I have heard many guild mates complaining that they are getting significantly fewer gold items when refining with the multi craft option.
OK I just got 3 rosin for 400+ rough pieces of ruby ash. Complete rubbish. Using the multicraft piece of rubbish. Not even by choice. I wanted to go ten by ten but it defaulted to max after the first go.
Shadowshire wrote: »In my experience so far, refining multiple sets of 10 with one key-press produces fewer crafting materials than refining just 10 units per key-press. For example, when I refined 100 units of Platinum Dust, the outcome was 1 Iridium Grain and about 30 ounces of Platinum. In contrast, when I refine 10 units of Platinum Dust 10 times, the number of Grains for the Quality and Trait materials are significantly higher for those 100 units. Out of 10 Refine key-presses for sets of 10 units, usually at least 5 -7 key-presses produce one or more Grains of the Quality and/or Trait materials. Multi-craft refining for ore, wood, and fiber also produces fewer units of their respective Quality, Trait and Style materials.*
Unfortunately, with respect to Jewelry, in particular: Zircon and Chromium grains are too scarce. It seems that the designer forgot that the Refining outcome is one or two Grains of the metal, which must be further refined in sets of 10 to produce one plating. Then 3 Zircon platings, if not also 4 Chromium platings, are required to craft the jewelry piece with the desired quality. (It was even worse before ZOS reduced the number of Chromium platings required from 8 to 4.)
Introducing Jewelry Master Crafting Writs which require jewelry of Superior quality is not a suitable alternative. The Grains for platings which are required to make Superior quality Jewelry are only somewhat more numerous than the Grains required to also make the platings for Epic and Legendary quality jewelry. Using them to satisfy low-value Sealed Master Crafting Writs for Superior jewelry simply makes the platings unavailable for any Epic and/or Legendary Sealed Master Crafting Writs which might happen to be obtained.
If ZOS does not have a better way to do it, then all they need to do is search the Guild Stores for the prices at which the various platings are offered for sale. They accurately reflect the respective scarcities of the materials and of the platings refined from them, relative to prospective demand for them.
It is even more interesting that very few crafted necklaces and rings are offered for sale to complement a set of crafted gear. On the face of it, players would rather craft jewelry to satisfy Sealed Master Writs in exchange for vouchers, than attempt to sell necklaces or rings which are not intended for characters to de-construct in order to learn the associated Trait of the piece.
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* Comparison of multi-crafting outcomes to single-crafting outcomes implies that when the button is set to "Max", the software accesses the Pseudorandom Number Generator (PNG) for one outcome and uses that to read a "multi-craft" table for the results. It does not access the PNG once for each set of 10 units and read the single-set table for the outcome, for each of the respective sets of 10 units. Given the quick-and-dirty programming practices which have become rather apparent during the almost 5 years that I've played TESO, I doubt that any particular analysis was done to assure that, at the least, multi-crafting will ordinarily produce the same profile of materials that single-crafting does. The designers and programmers are too hurriedly trying to get it done, to get it done right. Then seldom will they do it over.
Not long after Jewelry Crafting was introduced, I bought 6000 Platinum Dust at a Guild auction. The percentage yields from Refining it were far less than the number of grains (?) in the following table, shown by the link that has been shared during this and/or other discussions:Taleof2Cities wrote: »Do you mind sharing the stack quantities for your bulk refining, @Shadowshire?
Unless you’re refining stacks in the thousands, I wouldn’t rely too much on your early data findings.
Of course, I have been fulfilling Daily Crafting Writs since the feature was introduced -- all of them for each of my current number of "active" characters, almost every day. Often it seems to me that I receive more Jewelry crafting quality grains in the payoff package than I ordinarily obtain from refining Platinum Dust.Taleof2Cities wrote: »ZOS did increase the jewelry upgrade mats for completing jewelry crafting writs. Are you doing those to supplement your refining activities?
