Apples and oranges.
The sets are different flavors of gear and so for certain builds some people might have different sets they want.
But the sets ALL scale to the character.
Similarly, mats all scale to the character.
Thats so every zone is a viable usegul playground for all characters.
If setsvhad thrir level determined by zone of origin, as it does now, you would have a point.
Tell you what... I will copy this to my faves and we can revisit it in 3 months to see how devastated the crafting economy is.
Wish i had done that for all the ENCHANTS ARE DOOMED node threads and POSIONS KILL ESO threads before they launched.
And I'll definitely do the same once Enforcers come.
Thanks for that! Now let me explain why people who will do exactly what you are talking about don't like this change!
To be honest in the last month? two i think but i dont have a log so... meh.
In both cases they offered me the mats and pay and i turned down both.
I dont charge for bites. i dont charge for casual crafting and even occasional heavier stuff. (I think the biggest surprise i gave someone was helping after VET went away someone here by giving them a cp160 5pc drop set and crafting them another cp160 set that fitted together while refusing payment.)
But frankly the majority of the crafting requests i have gotten since vet ranks went away were for top tier stuff because that is where the majority of the demand shifted to.
(Which is why having the majority of the zones locked to less than top tier is needless and non-reflective of the base population as a whole.)
But, as i have said, i am NOT a trading guild "all my characters are all master crafted in everything" guy like so many who come up with such odd cases for how OneT will wreck the games economy (more and more that sounds to me like double-speak for "how i make money off other players now wont be the same") so as i have said it may affect some more than others. just like every significant or even minor game change does.
Its one of the reasons i advocate not only here but in the feedback threads for them to remove the lower limit on equipment level crafting by mat type.
But without being a crafting guilder with 12 masters of everything, i guess i can still see the sense in linking "what mats are generated" to "what mats can be used" for the overall health of the crafting aspect... even if it means more people having more of the mats they need means those wanting to profit by selling mats wont be able to harvest as much gold from other players.
EDIT:
Was on the toilet when i realized i answered the wrong question. you asked about off-level characters and i answered for off-level character of other players.
i have eight character at cp160+ but four newer characters at 9-35 which i have been levelling. So in the last maybe two mohts i have crafted about nine of them at the levels between 4 and 35. Since some of them were for "lets try this out on expendable mats"
What i found was interesting. i altered my habits to meet the new paradigm. For example - since i have plenty of the tier one mats gathered by all my cp160 guys who aren't master crafters in the various crafts (none have mastered more than three crafts, a few none.) i altered my usual crafting scheme.
i craft at 4 of course. Then i craft at 14!!! not 16 like i used to. i shifted to "craft at the end of a tier instead of the beginning" which meants the lower level got tons of them mats covered the advancement thru like 26. (Note that with scaled nodes in OneT that period between 14-25 would be harvesting the tier 2 mats at 50% so by the time we hit time for the next tier...) Then at the end of tier 2, i can craft tier 23 maxed to serve me while i harvested for tier 3 end.
Not that it is necessary to do that to cover the content even with only 10cp assigned to regen instead of the 531 available.
i did this as an experiment to see how different crafying scheme than the locked zone world would work out.
Some will adapt to change. Some will not. others will gripe. Some will call it an apocalypse.
and some will see the massive good it does for the vast majority of the players.
IF WE HAD POLLED HORSE AND BUGGY MAKES AT THE TIME, WE WOULDN'T HAVE CARS TODAY
I think the bolded solution would be wonderful! Thank you for suggesting it!My proposed solution to the crafting node issue.
First my opinion on some things being thrown around. The current system is perfect for new/casual players. As they adventure and as they naturally level, they will continuously come across crafting nodes with level and/or crafting skill appropriate materials. Putting particular nodes in particular zones ONLY is not in the best interest of what One Tamriel is trying to accomplish. I propose two solutions to the matter.
