Additional thought on that. Anything I do or need to do in a PvP zone is not an improvement to my quality of life. Getting killed while shopping at village vendors, or getting/turning in quests by players who don’t give a rats ass whether or not I’m there to fight other players or to complete content is not on my list of things that make ESO fun.
Exactly, zircon is the bottleneck. It’s the largest pain point for jewelry upgrades, and JC in general.
FlopsyPrince wrote: »I have to PvP to get a key part of the game? I HATE it when MMOs do things like that. I will always suck at PvP. Forcing it on me to get a key part of non-PvP is as bad as forcing non-PvP on those who like PvP, even worse.
This discussion has continued the grand tradition of maligning anyone wanting an MMO mechanic changed as a desire to get free stuff handed to them. Then others (or the same ones) jump in with how great it is working for them and you should just do the same or do without if you don't want to do that.
Tmbrinks,
I am amazed that you can be so helpful in some replies and so off base in the ones on this topic.
You have yet to make a solid case why jewelry should be so radically different from the other crafting and yet you continue with that line. Though I expect arguing with you about it is fruitless, which is why so many don't do so.
I am not convinced just as many people like jewelry the way it is. I would bet most players don't like it, but don't spend much time thinking about it because they can't control it. Some do like it, but they are more limited and tend to be a bit more vocal, making it seem more equivalent.
I don't see much changing, but it is one of those annoying "straws" that could break the back of some game players. WoW finally killed it for me in a similar way, after ultimately chipping away at my support. I hope ESO doesn't do that, but something like this (the state of jewelry) is not a good trend.
Jewelry crafting is different because ZoS wants it so be different, that has been stated by them. I am personally mostly okay with how they have implemented it (Zircon needs some work, Master writs are a mess). That has been all I've been saying.
Can somebody honestly answer for me why there can't be one thing that is "special" about crafting, why do they need to be homogeneous? It's true in the real world... It takes a lot more skill to make a gold necklace than it does to make a shirt. Why can't the game simulate that same difference in craftsmanship and skill, by making one more difficult to obtain?
I have offered suggestions galore about small changes that could happen that could make the system better, such as
* a hireling to increase Zircon grains...
* increasing the values of jewelry master writs by another 50% (although I'm sure ZoS doesn't want the flood of vouchers that would bring to the game, as that'd lower the price of the vouchers even more, make the other 6 crafts' master writs less valuable too)
* increasing the drop rate of Chromium grains to be in line with the other crafts (seems to be 50% less than Kuta/Rosin/Wax/Alloy (20% vs 30%))
but nobody says a damn thing about those, but instead call me out as an "elitist", "rich guy who just wants to make money", "malinger", etc... just because I don't share your same view. I like that it's special, I like that the easiest way to get gold jewelry is to run trials on veteran. If you can't or don't want to do those, then Jewelry Crafting is here as an alternative way to achieve the same goal.
I honestly, truly fear, that the end-game raid community could completely dry up if they made it so that it was as easy to get gold jewelry as many here want it to be (we're already a small group). People would not push themselves in the game to get to the level where they can complete veteran trial content, come to find out they actually enjoy it, and join that community. It's already small, it's not a large portion of the player base, I get that... but if we lose out on people joining it because they never tried, because they were able to get their gear from running a normal trial, and then quickly and easily upgrading it, it could end, and that would be the end of the game for me personally. That is what I play this game for. Would that for sure happen... I don't know, but I'm sure there would be some people who might never even try.
Does that answer your question about why I am okay with the way it is? I have stated my reasons loud and clear. I have offered other suggestions that are outright dismissed that would certainly make the system easier, but not nerf it into the absolute ground.
First: the "grain" thing. This is awful, and absurd. The reasoning given for it was to make JC "elite", bit it really just comes off as a way to punish players.
