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Adding poisons to the Crafting Writ system is an inventory management issue waiting to happen

Recremen
Recremen
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Hey devs! Nice to chat with ya. On the one hand, I totally get the push to integrate poisons into the crafting writ system, since that's half of alchemy, but on the other hand that's going to be an issue for those of us who are really dedicated to crafting writs!! My current operational model for alchemy and provisioning is to make giant stacks of each food, drink, and potion type that writs call for so that I can go months without having to visit those stations during my writ runs. However, that means a lot of dedicated inventory space! Adding poisons to the mix just means that much MORE inventory space to hold on to just to make sure I have what I need on hand.

Can we compromise? Maybe do away with a couple of the potion requests and add a couple poison requests to keep the number stable? And heck while we're at it, can we remove the CP 50 foods from the provisioning writ list and just keep the CP 150 ones, as those are the actual max level foods we can craft? That would be 8 extra inventory slots for me! :D:D:D

Thanks babes, love ya! <3
Men'Do PC NA AD Khajiit
Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • STEVIL
    STEVIL
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    Agree. Currently alchemy writs need 6 stacks to be covered so pls lets add poisons replacing some of those, like maybe the ravage trio.
    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."

  • FakeFox
    FakeFox
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    As much as I agree with you, I feel the devs don't want you to work around that timesink like that.
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • Recremen
    Recremen
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    FakeFox wrote: »
    As much as I agree with you, I feel the devs don't want you to work around that timesink like that.

    Gods I hope that's not true. Like I already think enchanting glyphs should stack just to make that easier too, I don't know why minor conveniences would be targeted as being bad behavior. It's bad enough I have to change zones just to turn in the quests! Let me go to Craggles for my own reasons, dangit!
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Ghost-Shot
    Ghost-Shot
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    Yeah this change is really unnecessary, I make stacks of the food/pots I need for writs so I can just pick them up and turn them in, this will be a pain in the ass.
  • Jayne_Doe
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    I had assumed that they would just replace 2 of the 4 potions required with 2 poisons.

    LOVE the change to reducing the times Nirnroot will be required for top tier, though I haven't had a problem with keeping up with my own supply - have never had to purchase any from traders at the exorbitant prices.
  • STEVIL
    STEVIL
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    Jayne_Doe wrote: »
    I had assumed that they would just replace 2 of the 4 potions required with 2 poisons.

    LOVE the change to reducing the times Nirnroot will be required for top tier, though I haven't had a problem with keeping up with my own supply - have never had to purchase any from traders at the exorbitant prices.

    The key is the nirnroot solution could be thebpoisons. Take two of the nirnroot trips, replace them with poisons asking for 3 fats and now you have waters, fats and nirnroot dividing the trips. Even that slight change would lowrr the nirnroot strain but still leave nirnroot valuable and not turn it into random draw on useful mats.
    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."

  • helediron
    helediron
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    I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • Recremen
    Recremen
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    helediron wrote: »
    I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.

    @helediron

    Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Chilly-McFreeze
    Chilly-McFreeze
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    Recremen wrote: »
    helediron wrote: »
    I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.

    @helediron

    Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?

    I jump in here:

    -lowers the need of nirnroots
    -poisons make up half of the alchemy
    -making so many stacks of everything that your inventory is on it's limits is your personal choice

    My opinion? If they ask a mastercrafter to do his daily work, he should have to provide everything. Also I dislike that they demand ancestor silk far more often than leather.
  • GeorgeBlack
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    Agreed.
    No reason to do that.
    We craft items, we give them to npcs. Simple as. We care more for the slots that the poisons will occupy rather that the mats we could save from potions.
    Please @ZOS_GinaBruno
    Reconsider to remove poisons from crafting writs.
    Edited by GeorgeBlack on July 13, 2017 4:53PM
  • Recremen
    Recremen
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    Recremen wrote: »
    helediron wrote: »
    I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.

    @helediron

    Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?

    I jump in here:

    -lowers the need of nirnroots
    -poisons make up half of the alchemy
    -making so many stacks of everything that your inventory is on it's limits is your personal choice

    My opinion? If they ask a mastercrafter to do his daily work, he should have to provide everything. Also I dislike that they demand ancestor silk far more often than leather.

    @Chilly-McFreeze

    To counter:
    • you can still lower the need for nirnroot without having to make us carry poisons around, most of us have craft bag anyway so asking for Alkahest is a non-issue and still fine
    • In my second paragraph in the OP I already suggested compromising by removing some of the potion requirements and making them poisons instead. The issue is the number of items being carried around, it's better to switch a few requirements around than to wholesale add more things
    • I make one stack of what is needed and it's not an exclusive habit of mine, it's what master crafters do by default. When a master crafter makes a potion they actually make four of them due to passives. Whatever isn't taken by the writ turn-in sits around in the inventory anyway. Same goes for provisioning writs. It's not a personal choice, it's something the game system forces you into anyway, I just run with it.

