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This is how Jewelry Crafting should be added to ESO....

Robbmrp
Robbmrp
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To add on @Darkonflare15's post below, this would be a great addition to apply with Jewelry Crafting. Also, I didn't research this in the forums so my apologies if this has already been suggested. If it has, feel free to link those posts with this one.
I am an avid treasure hunter. I love exploring and finding treasure chests behind every nook and cranny. In the past Elder scrolls games, you have all kinds of different gems, gold,silver, and other items and that you could sell and make money off it. Right now most of those items are just trait stones which has no value what so ever to in-game merchants. I would not mind having flawless versions of those stones found among the treasure so that it feels like I am actually getting treasure in a treasure chest. As of now all we get from treasure is some random leveled weapon or armor, malachite, some times some armor sets, and a hundred gold coins which is not much treasure. You can also add items similar to what you find in safe-boxes which are actually label as treasure and makes some specific to treasure chests. I would not mind finding Dwemer, Daedric, or Ayelid artifacts in chests or find them lying around in the ruins and sale to the Mages guild for a tiny profit. It would be nice to be rewarded with actual profitable items. It would also be nice for the treasure chest to scale properly. It is already rare to find master chests or safeboxes in the game and when I find them I get less stuff than I find in advance chests and safeboxes which is disappointing. I would be a happy camper if treasure chests would be a little more rewarding.

The material(ore) to make Jewelry would be the same that's already in the game. Since this is a metal working skill, this should be included within the Blacksmtihing profession. To make a crafted set jewelry piece, one must have the armor traits researched for the desired set. You would then need a Flawless Gem to apply the desired attribute. Flawless Rubies for Health, Flawless Sapphires for Magicka and Flawless Emeralds for Stamina attributes. Enchants would need to be used with jewelry to make the desired piece like what we have now. To make a Health jewelry piece with all health on it would require a plus armor health enchant. A Robust ring with magicka would require an armor magicka enchant and so forth. Any crafted jewelry piece could have any of the existing jewelry enchants used to create your ideal combination of bonuses.

Flawless Diamonds could be used as a bonus stone like the Heijeko run and apply all three attributes to the jewelry piece(limited to necklace only). Or it could just be a valuable vendor item.

Hopefully this wouldn't require too much programming and could be added into any future DLC pack AFTER the Thieves Guild.
NA Server - Kildair
  • Autolycus
    Autolycus
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    Not a bad idea; I like it.

    I would make one minor change to your suggestion by segregating jewelcrafting from blacksmithing, as BS already caters to both weapons and armor. The same would apply to clothier, which already caters to light and medium.

    I would like to see jewelcrafting as an independent profession, segregated just as enchanting, provisioning, and alchemy. The only roadblock I foresee is if we were able to craft set jewelry, which intuitively would need to follow the same limitations as crafting set gear, i.e. learning the traits. I'm not sure what traits we could learn on jewelry besides arcane/robust/healthy, so we'd have to come up with 6 more traits to learn in order to make 9-trait gear. I"m not opposed to having some of the same traits as armor (i.e. divines, nirn, etc.)

    Edit: Another potential roadblock would be adding these traits in retroactively - The first few traits could be learned within a matter of hours/days, but it would be a substantial amount of time before anyone could craft an Armor Master or Twice-Born necklace or ring.
    Edited by Autolycus on January 18, 2016 6:24PM
  • Robbmrp
    Robbmrp
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    Autolycus wrote: »
    Not a bad idea; I like it.

    I would make one minor change to your suggestion by segregating jewelcrafting from blacksmithing, as BS already caters to both weapons and armor. The same would apply to clothier, which already caters to light and medium.

    I would like to see jewelcrafting as an independent profession, segregated just as enchanting, provisioning, and alchemy. The only roadblock I foresee is if we were able to craft set jewelry, which intuitively would need to follow the same limitations as crafting set gear, i.e. learning the traits. I'm not sure what traits we could learn on jewelry besides arcane/robust/healthy, so we'd have to come up with 6 more traits to learn in order to make 9-trait gear. I"m not opposed to having some of the same traits as armor (i.e. divines, nirn, etc.)