It seems that you missed my point. Namely, making jewelry for sale should not be so expensive that it will be crafted only "to order" upon request. I rarely see any player advertising Jewelry crafting services via the Chat Window.Taleof2Cities wrote: »Jewelry crafting players aren’t going to make crafted jewelry for general sale ... since it’s so expensive. Jewelry crafters will make crafted jewelry to order upon request.
Riiiiight (huh?) .... Before Jewelry crafting, players were always able to equip characters with Superior, or sometimes Epic, necklaces and rings. Sometimes two or three pieces also constitute a set, with bonuses according to how many pieces of the set are equipped. But found pieces could only be upgraded to Epic, and there were no Legendary jewelry pieces in play of which I have ever heard. Improving any piece either to Epic or to Legendary quality does not increase the benefit of the piece substantially for the specific character for which it is equipped.Taleof2Cities wrote: »Finally, most importantly, remember the original premise of why upgrade materials are so rare: Jewelry upgrades and crafting should not be a substitute for players running challenging content. If upgrades were easy, then players would only run normal content (or just buy in the guild stores). All they have to do is upgrade their jewelry to gold ... which bypasses doing any difficult content.
Shadowshire wrote: »
Where Jewelry quality Improvements could have a significant effect is with regard to Groups: 4-player Dungeons, 12-player Trials, and World Boss and Dolmen posses. In that regard, Epic and Legendary jewelry encourages players to seek the most challenging content, insofar as they might gain higher DPS or better prospects for survival (in particular). Players who currently participate primarily or only in 4-player Dungeon groups are encouraged to participate in 12-player Trials. Players who seldom, if ever, participate in Dungeon or Trial groups will, however, will not gain much benefit -- at least not without creating a 5-piece crafted gear set.
Frankly, I doubt that anyone can ascertain what the ZOS designer intended. We can only observe the output of the Jewelry Crafting Refine function. By no means am I the only player who suspects that bulk-refine has not been implemented in an optimal way.Shadowshire wrote: »
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* Comparison of multi-crafting outcomes to single-crafting outcomes implies that when the button is set to "Max", the software accesses the Pseudorandom Number Generator (PNG) for one outcome and uses that to read a "multi-craft" table for the results. It does not access the PNG once for each set of 10 units and read the single-set table for the outcome, for each of the respective sets of 10 units. Given the quick-and-dirty programming practices which have become rather apparent during the almost 5 years that I've played TESO, I doubt that any particular analysis was done to assure that, at the least, multi-crafting will ordinarily produce the same profile of materials that single-crafting does. The designers and programmers are too hurriedly trying to get it done, to get it done right. Then seldom will they do it over.
It absolutely looks at each refine as an individual outcome. Otherwise the dozens of people who have confirmed that the new multicraft is working as intended would not have gotten the results they have.
Yes, it is impossible to get more than one type of Quality material from refining 10 units. But it is possible to get more than one type of Trait material from refining 10 units -- at least while refining ore, wood, or fiber.It is currently IMPOSSIBLE to get more than one level of improvement material in a single refine. (i.e. you can't get a dreugh wax AND an elegant lining in the same refine). How then do you explain all the people who have done a bulk refine of 10k materials who have received all four levels of improvement materials in a single refine.
If your hypothesis is true, those results are literally impossible. Thus, your hypothesis is false. (emphasis added)
I have personally tested it on both PTS AND on LIVE. I've posted my results. I've shared the data. Statistically significant data. I've yet to see statistically significant data from others. Just small sample sizes, which for rare events (which getting improvement materials is), means they are extremely sensitive.
Shadowshire wrote: »@tmbrinks : Thank-you for your reply.Frankly, I doubt that anyone can ascertain what the ZOS designer intended. We can only observe the output of the Jewelry Crafting Refine function. By no means am I the only player who suspects that bulk-refine has not been implemented in an optimal way.Shadowshire wrote: »
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* Comparison of multi-crafting outcomes to single-crafting outcomes implies that when the button is set to "Max", the software accesses the Pseudorandom Number Generator (PNG) for one outcome and uses that to read a "multi-craft" table for the results. It does not access the PNG once for each set of 10 units and read the single-set table for the outcome, for each of the respective sets of 10 units. Given the quick-and-dirty programming practices which have become rather apparent during the almost 5 years that I've played TESO, I doubt that any particular analysis was done to assure that, at the least, multi-crafting will ordinarily produce the same profile of materials that single-crafting does. The designers and programmers are too hurriedly trying to get it done, to get it done right. Then seldom will they do it over.
