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With Update 12, how will high level crafters be able to farm low level mats?

  • mitchtheelder
    mitchtheelder
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    Here a guild bank should and could play a major role in solving this problem.
    But I must say I like this system as it is now. This scaling doesnt mean nothing special to me.
    altemriel wrote: »
    I hope I understand it wrong this time, but with Update 12 all the material nodes will scale to the level of the character who is gathering them, right? So if my crafter would be lets say cp300, he will only find (everywhere in every zone) the materials which are cp 160, right?

    But what about a situation, if some low level guildie writes a mail to the high level crafter, that he needs him to craft a let`s say iron armor (lower level)? Will the crafter be somehow able to farm iron?

    Or will he everywhere find only higher level materials?
    I hope not...


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  • Bryanonymous
    Bryanonymous
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    Eweroun wrote: »

    When you use a shrine, it's assumed story wise that your character is traveling by some means, be it horse or ship. You think they just magically teleport by the grace of the devines? No, it's just a built in MMO mechanic to make things easier.

    yes it is... the lore says:
    As first theorized by Corvus Direnni, the wayshrines create an interconnected "web of sojourn" which could be manipulated to create a permanent portal network. In order to do this, the "fast traveler" would have to attune himself to each wayshrine in order to create a "node". However, to test this theory the potential traveler would have to unmoor his soul from the Mundus.This theory was proven correct during the time of the Planemeld, when a number of Soul Shriven escaped from Coldharbour. These soulless mortals, animated by a Daedric vestige and formed from chaotic creatia, were capable of using the wayshrines in this manner. Attunement to a wayshrine involved the lighting of a cold flame (or regular fire) in the central brazier. Along with smaller common shrines, the wayshrines also allowed these Soul Shriven who had been re-attuned to Anuic magic to reform in death, being reborn at the nearest shrine instead of being banished to the Void like a Daedra.

    The wayshrine web of sojourn is similar in function to a Transitus Network, a teleportation network also based on flaming braziers but usable by regular mortals.
    you could always look for the book: Wayshrines of Tamriel by Beredalmo the Signifier... quite interesting for you

    And I was not even focused on the mode of transport

    me neither, I was just joking around!
    This complaint seems like a it only applies to a very tiny percentage of the population, and honestly... Just buy the mats you need like everyone else.

    great contradiction of your own words ;)

    But I don't care if it needs to be bought or found in the wilderness... It should just be possible to be found for those who wants to find them... low or high level tier maths... some have fun playing the game earning money with selling maths...

    How did I contradict my own words? I could accept the wayshrine teleport lore, even though it is incredibly convenient, and the fact that you were just joking, however I saw no contradiction. I said the complaint that we can't find mats that are lower than our level seems like it only comes from a small percentage of players, the ones who want to craft gear for lower level players. Seems the majority will be happy finding the mats they need for themselves. And I said you should just buy the mats you can't find like everyone else who runs into this rare issue.

    So contradiction?

    Anyways, I'm sick of getting lower level mats during silver and gold. I personally like the leveling since the top level mats are more desired and easier to sell. I highly doubt the complaint made in this thread has much of the player base up in arms. Kiosks... use them.

    And why exactly should we be able to get anything at any time again? Because if you continue this... Just remember the beta monkey and all that followed.
  • Eweroun
    Eweroun
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    I could accept the wayshrine teleport lore, even though it is incredibly convenient

    The lore is the lore, even if the lore is incredibly convenient it remains the lore ;)

    Just remember the beta monkey and all that followed.

    I love the beta monkey!!! :D

    cheers man

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  • RavenRoxie
    RavenRoxie
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    SHADOW2KK wrote: »
    Go on a low level alt.

    Problem solved

    And many crafters have mats for all levels.

    So... Make an alt and spend the time it takes to lvl it to whatever lvl is needed for the mats you need? NOPE. I'm sorry but there are some serious flaws in update 12, this is one of them.