    There's no need to make the system worse when it could just follow the theme they're going for but engineer it to use the same average inventory space.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • PS4_ZeColmeia
    PS4_ZeColmeia
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    Better idea, get rid of level 6 provisioning food for level 7 writs and replace them with 4 poisons. I'll take it as an even swap.
    PSN: ***___Chan (3 _s)
    Hybrid, All-Role NB
  • helediron
    helediron
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    Recremen wrote: »
    Recremen wrote: »
    helediron wrote: »
    I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.

    @helediron

    Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?

    I jump in here:

    -lowers the need of nirnroots
    -poisons make up half of the alchemy
    -making so many stacks of everything that your inventory is on it's limits is your personal choice

    My opinion? If they ask a mastercrafter to do his daily work, he should have to provide everything. Also I dislike that they demand ancestor silk far more often than leather.

    @Chilly-McFreeze

    To counter:
    • you can still lower the need for nirnroot without having to make us carry poisons around, most of us have craft bag anyway so asking for Alkahest is a non-issue and still fine
    • In my second paragraph in the OP I already suggested compromising by removing some of the potion requirements and making them poisons instead. The issue is the number of items being carried around, it's better to switch a few requirements around than to wholesale add more things
    • I make one stack of what is needed and it's not an exclusive habit of mine, it's what master crafters do by default. When a master crafter makes a potion they actually make four of them due to passives. Whatever isn't taken by the writ turn-in sits around in the inventory anyway. Same goes for provisioning writs. It's not a personal choice, it's something the game system forces you into anyway, I just run with it.

    There's no need to make the system worse when it could just follow the theme they're going for but engineer it to use the same average inventory space.
    Based on patch notes and a little testing, @Chilly-McFreeze pretty much answered on my behalf. Nirnroot is a bigger nuisance than inventory space.

    Because i am from EU side, i still have incomplete picture. Could you please from NA list all the combinations you have found out from alchemy writs?


    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • Recremen
    Recremen
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    helediron wrote: »
    Recremen wrote: »
    Recremen wrote: »
    helediron wrote: »
    I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.

    @helediron

    Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?

    I jump in here:

    -lowers the need of nirnroots
    -poisons make up half of the alchemy
    -making so many stacks of everything that your inventory is on it's limits is your personal choice

    My opinion? If they ask a mastercrafter to do his daily work, he should have to provide everything. Also I dislike that they demand ancestor silk far more often than leather.

    @Chilly-McFreeze

    To counter:
    • you can still lower the need for nirnroot without having to make us carry poisons around, most of us have craft bag anyway so asking for Alkahest is a non-issue and still fine
    • In my second paragraph in the OP I already suggested compromising by removing some of the potion requirements and making them poisons instead. The issue is the number of items being carried around, it's better to switch a few requirements around than to wholesale add more things
    • I make one stack of what is needed and it's not an exclusive habit of mine, it's what master crafters do by default. When a master crafter makes a potion they actually make four of them due to passives. Whatever isn't taken by the writ turn-in sits around in the inventory anyway. Same goes for provisioning writs. It's not a personal choice, it's something the game system forces you into anyway, I just run with it.

    There's no need to make the system worse when it could just follow the theme they're going for but engineer it to use the same average inventory space.
    Based on patch notes and a little testing, @Chilly-McFreeze pretty much answered on my behalf. Nirnroot is a bigger nuisance than inventory space.

    Because i am from EU side, i still have incomplete picture. Could you please from NA list all the combinations you have found out from alchemy writs?


    @helediron

    .... but I already said the nirnroot issue is valid and that it can be fixed in tandem. It's really as simple as having only a few things changed. Currently there are 4 possible things to turn in:

    Essence of Magicka (1), Nirnroot (3)
    Essence of Stamina (1), Nirnroot (3)
    Essence of Ravage Health (1), Lorkhan’s Tears (3)
    Essence of Health (1), Nirnroot (3)

    This can just be changed to:

    Essence of Magicka (1), Nirnroot (3)
    Essence of Stamina (1), Lorkhan’s Tears (3)
    Ravage Health Poison (1), Alkahest (3)
    Gradual Ravage Health Poison (1), Fleshfly Larva (3)

    or something similar. Isn't that a better solution all around?
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • helediron
    helediron
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    Recremen wrote: »
    helediron wrote: »
    Recremen wrote: »
    Recremen wrote: »
    helediron wrote: »
    I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.

    @helediron

    Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?

    I jump in here:

    -lowers the need of nirnroots
    -poisons make up half of the alchemy
    -making so many stacks of everything that your inventory is on it's limits is your personal choice

    My opinion? If they ask a mastercrafter to do his daily work, he should have to provide everything. Also I dislike that they demand ancestor silk far more often than leather.

