QahnaarinDynar wrote: »Why do I need to have 3 nirnroot or whatever it asks for in my inventory/craftbag to deliver a potion that absolutely does not require its use? Why should I give the game my resources each time? It's been brought up many times before, and really zos it's about time you fixed this. It's a pointless waste of time and loss of resources.
QahnaarinDynar wrote: »Why do I need to have 3 nirnroot or whatever it asks for in my inventory/craftbag to deliver a potion that absolutely does not require its use? Why should I give the game my resources each time? It's been brought up many times before, and really zos it's about time you fixed this. It's a pointless waste of time and loss of resources.
Well:
Enchanting writs ask for stones in addition to the glyph and each glyph burns three mats on its own.
Equipment writs require far more mats to produce the goods day by day.
With 4-1 ratio for production each alchemy writ consumes 3.75 mats per daily writ and the crates provide an average of 12 plus the gold plus the chances for surveys and if tier-10 plus the chances for master wrtis and alchemy drops them it seems as much or more than the others IMX.
By Boesha, how cheap and easy do you want those to be? The only thing making tier-10 alchemy writs at all something you have to put a trifle of effort into, a smidge of thought into and not an absslute windfall lottery is the nirnroot/tears frequency.
Cut out that entirely or even change it to vary between ingredients and those writs become massively more than self-sustaining with no effort required.
Why not argue for cutting out the need to spend 30+ rubedite when making items for blacksmithing?
Shouldn't all writs be free and easy with no cost or effort involved?
Alchemy writs with the current nirnroot frequency remain one of the best bargains in the game.
Taleof2Cities wrote: »If you enjoy PvP or vet PvE then by all means skip the crafting writs ... they're not mandatory.
I'm with @STEVIL, however, in that you need to put forth a little effort to farm (or purchase) nirnroot. Master crafters don't get to end game crafting on easy mode ... same as combat and gear.
Seriously, how hard is it to find three (3) nirnroot for your writ?
QahnaarinDynar wrote: »Because unlike rubedite ore, alchemy nodes are not as consistent. Last time I checked my harvest map doesn't record the individual locations of nirnroot/columbine/narmira's rot nodes - all it says is this: "THERE BE SOME KIND OF ALCHEMY THINGEY! GOT GET IT". I could always go check specific locations where they're usually found but the fact is that alchemy mats farming is much more rag tag. Rubedite and ancestor silk nodes are perfectly easy to farm in comparison and I can easily cover all of wrothgar/craglorn in less than 40 mins with a 60 horse plus retreating maneuver. If I want rubedeo leather scraps I just go do that Wayrest I grind for 20 to 40 mins. Assuming that the rubedite and ancestor slik nodes haven't already been nabbed by other players it's still no bigge - just move onto the next node. Plus 160 gear should be expensive to make because at the end of the day end-game players create a big market for the crafters in this game, and fighting for that last 1% alone justifies it. Equipment mats is something I've never been short on, but alchemy ones are.
So no, it's not as easy as you claim. And by the way, some of us don't exactly have 16 hours plus a day to play this game. When I am playing it I prefer to PvP or go on vet PvE content runs instead. I'm a good enough trader to make enough gold to get by for the essential stuff each week, and one of the ways I stockpile my funds is by conserving resources. If I had as much time as some other players did then by all means I wouldn't have even brought this matter up. The fact is also that whenever I do trade I do it the easy way and sell potions, that's easy enough because with enough capital it's easy to get the mats from traders instead of farming them, while breaking-even and making a substantial profit from what was bought.
When the writs ask for my mats and I just happen to be 12 potions short of finishing a stack it's infuriating.
@QahnaarinDynar
lotsa odd noise in your post.
First, complaints about add-ons should be directed to the add-on makers not to the game designers to change their game cuz your preferred add-ons dont help as much as you would like. Are you aware that some folks play the game without add-ons?
Second, yes, you can farm rubedite and other mats and again alchemy requires about 3.75 mats per writ vs about ten times that for the alchemy does.
third, as someone who runs a good number of writs for each, i can tell you it comes down to choices - your playstyles and preferences for content have huge impacts on what you gather and what you dont. So when you say "Equipment mats is something I've never been short on, but alchemy ones are." thats really just saying "i dont choose to gather the alchemy in sufficient numbers to support my writs."
Fourth, who said anything about 16 hours a day - its about choices and if your time is limited your objectives should adjust to fit that, right?
however let me give you a hint - guild stores. try them.
See thing is something that does flow in this game fairly well is gold. if your playstyle and preferences dont have you generating alchemy supplies enough to maintain your writ habits, then hey do the rubedite, sell that buy alchemy. or shift to whatever other play you enjoy that yields gold. Heck, the gold from like a day of jmy lower tier writs keeps me in nirnroot based on the choices i have made for what i spend my time on.
i dont grind for mats for anything hardly at all, if ever. i gather on the way to/from my various activities and on the occasions where i need stuff, i guild store it. other than that i make the occasional survey runs when they accumulate enough in one spot or the need arises - though that doesn't help with nirnroot trhree-packs it does keep me in most of the other in-demand reagents.
But i also pay attention to my needs vs supply. I cut back on tier-10 alchemy writs because my reach was exceeding my grasp. Instead i re-tasked some of the chars to run tier-1. No demand on nirnroot specifically, same gold yield, same survey yield but no master writ.
I also worked a few more characters to get to shadowy supplier so they can get more daily alchey mats including a good nirnroot ratio.
if your nirnroot demand exceeds you grasp, its because that is how you choose to tun things - not a flaw in the game system.
there is no promise everybody will be able to run every writ all the times at any level without having to put sufficient effort into that.