    The only reason that I didn't suggest it as it's own profession was for programming ease. To put something like this in place would be a whole lot easier without having to create a new Profession with skills. To do something like that, wouldn't be achievable within a DLC this year or possibly even next year with everything else that's planned.
    NA Server - Kildair
  • Autolycus
    Autolycus
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    Robbmrp wrote: »
    Autolycus wrote: »
    Not a bad idea; I like it.

    I would make one minor change to your suggestion by segregating jewelcrafting from blacksmithing, as BS already caters to both weapons and armor. The same would apply to clothier, which already caters to light and medium.

    I would like to see jewelcrafting as an independent profession, segregated just as enchanting, provisioning, and alchemy. The only roadblock I foresee is if we were able to craft set jewelry, which intuitively would need to follow the same limitations as crafting set gear, i.e. learning the traits. I'm not sure what traits we could learn on jewelry besides arcane/robust/healthy, so we'd have to come up with 6 more traits to learn in order to make 9-trait gear. I"m not opposed to having some of the same traits as armor (i.e. divines, nirn, etc.)

    The only reason that I didn't suggest it as it's own profession was for programming ease. To put something like this in place would be a whole lot easier without having to create a new Profession with skills. To do something like that, wouldn't be achievable within a DLC this year or possibly even next year with everything else that's planned.

    That's a fair point, and I agree. But if it's about fitting it in between all of the other projects that ZOS is working on, I'd rather see them bench jewelcrafting and do it the right way, rather than shoving it in somewhere that could work. The other professions are already set up for expansion, i.e. craftable repair kits. Jewelcrafting deserves it's own place on the list of professions, and has the potential to be a full-fledged profession.

    Also, this isn't relevant to the discussion, but I'd rather see jewelcrafting than spellcrafting anyway. It's a much simpler concept and much of what they need to make it work already exists in the game. Sure, they'd have to add a few passives and inspiration gain, but it's much more feasible than developing a system that allows people to make virtually whatever they want.
  • Robbmrp
    Robbmrp
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    Autolycus wrote: »
    Robbmrp wrote: »
    Autolycus wrote: »
    Not a bad idea; I like it.

    I would make one minor change to your suggestion by segregating jewelcrafting from blacksmithing, as BS already caters to both weapons and armor. The same would apply to clothier, which already caters to light and medium.

    I would like to see jewelcrafting as an independent profession, segregated just as enchanting, provisioning, and alchemy. The only roadblock I foresee is if we were able to craft set jewelry, which intuitively would need to follow the same limitations as crafting set gear, i.e. learning the traits. I'm not sure what traits we could learn on jewelry besides arcane/robust/healthy, so we'd have to come up with 6 more traits to learn in order to make 9-trait gear. I"m not opposed to having some of the same traits as armor (i.e. divines, nirn, etc.)

    The only reason that I didn't suggest it as it's own profession was for programming ease. To put something like this in place would be a whole lot easier without having to create a new Profession with skills. To do something like that, wouldn't be achievable within a DLC this year or possibly even next year with everything else that's planned.

    That's a fair point, and I agree. But if it's about fitting it in between all of the other projects that ZOS is working on, I'd rather see them bench jewelcrafting and do it the right way, rather than shoving it in somewhere that could work. The other professions are already set up for expansion, i.e. craftable repair kits. Jewelcrafting deserves it's own place on the list of professions, and has the potential to be a full-fledged profession.

    Also, this isn't relevant to the discussion, but I'd rather see jewelcrafting than spellcrafting anyway. It's a much simpler concept and much of what they need to make it work already exists in the game. Sure, they'd have to add a few passives and inspiration gain, but it's much more feasible than developing a system that allows people to make virtually whatever they want.

    Good point as well. I really couldn't care how it's implemented as long as they put it in at some point.
    NA Server - Kildair
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