I do think they'll be tweaking and adjusting this as they go... Nobody in his right mind will be investing time in something like this as it is designed... it's madness.
But they like to use this tactic often... start with a ridiculous forced scarcity so early adopters that don't have a life can fill their pockets with gold and take advantage over the rest of the player base and months from now they'll patch it up and ease the access to the system for the masses. That method guarantees exclusivity and "specialness" for the few people that like that kind of stuff for a few months at the expense of the the rest of the game population that would like to use the system too, but have normal lives.
Nobody remembers what was like when IC came out? How difficult was to acquire vr15 mats back then... vr16 gear didn't drop anywhere, the most you could get is vr15 gear and *only* in IC... until Wrothgar came out there wasn't a single material node for vr15 in the game.
The trouble with this tactic they use.. is that you cannot trust them, they're not open about it and they can change anything on a whim... and they're tweaking drop rates for everything all the time.
Oh cool, another one of these threads. Got it, jewelry crafting will require much effort.
How will I survive?!? Oh wait, same way I did before.
It will take time but eventually market will become saturated enough with materials for jewelry crafting and when that time comes, I will simply buy the materials I lack with gold. Until then, I will harvest as usual and make due.
And they would've remained mega grindy if ZOS never changed their sourcing. If harvestable nodes were never introduced, and decon/Tel-Var was still the only source of gear (decon 150 pieces of gear to craft a single chest piece, yay!), then I doubt you would still be okay with any of that. And that's the point--ZOS eventually realized that the insanity of the ruby-tier mats was untenable and unhealthy and they added substantially more sources as a result.It sounds mega grindy, but so did the requirement for 100+ pieces for every rank 10 armour piece/weapon. So was getting Lorkhan's Tears when they were exclusive to Craglorn and IC.
Apache_Kid wrote: »Pangnirtung wrote: »I only skimmed the replies so I am not sure that anyone else feels like I do.
I remember when the game came out of beta and people were complaining about how long it would take to research all blacksmithing, etc. crafts. Some actually did the math and complained about what a grind it would be.
Well, fast forward a few years and it doesn't seem like a grind to me. Sure it takes some time but that makes it more worthwhile.
What would be the point of having an oversupply of everything, make crafting instantaneous and insanely fast? In a short time boredom would set in and crafted jewellery would be in abundance.
I prefer jewellery crafting to take forever. For me it is part of the enjoyment of the game. Is it the destination or the journey that is important?
Ok you, like many others, keeps mentioning the OTHER crafting professions while completely ignoring the fact that mat cost to upgrade anything is TEN TIMES the cost of the other professions. There is no comparasion here, anyone trying to compare jewelry crafting to other crafting professions in this game completely ignored the OP in this thread.
Also, for something like jewelry crafting, which has the "journey" consist of farming materials or sitting and waiting to research traits, I can pretty much speak for many of us when I say Only the destination matters here
Why would the "journey" be enjoyable when i am either spending the entire journey running around from node to node pressing the same button or running vAA over and over and over for gold mats?
None of that is fun or entertaining. It's work, it's menial labor, it's a chore. I would literally have more fun AT MY ACTUAL JOB.
There are some of us that have like real life responsibilities and friends and family that want Jewelry crafting to behave EXACTLY AS ALL THE OTHER PROFESSIONS.
Edit: Y'all realize we are paying real money for this right? We are paying to do menial labor. If i am going to pay money for a feature in a game i expect it to be faster than/or the same speed as other things in the game. This kind of grind should be for a free feature. Not something we are paying for. Everyone defending this is out of their minds. You have truly lost the plot. People keep saying "oh well this used to be thought of as a grind too" without even thinking for two seconds that this grind will be at the very least TEN TIMES the grind of any other crafting grind in the game. People will NEVER be swimming in the mats except the bot-masters. Get real.
Pangnirtung wrote: »Apache_Kid wrote: »Pangnirtung wrote: »I only skimmed the replies so I am not sure that anyone else feels like I do.
I remember when the game came out of beta and people were complaining about how long it would take to research all blacksmithing, etc. crafts. Some actually did the math and complained about what a grind it would be.
Well, fast forward a few years and it doesn't seem like a grind to me. Sure it takes some time but that makes it more worthwhile.
