UltimaJoe777 wrote: »Holycannoli wrote: »https://forums.elderscrollsonline.com/en/discussion/289225/so-they-did-it-they-screwed-up-crafting-material-collecting/p1
It's a problem yes. For some reason not everyone thinks so though.SantieClaws wrote: »Hmm.
One possible solution might be to add crafting mats randomly and occasionally to loot drops?
Just at a level where there is enough in the world to craft armour and weapons for those that need them but not so much that Tamriel becomes saturated with iron ore or it has a bad impact on other things that could be dropped yes.
Alternatively perhaps there could be a box - like provisioning ingredients have the barrels yes - and a random crafting mat could be looted from those perhaps? This one she knows already there are the heavy sacks but they are not so much a common find.
Yours with paws
Santie Claws
The best solution is to simply keep all resources as they are. No need to scale them. Has anyone ever complained about the current resource distribution? You need a certain resource, you go to one of the zones that contain it. Simple and functional. Why change it?
Iron ore will be completely saturated since everyone will find 50% of the nodes as their battle level and 50% as their crafting level. That means every non-blacksmith will find iron ore 50% of the time. Same with jute.
It's just so dumb that most resources will be forever locked out as we level our crafters. They will never be able to find them again, ever. So dumb.
Far as I'm concerned battle-leveling the entire game is a problem, but they want everyone to be able to go anywhere anytime so now we're stuck with it happening, and everything that comes with it...
well they can battle level the players, I am totally ok with that, even I like that idea, but exclude the material nodes out of it!!
or at least the starter zones should stay as they are now!!
IwakuraLain42 wrote: »There is a supposed solution to this coming with Update 12, albeit a flawed one in my opinion: when doing writs you can get, instead of the farming map, a delivery of 25 random lowlevel mats. While a passable idea, 25 mats are a bit low,
snakester320 wrote: »IwakuraLain42 wrote: »There is a supposed solution to this coming with Update 12, albeit a flawed one in my opinion: when doing writs you can get, instead of the farming map, a delivery of 25 random lowlevel mats. While a passable idea, 25 mats are a bit low,
be allright if you get 25 alloys or waxes so you can sell them to buy the lowbie mats off the traders watch the economy get even more out of control lowbie mats will sky rocket forcing rmt back into the game!!
UltimaJoe777 wrote: »Im sure as hell not going to reset all my skills/morphs just to farm low level mats. All my alts are maxed for farming. This hinders the community and helping out lower level new players.
I also am max or min in the field of crafting, but technically the ones we craft for still have access to the mats they need...
well yes, it would be like:
high level crafter: "You want the armor of your low level? Get me the mats".
low level newbie: "Uh, but I do not like grinding, could I just give you gold for the mats?"
high level crafter: "Sorry mate, not possible..."
**low level newbie stays with his dropped armor and is sad that he has to grind now...
this is really bad ZOS!!! Please change this before Update 12 hits the Live Servers!!
@ZOS_GinaBruno @ZOS_RichLambert
UltimaJoe777 wrote: »Im sure as hell not going to reset all my skills/morphs just to farm low level mats. All my alts are maxed for farming. This hinders the community and helping out lower level new players.
I also am max or min in the field of crafting, but technically the ones we craft for still have access to the mats they need...
well yes, it would be like:
high level crafter: "You want the armor of your low level? Get me the mats".
low level newbie: "Uh, but I do not like grinding, could I just give you gold for the mats?"
high level crafter: "Sorry mate, not possible..."
**low level newbie stays with his dropped armor and is sad that he has to grind now...
Grinding? I think that's overreacting. Low level armor takes so few resources that a total newbie will be able to get enough raw materials on the starter island in about 10 minutes, and that includes the time it will take for you to explain what an iron node looks like. If even that is too much for him, he can just play/quest normally and pick the nodes as he happens to stumble upon them, then it might take an hour, tops.
And, this teaches the newbie the value of resources, which is a good thing for him.
of course there not going to give you anything worthwhile:)IwakuraLain42 wrote: »snakester320 wrote: »IwakuraLain42 wrote: »There is a supposed solution to this coming with Update 12, albeit a flawed one in my opinion: when doing writs you can get, instead of the farming map, a delivery of 25 random lowlevel mats. While a passable idea, 25 mats are a bit low,
be allright if you get 25 alloys or waxes so you can sell them to buy the lowbie mats off the traders watch the economy get even more out of control lowbie mats will sky rocket forcing rmt back into the game!!
