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Should ZOS allow jewelry quality upgrading in Crafting

  • NewBlacksmurf
    NewBlacksmurf
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    Yes, jewelry quality upgrades should be added
    leeux wrote: »
    YES! But with some restrictions... ((I think this idea is from @HeroOfNone originally, or at least I heard him expressing it on stream.))

    I think they should add an upgrade path by requiring you to have a number of the lower tier rings/amulets to be able to generate 1 of the superior tier, plus requiring some "catalyzer" material that can only drop (open to discussion, ofc.) in trials (or maybe hard mode, veteran dungeons.)

    Something like this, X units for tier-1 + Y units of catalyser = 1 unit for desired tier.

    I.e. take: 2 green rings + 1 catalyzer = 1 blue ring.
    Or, 8 purple rings + 2 catalyser = 1 gold ring.

    Numbers are example only and they should be determined as function of how difficult is to get the catalyser and the drop rate of rings (and maybe, where they come from, maybe... as in, trial rings are much more difficult to get than overland rings, for example)

    W.r.t. the catalyzer, I'm thinking something akin to the item that mystics sells to convert the glass fragments into motif pieces. Maybe they could also be obtained my completing quests (like, zone main quests... and/or weekly trial quests give a guarantee drop, while there's a chance to get one as a drop from the last boss.)

    I disagree that any extra complexity should be added. It has to work just like any existing crafting upgrade
    leeux wrote: »
    I disagree with your disagree, adding a new "catalyser" like mat similar to the glass motif one, is faaar more simpler than extending a crafting profession, by far.

    EDIT: Also, if they extend the BS profession, like you suggest, AT LEAST they'd need to add extra skill points to it, so AT LEAST it requires some investment for part of the crafter. If they don't and they only enable upgrading ring with existing mats, the overall result is that EVERYONE will be running with gold rings jewelry in a few weeks. That's not a realistic expectation, IMO.

    @leeux

    That's fine if you disagree but it's not extending any crafting.
    Nothing is being added at all

    It's as simple as allowing jewelry to be upgraded using the same mats and same tiers today.

    Overall it helps everyone because then the jewelry could be broken down for mats too.

    Literally under the heavy armor; jewelry would show up wit's existing items such as chest, legs, etc. it's simple and no extension of anything.
    Edited by NewBlacksmurf on December 30, 2016 9:04PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • TheShadowScout
    TheShadowScout
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    Other...
    Not mere upgrades, I want full on jewelry crafting added to ESO!

    Technically blacksmithing and jeweller skills were completely different anyhow... one hammered red hot iron into shape on an anvil, the other cut precious stones and poured molten silver or gold into forms on a dainty workbench...

    Still, a full jeweller crafting line would be great! They just would need to add more stuff to craft for it then merely rings and amulets (though I guess if they added it to enchanting, that would work...)

    However, they -could- easily come up with thinds to add so jewelers have something good to craft. The "spell focus" alternate destro/resto weapon idea I once had would be great for that. There could also be circlets/crowns, and bracelets or anklets for head and arm or leg slots, that gave no armor, but an increased jewelry effect bonus instead... and finally, they could even add enhanced lockpicks to things a jeweller might craft, yes?
  • HeroOfNone
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    @leeux @NewBlacksmurf

    My original idea was to add a catalyst in trials to make both the trials MORE viable to run while giving options to get fold jewelry in other sets. If you give the option to upgrade anything without doing trials, you're trivialize the trials loot.

    As for the materials, it would just reach the current undaunted loot and 10k gold item loot you get at the end of a veteran trial, making trials loot much more valuable.