    @Chilly-McFreeze

    To counter:
    • you can still lower the need for nirnroot without having to make us carry poisons around, most of us have craft bag anyway so asking for Alkahest is a non-issue and still fine
    • In my second paragraph in the OP I already suggested compromising by removing some of the potion requirements and making them poisons instead. The issue is the number of items being carried around, it's better to switch a few requirements around than to wholesale add more things
    • I make one stack of what is needed and it's not an exclusive habit of mine, it's what master crafters do by default. When a master crafter makes a potion they actually make four of them due to passives. Whatever isn't taken by the writ turn-in sits around in the inventory anyway. Same goes for provisioning writs. It's not a personal choice, it's something the game system forces you into anyway, I just run with it.

    There's no need to make the system worse when it could just follow the theme they're going for but engineer it to use the same average inventory space.
    Based on patch notes and a little testing, @Chilly-McFreeze pretty much answered on my behalf. Nirnroot is a bigger nuisance than inventory space.

    Because i am from EU side, i still have incomplete picture. Could you please from NA list all the combinations you have found out from alchemy writs?


    @helediron

    .... but I already said the nirnroot issue is valid and that it can be fixed in tandem. It's really as simple as having only a few things changed. Currently there are 4 possible things to turn in:

    Essence of Magicka (1), Nirnroot (3)
    Essence of Stamina (1), Nirnroot (3)
    Essence of Ravage Health (1), Lorkhan’s Tears (3)
    Essence of Health (1), Nirnroot (3)

    This can just be changed to:

    Essence of Magicka (1), Nirnroot (3)
    Essence of Stamina (1), Lorkhan’s Tears (3)
    Ravage Health Poison (1), Alkahest (3)
    Gradual Ravage Health Poison (1), Fleshfly Larva (3)

    or something similar. Isn't that a better solution all around?
    Um, that is the OLD circulation in live. What is the NEW circulation in PTS? I am sure some NA crafter has run ten characters daily in PTS. That should reveal quickly all combinations. Because of work, i haven't been able to visit daily PTS, my apologies...
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • Jayne_Doe
    Jayne_Doe
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    helediron wrote: »
    Recremen wrote: »
    helediron wrote: »
    Recremen wrote: »
    Recremen wrote: »
    helediron wrote: »
    I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.

    @helediron

    Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?

    I jump in here:

    -lowers the need of nirnroots
    -poisons make up half of the alchemy
    -making so many stacks of everything that your inventory is on it's limits is your personal choice

    My opinion? If they ask a mastercrafter to do his daily work, he should have to provide everything. Also I dislike that they demand ancestor silk far more often than leather.

    @Chilly-McFreeze

    To counter:
    • you can still lower the need for nirnroot without having to make us carry poisons around, most of us have craft bag anyway so asking for Alkahest is a non-issue and still fine
    • In my second paragraph in the OP I already suggested compromising by removing some of the potion requirements and making them poisons instead. The issue is the number of items being carried around, it's better to switch a few requirements around than to wholesale add more things
    • I make one stack of what is needed and it's not an exclusive habit of mine, it's what master crafters do by default. When a master crafter makes a potion they actually make four of them due to passives. Whatever isn't taken by the writ turn-in sits around in the inventory anyway. Same goes for provisioning writs. It's not a personal choice, it's something the game system forces you into anyway, I just run with it.

    There's no need to make the system worse when it could just follow the theme they're going for but engineer it to use the same average inventory space.
    Based on patch notes and a little testing, @Chilly-McFreeze pretty much answered on my behalf. Nirnroot is a bigger nuisance than inventory space.

    Because i am from EU side, i still have incomplete picture. Could you please from NA list all the combinations you have found out from alchemy writs?


    @helediron

    .... but I already said the nirnroot issue is valid and that it can be fixed in tandem. It's really as simple as having only a few things changed. Currently there are 4 possible things to turn in:

    Essence of Magicka (1), Nirnroot (3)
    Essence of Stamina (1), Nirnroot (3)
    Essence of Ravage Health (1), Lorkhan’s Tears (3)
    Essence of Health (1), Nirnroot (3)

    This can just be changed to:

    Essence of Magicka (1), Nirnroot (3)
    Essence of Stamina (1), Lorkhan’s Tears (3)
    Ravage Health Poison (1), Alkahest (3)
    Gradual Ravage Health Poison (1), Fleshfly Larva (3)

    or something similar. Isn't that a better solution all around?
    Um, that is the OLD circulation in live. What is the NEW circulation in PTS? I am sure some NA crafter has run ten characters daily in PTS. That should reveal quickly all combinations. Because of work, i haven't been able to visit daily PTS, my apologies...

    Right - I think first we need confirmation that they are adding to the list of possible turn-ins, rather than replacing some of them with poisons. If they are increasing the list - by adding one or more poisons to the rotation, then that does affect inventory. But, if they are simply replacing one or two of the potions for poisons, then I think it's a great idea to add poisons into the mix.
  • Beardimus
    Beardimus
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    Agreed, its already gone to 12 for Provisioning which is ridiculous and happened by mistake / lazy coding.

    Madness to burn more getting pots you will never use.

    I tho k they have it in for writs in general.
    Xbox One | EU | EP
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