Misunderstanding, you get 25 refined mats, no chance for getting tempers/resins/etc from that.
UltimaJoe777 wrote: »Im sure as hell not going to reset all my skills/morphs just to farm low level mats. All my alts are maxed for farming. This hinders the community and helping out lower level new players.
I also am max or min in the field of crafting, but technically the ones we craft for still have access to the mats they need...
well yes, it would be like:
high level crafter: "You want the armor of your low level? Get me the mats".
low level newbie: "Uh, but I do not like grinding, could I just give you gold for the mats?"
high level crafter: "Sorry mate, not possible..."
**low level newbie stays with his dropped armor and is sad that he has to grind now...
this is really bad ZOS!!! Please change this before Update 12 hits the Live Servers!!
@ZOS_GinaBruno @ZOS_RichLambert
We have to give everything to the low levels who can't be bothered to play the game for the sake of just playing the game?
Instead of the 'non-grinding' low level whining about not being able to give the high level the gold to buy the mats, hows about the low level take the initiative and buy the mats himself?
It seems to me that this is a scam to buy more character slots. If you have no room to create a lowbie to farm, well.... Yeah...
Last I checked, a stack of Ancestor Silk sold for a lot more then a stack of Jute.
I'm happy to farm the Ancestor Silk and sell it and buy stacks of Jute (or whatever). It's actually a decent way to get the gold to lower level players, or players who don't want to level crafting.
-Aletheion
UltimaJoe777 wrote: »Im sure as hell not going to reset all my skills/morphs just to farm low level mats. All my alts are maxed for farming. This hinders the community and helping out lower level new players.
I also am max or min in the field of crafting, but technically the ones we craft for still have access to the mats they need...
well yes, it would be like:
high level crafter: "You want the armor of your low level? Get me the mats".
low level newbie: "Uh, but I do not like grinding, could I just give you gold for the mats?"
high level crafter: "Sorry mate, not possible..."
**low level newbie stays with his dropped armor and is sad that he has to grind now...
Grinding? I think that's overreacting. Low level armor takes so few resources that a total newbie will be able to get enough raw materials on the starter island in about 10 minutes, and that includes the time it will take for you to explain what an iron node looks like. If even that is too much for him, he can just play/quest normally and pick the nodes as he happens to stumble upon them, then it might take an hour, tops.
And, this teaches the newbie the value of resources, which is a good thing for him.
well that applies maybe to total low level armors (level 0 to 50), but what about lets say cp10 armors or cp100 armors?
SantieClaws wrote: »This one she thinks update 12 will contain a lot of 'lets see how this works and then make adjustments'.
When you change something like the collection of raw materials you then need to stand back and observe over a period of time the impact this has yes.
The behaviour of travellers and the economy sometimes cannot be predicted or tested.
Khajiit she thinks it will be a case of wait and see - then if there is an issue they may find new ways to introduce raw crafting materials into the world.
Yours with paws
Santie Claws
Taternater wrote: »According to the patch notes in that link at the top of the forums, it says
All harvest nodes now scale to your combat level or applicable crafting passive rank
That looks like the nodes will act like current ones in the DLC areas. Given that, if a low level player wants armor, he can gather the materials himself since the battle leveled mats would be for his tier of gear. This would get around a high level crafter being unable to farm the right mats.
Taternater wrote: »According to the patch notes in that link at the top of the forums, it says
All harvest nodes now scale to your combat level or applicable crafting passive rank
That looks like the nodes will act like current ones in the DLC areas. Given that, if a low level player wants armor, he can gather the materials himself since the battle leveled mats would be for his tier of gear. This would get around a high level crafter being unable to farm the right mats.
sorry, I am not an english native, could you please explain what you mean by this last sentence?
This would get around a high level crafter being unable to farm the right mats.
Taternater wrote: »Taternater wrote: »According to the patch notes in that link at the top of the forums, it says
All harvest nodes now scale to your combat level or applicable crafting passive rank
That looks like the nodes will act like current ones in the DLC areas. Given that, if a low level player wants armor, he can gather the materials himself since the battle leveled mats would be for his tier of gear. This would get around a high level crafter being unable to farm the right mats.
sorry, I am not an english native, could you please explain what you mean by this last sentence?