    I just hope update 12 doesn't run a lot of the player base off. As of right now, it seems very likely though.
    Edited by RavenRoxie on September 6, 2016 12:02PM
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  • Rage_Killin
    Rage_Killin
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    No ETA on this guys. B)
  • kongkim
    kongkim
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    Let the low level player get their own mats. and then craft what they like for them.
  • STEVIL
    STEVIL
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    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.

    First off YES people have complained. i for one hate running silver and gold content and getting all the nodes providing what are essentially the most useless mats in the game now (mid-tier "vet levels".) This means that i only spend my time in zones where the nodes scale which means my cha5racters are effectively limited to less than a third of the real estate for "function ongoing gameplay."

    WHY CHANGE IT? You ask. That is an easy thing to see with even a little logical thinking.

    MAIN REASON: The game has changed and is going to change more and zone locked mat tpyes no longer matches the game play at all for the vast majority of the "use cases" to use the technical term of really the character need.

    BACK IN THE DAY: At the outset characters all, every one, mostly had to go thru a rather narrow pathway following questing and such thru a set of zones levelling as they went. Each zone covered quests and enemies of "level a-d" and had mats that supported "levels a-d." and so THEY FLOW OF MATS INTO THE GAME MATCHED THE LEVELS OF THE CHARACTER PLAYING.
    (Obviously alternative options like grind forever existed but still you needed to get to appropriate zones for the experience to not crap out.)

    problem then was, you could outlevel the mats and find out the last half or more of some zones were giving you useless mats. HOWEVER everyone else was running thru them so there was a need anyway.

    LATER ON THAT CHANGED: They added Silver and Gold and thats still basically the same model. Again everybodt still had to march thru them but... with an entire zone mostly devoted to one mat type being "overleveled" by just one level could really bite. but again everyone needed them thru the progression.

    THEN THEY REMOVED VET RANKS: Now the real breakdown between zone-mats and zone-levels began and the complaints amplified. See, now, ionstead of every characater going from 49 to vet 1 and vet-1 to vet-2 character leapfrogged from 49 to cp160 or cp100 or cp70 etc in a whole lot of cases. But the silver and zone content still dropped old school mats for an entire zone etc. So while many characters never saw cp30 in their life cycle, they got to fa spend a lot of time running thru silver zone with nothing but that mats dropping.

    THE FLOW OF MATS INTO THE GAME NO LONGER MATCHED THE CHARACTERS PLAYING IN THE GAME AND THEIR LEVEL PROGRESSION. those mid-tier mats became very very less valuable right away.

    ALONG THE SAME TIME they began introducing WORLD WIDE REPEATABLES: this made it even more obvious of a problem. When you got your lvl-50-cp160 character sent to greenshade from Crime spree missions or DB hits, you suddenly were "questing" in zones with utterly useless harvests for you.

    Again, the flow of mats into the game did not sync with the character being played into the game linke they did when leveling and questing and zones progression and characater progression were a very narrow all one line only preset thing.

    Now with OneT, there is absolutely no geographic link between level of characer ( their gear cap needs and mat type needs) and the geography. A player playing in and gaining full experience in Auridon might be level 4, level 37, lvl50-55 or level 50-160. there is zero linkage between ZONE and MAT FOR GEAR NEEDS.

    The progression tied to ZONE is changed - its gone.
    As such the gear-mat-level tied to zone also needs to change - to go away.

    This is even more true in OneT not just because you can go anywhere but because you may be asked to go anywhere.

    Repeatable dailies are now going to be everywhere... All zones get repeatables. mages guild fightiers guild and undautned all send you all over the place now and those content are replayable at any level including high end.

    if your game intends all zones to be playable, desirable, functional for all levels then you cannot keep the basic resources tied to zone-level. that is absolutely contradictory to the idea of "anywhere anytime wherever you want" open world choose it gameplay.

    In a much bigger picture sense tho, think of it this way: in oneT whenever a character harvests a node they are certain to get a mat that is KEYED to their character. it will be either usable by their character (character itself can craft the mat crafted based on skill) or can be used by someone to craft for that character (it matches the character's current gear cap.) Now that doesn't mean the character can necessarily find a crafter or that she has the traits if she wants a julianos set, but they CAN be done they are useful.