What would be the point of having an oversupply of everything, make crafting instantaneous and insanely fast? In a short time boredom would set in and crafted jewellery would be in abundance.
I prefer jewellery crafting to take forever. For me it is part of the enjoyment of the game. Is it the destination or the journey that is important?
Ok you, like many others, keeps mentioning the OTHER crafting professions while completely ignoring the fact that mat cost to upgrade anything is TEN TIMES the cost of the other professions. There is no comparasion here, anyone trying to compare jewelry crafting to other crafting professions in this game completely ignored the OP in this thread.
Also, for something like jewelry crafting, which has the "journey" consist of farming materials or sitting and waiting to research traits, I can pretty much speak for many of us when I say Only the destination matters here
Why would the "journey" be enjoyable when i am either spending the entire journey running around from node to node pressing the same button or running vAA over and over and over for gold mats?
None of that is fun or entertaining. It's work, it's menial labor, it's a chore. I would literally have more fun AT MY ACTUAL JOB.
There are some of us that have like real life responsibilities and friends and family that want Jewelry crafting to behave EXACTLY AS ALL THE OTHER PROFESSIONS.
Edit: Y'all realize we are paying real money for this right? We are paying to do menial labor. If i am going to pay money for a feature in a game i expect it to be faster than/or the same speed as other things in the game. This kind of grind should be for a free feature. Not something we are paying for. Everyone defending this is out of their minds. You have truly lost the plot. People keep saying "oh well this used to be thought of as a grind too" without even thinking for two seconds that this grind will be at the very least TEN TIMES the grind of any other crafting grind in the game. People will NEVER be swimming in the mats except the bot-masters. Get real.
Get real? Because we disagree? Get real?
Happily my mission is NOT to convince others to feel exactly the way I do.
Have a happy life.
Pangnirtung wrote: »I prefer jewellery crafting to take forever. For me it is part of the enjoyment of the game. Is it the destination or the journey that is important?
Pangnirtung wrote: »I prefer jewellery crafting to take forever. For me it is part of the enjoyment of the game. Is it the destination or the journey that is important?
It's important to make a distinction between the time dedication for something like trait research. And the time dedication for something like node farming.
For trait research, once you've spent that time, you've spent that time and you're done. Or, if you prefer, there is a destination. Not for material acquisition, though, because once you spend those materials to craft something, you're back at square one again and have to do it again. And again. For as long as you intend to use the craft to create. There is no destination--it's a treadmill.
(Also, trait research doesn't require much active time--once you start the research, you can go and enjoy other parts of the game. Node farming requires actual boots-on-the-ground time. Unless you're a bot.)
To craft a set of GREEN jewelry, you'll need 60 grains. That requires refining an average of 4000 raw mats--20 stacks of raw mats just to upgrade a single 3p jewelry set to GREEN. Each node you harvest yields 3-4 raws. Plus 10% at double yield from that CP passive. So on average, you are getting 3.85 raws per node harvest. You'll need to run around harvesting 1039 nodes. Let's say you can get one node every 10 seconds (which is exceedingly generous and assumes that you have a zone all to yourself with no other players), you'll need to spend nearly 3 hours of non-stop no-breaks node-farming just to craft a single GREEN jewelry set. We're not talking about those bourgeois purples or even blues of the elitists. Just green.
Of course, the reality is that jewelry nodes just do not spawn densely enough to support that exceedingly generous 1 harvest per 10s. And there will be other players around looking to harvest, too. So in reality, you're looking at probably 8+ hours of non-stop no-breaks node harvesting. For a single green jewelry set. Hey, doesn't that sound more like a full-time day job than... a game?
And the best part? When you need another jewelry set, you get to do this all over again. From scratch. Not quite like research investment, now is it?
PS: You need to compare this to dropped jewelry, too. All dropped jewelry are green or higher in quality--white quality dropped jewelry doesn't even exist. Half an hour of dolmens, and you can have a full jewelry set in green or better quality. Why is crafting such a punitive way to acquire jewelry?
jedtb16_ESO wrote: »Pangnirtung wrote: »I prefer jewellery crafting to take forever. For me it is part of the enjoyment of the game. Is it the destination or the journey that is important?