It absolutely looks at each refine as an individual outcome. Otherwise the dozens of people who have confirmed that the new multicraft is working as intended would not have gotten the results they have.Yes, it is impossible to get more than one type of Quality material from refining 10 units. But it is possible to get more than one type of Trait material from refining 10 units -- at least while refining ore, wood, or fiber.It is currently IMPOSSIBLE to get more than one level of improvement material in a single refine. (i.e. you can't get a dreugh wax AND an elegant lining in the same refine). How then do you explain all the people who have done a bulk refine of 10k materials who have received all four levels of improvement materials in a single refine.
If your hypothesis is true, those results are literally impossible. Thus, your hypothesis is false. (emphasis added)
I have personally tested it on both PTS AND on LIVE. I've posted my results. I've shared the data. Statistically significant data. I've yet to see statistically significant data from others. Just small sample sizes, which for rare events (which getting improvement materials is), means they are extremely sensitive.
My remarks about how ZOS has probably implemented multi-crafting do not change that. The "multi-crafting" table (if there is a separate one) would, of course, contain outcomes with multiple types of Quality material as well as multiple types of Trait material from refining however many sets of 10 units that the player has refined in bulk. I have bulk-refined some stacks of various sizes and the outcomes vary rather widely, from very poor to an unexpected windfall. We really are "rolling the dice".
On the whole, so far, at least, it seems to me that I am more likely to receive a series of 10-unit outcomes for which the total Quality materials and Trait materials is higher than if I processed the same number of units as one Refine.
Regardless, your conclusion about my "hypothesis" does not follow from your remarks. Perhaps ZOS did implement the bulk Refine with a loop of 10-unit batches and accumulated the randomly-determined results of each one together for display after the single key-press. IMHO, that would indeed likely be the best way to do it.
But I have reasons to doubt that ZOS did it that way, if only because a single table access is so much faster. That really matters when there are individual players refining 70,000+ units of raw material each day (although I have my doubts about the claims of such players regardless). Which is to say, that over the course of time, I have come to have little faith in the ZOS developers, considering what I encounter during the course of play.
In my experience during the past 4+ years, each and every time a developer has attempted to "improve" the Crafting UI, they have proven more likely to make matters worse than better. That said, the current campaign to "review and revise" abilities has produced some ludicrous changes, also. But that is a topic for another discussion(s).
Again, thank-you for your reply.
You may be right about the production rate for refining Blacksmithing ores, Woodworking pieces, and Clothing fibers. Although, the Pseudorandom Number Generator produces a large range of random outcomes. Note that "random" is not "fair", it is random. "Fair" is a social concept, premised on the assumption that everyone should be equally rewarded for their time and effort applied to the same enterprise, especially while working with others to achieve a common goal.OK I just got 3 rosin for 400+ rough pieces of ruby ash. Complete rubbish. Using the multicraft piece of rubbish. Not even by choice. I wanted to go ten by ten but it defaulted to max after the first go.
The accepted rate for years has been 1 gold mat per 200 materials... and you're complaining about getting 3 in 400?
Shadowshire wrote: »You may be right about the production rate for refining Blacksmithing ores, Woodworking pieces, and Clothing fibers. Although, the Pseudorandom Number Generator produces a large range of random outcomes. Note that "random" is not "fair", it is random. "Fair" is a social concept, premised on the assumption that everyone should be equally rewarded for their time and effort applied to the same enterprise, especially while working with others to achieve a common goal.OK I just got 3 rosin for 400+ rough pieces of ruby ash. Complete rubbish. Using the multicraft piece of rubbish. Not even by choice. I wanted to go ten by ten but it defaulted to max after the first go.