    This means on the large scale the types of mats flowing into the game is directly tied to the characters playing in the game. if MOST characters skip over cp30-60 when they hit lvl 50, then fewer character will ever see mats at those useless tiers.

    Supply is actually tied to demand at the very organic base level now.

    that makes a lot more sense from thw whole game progression than having rigid zone locked tiers of mats that are now divorced from the progressions.

    So thereis you WHY CHANGE.

    That said - like in every major or even minor change to the game, folks used to doing something ONE WAY often find they have to adapt. happens every time an update changes a skill or changes a class or adds new stuff.

    So yeah thinsg will be different.

    First major change is the greater number of useful mats in hand by characters themselves. I think you will find the demand for "craft for me and also provide me the mats" to be lower in OneT because all nodes provide useful mats to every character. no more outlevelling the nodes. You may get as many requests for crafting but more often they will have mats on hand that are useful. (which might hit the money gained by selling mats to others as mats in is linked to need.)

    Second change is the "optimal" times to re-set your gear may well need to adapt.

    EXAMPLE: OLD WAY in the old days of node locked to zone mats, i (not alone) would often redo my gear when the mat type changed. i did not regear every level but when my gear-cap changed to let new mats kick in. it just seemed a good time. Since each of my previosu alts went thru the same progression i had lotsa higher end characters with surpluses so mats were always there. So when kresh kicked in, replace with new kresh armor.


    EXAMPLE: NEW WAY: When i bought four new character slots recently, having long ago ditched most of my low level mats and having all my 160 cp character playing in DLC scaled zones, i realized that after jute-maple-iron (which i have plenty of since non-crafters get it too even scaled) the supply of upper level mats would be tougher. So i CHANGED MY PLAY. When i got near a new mat tier, i crafted a END OF TIER set. i used jute-iron-rawhide etc to make top-of-tier-one level 14 sets. i wore these sets thru to level 24. (Old days i would have made new flax sets at level 16 and wore those thru until level 26.) Then as the character played thru level 16-24 they gathered tier-2 mats in zones and at level 24 i crafter new level 24 gear at END OF TIER o carry thru until next gear change. my level 35 char recently upticked to gear to carry thru the next period of harvesting until the next break.

    So so little a change in "how to get there" as building sets at 14 instead of 16, at 24 instead of 26, at 34 instead of 36 solved the shortage caused by my upper level character not being able to farm lesser stuff (because i myself wouldnt go spend time in useless zones.)

    Did it impact my play success? nope. obviously at those levels the benefits of having crafted sets even green even a top-of-tier instead of bottom-of-tier or just gained drops is gonnamoutweigh the level thing.

    So a change as little as that made it not necessary at all to have higher level charscv go to lower level zones to farm for my four guys.

    With every major update how you get things done changes for someone and they adapt. this time, the small niche of master level maxed crafters who have no alts that also play may need to change their "how to get things done" a bit.

    But the flow of mats into the game will be tied to the characters needs playing in the game and on the whole that is a supply linked to demand godsend for stable play.

    Thats WHY MAKE THE CHANGE.

    because we are not the same game as it was when zone-mat-shackles were put in place. the needs arent the same.

    ALL THAT SAID: i fully support, i have suggested many times, i have sent PTS feedback to say - they SHOULD remove the lower limit on material crafting. much liike they did with enchants, i think you should be able now to take rubedite and make any gear-cap from cp160 down to level1. take kresh and make anything from CP30 down to level 1. i think that like the enchantment change to scaled nodes and no upper limit serves the flexible levelling scheme better.

    I think instead of arguing for SCRAP THE NODES SCALING those master crafters should be arguing to make their "gosh we only get to harvest ruby level mats now and cannot harvest cotton anymore" proposal to not be "so scrap your whole OneT node scaling thing and all that supply meeting demand stuff completely" (throwing out baby with the bathwater, doomed to fail and do nothing but spawn tons of useless rants online) for instead "well if we only get ruby tier mats you should make the always useful for any level gear below their gear-cap to serve this "need"" because that is a simple change, it leaves all the benefits in place of OneT node scaling and solves their "problem" in a quite noticeable and simple way.