I completely disagree. If the OP's suggestion to get rid of grains and replace with drops of platings, that will reduce the cost to do by a factor of 10. The "cheapest" of the jewelry master writs will become the cheapest ones to do of all the crafting writs. On PC/NA the 400+ voucher master writs are only 900g a voucher to do, this would reduce them to 90g/voucher. The "best" of the other crafts bottom out at about 250g/voucher to complete.Jewelry crafting is different because ZoS wants it so be different, that has been stated by them. I am personally mostly okay with how they have implemented it (Zircon needs some work, Master writs are a mess). That has been all I've been saying.
Can somebody honestly answer for me why there can't be one thing that is "special" about crafting, why do they need to be homogeneous? It's true in the real world... It takes a lot more skill to make a gold necklace than it does to make a shirt. Why can't the game simulate that same difference in craftsmanship and skill, by making one more difficult to obtain?
I have offered suggestions galore about small changes that could happen that could make the system better, such as
* a hireling to increase Zircon grains...
* increasing the values of jewelry master writs by another 50% (although I'm sure ZoS doesn't want the flood of vouchers that would bring to the game, as that'd lower the price of the vouchers even more, make the other 6 crafts' master writs less valuable too)
* increasing the drop rate of Chromium grains to be in line with the other crafts (seems to be 50% less than Kuta/Rosin/Wax/Alloy (20% vs 30%))
but nobody says a damn thing about those, but instead call me out as an "elitist", "rich guy who just wants to make money", "malinger", etc... just because I don't share your same view. I like that it's special, I like that the easiest way to get gold jewelry is to run trials on veteran. If you can't or don't want to do those, then Jewelry Crafting is here as an alternative way to achieve the same goal.
I honestly, truly fear, that the end-game raid community could completely dry up if they made it so that it was as easy to get gold jewelry as many here want it to be (we're already a small group). People would not push themselves in the game to get to the level where they can complete veteran trial content, come to find out they actually enjoy it, and join that community. It's already small, it's not a large portion of the player base, I get that... but if we lose out on people joining it because they never tried, because they were able to get their gear from running a normal trial, and then quickly and easily upgrading it, it could end, and that would be the end of the game for me personally. That is what I play this game for. Would that for sure happen... I don't know, but I'm sure there would be some people who might never even try.
Does that answer your question about why I am okay with the way it is? I have stated my reasons loud and clear. I have offered other suggestions that are outright dismissed that would certainly make the system easier, but not nerf it into the absolute ground.
I must have missed the thread or post where you made most of those suggestions. Increasing the value of the master writs will probably not change how many get done as the materials to do them are still too scarce to justify the effort. It may be because I have limited hours to play the game, but I do writs based on my existing inventory and knowledge. Through regular gameplay I acquire the materials needed to do most master writs. At times I may have to go out of my way to find a motif, but that is seldom and I acquire most motifs, if not while playing, at vendors when I’m down to a couple pages left as work towards my MC achievement.
This is how you up the rate of Zircon drops... purple mats drop ALL the time in hireling mails.. between 15 characters I get between 7-10 a day from them. That's nearly a plating a dayI’ve always wanted jewelry hireling, on that we agree.
then you haven't read my posts. I've clearly stated it numerous times. As far as your "quip" that I only want to change Chromium... please see above (as well as other posts) I am only referring to the drop rates from doing writs, the random chance you have of getting gold improvement materials. The drop rates from refining are identical across all crafts.I don’t ever remember you stating that there needed to be a change in drop rates. In fact, you argued with me against changing that very thing in a different thread. It could be that I believe drop rates need to be adjusted on all grains and you only see a need for a change to chromium, but I am all for either removing grains entirely, or increasing their drop rates.
I thought about that as well. Because they wanted it "special" they had to make it more difficult in some way. They chose doing a grain system. The end result is the same, regardless of how they got there.If you want to imitate real life when it comes to the difference in making a shirt versus making a necklace, then rather than choke the materials, they should’ve made it harder to learn. Lower inspiration, increased research times, or, if you are dead set on choking the supply, choke it by reducing nodes. I know a couple of real life jewelers personally. They couldn’t build a simple table to save their lives.
