have to make gear for a level 40 guildmate.
How am I going to get the mats I need? Buying them isn't possible; I don't have unlimited gold; neither does my guild.
The 50/50 system isn't going to work well, if at all, for some crafters.
Yep that's what I'm saying. Low and mid level mats will become extremely rare if they do this and people will be stuck wearing quest rewards until they hit cp150.
Forget even buying the mats, nobody will be able to gather them in the first place unless they make crafters that stay at a particular level and crafting level to collect those level's mats.
It works OK for limited areas like Orsinium because we still have the base game zones to collect mats in, but I guess soon we won't.
It's a terrible idea and is the main reason I'm opposed to One Tamriel.
I'll give an example, and as I'm familiar with DC I'll use DC:
New player starts questing and adventuring in Glenumbra and wants to level blacksmithing. All ore nodes are iron and at his low level of 7 and 2 blacksmithing all weapon and heavy armor drops are iron. He reaches level 16 in Glenumbra while training blacksmithing to 10 and now half of all ore nodes and all drops are steel, the other half of ore nodes are orichalcum. He moves to a random zone (they're all the same now, doesn't matter which) and gets to level 26 and 20 blacksmithing. He can use that orichalcum now but now half the ore nodes are ebony. He continues this way until he's in his 40's with 35 blacksmithing.
He decides it's time to make a new character. He wants to have his main craft weapons for his new character as he levels. Surprise, he can't gather the ore he needs to supply his character. His main is too high level to gather lower level mats, and his new alt can get drops that can be deconstructed for mats but by the time he's done gathering enough to deconstruct to make a full set of armor and weapons he will have outleveled them already. Can't find any on guild vendors because nobody can gather the mats. His guild crafters don't have nearly enough of the mats because they too can't gather the mats. They suggest he just forgets all those lower level mats and focus on leveling with what he has.
That's what's going to happen.
Hallothiel wrote: »
LadyLethalla wrote: »IMO it would have been better to to implement something like in Borderlands 2, for group dungeons and trials. If you join a friend or they join you in B2, a message pops up that says "the monsters of (whatever place name it is) just got stronger!" = meaning that there were either more of them or they got more hit points because you weren't soloing. Or both, idk.
Hopefully that is what they're doing with the Craglorn revamp.
jphipps85b14_ESO1 wrote: »on Craglorn though, they have admitted (and are fixing it with the same patch) that it was much harder than they meant and after update 12, it will be doable with 1-2 (or 4) if you prefer.
Doctordarkspawn wrote: »LadyLethalla wrote: »IMO it would have been better to to implement something like in Borderlands 2, for group dungeons and trials. If you join a friend or they join you in B2, a message pops up that says "the monsters of (whatever place name it is) just got stronger!" = meaning that there were either more of them or they got more hit points because you weren't soloing. Or both, idk.
Hopefully that is what they're doing with the Craglorn revamp.
Well, that and the fact nobody does craglorn anymore. "Hey guys! Wanna go to Craglorn? Just to be clear I intend to lisen to all the quest diologue and run in random directions!"
Nobody groups with that guy. People like to quest at their own pace
Bonzodog01 wrote: »Some of you seem to mis-understand the way One Tamriel is going to work.
So, the entire game, all maps, will be CP160. Your character will be battle-levelled to CP150 if you are below that.
With the way the BL system currently works, it means you will be at your most OP around level 35, when the system gives you far greater boosts than you can possibly attain once you hit CP160.
With One Tamriel, when you start a new char, you will be placed on the starter island of the faction you chose in the creator.
However, you won't need to do that alliance if you don't actually want to. When you first zone in, the wayshrines on the other starter islands for the other factions will also become available. You can wander freely around Tamriel, and all mobs will be the same strength, and it will only be you getting stronger.
For crafting nodes, they will be on the 50/50 system already implemented in the DLC zones, whereby the node will either be your character level or your crafting level.
I suspect that come implementation all that will happen is everyones chars will simply be transferred to the "gold" version of their current alliance zones if the char is parked in one.
Remember, the CP160 version of all the alliance zones already exists in the form of the Cadwells Gold areas. After that, they will switch off the old versions of the zones, and probably use the server space to allow for more phases and instances of each zone to prevent overcrowding, and for future DLC's such as Vvardenfell.
sentientomega wrote: »They could add refined mats (has to be refined, because they're much cheaper in the stores than raw anyway) to the crafting vendors at 15 gold a unit or some such price, said price increasing with each tier upgrade of mat. Obviously, endgame mats should not be there at all.
@STEVIL
That would be an interesting way of streamlining the crafting system to accommodate One Tamriel, but none of mine would be able to gather tier 2 equipment crafting mats, because I intend to try and get all mine to level 26 before the update arrives. Not that it matters, I've got plentiful tier 2s for levelling gear crafting, with only one set being made before hitting level 26, whereupon I get some tier 3s for the better looks. My main crafters are on tier 4s for equipment, so they should have no shortage of those mats either, and I'd make sure I got plenty of them (at least 2000 of each) before getting to the next tier, aided by just doing nothing but gathering before the character's level ticks over into the next tier (in my crafters' cases, 46).