    Mechanically its an easy code.
    You already have + and - on the creat bar on the crafting screen. just let - be used to lower the gear-level even below the current min. Dont have it reduce the mats used below mins, so its still a little more efficient to level approproate mats)

    but there you go... your poor persecuted master crafters can survive only harvesting ruby mats and not getting cotton yet still craft for the lower tier crowds who dont have mats.

    but then, that proposal is more "how to make oneT serve even this smaller niche better" rather than a STOP OneT by stopping a core needed element kind of discussion vs rant, right?

    Why make the change? its obvious. it will serve the mass needs of the mass of player better.

    The only problem with answering is there are so many benefits it takes a while to even list the majority.




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  • Taternater
    Taternater
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    RavenRoxie wrote: »
    SHADOW2KK wrote: »
    Go on a low level alt.

    Problem solved

    And many crafters have mats for all levels.

    So... Make an alt and spend the time it takes to lvl it to whatever lvl is needed for the mats you need? NOPE. I'm sorry but there are some serious flaws in update 12, this is one of them.

    I just hope update 12 doesn't run a lot of the player base off. As of right now, it seems very likely though.

    Half the farmed resources are for your crafting level so you don't need to level the character past getting the skill points to put into the crafting trees for the level of gear you want them to farm. You do need to level up that crafting skill partway, but send them gear made or looted by your main to decon and they'll get there soon enough. Then find a spot with a lot of nodes and not very many enemies, like inside some towns. For instance in Auridon at Vulkhel Guard the town has 4 clothing nodes that I know of, multiple smithing nodes, and some herbs scattered about if you're into that.
  • Taternater
    Taternater
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    Thanks for making my eyes explode with that massive wall of text, STEVIL.
  • STEVIL
    STEVIL
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    know what would really hurt crafting:

    Deciding in oneT to keep zone-locked mat caps (so that your harvesting in auridon was say tier 1 mats like it is now, no change) while making dropped sets and rewards of whole pieces scale to you level, scale to cp160 if thats what you are.

    "Hey, i ran thru auridon and got plenty of drops at mu level-50 cp-160 gear cap and tons of mats for crafting level 1-14 stuff. So now iam using almost all drop sets which are cool and i dont have to go fuss with finding mats. cp160 drop way outperforms lvl 14 crafted, let me tell you."



    Proudly skooma free while talks-when-drunk is in mandatory public housing.
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  • Bryanonymous
    Bryanonymous
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    Taternater wrote: »
    Thanks for making my eyes explode with that massive wall of text, STEVIL.

    At least he used spaces. :P
  • Tan9oSuccka
    Tan9oSuccka
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    SHADOW2KK wrote: »
    Go on a low level alt.

    Problem solved

    And many crafters have mats for all levels.

    I wish I could down vote this "solution", and really the whole idea of this change.

    I sell a ton of low level materials in guild stores. The solution to this "upgrade" is roll a low level alt, rank up crafting to the specified level. Really?




  • Asardes
    Asardes
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    I agree. The current system is in tatters, as some above had already pointed out:
    - the rescaling of Cadwell's Silver has been done badly: in the first zone you harvest CP 10-30 nodes, but the gear dropped is CP 40. The XP you get actually doing the area would probably push you easily to CP 100. Some enemies drop leather scraps of both tiers. They scaled the enemies but not the nodes. Had they done both they should have deleted CP10-30 materials altogether (they are still found in Coldharbour though)
    - even before the scaling, the XP in Silver and Gold areas could easily push you well above the level of the area. For example on my first char I got to VR16 at the end of the 1st area in Gold (Auridon). I had 240 CP. On a general note all zones have a severe over-leveling issue.

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  • PS4_ZeColmeia
    PS4_ZeColmeia
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    It's simple the add an extra resource like with potency runes to be zone level drops. If you're low level it helps get more faster, high level it gives you stuff that matters to you + zone mats
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  • AsteriaStarfall
    AsteriaStarfall
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    altemriel wrote: »
    it depends, usually they do, but not all the time I suppose, especially total newbies don`t

    Guess that means they should just start learning how to farm then. To be fair, as i just started to play this game for less than a month now. I'm champion level 90+ with my Blacksmithing and Clothing above level 35, andWoodworking above level 30.