I was referring to the person who agrees that JC is a "grind", doesn't want to do it, decided to join in on some vet Craglorn trials to get IA/Mending/AY gear so they can run their build, and found out that they actually enjoyed doing that content, and thus is willing to spend the time to get good in trials and mechanics, because that's a part of the game they want to explore. It's a niche argument, I know, but the end-game raid community is small, we need as many in as we want.Gold jewelry isn’t going to change who does end game trials. The biggest problem with endgame content is accessibility. Time required to obtain gear through normal trials, time required to practice rotations, time and materials required to test or create a build that meets an individual’s play style, and lastly, time and power to complete the trials. I’ve owned the game since it launched on console. I run trials with players that have owned the game for half as long as I have, but have put in significantly more hours. They have more free time to play. I am not good/practiced enough to pull off the 35-49k dps needed for vet DLC trials. Gold jewelry, whether I upgraded it or it was dropped, isnt going to change that fact.
The gear isn't "impossible", it's "difficult" and as stated there are numerous sources. I'm sorry you've had bad experiences with the group finder, but that's an argument for another thread.Getting the gear that people want me to have to be “allowed” to participate is only one part of the problem. There’s nothing worse than having to walk away from a vet dungeon that activity finder dropped me into, after 2 hours because people aren’t queueing in their proper role, or someone(sometimes me) can’t do enough dps to make it past a boss, or survive a mechanic.
If ZoS wants more people to participate, then the content can’t seem like such an impossible task. And you know what? Those who lack ability, seek gear. If you hide the gear behind what seems impossible, then they seek another avenue, which was why so many people wanted JC to begin with.
If they were to do this, they would then also have to retroactively change the master writs that are out there, or else they'd flood the economy. As 450 vouchers for what it would cost in work/effort/gold in this scenario would be absurdly cheap.I will go back to my original premise, ZoS didn’t want us to have JC. Rather than give us what we wanted, a viable way to craft and improve jewelry in the same way that we craft weapons and armor, they gave us a ridiculous grind. Here’s your jewelry crafting, we hope you choke on it. There was enough of an uproar initially that they made changes, but those changes didn’t fix some of the fundamental issues of resource availability, and as a byproduct, crafting/upgrade viability.
I personally wouldn’t mind seeing a 15-20% lower drop rate, at the same or slightly higher upgrade costs of other crafting skills, and a removal of the grains system. Or an increase in drop rates of grains to about 400% of other improvement materials.
I’ll end my overly long novel with this:
I like crafting. I put a lot of time into making my characters capable of doing something that a decent amount of people in this game ignore. It’s a feature that allows someone who isn’t as skilled a player to have an accomplishment that others don’t. Even at this stage in the games lifespan, I’m surprised at how many people I get to help out because I can craft any item with any trait. I just want to be able to do that and get better at doing harder content, not have to sacrifice one for the other, which is how jewelry crafting makes me feel. You may think my statement is absurd, but when I have to wait months to get a gold piece of jewelry I want from the Golden, and miss it because of work, and now have to spend a month grinding for the gold or materials to upgrade the dropped piece I have, I think that’s absurd.
Taleof2Cities wrote: »Not participating in PvP is totally your choice, @rustle911 ... I don’t think anyone one disagrees with that.
However, the disagreement starts when players start asking for improvements to the jewelry crafting system and buffing platings drops ... when said players are purposely avoiding game content that yields those drops in the first place.
ZOS shares that same view. To get the most out of the game, you’ll have to be willing to play all types of content ... and not ask for a handout.
Also I just want to point out that while I am ok with it being a grind nothing should be balanced such that to make it viable you have to do 15 times the average player to use it effectively and I think if you want something rare it should be no more that 3 times (referring to those who argue that 15 crafting characters makes it easy or ok as most people have a crafter or 2).
Edit: typo
To be honest, aren't you doing the exact same thing? You are maligning me (and others) because my opinion is different than yours on this matter.