It's important to make a distinction between the time dedication for something like trait research. And the time dedication for something like node farming.
For trait research, once you've spent that time, you've spent that time and you're done. Or, if you prefer, there is a destination. Not for material acquisition, though, because once you spend those materials to craft something, you're back at square one again and have to do it again. And again. For as long as you intend to use the craft to create. There is no destination--it's a treadmill.
(Also, trait research doesn't require much active time--once you start the research, you can go and enjoy other parts of the game. Node farming requires actual boots-on-the-ground time. Unless you're a bot.)
To craft a set of GREEN jewelry, you'll need 60 grains. That requires refining an average of 4000 raw mats--20 stacks of raw mats just to upgrade a single 3p jewelry set to GREEN. Each node you harvest yields 3-4 raws. Plus 10% at double yield from that CP passive. So on average, you are getting 3.85 raws per node harvest. You'll need to run around harvesting 1039 nodes. Let's say you can get one node every 10 seconds (which is exceedingly generous and assumes that you have a zone all to yourself with no other players), you'll need to spend nearly 3 hours of non-stop no-breaks node-farming just to craft a single GREEN jewelry set. We're not talking about those bourgeois purples or even blues of the elitists. Just green.
Of course, the reality is that jewelry nodes just do not spawn densely enough to support that exceedingly generous 1 harvest per 10s. And there will be other players around looking to harvest, too. So in reality, you're looking at probably 8+ hours of non-stop no-breaks node harvesting. For a single green jewelry set. Hey, doesn't that sound more like a full-time day job than... a game?
And the best part? When you need another jewelry set, you get to do this all over again. From scratch. Not quite like research investment, now is it?
PS: You need to compare this to dropped jewelry, too. All dropped jewelry are green or higher in quality--white quality dropped jewelry doesn't even exist. Half an hour of dolmens, and you can have a full jewelry set in green or better quality. Why is crafting such a punitive way to acquire jewelry?
you see punitive, i see challenge.... one that i am looking forward to.
jedtb16_ESO wrote: »Pangnirtung wrote: »I prefer jewellery crafting to take forever. For me it is part of the enjoyment of the game. Is it the destination or the journey that is important?
It's important to make a distinction between the time dedication for something like trait research. And the time dedication for something like node farming.
For trait research, once you've spent that time, you've spent that time and you're done. Or, if you prefer, there is a destination. Not for material acquisition, though, because once you spend those materials to craft something, you're back at square one again and have to do it again. And again. For as long as you intend to use the craft to create. There is no destination--it's a treadmill.
(Also, trait research doesn't require much active time--once you start the research, you can go and enjoy other parts of the game. Node farming requires actual boots-on-the-ground time. Unless you're a bot.)
To craft a set of GREEN jewelry, you'll need 60 grains. That requires refining an average of 4000 raw mats--20 stacks of raw mats just to upgrade a single 3p jewelry set to GREEN. Each node you harvest yields 3-4 raws. Plus 10% at double yield from that CP passive. So on average, you are getting 3.85 raws per node harvest. You'll need to run around harvesting 1039 nodes. Let's say you can get one node every 10 seconds (which is exceedingly generous and assumes that you have a zone all to yourself with no other players), you'll need to spend nearly 3 hours of non-stop no-breaks node-farming just to craft a single GREEN jewelry set. We're not talking about those bourgeois purples or even blues of the elitists. Just green.
Of course, the reality is that jewelry nodes just do not spawn densely enough to support that exceedingly generous 1 harvest per 10s. And there will be other players around looking to harvest, too. So in reality, you're looking at probably 8+ hours of non-stop no-breaks node harvesting. For a single green jewelry set. Hey, doesn't that sound more like a full-time day job than... a game?
And the best part? When you need another jewelry set, you get to do this all over again. From scratch. Not quite like research investment, now is it?
PS: You need to compare this to dropped jewelry, too. All dropped jewelry are green or higher in quality--white quality dropped jewelry doesn't even exist. Half an hour of dolmens, and you can have a full jewelry set in green or better quality. Why is crafting such a punitive way to acquire jewelry?
you see punitive, i see challenge.... one that i am looking forward to.
jedtb16_ESO wrote: »Pangnirtung wrote: »I prefer jewellery crafting to take forever. For me it is part of the enjoyment of the game. Is it the destination or the journey that is important?