The one I find the "best" solution is to grant a new "perk" to master crafters - defined as level 50 in the craft and max skill points in the material level passive. This perk would simply allow those crafters to choose their desired "effective" passive rank - perhaps through a slider in the skill section. This would "convert" all nodes in the world into the mat for the tier they have chosen. This is a nice perk for those who have chosen to master their profession and solves the problem nicely. New/casual players will have the current chosen system in place which is the best for them and master crafters will finally have some unique perks.
Another option is to "third" the crafting nodes where the chosen node will show crafting materials for either the crafting passive, player level or zone specific nodes - like they are on Live. While this system is tempting as it brings back a "forced" reason to visit certain areas, this becomes problematic for crafters trying to harvest those low level materials for a particular customer.
Thanks for your time.
My proposed solution to the crafting node issue.
The one I find the "best" solution is to grant a new "perk" to master crafters - defined as level 50 in the craft and max skill points in the material level passive. This perk would simply allow those crafters to choose their desired "effective" passive rank - perhaps through a slider in the skill section. This would "convert" all nodes in the world into the mat for the tier they have chosen. This is a nice perk for those who have chosen to master their profession and solves the problem nicely. New/casual players will have the current chosen system in place which is the best for them and master crafters will finally have some unique perks.
Stormwalker wrote: »I agree that the best solution is to allow players to chose what level materials they harvest
My proposed solution to the crafting node issue.
First my opinion on some things being thrown around. The current system is perfect for new/casual players. As they adventure and as they naturally level, they will continuously come across crafting nodes with level and/or crafting skill appropriate materials. Putting particular nodes in particular zones ONLY is not in the best interest of what One Tamriel is trying to accomplish. I propose two solutions to the matter.
The one I find the "best" solution is to grant a new "perk" to master crafters - defined as level 50 in the craft and max skill points in the material level passive. This perk would simply allow those crafters to choose their desired "effective" passive rank - perhaps through a slider in the skill section. This would "convert" all nodes in the world into the mat for the tier they have chosen. This is a nice perk for those who have chosen to master their profession and solves the problem nicely. New/casual players will have the current chosen system in place which is the best for them and master crafters will finally have some unique perks.
Another option is to "third" the crafting nodes where the chosen node will show crafting materials for either the crafting passive, player level or zone specific nodes - like they are on Live. While this system is tempting as it brings back a "forced" reason to visit certain areas, this becomes problematic for crafters trying to harvest those low level materials for a particular customer.
Thanks for your time.
I think of it this way - in the scaled zones, different characters see different mats in the world because of what they're looking for. Currently, in scaled zones characters always look for their crafting or character level (that's the game rule), and so that's what they find (they "overlook" the others). But a master crafter would now also get the "ability" to look for whatever past level they already mastered, and if they chose to look for those, that's what they'd find. It isn't changing the world, it's changing the character behavior. So I don't see it bending the world to gameplay any more than what they've already done in the scaled zones.lordrichter wrote: »
I don't like the perk, as stated, because it simply means that the game world is even less consistent and bends more to the needs of the game play. To me, there is less harmony between the two and the world simply becomes the more of a painted set piece that provides only the visual backdrop. It's purpose is only so that you don't see the back wall of the stage. Yes, it meets the game play requirements by providing a mechanical solution to the problem at hand.
I feel that, in any RPG game, the game world and game mechanics are of equal importance. I want these things to stay in balance because they are both reasons for playing the game. In other types of games, the game world can be a backdrop that exists only for the purpose of appearance.
The current resource node decisions make the game mechanics more important than the game world, likely in an effort to solve insolvable problems with game play.
As you stated, there are three different goals for crafting resources, and the bad part is that these are often mutually exclusive and can change based on the current situation. The player who wants to make armor and weapons for their character wants resources that can be used to make those. The player who wants to level a crafting skills wants resources that will do writs. It is easy to see why ZOS picked these as they directly address player needs, even if they had to do it in a manner where half the time they player was not getting what they wanted. The third option is the one where people farm or craft for people who cannot, or do not, want to do it for themselves, and this could be considered a niche scenario, especially if making a single player MMO game.