Can somebody honestly answer for me why there can't be one thing that is "special" about crafting, why do they need to be homogeneous? It's true in the real world... It takes a lot more skill to make a gold necklace than it does to make a shirt. Why can't the game simulate that same difference in craftsmanship and skill, by making one more difficult to obtain?
I have offered suggestions galore about small changes that could happen that could make the system better, such as
* a hireling to increase Zircon grains...
* increasing the values of jewelry master writs by another 50% (although I'm sure ZoS doesn't want the flood of vouchers that would bring to the game, as that'd lower the price of the vouchers even more, make the other 6 crafts' master writs less valuable too)
* increasing the drop rate of Chromium grains to be in line with the other crafts (seems to be 50% less than Kuta/Rosin/Wax/Alloy (20% vs 30%))
but nobody says a damn thing about those, but instead call me out as an "elitist", "rich guy who just wants to make money", "malinger", etc... just because I don't share your same view. I like that it's special, I like that the easiest way to get gold jewelry is to run trials on veteran. If you can't or don't want to do those, then Jewelry Crafting is here as an alternative way to achieve the same goal.
I honestly, truly fear, that the end-game raid community could completely dry up if they made it so that it was as easy to get gold jewelry as many here want it to be (we're already a small group).
As noted previously, people who are okay with the system aren't going to be enticed to say anything. The fact that there are several people who think the system is okay with only minor tweaks is proof that there is a sizable contingent who think it's okay.FlopsyPrince wrote: »To be honest, aren't you doing the exact same thing? You are maligning me (and others) because my opinion is different than yours on this matter.
I haven't replied to this thread nearly as much as you have. Nor have I asserted that "everyone" wants it changed, though I do believe more want it changed but just don't care to engage than the reverse.
Can somebody honestly answer for me why there can't be one thing that is "special" about crafting, why do they need to be homogeneous? It's true in the real world... It takes a lot more skill to make a gold necklace than it does to make a shirt. Why can't the game simulate that same difference in craftsmanship and skill, by making one more difficult to obtain?
Give a good reason jewelry should be different first. Consistency is better without a compelling reason otherwise.
I have offered suggestions galore about small changes that could happen that could make the system better, such as
* a hireling to increase Zircon grains...
* increasing the values of jewelry master writs by another 50% (although I'm sure ZoS doesn't want the flood of vouchers that would bring to the game, as that'd lower the price of the vouchers even more, make the other 6 crafts' master writs less valuable too)
* increasing the drop rate of Chromium grains to be in line with the other crafts (seems to be 50% less than Kuta/Rosin/Wax/Alloy (20% vs 30%))
but nobody says a damn thing about those, but instead call me out as an "elitist", "rich guy who just wants to make money", "malinger", etc... just because I don't share your same view. I like that it's special, I like that the easiest way to get gold jewelry is to run trials on veteran. If you can't or don't want to do those, then Jewelry Crafting is here as an alternative way to achieve the same goal.
These suggestions are what I note is good about many of your replies. Then you go back to saying it is "just great" (in so many words) now because it keeps it "special".
I honestly, truly fear, that the end-game raid community could completely dry up if they made it so that it was as easy to get gold jewelry as many here want it to be (we're already a small group).
People only or even primarily do endgame content for jewelry? I find that very hard to believe. Do you really believe that?
FlopsyPrince wrote: »You said you were afraid raiding would decrease if jewelry were less important.
The answer to your base question of why it should change was already noted: Consistency.
FlopsyPrince wrote: »You said you were afraid raiding would decrease if jewelry were less important.
The answer to your base question of why it should change was already noted: Consistency.
I said I was afraid people might NOT GET INTO IT...
Also... not enough of a reason. Why do they need to be consistent??? That's what needs to be answered
FlopsyPrince wrote: »FlopsyPrince wrote: »You said you were afraid raiding would decrease if jewelry were less important.
The answer to your base question of why it should change was already noted: Consistency.
I said I was afraid people might NOT GET INTO IT...
