not kidding or mocking - I have no idea what you're talking about - have they introduced a new ore node? I'm guessing it has something to do with the new jewelry crafting resources? but are you saying that the jewelrycrafting nodes only proc after someone has mined an ore node?
Chilly-McFreeze wrote: »not kidding or mocking - I have no idea what you're talking about - have they introduced a new ore node? I'm guessing it has something to do with the new jewelry crafting resources? but are you saying that the jewelrycrafting nodes only proc after someone has mined an ore node?
Metalworking ores and jewelry nodes share the same spawn point. So it either spawns as jewelry or metalworking node. Means if some node has spawned as ore it has to be farmed in order to maybe spawn as jewelry node.
Jemcrystal wrote: »Why did zos attach the jewelry ores to the regular mining ore nodes? Now to get to the Platinum and Pewter I am forced to mine all the Rubedite in hopes the node will revert. Then someone else comes in behind me and gets the reversion and I end up with mountain stacks of Rubedite.
Why zos don't you put down NEW jewelry only ore nodes in the lagless zones no one visits?
Chilly-McFreeze wrote: »not kidding or mocking - I have no idea what you're talking about - have they introduced a new ore node? I'm guessing it has something to do with the new jewelry crafting resources? but are you saying that the jewelrycrafting nodes only proc after someone has mined an ore node?
Metalworking ores and jewelry nodes share the same spawn point. So it either spawns as jewelry or metalworking node. Means if some node has spawned as ore it has to be farmed in order to maybe spawn as jewelry node.
Carbonised wrote: »The only right implementation from ZOS on this would have been to add completely new node spawn points for this new resource, which they could make as common or rare as they like.
Instead they went the incredibly daft and lazy route of simply turning X% of their ore nodes into jewelry nodes instead.
The fact that it completely ruins the balance and market for all ore related goods seem to have gone completely over their head, not to mention you now can't farm specifically for neither ore nor jewelry mats, since they share the same spawn points and forces you to do them simultaneously.
So many headaches are coming out of this, for crafters, for traders, for farmers, and by proxy for everyone else who rely on them. And all of this could have been avoided by someone spending a few days going through all the zones and adding new nodes, heck, you could even get some interns to do that job for you.
Left-handed half-arsed lazy man's implementation of jewelrynodes ...
ilikepickles wrote: »Carbonised wrote: »The only right implementation from ZOS on this would have been to add completely new node spawn points for this new resource, which they could make as common or rare as they like.
Instead they went the incredibly daft and lazy route of simply turning X% of their ore nodes into jewelry nodes instead.
The fact that it completely ruins the balance and market for all ore related goods seem to have gone completely over their head, not to mention you now can't farm specifically for neither ore nor jewelry mats, since they share the same spawn points and forces you to do them simultaneously.
So many headaches are coming out of this, for crafters, for traders, for farmers, and by proxy for everyone else who rely on them. And all of this could have been avoided by someone spending a few days going through all the zones and adding new nodes, heck, you could even get some interns to do that job for you.
Left-handed half-arsed lazy man's implementation of jewelrynodes ...
Then you cry about the FPS drops, increased load times, and extra lag from all the new crap the game's populating zones with.
So because they don't take your narrowminded approach they're lazy and daft?
@Carbonised
Left-handed as an insult? Please! Cack-handed is the insult you're looking for. (I hope)
Carbonised wrote: »The only right implementation from ZOS on this would have been to add completely new node spawn points for this new resource, which they could make as common or rare as they like.
Instead they went the incredibly daft and lazy route of simply turning X% of their ore nodes into jewelry nodes instead.
The fact that it completely ruins the balance and market for all ore related goods seem to have gone completely over their head, not to mention you now can't farm specifically for neither ore nor jewelry mats, since they share the same spawn points and forces you to do them simultaneously.
So many headaches are coming out of this, for crafters, for traders, for farmers, and by proxy for everyone else who rely on them. And all of this could have been avoided by someone spending a few days going through all the zones and adding new nodes, heck, you could even get some interns to do that job for you.
Left-handed half-arsed lazy man's implementation of jewelrynodes ...
Carbonised wrote: »Left-handed half-arsed lazy man's implementation of jewelrynodes ...
ilikepickles wrote: »[Snip].
I'm just giving you the reality of this game's community: Nothing will ever be good enough, everyone ever will find something to cry about in regards to anything, because that's how game communities have worked since ever.
Carbonised wrote: »The only right implementation from ZOS on this would have been to add completely new node spawn points for this new resource, which they could make as common or rare as they like.
Instead they went the incredibly daft and lazy route of simply turning X% of their ore nodes into jewelry nodes instead.
The fact that it completely ruins the balance and market for all ore related goods seem to have gone completely over their head, not to mention you now can't farm specifically for neither ore nor jewelry mats, since they share the same spawn points and forces you to do them simultaneously.
So many headaches are coming out of this, for crafters, for traders, for farmers, and by proxy for everyone else who rely on them. And all of this could have been avoided by someone spending a few days going through all the zones and adding new nodes, heck, you could even get some interns to do that job for you.
Left-handed half-arsed lazy man's implementation of jewelrynodes ...
Don't add left handed in there! Holy[snip]. The rest is fine but left handed? They WISH.
TheCyberDruid wrote: »Carbonised wrote: »Left-handed half-arsed lazy man's implementation of jewelrynodes ...
At least they just made Psijic rifts = runestones++ I was wondering how I'm going to find those new shiny things when I just stumbled over a good ol' runestone that 'magically' turned into a rift. Really the most lazy way to introduce new features.
Jemcrystal wrote: »Why did zos attach the jewelry ores to the regular mining ore nodes? Now to get to the Platinum and Pewter I am forced to mine all the Rubedite in hopes the node will revert. Then someone else comes in behind me and gets the reversion and I end up with mountain stacks of Rubedite.
Why zos don't you put down NEW jewelry only ore nodes in the lagless zones no one visits?
Doctordarkspawn wrote: »RUBEDITE FOR THE RUBEDITE THRONE.