The accepted rate for years has been 1 gold mat per 200 materials... and you're complaining about getting 3 in 400?
But I have NEVER received 1 gold mat per 200 units while refining Platinum Dust. The production rate for doing that is a whole different set of numbers.
What the "actual data" to which you refer clearly shows is that the amount of each Quality material produced by Refining Platinum Dust is just too damn low!!!! Why do you accept and implicitly approve of the amounts which the research reveals?VaranisArano wrote: »....
One of the reasons we keep asking for actual data is that if we want to show ZOS theres a problem, we have to actually prove it. The folks who tested it on PTS and on Live who are saying its the same as it always was tested with over 10K mats, not a couple hundred, when they've cited their data on the other threads.
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Shadowshire wrote: »What the "actual data" to which you refer clearly shows is that the amount of each Quality material produced by Refining Platinum Dust is just too damn low!!!! Why do you accept and implicitly approve of the amounts which the research reveals?VaranisArano wrote: »....
One of the reasons we keep asking for actual data is that if we want to show ZOS theres a problem, we have to actually prove it. The folks who tested it on PTS and on Live who are saying its the same as it always was tested with over 10K mats, not a couple hundred, when they've cited their data on the other threads.
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No one should have to refine thousands of units of Platinum Dust to obtain enough for the number of Jewelry Sealed Master Crafting writs which even a player with only four crafting characters can accumulate -- but can never afford to satisfy!!
There is a problem, and ZOS knows it. They lowered the number of Chromium platings required to craft a Legendary piece from 8 to 4. They also increased the likelihood that a Zircon or Chromium plating will be in the payoff for completing a daily Jewelry Crafting Writ. Now they have introduced Sealed Jewelry Master Writs which require a Superior piece instead of Epic or Legendary. Those things are quick and easy to do.
Revising the number of grains which are produced is another matter entirely. The problem is that there are so many players who spend HOURS each day "farming" crafting resource nodes. They also typically have more than 8 "crafting characters" to do daily Jewelry Crafting Writs to obtain Jewelry Crafting Surveys. Given the economic system in TESO, increasing supply does not necessarily lower the price of any material and increase demand for it. However, reducing the number of players decreases demand, and that will definitely lower the price of materials.
Do you have any idea how many Sealed Jewelry Crafting Writs that my characters have DESTROYED because the number of vouchers in the payoff were not worth the cost of the Quality platings to create the pieces?? There is not enough storage space available in the game to contain all of them pending acquiring the materials to satisfy them. Yet, I still have plenty of them and receive more almost every day.
But I don't expect that to continue much longer. The Patch Notes 5.5.1 are a bit vague, but introducing Sealed Jewelry Crafting Writs which require Superior pieces has probably decreased the likelihood of receiving a Sealed Writ that requires either an Epic or a Legendary piece.
ZOS seems to be quite aware of the accumulation of unopened Jewelry Sealed Master Writs, too. Because, after a recent "maintenance patch", the confirmation dialog for destroying a Jewelry Sealed Master Crafting Writ now displays the word "DESTROY" already entered in the field, in which it must otherwise be entered by the player. So the player just presses the Destroy button to do it.
Shadowshire wrote: »What the "actual data" to which you refer clearly shows is that the amount of each Quality material produced by Refining Platinum Dust is just too damn low!!!! Why do you accept and implicitly approve of the amounts which the research reveals?VaranisArano wrote: »....
One of the reasons we keep asking for actual data is that if we want to show ZOS theres a problem, we have to actually prove it. The folks who tested it on PTS and on Live who are saying its the same as it always was tested with over 10K mats, not a couple hundred, when they've cited their data on the other threads.
....
No one should have to refine thousands of units of Platinum Dust to obtain enough for the number of Jewelry Sealed Master Crafting writs which even a player with only four crafting characters can accumulate -- but can never afford to satisfy!!