It's important to make a distinction between the time dedication for something like trait research. And the time dedication for something like node farming.
For trait research, once you've spent that time, you've spent that time and you're done. Or, if you prefer, there is a destination. Not for material acquisition, though, because once you spend those materials to craft something, you're back at square one again and have to do it again. And again. For as long as you intend to use the craft to create. There is no destination--it's a treadmill.
(Also, trait research doesn't require much active time--once you start the research, you can go and enjoy other parts of the game. Node farming requires actual boots-on-the-ground time. Unless you're a bot.)
To craft a set of GREEN jewelry, you'll need 60 grains. That requires refining an average of 4000 raw mats--20 stacks of raw mats just to upgrade a single 3p jewelry set to GREEN. Each node you harvest yields 3-4 raws. Plus 10% at double yield from that CP passive. So on average, you are getting 3.85 raws per node harvest. You'll need to run around harvesting 1039 nodes. Let's say you can get one node every 10 seconds (which is exceedingly generous and assumes that you have a zone all to yourself with no other players), you'll need to spend nearly 3 hours of non-stop no-breaks node-farming just to craft a single GREEN jewelry set. We're not talking about those bourgeois purples or even blues of the elitists. Just green.
Of course, the reality is that jewelry nodes just do not spawn densely enough to support that exceedingly generous 1 harvest per 10s. And there will be other players around looking to harvest, too. So in reality, you're looking at probably 8+ hours of non-stop no-breaks node harvesting. For a single green jewelry set. Hey, doesn't that sound more like a full-time day job than... a game?
And the best part? When you need another jewelry set, you get to do this all over again. From scratch. Not quite like research investment, now is it?
PS: You need to compare this to dropped jewelry, too. All dropped jewelry are green or higher in quality--white quality dropped jewelry doesn't even exist. Half an hour of dolmens, and you can have a full jewelry set in green or better quality. Why is crafting such a punitive way to acquire jewelry?
you see punitive, i see challenge.... one that i am looking forward to.
vMA is a challenge. PvP is a challenge. If you think that mindlessly running from node to node thousands of times like some sweat-shop slave is a fun challenge... then I suppose we'll just have to agree to disagree. And I suspect that most people would agree with me.
Most players who regularly participate in the PTS or otherwise follow the PTS closely already know what will be in store for them when the Summerset update introduces jewelry crafting, but I suspect that most of the player base are not yet aware of some of the details of the system.
Specifically, the amount of materials needed to upgrade jewelry quality is 10x more than what is needed for the other crafts.
Similar to the other crafts, it takes 2 green plates, 3 blue plates, 4 purple plates, and 8 golden plates to upgrade jewelry if you have maxed the improvement passives. The problem is that whereas you acquire full pieces of upgrade materials for the other crafts, the upgrade materials for jewelry come in the form of grains, which represent 1/10th of a plate. And, most crucially, based on testing that people have done on the PTS, these grains drop at the same rate as the full upgrade materials of the other crafts.
For example, when you deconstruct a purple-quality staff with maxed deconstruction passives, you have a 50% chance of getting a single Mastic from the deconstruction. When you deconstruct a purple-quality ring with the necessary deconstruction passives, you have the same 50% chance of getting a single grain of a purple jewelry upgrade material. Each time you refine raw wood, you have a 7.5% chance to acquire a single Mastic--a full purple upgrade mat. Each time you refine raw jewelry mats, you have the same 7.5% chance to acquire a single grain of a purple jewelry upgrade material.
Effectively, the amount of materials needed to upgrade is 10x more than that of the other crafts, since the upgrade materials are acquired as 1/10th grains from all sources (refinement, deconstruction, and writ rewards; there are no hirelings), at rates that are apparently identical to that of full upgrade mats of other crafts.
What does this mean? It means that to craft a single purple-quality Julianos ring, you will need 20 green grains, 30 blue grains, and 40 purple grains. Purple mats--grains for jewelry and full upgrade mats for the other crafts--drop at a 7.5% rate per refinement. To acquire 40 grains, you will need to refine 533 times; you will need to acquire and refine approximately 5300 raw jewelry mats just to craft a single purple ring.