This would get around a high level crafter being unable to farm the right mats.
Oh, it would avoid the inability of a high level crafter to farm low level crafting materials if the low level player farms the materials himself since the nodes would have battle leveled mats. Battle leveled means the materials, or mats, would be his character level. If it functions like DLC areas then half the time the player would get mats for his level, and the other half it would be for his crafting level. If the low level player farms the mats for his level himself, the crafter won't have to.
Taternater wrote: »Taternater wrote: »According to the patch notes in that link at the top of the forums, it says
All harvest nodes now scale to your combat level or applicable crafting passive rank
That looks like the nodes will act like current ones in the DLC areas. Given that, if a low level player wants armor, he can gather the materials himself since the battle leveled mats would be for his tier of gear. This would get around a high level crafter being unable to farm the right mats.
sorry, I am not an english native, could you please explain what you mean by this last sentence?
This would get around a high level crafter being unable to farm the right mats.
Oh, it would avoid the inability of a high level crafter to farm low level crafting materials if the low level player farms the materials himself since the nodes would have battle leveled mats. Battle leveled means the materials, or mats, would be his character level. If it functions like DLC areas then half the time the player would get mats for his level, and the other half it would be for his crafting level. If the low level player farms the mats for his level himself, the crafter won't have to.
aha, now I undestand what you meant. ok, yes, I agree, but not everyone likes farming the mats. or not everyone knows which materials are needed for which level, if he does not want to be a crafter...
Taternater wrote: »Taternater wrote: »According to the patch notes in that link at the top of the forums, it says
All harvest nodes now scale to your combat level or applicable crafting passive rank
That looks like the nodes will act like current ones in the DLC areas. Given that, if a low level player wants armor, he can gather the materials himself since the battle leveled mats would be for his tier of gear. This would get around a high level crafter being unable to farm the right mats.
sorry, I am not an english native, could you please explain what you mean by this last sentence?
This would get around a high level crafter being unable to farm the right mats.
Oh, it would avoid the inability of a high level crafter to farm low level crafting materials if the low level player farms the materials himself since the nodes would have battle leveled mats. Battle leveled means the materials, or mats, would be his character level. If it functions like DLC areas then half the time the player would get mats for his level, and the other half it would be for his crafting level. If the low level player farms the mats for his level himself, the crafter won't have to.
aha, now I undestand what you meant. ok, yes, I agree, but not everyone likes farming the mats. or not everyone knows which materials are needed for which level, if he does not want to be a crafter...
Taternater wrote: »Taternater wrote: »According to the patch notes in that link at the top of the forums, it says
All harvest nodes now scale to your combat level or applicable crafting passive rank
That looks like the nodes will act like current ones in the DLC areas. Given that, if a low level player wants armor, he can gather the materials himself since the battle leveled mats would be for his tier of gear. This would get around a high level crafter being unable to farm the right mats.
sorry, I am not an english native, could you please explain what you mean by this last sentence?
This would get around a high level crafter being unable to farm the right mats.
Oh, it would avoid the inability of a high level crafter to farm low level crafting materials if the low level player farms the materials himself since the nodes would have battle leveled mats. Battle leveled means the materials, or mats, would be his character level. If it functions like DLC areas then half the time the player would get mats for his level, and the other half it would be for his crafting level. If the low level player farms the mats for his level himself, the crafter won't have to.
aha, now I undestand what you meant. ok, yes, I agree, but not everyone likes farming the mats. or not everyone knows which materials are needed for which level, if he does not want to be a crafter...
That one is easy. The materials he will find are exactly those that he will need for his current level.
(More exactly: half of the nodes he will find will scale to his level. The other half will be iron etc.)
Ok, I just thought of a fix for this.
Let us be able to downgrade higher mats for lower mats, either a decon system or a trade system.
Stolen gear has always been "battle leveled" up to VR14/CP 140. The problem is that in recent updates deconstructing it only nets you just one base material. If you try to launder it and it's white - and most stolen gear is white quality - it will become 0 value and give 0 materials and experience. Dropped gear is a far more reliable source, as it gives up to 6 materials when it's deconstructed.