There is a problem, and ZOS knows it. They lowered the number of Chromium platings required to craft a Legendary piece from 8 to 4. They also increased the likelihood that a Zircon or Chromium plating will be in the payoff for completing a daily Jewelry Crafting Writ. Now they have introduced Sealed Jewelry Master Writs which require a Superior piece instead of Epic or Legendary. Those things are quick and easy to do.
Revising the number of grains which are produced is another matter entirely. The problem is that there are so many players who spend HOURS each day "farming" crafting resource nodes. They also typically have more than 8 "crafting characters" to do daily Jewelry Crafting Writs to obtain Jewelry Crafting Surveys. Given the economic system in TESO, increasing supply does not necessarily lower the price of any material and increase demand for it. However, reducing the number of players decreases demand, and that will definitely lower the price of materials.
Do you have any idea how many Sealed Jewelry Crafting Writs that my characters have DESTROYED because the number of vouchers in the payoff were not worth the cost of the Quality platings to create the pieces?? There is not enough storage space available in the game to contain all of them pending acquiring the materials to satisfy them. Yet, I still have plenty of them and receive more almost every day.
But I don't expect that to continue much longer. The Patch Notes 5.5.1 are a bit vague, but introducing Sealed Jewelry Crafting Writs which require Superior pieces has probably decreased the likelihood of receiving a Sealed Writ that requires either an Epic or a Legendary piece.
ZOS seems to be quite aware of the accumulation of unopened Jewelry Sealed Master Writs, too. Because, after a recent "maintenance patch", the confirmation dialog for destroying a Jewelry Sealed Master Crafting Writ now displays the word "DESTROY" already entered in the field, in which it must otherwise be entered by the player. So the player just presses the Destroy button to do it.
Shadowshire wrote: »
Shadowshire wrote: »
I use the same add-on. It still outputs to text the correct amount after you refine, but the on screen list doesn't update right away since Scalebreaker. It does appear to be correct after you log out and back in. I just use it to track the improvement materials drops, then use the text output and transfer to my spreadsheet.
Here's a sample output in chat. Note, it does NOT show how many "finished" materials were received. Nor does it give any trait stones you may receive.
Shadowshire wrote: »
I use the same add-on. It still outputs to text the correct amount after you refine, but the on screen list doesn't update right away since Scalebreaker. It does appear to be correct after you log out and back in. I just use it to track the improvement materials drops, then use the text output and transfer to my spreadsheet.
Here's a sample output in chat. Note, it does NOT show how many "finished" materials were received. Nor does it give any trait stones you may receive.
After seeing that chat capture, I think you guys on PC are doing some weird stuff with Hist Bark that hasn't caught on with Console players yet......
I haven't tested the new system much yet, but others probably already have some data, so: does refining raw mats by tens yield more of the additional stuff?
I _feel_ like under the old system you got something almost per every refine, whereas now when you do it all with one click you get a lot less.
I haven't tested the new system much yet, but others probably already have some data, so: does refining raw mats by tens yield more of the additional stuff?
I _feel_ like under the old system you got something almost per every refine, whereas now when you do it all with one click you get a lot less.
Every single statistically significant test that has been done, by people who have shown data, have shown that the drop rates using the multirefine are identical to the drop rates that have been before.
The only people who have "claimed" to have gotten less, have done so through anecdotal evidence only. There has been exactly 0 cases where somebody has presented irrefutable evidence that is statistically significant that the refining rates are different.
I personally have refined over 150k materials since the system was implemented, it's the same.
I haven't tested the new system much yet, but others probably already have some data, so: does refining raw mats by tens yield more of the additional stuff?
I _feel_ like under the old system you got something almost per every refine, whereas now when you do it all with one click you get a lot less.
Every single statistically significant test that has been done, by people who have shown data, have shown that the drop rates using the multirefine are identical to the drop rates that have been before.
The only people who have "claimed" to have gotten less, have done so through anecdotal evidence only. There has been exactly 0 cases where somebody has presented irrefutable evidence that is statistically significant that the refining rates are different.
I personally have refined over 150k materials since the system was implemented, it's the same.
What about writs number outcome?
Thank You