Let's say purple is too rich for your blood. You just want to craft a simple blue-quality Julianos ring. That's 30 blue grains, which, at a drop rate of 12.5% per refinement, is 240 refinements. You need to acquire and refine 2400 raw jewelry mats to craft a single blue Julianos ring.
What if you're leveling a character, and instead of wearing random dropped jewelry as you do now, you want to craft a matching set of jewelry? Since it's just a character that's being leveled, you're not too picky and will be happy with simple green quality. 20 grains at a 15% drop rate means 133 refinements. You need to acquire and refine 6-7 stacks of raw jewelry mats just to upgrade a single ring to green quality.
Still excited about jewelry crafting?
I have friends who were excited about all the golden jewelry from vet trials that they can decon for mats next patch. Similar to other crafts, with maxed passives, you have only a 50% chance of getting an upgrade mat from decon. Except here, it's just a grain. To acquire the 80 grains needed to upgrade a single purple ring to gold, you'll need an average of 160 gold rings to decon. Think about that for a moment. You need to decon 160 golden jewelry pieces... to upgrade a single jewelry piece. That's 80 runs of vAA HM to get the mats for golding one jewelry piece via decon. I don't know about you, but I'll probably go crazy before the 20th run.
Or, if you're crazy enough to seek golden quality through refinement, you're looking at 1600 refinements: 16K, or 80 full stacks, of raw jewelry mats. For a single jewelry piece.
Oh, and did I mention that there are no hirelings? I did, but let's reiterate that.
How's that excitement for jewelry crafting now?
There is an easy solution, though: increase the drop rate of grains. They currently drop at the same rate as full upgrade mats of other crafts. (50% per decon, 15% green per refinement, 12.5% blue per refinement, 7.5% purple per refinement, and 5% gold per refinement.) If, for example, deconstruction always guaranteed at least 1 grain, with the chance of sometimes getting multiple grains, the drop rate would still be substantially lower than that of the other crafts, but not quite as insane as it currently is on the PTS. As it stands, jewelry crafting isn't fun. It isn't accessible. And I don't see myself seriously using it any time this year.
@ZOS_GinaBruno @ZOS_RichLambert
So this means what? that its more work to upgrade jewelry? So what? You only have 3 pieces of jewelry vs 9 of other equip and the stat difference between purple and gold jewelry is marginal at best....you simply RUN PURPLE JEWELRY TO TEST OUT BUILDS and only upgrade your favorite set pieces....you wont really notice a difference between purple and gold 99.9% of the time. In short: Who cares? Get over it.
you simply RUN PURPLE JEWELRY TO TEST OUT BUILDS
jedtb16_ESO wrote: »Pangnirtung wrote: »I prefer jewellery crafting to take forever. For me it is part of the enjoyment of the game. Is it the destination or the journey that is important?
It's important to make a distinction between the time dedication for something like trait research. And the time dedication for something like node farming.
For trait research, once you've spent that time, you've spent that time and you're done. Or, if you prefer, there is a destination. Not for material acquisition, though, because once you spend those materials to craft something, you're back at square one again and have to do it again. And again. For as long as you intend to use the craft to create. There is no destination--it's a treadmill.
(Also, trait research doesn't require much active time--once you start the research, you can go and enjoy other parts of the game. Node farming requires actual boots-on-the-ground time. Unless you're a bot.)
To craft a set of GREEN jewelry, you'll need 60 grains. That requires refining an average of 4000 raw mats--20 stacks of raw mats just to upgrade a single 3p jewelry set to GREEN. Each node you harvest yields 3-4 raws. Plus 10% at double yield from that CP passive. So on average, you are getting 3.85 raws per node harvest. You'll need to run around harvesting 1039 nodes. Let's say you can get one node every 10 seconds (which is exceedingly generous and assumes that you have a zone all to yourself with no other players), you'll need to spend nearly 3 hours of non-stop no-breaks node-farming just to craft a single GREEN jewelry set. We're not talking about those bourgeois purples or even blues of the elitists. Just green.