Because I come at this from a "world-game balance" perspective, my thought is to make the resource nodes specific to geography, and then work to solve the other two problems. To me, if I have to have a RNG node in a ZOS environment, the first order of business would be to provide 50% zone level resource and 50% character level resource. This allows characters to get what the need for personal crafting anywhere in the world while also allowing any character to be able to get any resource.
The solution to the needs of the crafter is a modification of what ZOS is doing today. Rather than giving out a crate of some random resource, give them refined crafting materials that they can use for the next writ. Make the crafting surveys only give out raw resources at crafting passive level. In this way, characters doing writs are more self sufficient while they are leveling. The surveys would be in the zones that supply that resource, and I would adjust the drop rates so they pretty much always get either a survey or a crate of refined material. There are other issues, like how to get started with writs and how to handle an increase in passive level, how much the player should need supplement writ rewards with active farming/buying of resources, etc.
I think of it this way - in the scaled zones, different characters see different mats in the world because of what they're looking for. Currently, in scaled zones characters always look for their crafting or character level (that's the game rule), and so that's what they find (they "overlook" the others). But a master crafter would now also get the "ability" to look for whatever past level they already mastered, and if they chose to look for those, that's what they'd find. It isn't changing the world, it's changing the character behavior. So I don't see it bending the world to gameplay any more than what they've already done in the scaled zones.
Actually, they should just make it that we can use any crafting material at any level, just need more of them.
Leave the nodes alone or have them be a mix of mats. Use the Material Passives to reduce the amount needed, as in the initial amount of Steel is say twice or three times what it is now, but use the L2 Material Passive, and it is the amount it is now in Live. That way we still have a reason for investing in the material passive other than for writ reasons.
First my opinion on some things being thrown around. The current system is perfect for new/casual players. As they adventure and as they naturally level, they will continuously come across crafting nodes with level and/or crafting skill appropriate materials. Putting particular nodes in particular zones ONLY is not in the best interest of what One Tamriel is trying to accomplish.
The one I find the "best" solution is to grant a new "perk" to master crafters - defined as level 50 in the craft and max skill points in the material level passive. This perk would simply allow those crafters to choose their desired "effective" passive rank - perhaps through a slider in the skill section. This would "convert" all nodes in the world into the mat for the tier they have chosen. This is a nice perk for those who have chosen to master their profession and solves the problem nicely. New/casual players will have the current chosen system in place which is the best for them and master crafters will finally have some unique perks.
Holycannoli wrote: »
But One Tamriel is making particular sets drop only in particular zones, so how is keeping resources the same way not in it's best interest?
[
So when the changes make it less fun and 3x more time consuming for people to do the same thing they do now, they get a little riled up!
Holycannoli wrote: »
But One Tamriel is making particular sets drop only in particular zones, so how is keeping resources the same way not in it's best interest?
This though:
is a fantastic idea. May be the best one I've heard. ZOS listen to this one!
You reply to me, but it appears you've haven't actually read what I've written. First, I've never said to keep the mats the same as now - in fact, I've said (in another thread that you are also involved in) that is not a workable solution! And secondly, I don't craft anything for money - I do it for free, including mats, for myself and my friends (exactly the example I gave that you quoted)! Why do I do it? Because that's the most fun for everyone involved - and I want to keep it that way!
Sigh... every update that makes any significant change will FOR SOME PEOPLE make what they do now less effective and often less fun.
That doesn't mean it makes any less sense to do it. While a few people will either find things less fun or less efficient than the way it is now on the broader whole game level MOST people will be better served by tieing resources in to need - nodes scale to characters - getting back to the efficiency we had when the progression of characters levels was strict linear geography and the progression of mat nodes was also.
But i still say, the better approach to "fixing" the less fun and less efficient" is NOT TO SAY WHOA LETS NOT MAKE THE CHANGE" but instead to say "hey lets let crafters use their high end mats they now get everywhere to make any level gear."
that way, the mass of people are served by always getting relevant mats everywhere anytime AND the master crtafters can harvest ANYWHERE ANYTIME and get mats they can use on any level of gear. Many will be well served by the constant link between MATS in and MATS needed on a larger economy thing.