    Crafting is actually really easy in this game compared to others I have played. It's just one mat per level and they are everywhere in mass quantities in the world. Pretty much no reason at least in my eyes that a higher level player would need to farm low level mats because there is no reason a low level/noobie player should not be farming these and leveling themselves.

    It's fairly easy, deconstruct everything you get that you are not actually using, and those levels fly by.

    The only crafting job that i see new players having problem with is Enchanting. It takes forever to level if you do not have someone to help by making you higher level glyphs and you deconstructing them. That has been painful to grind out.

    Edited by AsteriaStarfall on September 6, 2016 12:59PM
  • lillybit
    lillybit
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    I do find this quite worrying. I've got an alt I'm currently levelling using the DLC's, so it should be very similar to how it'll work in One Tamriel. She's currently on level 23 and only just started picking up the second tier mats somewhere in the last level - which according to the stats should be level 16 to 24. If I'd been relying on those mats I still wouldn't have enough for a full set of armour and weapons.
    Also, everything between cp10 and 140 will be pretty much redundant with the champion system. Once you've got your main to cp160 you'll never need them again so why bother with them? Most people will level at least one alt at some point so sub level 50 mats will still have a demand but those leveling past that for the first time will have real problems with gear up to cp150.
    PS4 EU
  • bebynnag
    bebynnag
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    altemriel wrote: »
    I hope I understand it wrong this time, but with Update 12 all the material nodes will scale to the level of the character who is gathering them, right? So if my crafter would be lets say cp300, he will only find (everywhere in every zone) the materials which are cp 160, right?

    But what about a situation, if some low level guildie writes a mail to the high level crafter, that he needs him to craft a let`s say iron armor (lower level)? Will the crafter be somehow able to farm iron?

    Or will he everywhere find only higher level materials?
    I hope not...


    @ZOS_GinaBruno @ZOS_KaiSchober @ZOS_RichLambert

    easiest solution is that guildie provides their own mats
  • PF1901
    PF1901
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    **** this, plain and simple. Leveled all my alts in pvp having one high level doing the gathering & crafting for them. Not Intending to adapt to every idiocy this company is up to.
  • Robbmrp
    Robbmrp
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    So based on the patch notes we now need a character for every skill level of crafting just to be able to gather materials at that level? I get that you want to help out the economy by having people buy more things from guild traders but this is a little drastic. That was one of the nicest things about the game. My maxed crafter could just go to the area for the material level I needed and gather it myself. Now I'm forced to either create 10 different toons and or buy another account if that number isn't achievable, work up each character to different crafting levels just to farm for materials.

    You should have left the DLC's to be the only scaled material zones in the game. There was no need for all existing zones to level for that as well.

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  • smacx250
    smacx250
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  • smacx250
    smacx250
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    Note that there is a problem in leaving all zones with the mat level they current have - they all have three different levels depending on the alliance! When the alliances are combined, what level will each zone get? Imagine mixed-alliance groups of players leveling up together and you start to see the difficulties.
  • STEVIL
    STEVIL
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    Robbmrp wrote: »
    So based on the patch notes we now need a character for every skill level of crafting just to be able to gather materials at that level? I get that you want to help out the economy by having people buy more things from guild traders but this is a little drastic. That was one of the nicest things about the game. My maxed crafter could just go to the area for the material level I needed and gather it myself. Now I'm forced to either create 10 different toons and or buy another account if that number isn't achievable, work up each character to different crafting levels just to farm for materials.

    You should have left the DLC's to be the only scaled material zones in the game. There was no need for all existing zones to level for that as well.

    @ZOS_GinaBruno, @ZOS_JessicaFolsom @ZOS_RichLambert

    Think it thru... all characters evrry node gives them mats keyed to that character needs... that does not lead to creased need to buy mats over a system where the nodes arevtied to geograpgy and divorced from the character need.