Also... not enough of a reason. Why do they need to be consistent??? That's what needs to be answered
It is the only crafting line that is different. No reason for that.
FlopsyPrince wrote: »FlopsyPrince wrote: »You said you were afraid raiding would decrease if jewelry were less important.
The answer to your base question of why it should change was already noted: Consistency.
I said I was afraid people might NOT GET INTO IT...
Also... not enough of a reason. Why do they need to be consistent??? That's what needs to be answered
It is the only crafting line that is different. No reason for that.
ZoS' official statements is the reason why. The "boss" wants it that way, so it's done that way unless you can give a very compelling, logical reason why it should be different.
BretonMage wrote: »If they reduced the grain to plating requirement to 5 grains per plating, I think that should balance it out appropriately. It will still be much more of a grind compared to the other crafting skills, but it will at least be bearable. As I see it, this is probably the most straightforward fix that won't require too many other variables to be tweaked.
Crafts_Many_Boxes wrote: »BretonMage wrote: »If they reduced the grain to plating requirement to 5 grains per plating, I think that should balance it out appropriately. It will still be much more of a grind compared to the other crafting skills, but it will at least be bearable. As I see it, this is probably the most straightforward fix that won't require too many other variables to be tweaked.
One of the key points of this discussion is that they can't make upgrading to gold cheaper than the gold vendor. If anything, for the system to make any sense at all, it needs to stay more expensive than the gold vendor.
Right now it's 400-450K to take a ring to gold from base, about 330-350K for just purple to gold. It is 250k for the expensive tier of rings from the gold vendor. So right now, upgrading yourself costs almost twice as much as buying from the golden.
That being said, having the freedom to upgrade whatever you want is far more useful than the RNG of the gold vendor, so it SHOULD be more expensive.
The real questions are
A) Should gold jewelry be ~twice as expensive to craft vs the gold vendor? What increase is considered "fair"?
Are the base prices of the gold vendor OK? That dictates to what degree JC needs to change, if at all.
Taleof2Cities wrote: »Many players (including this player) appreciate your feedback ... and your desire to improve the system (from what it is today) is admirable.
But introducing platings for writ rewards is over the top, in my opinion. For a multitude of reasons other than the jewelry market tanking (which it would surely do).
Giving players gold platings for master writs means they don’t have to do the challenging types of content to get their gear. They can run a normal trial or dungeon, do four (4) max level writs, and voila ... gold jewelry.
Not to mention, there’s really not a huge difference in stats between purple and gold jewelry.
To summarize, there are ways to improve jewelry crafting. Handing out platings like candy is one I wouldn’t put high on the list.
Alinhbo_Tyaka wrote: »Crafts_Many_Boxes wrote: »BretonMage wrote: »If they reduced the grain to plating requirement to 5 grains per plating, I think that should balance it out appropriately. It will still be much more of a grind compared to the other crafting skills, but it will at least be bearable. As I see it, this is probably the most straightforward fix that won't require too many other variables to be tweaked.
One of the key points of this discussion is that they can't make upgrading to gold cheaper than the gold vendor. If anything, for the system to make any sense at all, it needs to stay more expensive than the gold vendor.
Right now it's 400-450K to take a ring to gold from base, about 330-350K for just purple to gold. It is 250k for the expensive tier of rings from the gold vendor. So right now, upgrading yourself costs almost twice as much as buying from the golden.
That being said, having the freedom to upgrade whatever you want is far more useful than the RNG of the gold vendor, so it SHOULD be more expensive.
The real questions are
A) Should gold jewelry be ~twice as expensive to craft vs the gold vendor? What increase is considered "fair"?
Are the base prices of the gold vendor OK? That dictates to what degree JC needs to change, if at all.
The problem, at least from what I can see for some sets, is there is no predictability for the Gold Vendor availability. Some sets like Necropotence haven't had an item available across all platforms since June, 2017. You also have crafted sets that will never be available at the Gold Vendor so why should those require a premium? After all they don't really compete with it.