And one last thing... regarding this...
"When the writs ask for my mats and I just happen to be 12 potions short of finishing a stack it's infuriating."
Your title is about "regular alchemy writs..." and they all ask for one potion... so my suspicion is this 12 short is a reference to you doing master writs and not being able to make the 20 count they require... if so... asking for making master writs easier... they are the crafting end game not entitled easy peasy tamriele-z content.
Again, alchemy writs are amazingly productive - if planned out right - both for gains and time.
First off... @STEVIL - I can always count on you to be the voice of logic on these message boards (not just the crafting forum) and for that good sir; I say, "Thank you!"
As far as my response to OP's complaint: 3 Nirnroot is cheap for comparison's sake when looking at all writs across the board. Harvesting 3 Nirn means visiting a maximum of 3 nodes, potentially 2 if your plentiful harvester passive kicks in on one of them. Other max writs take much more materials than you could possibly gather in 3 nodes (unless we're discussing survey nodes which are much richer), and vary depending on which armor/weapons the daily writ assignment is.
As @Jayne_Doe mentioned, Nirnroot also has the convenient propensity to always grow near water and, in fact, gives off an audible proximity beacon whenever you're close - just in case you can't see it! Long before I started doing writs it was evident to me that Nirn and water hyacinth are quite possibly the two most common alchemy reagents available, and at no point should anyone have an issue keeping stocked. Would you prefer to search random alchemy node spawns for mountain flower, or be looking behind every tree for emetic russula perhaps? ZOS has done us a favor by requiring a known ingredient for every writ, and chose the one that is the easiest to locate.
And one last point regarding a QoL complaint you stated: I play on console without any available add-ons, so I have no idea where material nodes will spawn outside of what I can remember through game play. So the fact that I can run to any body of water on a map and almost always count on Nirnroot being there makes alchemy writ material harvesting easier for me than the other writs. With no offense intended towards all the competent and considerate PC players out there, I get tired of all the complaints on these forums when a game mechanic seems "unfair" because there isn't a Game Genie-esque add-on to sugarcoat the process for you. Again, I don't discredit PC players who use add-ons, but being on console and never having played with add-ons makes a lot of the "problems" I read on here laughable to say the least.
PS - If cross-platform CoD-ing were a thing, I'd send you a couple stacks of Nirnroot to help ease the pain.
PPS - If you don't know what a Game Genie is, ask your parents...
QahnaarinDynar wrote: »It's a pointless waste of time and loss of resources.
@STEVIL
As of now, nirnroot cost on PC/NA is above 350G and continue to grow. It means that alternative cost of making alchemy writ is closing to 1300 G. Declining price on all other herbs makes surveys next to meaningless taking into account travel time.
IMHO as soon as master writs will be below 1500G, alchemy writs with nirn will not make any sence and more profitable will be just sell all nirnroot you are getting occasionally.
Wreuntzylla wrote: »The use of Nirnroot stems from the fact that it was almost never used in alchemy prior to poisons.and it sees little use even now. ZoS implemented this scheme to make it easier on players and reduce the large stores of Nirnroot in the game. It was also an on again off again complaint by franchise followers that Nirnroot had no importance in this game.
The reason it's difficult to find Nirnroot right now is because up until recently, a large number of Nirnroot nodes were accidentally changed to solvent nodes, and of course writs are now a fundamental part of the furnishing game.
The scarcity of Nirnroot annoys me, but sometimes I run a metric ton of writs across multiple accounts. I usually need to farm it in the 3am-5am window on a particular regional server, and can farm large quantities over that window. If you haven't done that, you have no idea of how many over-farmed Nirnroot nodes there actually are in the game.
Some people will switch instances to farm. I'm not sure how that works, but one poster mentioned that characters mid-way through the Coldharbour quests will have almost empty instances to farm, and another mentioned that changing instances in Craglorn will often get you unfarmed nodes.
The only reason I do max lvl alchemy writs are for the sealed writs. Otherwise, it's highly unlikely that the herbs contained in the satchel is worth 3 nirnroot. If you're not looking for sealed writs, but still want your 600 each day, respect and just do Alchemy I writs. These don't ask for nirn, give you the same gold, and same amount of surveys.
Taleof2Cities wrote: »The only reason I do max lvl alchemy writs are for the sealed writs. Otherwise, it's highly unlikely that the herbs contained in the satchel is worth 3 nirnroot. If you're not looking for sealed writs, but still want your 600 each day, respect and just do Alchemy I writs. These don't ask for nirn, give you the same gold, and same amount of surveys.
Great point.
That may not deter some more whiney posts to follow in this thread, however.
FrancisCrawford wrote: »Taleof2Cities wrote: »The only reason I do max lvl alchemy writs are for the sealed writs. Otherwise, it's highly unlikely that the herbs contained in the satchel is worth 3 nirnroot. If you're not looking for sealed writs, but still want your 600 each day, respect and just do Alchemy I writs. These don't ask for nirn, give you the same gold, and same amount of surveys.
Great point.
That may not deter some more whiney posts to follow in this thread, however.
It's also a matter of convenience. If you're turning your other crafting writs in in Belkarth, it's a pain to delivery your alchemy writs somewhere else. My roster is:
-- One character who does 3 consumable writs plus woodworking daily, all in Belkarth.
-- One character who does 3 consumable writs plus woodworking daily, 2 in Belkarth and 2 in Auridon.
-- Two characters who do 3 consumable writs daily, all in Belkarth.
-- Two characters who do 3 consumable writs daily, 1 in Belkarth and 2 in Stormhaven.
-- One character who does 3 consumable writs daily, all in Auridon.
-- One character who does 3 consumable writs daily, all in Shornhelm.