    HINT There is a reason thatbthe folks complaining are those who get a lot of craft for other business in the current model.

    It has more to do IMO with "harvesting gold off othet pc" in some cases than "harvesting mats for other pc" which is why the arguments tend to push roward not giving everyone else zone scaling instead of "let us crafters use higher mats to make lower gear".

    I am in favor of all node scale to fit character as planned, with ot without removing the lower limit on mat gear caps.

    Every update has some folks who have to adapt to new ways. For me, it took switching to "craft at end of tier" from "craft at beginning of tier" to solve scaling nodes on lvl 4-35 chars so far.

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  • bryanhaas
    bryanhaas
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    altemriel wrote: »
    I hope I understand it wrong this time, but with Update 12 all the material nodes will scale to the level of the character who is gathering them, right? So if my crafter would be lets say cp300, he will only find (everywhere in every zone) the materials which are cp 160, right?

    But what about a situation, if some low level guildie writes a mail to the high level crafter, that he needs him to craft a let`s say iron armor (lower level)? Will the crafter be somehow able to farm iron?

    Or will he everywhere find only higher level materials?
    I hope not...


    @ZOS_GinaBruno @ZOS_KaiSchober @ZOS_RichLambert

    Either go on a low level or buy the mats from traders which will then inflate material prices for those tiers giving leveling players access to more gold thus expanding the size of the middle of the market reducing some of the top end.

    Basically it cuts into your profit a little in exchange for giving you more customers.
    PS4 NA AD GM formerly known as GM of "The Children of the Void"

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  • DaveMoeDee
    DaveMoeDee
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    The new system sounds great. I have zero interest in lower level mats anywhere. Doesn't make sense to keep current zone based nodes in One Tamriel.
  • CromulentForumID
    CromulentForumID
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    The nodes from zones lvl 1-50 ( the base game) must remain the same . Silver, Gold and DLCs could be scaled.

    I don't like the idea all the nodes from zones to be scaled ...

    It's like an apple tree could make oranges or bananas too :)

    I hope the nodes from the base game will stay as they are now.

    Thank you in advance ZOS !

    There is no such thing as Silver and Gold zones once One Tamriel goes live. That is the problem, and why they are changing things to begin with.

    You can't "keep things the same" because Calcinium, Galatite, etc. no longer have "their zones."

    The only option with the update would be to have the zones contain, say, both iron and calcinium. I would support that over the current scaled option, but you are still getting a diluted harvesting base.

    I don't like the current system either. I would like a deterministic way to gather the materials I want. However, I wish players (in general) would realize that "the current system" is not an option. Something needs to change.
  • Pinja
    Pinja
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    Wait, Idea?
    Do the item vendors in each area scale? (IE: Armorer, Leatherworker, Tailor, ect?)
    If they didn't? As they would have no reason to be, then a DC 160 craftier could go to Wayrest & buy whatever Coffer material he needed at lvl 20 to deconstruct for one low cheap price.
    & maybe if this idea works, so will this one??
    Edited by Pinja on September 6, 2016 4:35PM
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  • Holycannoli
    Holycannoli
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    And where do you go for CP50 mats?

    Your faction's silver and gold zones would have the cp resources, just like now.

    The current system is the best system. I still don't know why they changed it.
  • Robbmrp
    Robbmrp
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    STEVIL wrote: »
    Robbmrp wrote: »
    So based on the patch notes we now need a character for every skill level of crafting just to be able to gather materials at that level? I get that you want to help out the economy by having people buy more things from guild traders but this is a little drastic. That was one of the nicest things about the game. My maxed crafter could just go to the area for the material level I needed and gather it myself. Now I'm forced to either create 10 different toons and or buy another account if that number isn't achievable, work up each character to different crafting levels just to farm for materials.

    You should have left the DLC's to be the only scaled material zones in the game. There was no need for all existing zones to level for that as well.

    @ZOS_GinaBruno, @ZOS_JessicaFolsom @ZOS_RichLambert

    Think it thru... all characters evrry node gives them mats keyed to that character needs... that does not lead to creased need to buy mats over a system where the nodes arevtied to geograpgy and divorced from the character need.