Oh but wait... that wont solve the problem that if everyone everywhere gets effective mats it will be harder for master crafters to harvest gold off players who dont have their own mats.
Hmmm...
Sorry... but for my money the better idea is to not make the master crafters choose between which mat they want to harvest but to simply remove the minimal level on mats so the master crafters can always gather top tier mats and use them to craft ANY level of gear.
thats a lot simpler to manage long term and has an analogous change already put in - remember when they overhauled enchant nodes they removed the upper limit?
How would it be better to harvest KRESH that only works on three levels of gear cap than to harvest ancestor silk and have it usable on ANY level of gear cap?
Holycannoli wrote: »
Because the cp160 mats are too valuable to be used on lower level gear. You need 10x the amount of them for cp160 crafting, so who's going to waste that on low level gear?
You reply to me, but it appears you've haven't actually read what I've written. First, I've never said to keep the mats the same as now - in fact, I've said (in another thread that you are also involved in) that is not a workable solution! And secondly, I don't craft anything for money - I do it for free, including mats, for myself and my friends (exactly the example I gave that you quoted)! Why do I do it? Because that's the most fun for everyone involved - and I want to keep it that way!
Please note that I don't think the system is unworkable, I'm just hoping for a better solution that will only broaden the appeal of the change.
My proposed solution to the crafting node issue.
First my opinion on some things being thrown around. The current system is perfect for new/casual players. As they adventure and as they naturally level, they will continuously come across crafting nodes with level and/or crafting skill appropriate materials. Putting particular nodes in particular zones ONLY is not in the best interest of what One Tamriel is trying to accomplish. I propose two solutions to the matter.
The one I find the "best" solution is to grant a new "perk" to master crafters - defined as level 50 in the craft and max skill points in the material level passive. This perk would simply allow those crafters to choose their desired "effective" passive rank - perhaps through a slider in the skill section. This would "convert" all nodes in the world into the mat for the tier they have chosen. This is a nice perk for those who have chosen to master their profession and solves the problem nicely. New/casual players will have the current chosen system in place which is the best for them and master crafters will finally have some unique perks.
Another option is to "third" the crafting nodes where the chosen node will show crafting materials for either the crafting passive, player level or zone specific nodes - like they are on Live. While this system is tempting as it brings back a "forced" reason to visit certain areas, this becomes problematic for crafters trying to harvest those low level materials for a particular customer.
Thanks for your time.
My proposed solution to the crafting node issue.
First my opinion on some things being thrown around. The current system is perfect for new/casual players. As they adventure and as they naturally level, they will continuously come across crafting nodes with level and/or crafting skill appropriate materials. Putting particular nodes in particular zones ONLY is not in the best interest of what One Tamriel is trying to accomplish. I propose two solutions to the matter.
The one I find the "best" solution is to grant a new "perk" to master crafters - defined as level 50 in the craft and max skill points in the material level passive. This perk would simply allow those crafters to choose their desired "effective" passive rank - perhaps through a slider in the skill section. This would "convert" all nodes in the world into the mat for the tier they have chosen. This is a nice perk for those who have chosen to master their profession and solves the problem nicely. New/casual players will have the current chosen system in place which is the best for them and master crafters will finally have some unique perks.
Another option is to "third" the crafting nodes where the chosen node will show crafting materials for either the crafting passive, player level or zone specific nodes - like they are on Live. While this system is tempting as it brings back a "forced" reason to visit certain areas, this becomes problematic for crafters trying to harvest those low level materials for a particular customer.
Thanks for your time.
frateanu.luiseb17_ESO wrote: »
Agreed with your proposal..or leave the system as it is right now. All the nodes of the base game must remain the same. DLC must be scaled. But I'm ok with @Demonoid opinion too.
ZOS_GinaBruno wrote: »ONE TAMRIEL
- Treasure chests found from a Treasure Map have a guaranteed chance to drop one random set piece that can drop in that zone.