My main concern is not crafting though, my main concern is surviving solo combat under a system where the scaling is totally inadequate, to say the least.
sentientomega wrote: »They could add refined mats (has to be refined, because they're much cheaper in the stores than raw anyway) to the crafting vendors at 15 gold a unit or some such price, said price increasing with each tier upgrade of mat. Obviously, endgame mats should not be there at all.
@STEVIL
That would be an interesting way of streamlining the crafting system to accommodate One Tamriel, but none of mine would be able to gather tier 2 equipment crafting mats, because I intend to try and get all mine to level 26 before the update arrives. Not that it matters, I've got plentiful tier 2s for levelling gear crafting, with only one set being made before hitting level 26, whereupon I get some tier 3s for the better looks. My main crafters are on tier 4s for equipment, so they should have no shortage of those mats either, and I'd make sure I got plenty of them (at least 2000 of each) before getting to the next tier, aided by just doing nothing but gathering before the character's level ticks over into the next tier (in my crafters' cases, 46).
My main concern is not crafting though, my main concern is surviving solo combat under a system where the scaling is totally inadequate, to say the least.
For the scaling issue i have no idea what to tell you. My four new slot characters have all done a quest into the scalable dlc areas - at levels 4-35, without any Cp beyond 10 in the regen one for harvest passive and it wasn't by any means lethal difficulty. As such, i dont expect to see any sort of excessive survival problems after OneT. It will be tougher than now, to be sure depending on how one plays.
The problem with the actual system is that you actually outlevel the highest difficulty content in the area by reaching roughly mid way trough it, just doing the quests and killing the odd mobs. For the last quarter you are already a full 5-6 level about it, and you start getting no XP or drops from mobs, not to mention they are extremely weak and most can be one shotted even by AoE skills. I've leveled 4 chars 1-50, and another 4 from 1-15 and I encounter the same problem. All were 6-7 levels above the max zone level by the time they passed into the next one. Level 50 was reached either just before, or just after arriving in Coldharbour. This is clearly broken and I'm looking forward to the announced changes in update 12. I would be way nicer to level my remaining 4 characters trough scaled areas instead of constantly steamrolling enemies 5-6 levels below while doing the quests, getting shards, lore etc.
bertenburnyb16_ESO wrote: »Wtb tamriel pre-vet-nerf
sentientomega wrote: »The problem with the actual system is that you actually outlevel the highest difficulty content in the area by reaching roughly mid way trough it, just doing the quests and killing the odd mobs. For the last quarter you are already a full 5-6 level about it, and you start getting no XP or drops from mobs, not to mention they are extremely weak and most can be one shotted even by AoE skills. I've leveled 4 chars 1-50, and another 4 from 1-15 and I encounter the same problem. All were 6-7 levels above the max zone level by the time they passed into the next one. Level 50 was reached either just before, or just after arriving in Coldharbour. This is clearly broken and I'm looking forward to the announced changes in update 12. I would be way nicer to level my remaining 4 characters trough scaled areas instead of constantly steamrolling enemies 5-6 levels below while doing the quests, getting shards, lore etc.
Sorry, but that has never ever been my experience.
Bonzodog01 wrote: »sentientomega wrote: »The problem with the actual system is that you actually outlevel the highest difficulty content in the area by reaching roughly mid way trough it, just doing the quests and killing the odd mobs. For the last quarter you are already a full 5-6 level about it, and you start getting no XP or drops from mobs, not to mention they are extremely weak and most can be one shotted even by AoE skills. I've leveled 4 chars 1-50, and another 4 from 1-15 and I encounter the same problem. All were 6-7 levels above the max zone level by the time they passed into the next one. Level 50 was reached either just before, or just after arriving in Coldharbour. This is clearly broken and I'm looking forward to the announced changes in update 12. I would be way nicer to level my remaining 4 characters trough scaled areas instead of constantly steamrolling enemies 5-6 levels below while doing the quests, getting shards, lore etc.
Sorry, but that has never ever been my experience.
Look at his sig - he has 531 CP, and places them in when he starts a new char. This makes him OP from the get go. Mobs would just melt around him, 531 CP on a low level char makes them virtually unkillable and able to put out decent DPS, and he probably has one of his high levels crafting set piece armor in blue which also provides massive boosts. Thats why he finds the low level content too easy - its faceroll mode.
The only DLC area I tried until now is IC. The casual mobs are easy to kill. Sewer static bosses are mildly difficult to kill. I've only died there when attacking the patrolling bosses above and in sewers and of course to players. If the mobs in the other DLC areas are scaled at the same level it would be a bit challenging but in no case impossible even for low level players.