    I included a few other options in there, such as changing traits based on the trial you ran. All of that should still be in this post

    As for the system, I imagined they could attach this onto enchanting (the improvement part) until such a time that they could include jewelry crafting. I think your main issue with crafting is if its old sets your crafting and not old ones, ZOS has some serious Rebalancing to do.
    Edited by HeroOfNone on December 31, 2016 1:17AM
    Herfi Driderkitty of the Aldmeri Dominion
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  • NewBlacksmurf
    NewBlacksmurf
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    Yes, jewelry quality upgrades should be added
    HeroOfNone wrote: »
    @leeux @NewBlacksmurf

    My original idea was to add a catalyst in trials to make both the trials MORE viable to run while giving options to get fold jewelry in other sets. If you give the option to upgrade anything without doing trials, you're trivialize the trials loot.

    As for the materials, it would just reach the current undaunted loot and 10k gold item loot you get at the end of a veteran trial, making trials loot much more valuable.

    I included a few other options in there, such as changing traits based on the trial you ran. All of that should still be in this post

    As for the system, I imagined they could attach this onto enchanting (the improvement part) until such a time that they could include jewelry crafting. I think your main issue with crafting is if its old sets your crafting and not old ones, ZOS has some serious Rebalancing to do.

    @HeroOfNone

    It's my opinion that your idea seems stand alone for undaunted and trial enhancements. Those ideas seem to positively offer good incentives for u daunted and trials but it should be seperate from ZOS simply enabling jewelry to be deconstructed and upgraded in the existing crafting system.

    I'm against any systems that require grinding for loot. I'm O K with RNG regardless of how bad some feel about it.

    I like the plunder ideas but the Decon and upgrade should simply fall under crafting.
    Edited by NewBlacksmurf on December 31, 2016 4:17AM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • HeroOfNone
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    HeroOfNone wrote: »
    @leeux @NewBlacksmurf

    My original idea was to add a catalyst in trials to make both the trials MORE viable to run while giving options to get fold jewelry in other sets. If you give the option to upgrade anything without doing trials, you're trivialize the trials loot.

    As for the materials, it would just reach the current undaunted loot and 10k gold item loot you get at the end of a veteran trial, making trials loot much more valuable.

    I included a few other options in there, such as changing traits based on the trial you ran. All of that should still be in this post

    As for the system, I imagined they could attach this onto enchanting (the improvement part) until such a time that they could include jewelry crafting. I think your main issue with crafting is if its old sets your crafting and not old ones, ZOS has some serious Rebalancing to do.

    @HeroOfNone

    It's my opinion that your idea seems stand alone for undaunted and trial enhancements. Those ideas seem to positively offer good incentives for u daunted and trials but it should be seperate from ZOS simply enabling jewelry to be deconstructed and upgraded in the existing crafting system.

    I'm against any systems that require grinding for loot. I'm O K with RNG regardless of how bad some feel about it.

    I like the plunder ideas but the Decon and upgrade should simply fall under crafting.

    the Decon and crafting I see going in with stages, since there is an immediate need to give the incentive to trials and to improving gear. I feel it would fall under enchanting until such a time they can get jewelry craft sorted out proper. I feel waiting for some of this to get implemented fully would take upwards of a year+, so a stepped process seemed better.

    As for RNG, I think there would be an issue if gold materials dropped randomly per boss. A set weekly reward like the 10k bonus you get now would help keep the economy from flooding. If it were to drop randomly, I might think they could add something like RNG coffers for a high amount of AP/telvar in Cyrodiil, with chances to drop gold rings or gold crafting mats (including gold mats for rings). but giving too many ways to grind this up, the same way you grind up for other crafts, is problematic. remember you get jewelry quite frequently now and you only have to upgrade 3 slots, so the cost to upgrade should be pretty high.
    Herfi Driderkitty of the Aldmeri Dominion
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  • SirCritical
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    Yes, jewelry quality upgrades should be added
    Give us the possibility of crafting jewelry.
  • Bryanonymous
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    Other...
    I just really want Seducer jewelry to go with my Julianos. :(
  • NewBlacksmurf
    NewBlacksmurf
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    Yes, jewelry quality upgrades should be added
    HeroOfNone wrote: »
    HeroOfNone wrote: »
    @leeux @NewBlacksmurf

    My original idea was to add a catalyst in trials to make both the trials MORE viable to run while giving options to get fold jewelry in other sets. If you give the option to upgrade anything without doing trials, you're trivialize the trials loot.