    HINT There is a reason thatbthe folks complaining are those who get a lot of craft for other business in the current model.

    It has more to do IMO with "harvesting gold off othet pc" in some cases than "harvesting mats for other pc" which is why the arguments tend to push roward not giving everyone else zone scaling instead of "let us crafters use higher mats to make lower gear".

    I am in favor of all node scale to fit character as planned, with ot without removing the lower limit on mat gear caps.

    Every update has some folks who have to adapt to new ways. For me, it took switching to "craft at end of tier" from "craft at beginning of tier" to solve scaling nodes on lvl 4-35 chars so far.

    @STEVIL I have thought it through. I'm a crafter who makes all level of gear, not just maxed level. One of the areas I sell gear in is a lower level area. So I could run around that area and farm that level of material while advertising for gear. Now when I farm an area I ONLY get maxed level items. If I was just trying to make as much gold as humanly possible that would be fine and I would be selling the material.

    Sometimes I don't want to buy every level of material from the Traders yet now I will be FORCED to unless I want to level up a characters professions for a specific zone to farm just that material level.
    Edited by Robbmrp on September 6, 2016 4:53PM
    NA Server - Kildair
  • Soundwave
    Soundwave
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    altemriel wrote: »
    Buying them or farming on a low level.

    that is really a bad change ZOS!!

    I dont agree, the scaling of harvest nodes is a great choice. There thousands of lowbies running around, so guild traders will see loaded with mats. Now the lowbies have a way to generate funds for themselves.

    Also scaling of nodes means new players or existing player wont need to buy a dlc to farm maxed mats. ZoS main focus is to keep players playing eso, this change will help a lot. Giving players the ability to gear themselves when reaching 160, without spending a small fortune. Why your main concern is I cant farm low level mats isn't valid, ZoS is more looking at how they improve the game for new players. If u feel shafted, oh well; guess what u dont have to like. You just have to deal with it.
  • Holycannoli
    Holycannoli
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    STEVIL wrote: »
    no way I'm reading all of that
    smacx250 wrote: »
    Note that there is a problem in leaving all zones with the mat level they current have - they all have three different levels depending on the alliance! When the alliances are combined, what level will each zone get? Imagine mixed-alliance groups of players leveling up together and you start to see the difficulties.

    If they can alter resources to change dynamically based on a character's level they can also make them change dynamically based on a character's alliance. They can do it, they just don't want to bother. They instead give us a half-assed "solution" that requires almost no work.
    Soundwave wrote: »
    Also scaling of nodes means new players or existing player wont need to buy a dlc to farm maxed mats. ZoS main focus is to keep players playing eso, this change will help a lot. Giving players the ability to gear themselves when reaching 160, without spending a small fortune. Why your main concern is I cant farm low level mats isn't valid, ZoS is more looking at how they improve the game for new players. If u feel shafted, oh well; guess what u dont have to like. You just have to deal with it.

    It's not valid to think that never being able to find low level mats ever again is bad?

    Listen, they're making us farm specific zones for specific sets in OT. Why does resource farming have to be different?

    -In OT you can't just go anywhere in the world and find the sets you want, you have to go to the proper zones.
    -In our current version you can't just go anywhere in the world and find the resources you want, you have to go to the proper zones.

    Nobody has ever complained about that. Nobody has ever said "waah why can't I find rubedite in Stormhaven?" or "waah I need ebony but I don't want to go to Coldharbour. Why can't I just stay in Auridon and farm it? It's not fair ZOS." If anything, people complained that you need DLC to find the highest level mats, but that's part of playing an MMORPG. An MMORPG expansion usually contains higher level items and you need to buy the expansion to collect them. That's just how it is. And anyway I rarely heard that complaint. Honestly, when's the last time you heard someone say "waah I want the v16 mats introduced in Orsinium but I don't want to buy Orsinium. Not fair ZOS"? You'd laugh at their ridiculous complaint.
    Edited by Holycannoli on September 6, 2016 5:49PM
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