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Solution to material farming variety after One Tamriel?

Skcarkden
Skcarkden
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So... before One Tamriel materials you gathered were based on location, Tier 1 materials, tier 2, 3 etc.. if you wanted specific materials you could just go there and no problem... no need to make a new character and never level it up or hope to get them from writs or respec your skills..

But with One Tamriel you now do. I was thinking, why not just give us some kind of settings option button where you can select whether you feel like farming lower level mats or sticking with your maximum option.

So if you want to gather rubedite, you can, if you want iron, you can too. would seem like a much better way around than just ZoS's current method to fix that hole and it really shouldn't be a worry because people could previously selectively farm what they wanted but it was taken away. at least this gives it back without imposing more efforts.

Thoughts?
  • Deanationables
    This doesn't really grief me that much, but, only because I have a full list of characters to farm different mats with(Each character now having a different crafting level then the other). Only having one character though, it would be a pain to have to respec just to find Oric or Voidsteel...or *shudder* buy some from a Guild Store.
    Edited by Deanationables on October 28, 2016 11:18AM
    Steam: Deanatioonables
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  • Asardes
    Asardes
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    I'm already receiving so much low level materials trough crafting writs that I sell stacks of them every week. Many players probably do the same. They are there, on guild stores, at reasonable prices.
    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

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    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
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    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
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  • STEVIL
    STEVIL
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    Skcarkden wrote: »
    So... before One Tamriel materials you gathered were based on location, Tier 1 materials, tier 2, 3 etc.. if you wanted specific materials you could just go there and no problem... no need to make a new character and never level it up or hope to get them from writs or respec your skills..

    But with One Tamriel you now do. I was thinking, why not just give us some kind of settings option button where you can select whether you feel like farming lower level mats or sticking with your maximum option.

    So if you want to gather rubedite, you can, if you want iron, you can too. would seem like a much better way around than just ZoS's current method to fix that hole and it really shouldn't be a worry because people could previously selectively farm what they wanted but it was taken away. at least this gives it back without imposing more efforts.

    Thoughts?

    Ok its better than most because it adds capabilities to the crafter instead of taking away from others.
    it has been suggested several times.
    but, why go that route?
    is it somehow more joyous to harvest kresh than ancestral silk?
    Does it cause a tingle up your leg to cut up oak instead of Ruby ash?
    Are you so much more joyous when you open your non-craft bag inventory and see twenty different slots filled with rough wood and wood sanded types instead of say two?

    See item 3 in the list below for an alternative that not only accomplishes the same net result - crafters craft any level of gear from their harvesting - but with less complexity.


    Now that 1T has overhauled the drop sets (in a good way IMO) they need to finish the effort with a 1T style upgrade to equipment crafting so it can maintain its value given the investment in skill points and time and maintain the established relative value between drops and crafted.


    To include some or all of:
    1. Ability to craft jewels for the sets even if quality limited to purple. (All drops have jewel options)
    2. Ability to up-scale pieces to higher level keeping quality. (new drops scale to you)
    3. Ability to craft lower gear with higher mat, losing the lower cap on met levels. (Fits with scaled nodes)
    4. Writs to ask for ONE item with a specific trait and style, but allow more items if you dont have trait/style. (cost effective change spreads resource cost over item types.)
    5. Writs no longer assign a material type or tier, but instead base their rewards on the tier the crafter used to satisfy the writ. if they provied iron dagger with sharpened and dunmer style, the gold, gear pieces and the 25pc mat box would be based off iron AND the chance of survey goes up as they provide higher tier payouts.
    6. Ability to change one of a set 2-3-4 pc bonus for another bonus of the same 2-3-4 pc type at time of crafting. (Allows for greater versatility without inventing new sets a plenty. Also can help some lesser sets.)
    7. Drop the 10x mats cost for CP160 over Cp150. (CP 160 drops everywhere now... its no longer s special threshold thing anymore. if you are cp160 every drop set is cp 160 not nine 150 and one 160. So the need for cp160 crafting to be 10x is no longer relevant.)

    Not all of these my own but i think they go a long way for forming a comprehensive 1T upgrade/rebalance of equip crafted.

    I am not a fan of just chasing the same dragon by trying to fix it by adding some more pre-defined sets here and there.

    While i think all of these are worthwhile, i think 1-2-3 are critically important.

    1T started the process, just needs to be carried through fully into crafted equipment.

    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."

  • Rune_Relic
    Rune_Relic
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    So we went from assigning dropped sets gated behind elite content.... to specific type by location, to make a multitude of sets accessable to the masses and easy to find.
    A system that everyone seems to rave about in comparison.
    Then we abolish the crafting system whose nodes worked in the same way, that I hardly heard anyone moan about.

    Figures. Makes perfect sense.
    Sometimes I despair.
    Edited by Rune_Relic on October 28, 2016 2:11PM
    Anything that can be exploited will be exploited
  • Skcarkden
    Skcarkden
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    Rune_Relic wrote: »
    So we went from assigning dropped sets gated behind elite content.... to specific type by location, to make a multitude of sets accessable to the masses and easy to find.
    A system that everyone seems to rave about in comparison.
    Then we abolish the crafting system whose nodes worked in the same way, that I hardly heard anyone moan about.

    Figures. Makes perfect sense.
    Sometimes I despair.

    I'm having a hard time trying to figure out what your meaning is with this.
  • Bobby_V_Rockit
    Bobby_V_Rockit
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    I love it, tempering alloy has never been easier to get
  • STEVIL
    STEVIL
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    Rune_Relic wrote: »
    So we went from assigning dropped sets gated behind elite content.... to specific type by location, to make a multitude of sets accessable to the masses and easy to find.
    A system that everyone seems to rave about in comparison.
    Then we abolish the crafting system whose nodes worked in the same way, that I hardly heard anyone moan about.

    Figures. Makes perfect sense.
    Sometimes I despair.

    Conflation much?

    Sets go:
    from zone locked levels and types with some exceptions where in specific zones/locations they scaled to your level
    To scaled level everywhere, lots more sets, one of each "flavor" in almost every zone and the only zone locked now being their soecific set type.
    Net result massive increase in ability of players to get useful sets, drops, mats-decon whereever they are in casual play
    Net reaction: generally good. Notable exception those who want similar boosts for equip crafted.

    Nodes go:
    From resource levels in most zones determined by character alliance, compketely ignoring anything even remotely related to need such as crafting skill, character level, etc and except for dlc mostly capoed at tier 9 max.
    To resources nodes scale everywhere anywhere to meaningful character traits of character level and crafting skill with no gated tier 9 cap.
    Net result massive inc in ability of characters to get useful mats whereever they are in casual play.
    Net reaction: generally good. Notable exception craft-4-others crafters.

    Nothing inexplicable there except the apoarent sleight of hand attempt to twist set type and mat level into comparable elements.

    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."

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