    As for the materials, it would just reach the current undaunted loot and 10k gold item loot you get at the end of a veteran trial, making trials loot much more valuable.

    I included a few other options in there, such as changing traits based on the trial you ran. All of that should still be in this post

    As for the system, I imagined they could attach this onto enchanting (the improvement part) until such a time that they could include jewelry crafting. I think your main issue with crafting is if its old sets your crafting and not old ones, ZOS has some serious Rebalancing to do.

    @HeroOfNone

    It's my opinion that your idea seems stand alone for undaunted and trial enhancements. Those ideas seem to positively offer good incentives for u daunted and trials but it should be seperate from ZOS simply enabling jewelry to be deconstructed and upgraded in the existing crafting system.

    I'm against any systems that require grinding for loot. I'm O K with RNG regardless of how bad some feel about it.

    I like the plunder ideas but the Decon and upgrade should simply fall under crafting.

    the Decon and crafting I see going in with stages, since there is an immediate need to give the incentive to trials and to improving gear. I feel it would fall under enchanting until such a time they can get jewelry craft sorted out proper. I feel waiting for some of this to get implemented fully would take upwards of a year+, so a stepped process seemed better.

    As for RNG, I think there would be an issue if gold materials dropped randomly per boss. A set weekly reward like the 10k bonus you get now would help keep the economy from flooding. If it were to drop randomly, I might think they could add something like RNG coffers for a high amount of AP/telvar in Cyrodiil, with chances to drop gold rings or gold crafting mats (including gold mats for rings). but giving too many ways to grind this up, the same way you grind up for other crafts, is problematic. remember you get jewelry quite frequently now and you only have to upgrade 3 slots, so the cost to upgrade should be pretty high.

    @HeroOfNone

    There isn't a need to incentivize people to do Trials. There's a need for a way to find people as well as schedule ppl who want to do Trials.

    What exists is so *** poor that it's causing the same reality that typical mmos suffer from.
    Trust me, there are tons of ppl who are adequate enough in gear and skill to do Trials.

    The problem is they don't have a way. Text chat and guild stuff isn't adequate and the activity finder hasn't been a proper path either since launch.

    If you put a basic crafting feature under a Trial requirement, instead of incentivizing ppl, you'll cause many to quit. There has to be a easy way to find like minded players and to schedule / sign-up for Trials.

    RNG isn't an issue in Trials. If people are given a path, you'll see many more runs which will provide a plethora of purple and gold mats and jewelry if allowed to upgrade and Decon via crafting.


    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • raglau
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    Yes, jewelry quality upgrades should be added
    ZOS need to overhaul crafting to make it relevant once more, not just allow upgrades. We should be able to make jewellery, a master crafter should be able to swap traits - at a very high cost as this is a powerful thing - a master crafter should be able to change styles.

    This would make crafting interesting and important, which it ought to be if you think about the amount of time a master crafter puts into the erm, craft.
    Edited by raglau on December 31, 2016 1:11PM
  • STEVIL
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    No, jewelry should not be upgradeable
    Pibbles wrote: »
    ZOS need to overhaul crafting to make it relevant once more, not just allow upgrades. We should be able to make jewellery, a master crafter should be able to swap traits - at a very high cost as this is a powerful thing - a master crafter should be able to change styles.

    This would make crafting interesting and important, which it ought to be if you think about the amount of time a master crafter puts into the erm, craft.

    Your three suggestion for making crafting of equip relevant include one for making it like drop sets (jewel craft) and ywo new, ways to support/improve drop sets by giving drops the advantages currently held by crafted (control of look and trait.)

    More sameness isn't more interesting and reducing crafting to convenience and drop support isn't making it more important.

    Crafting needs more unique capabilities that drops don't have to be important, not give over its few current unique features and become the convenient way to improve drops

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