Of course, the reality is that jewelry nodes just do not spawn densely enough to support that exceedingly generous 1 harvest per 10s. And there will be other players around looking to harvest, too. So in reality, you're looking at probably 8+ hours of non-stop no-breaks node harvesting. For a single green jewelry set. Hey, doesn't that sound more like a full-time day job than... a game?
And the best part? When you need another jewelry set, you get to do this all over again. From scratch. Not quite like research investment, now is it?
PS: You need to compare this to dropped jewelry, too. All dropped jewelry are green or higher in quality--white quality dropped jewelry doesn't even exist. Half an hour of dolmens, and you can have a full jewelry set in green or better quality. Why is crafting such a punitive way to acquire jewelry?
you see punitive, i see challenge.... one that i am looking forward to.
vMA is a challenge. PvP is a challenge. If you think that mindlessly running from node to node thousands of times like some sweat-shop slave is a fun challenge... then I suppose we'll just have to agree to disagree. And I suspect that most people would agree with me.
you simply RUN PURPLE JEWELRY TO TEST OUT BUILDS
@josiahva You mean "run white" to test out builds, right? Or did you miss the part where, in order to upgrade a set of jewelry to purple, you'll need to gather and refine 16K raw mats? 80 stacks of raw mats. To "test out" a build in purple. Let me know how that works out for ya!
Even greening a set will require harvesting and refining 20 stacks of raw mats. As I've said again and again, the system as it exists currently on the PTS is inappropriate across the entire spectrum. Gold upgrades are a red herring that I frankly don't care about.
you simply RUN PURPLE JEWELRY TO TEST OUT BUILDS
@josiahva You mean "run white" to test out builds, right? Or did you miss the part where, in order to upgrade a set of jewelry to purple, you'll need to gather and refine 16K raw mats? 80 stacks of raw mats. To "test out" a build in purple. Let me know how that works out for ya!
Even greening a set will require harvesting and refining 20 stacks of raw mats. As I've said again and again, the system as it exists currently on the PTS is inappropriate across the entire spectrum. Gold upgrades are a red herring that I frankly don't care about.
so, tell me what 2 CRAFTED sets you plan on running together. There might be a couple combinations I would like to try out, but all Jewelry crafting means to me for the vast majority of the time is upgrading DROPPED items to gold and changing the trait on them because most of the combinations I would like to try are going to be 1 crafted and 1 dropped set...why would I choose to CRAFT the jewelry when I could just go far the DROPPED set and change the trait? THe only time it becomes a grind is if you simply MUST have 2 crafted sets.
redspecter23 wrote: »you simply RUN PURPLE JEWELRY TO TEST OUT BUILDS
@josiahva You mean "run white" to test out builds, right? Or did you miss the part where, in order to upgrade a set of jewelry to purple, you'll need to gather and refine 16K raw mats? 80 stacks of raw mats. To "test out" a build in purple. Let me know how that works out for ya!
Even greening a set will require harvesting and refining 20 stacks of raw mats. As I've said again and again, the system as it exists currently on the PTS is inappropriate across the entire spectrum. Gold upgrades are a red herring that I frankly don't care about.
so, tell me what 2 CRAFTED sets you plan on running together. There might be a couple combinations I would like to try out, but all Jewelry crafting means to me for the vast majority of the time is upgrading DROPPED items to gold and changing the trait on them because most of the combinations I would like to try are going to be 1 crafted and 1 dropped set...why would I choose to CRAFT the jewelry when I could just go far the DROPPED set and change the trait? THe only time it becomes a grind is if you simply MUST have 2 crafted sets.
What you describe is exactly the problem. People simply won't craft jewelry unless there is no other way to make the sets work, basically 2 crafted sets used together. The question is, should that be the case? Should the material cost be so high that the profession is ignored unless it's absolutely necessary and there is no other way to make the set combinations work? The message we're getting from ZOS right now is that is true. Master writs? A complete write off. Making jewelry for leveling up? Only if you do it white quality.
Apache_Kid wrote: »jedtb16_ESO wrote: »Pangnirtung wrote: »I prefer jewellery crafting to take forever. For me it is part of the enjoyment of the game. Is it the destination or the journey that is important?
It's important to make a distinction between the time dedication for something like trait research. And the time dedication for something like node farming.
For trait research, once you've spent that time, you've spent that time and you're done. Or, if you prefer, there is a destination. Not for material acquisition, though, because once you spend those materials to craft something, you're back at square one again and have to do it again. And again. For as long as you intend to use the craft to create. There is no destination--it's a treadmill.
(Also, trait research doesn't require much active time--once you start the research, you can go and enjoy other parts of the game. Node farming requires actual boots-on-the-ground time. Unless you're a bot.)
To craft a set of GREEN jewelry, you'll need 60 grains. That requires refining an average of 4000 raw mats--20 stacks of raw mats just to upgrade a single 3p jewelry set to GREEN. Each node you harvest yields 3-4 raws. Plus 10% at double yield from that CP passive. So on average, you are getting 3.85 raws per node harvest. You'll need to run around harvesting 1039 nodes. Let's say you can get one node every 10 seconds (which is exceedingly generous and assumes that you have a zone all to yourself with no other players), you'll need to spend nearly 3 hours of non-stop no-breaks node-farming just to craft a single GREEN jewelry set. We're not talking about those bourgeois purples or even blues of the elitists. Just green.
Of course, the reality is that jewelry nodes just do not spawn densely enough to support that exceedingly generous 1 harvest per 10s. And there will be other players around looking to harvest, too. So in reality, you're looking at probably 8+ hours of non-stop no-breaks node harvesting. For a single green jewelry set. Hey, doesn't that sound more like a full-time day job than... a game?
And the best part? When you need another jewelry set, you get to do this all over again. From scratch. Not quite like research investment, now is it?
PS: You need to compare this to dropped jewelry, too. All dropped jewelry are green or higher in quality--white quality dropped jewelry doesn't even exist. Half an hour of dolmens, and you can have a full jewelry set in green or better quality. Why is crafting such a punitive way to acquire jewelry?
you see punitive, i see challenge.... one that i am looking forward to.
Hahahahah mindlessly dedicating all of your free-time to harvesting nodes and running vAA for gold decon drops is not a "challenge".
It's insanity
Oh yeah, you're right -- Star Dew was the thing people in Craglorn were fighting over. I just put my alts in IC sewer bases and logged in and out a few times to farm the potion bottles, kegs, and backpacks there, had a stockpile of Tears within a week.Why repeat that mistake? Why not get it right to start with instead of starting with a broken system and adjusting it patches later when they realize that their customers' complaints were right all along?
(Also, Lorkhan's Tears were available only in IC. The waters of Craglorn yielded Star Dew, and the cost of Lorkhan's Tears meant many players--myself included--settled for cheaper VR10 potions using Star Dew instead of VR15 potions.)
I think it's more likely to widen the gap, TBH. To narrow the gap, the grind needs to be worse for the long-term player, but it's not. Plus, the long-term player has advantages. They can farm normal writs (which are not insane like the master writs) on 15 characters to get surveys for raws and grains. They also have easier access to materials from decon because they have more content that is accessible and can kill trash faster.I'm not sure that it's a mistake they're repeating rather than a strategy they're following. Why they're doing it is anyone's guess -- my guess is it's at attempt to keep a level playing field at the start. As a material-rich player with maxed crafts on 15 alts, my perspective of the jewelrycrafting grind is very different from that of a brand-new player who hasn't got a single mat stack to their name and is tier 1 in all professions -- maybe the grind being so bad at the start is so that the "have-nots" now can catch up at least a little to the "haves" before the mats are made more widely available.
But what do you need Dust for? You're at CP cap and all your characters are leveled. I've never found a use for the Dust that I collected--I just gaze upon it in my bag and say, "I have some". Jewelry crafting, however, opens up builds and affects combat. It's something that holds much greater relevance for the typical player than Dust.Anyway, my point is that this still isn't the worst grind in the game's history. Dust has that market cornered.
Dude, you have Master Angler.Perfect Roe, too, come to think of it.
It'll be like the VR15/16 mats--it'll be fine, yes, but only after ZOS changes the sourcing. Whether that happens before the end of PTS or in some distant future update, I am convinced that is what it will take for it to be fine.It's gonna suck for a while but then it'll be fine.