Wreuntzylla wrote: »
They are only partially right. In actual fact, jewelry crafting was being bandied about by ZOS since beta.
Oh well, you can spare APs instead: they don't have an expire date, there are people who literally sit upon hundreds millions APs, and with - let's say - 30M APs you can get 100 golden rings from the Golden as soon as Summerset come out...
Hippie4927 wrote: »Does this mean we, also, will not be able to 'improve' pre-existing jewelry?
My guess is - Yes. I would imagine the new jewelry will require a completely different coding in order for all the jewelcrafting functions to work. Deconstruction, improvement, transmutation, etc. Current jewelry drops as a single item. No material, no "canvas" to paint. Just an inanimate object that stays the way you found it until eternity.
If they're not going to apply the deconstruction coding retroactively, it would be safe to suppose that none of the other features will work either. Your "old" jewelry will still be functional as it is now, this will just start everyone else off on the same foot and put a new emphasis on redoing content again to acquire jewelry that can be interacted with.
Not really.
They can just convert all pre-existing jewelry on the database and put a flag "converted = true", then just do a simple "if converted: forbid deconstructing".
Not saying that this is what they will do, just that it is not hard at all in the coding part if they want to just prevent the deconning, but allowing all the other systems to work on old jewelry.
Just imagine the mess it would be on traders to distinguish "old" unupgradable jewelry from "new" for the same set that can be used on the new system.
Remember that all gear was in the game in a "can't change traits" state and when trasmute came, everything was "transmutable" without having to be reacquired.
I agree with the first parts of your discussion, but comparing current jewelry/jewelcrafting to pre-CWC armor and weapons/transmutation is a little bit different. Armor and weapons had the potential to drop in any trait at any time (with the exception of unique pieces), and the coding allowed for material modifiers, the ability to improve and deconstruct was also already coded in. Being able to actively change traits was probably a minor switch to flip.
Jewelry, on the other had, more closely resembles a furnishing rather than armor/weapons. The item drops as a predetermined "X" trait unique to that item (with the exception of Briarheart and maybe 1-2 others) and the quality is set when the item is formed. There are no raw material components to jewelry, and there has never been a mechanic to manually alter any quality of jewelry after it has been obtained. I just think they are currently coded completely differently than armor and weapons, and they needed to adjust that so much it made retroactively applying those changes impractical.
We could both be wrong, we could both be right. At this point there really is no reason to worry too much until the detailed article Gina promised is released.
Edit for 3rd grade grammatical error.
is jewelry crafting going to be something we have to level up ... you know, like bows, daggers, cloth armor, etc...
In other words, will there be a leveling process where we have to acquire jewelry in the various new traits and take them to a jewelry crafting table and select one to learn (whatever) trait?
MLGProPlayer wrote: »I like it this way. It will prevent people from maxing out the craft line on day 1.
Also, you've been saving jewellery for years even before jewellery crafting was announced. If ZOS decided to never release jewellery crafting, you would be in the same position anyway.
Anyone who's been around this game long enough knows that a.) if advanced information could be exploited, the info won't be let out; and b.) when advanced info is released early, there is always some mechanic that is put in to prevent it being exploited 'beforehand'
Live and learn
Savos_Saren wrote: »Hey @Vaoh - you got any gold Silks of the Sun jewelry?
Hippie4927 wrote: »Does this mean we, also, will not be able to 'improve' pre-existing jewelry?
My guess is - Yes. I would imagine the new jewelry will require a completely different coding in order for all the jewelcrafting functions to work. Deconstruction, improvement, transmutation, etc. Current jewelry drops as a single item. No material, no "canvas" to paint. Just an inanimate object that stays the way you found it until eternity.
If they're not going to apply the deconstruction coding retroactively, it would be safe to suppose that none of the other features will work either. Your "old" jewelry will still be functional as it is now, this will just start everyone else off on the same foot and put a new emphasis on redoing content again to acquire jewelry that can be interacted with.
Not really.
They can just convert all pre-existing jewelry on the database and put a flag "converted = true", then just do a simple "if converted: forbid deconstructing".
Not saying that this is what they will do, just that it is not hard at all in the coding part if they want to just prevent the deconning, but allowing all the other systems to work on old jewelry.
Just imagine the mess it would be on traders to distinguish "old" unupgradable jewelry from "new" for the same set that can be used on the new system.
Remember that all gear was in the game in a "can't change traits" state and when trasmute came, everything was "transmutable" without having to be reacquired.
I agree with the first parts of your discussion, but comparing current jewelry/jewelcrafting to pre-CWC armor and weapons/transmutation is a little bit different. Armor and weapons had the potential to drop in any trait at any time (with the exception of unique pieces), and the coding allowed for material modifiers, the ability to improve and deconstruct was also already coded in. Being able to actively change traits was probably a minor switch to flip.
Jewelry, on the other had, more closely resembles a furnishing rather than armor/weapons. The item drops as a predetermined "X" trait unique to that item (with the exception of Briarheart and maybe 1-2 others) and the quality is set when the item is formed. There are no raw material components to jewelry, and there has never been a mechanic to manually alter any quality of jewelry after it has been obtained. I just think they are currently coded completely differently than armor and weapons, and they needed to adjust that so much it made retroactively applying those changes impractical.
We could both be wrong, we could both be right. At this point there really is no reason to worry too much until the detailed article Gina promised is released.
Edit for 3rd grade grammatical error.
It was already confirmed that we will be able to do anything except deconstruct on old jewelry. As I said before, they probably just implemented everything and just flagged deconstructing specifically as to prevent people from hoarding.
You yourself explained that some jewelry was already dropping in more than one trait. The system was there. It was a matter of adding 6 more traits and the descriptions.
My bet is that jewelry will just be exactly like armor and weapons from now on.
Let's see the complete info that might be coming soon.
CromulentForumID wrote: »Hippie4927 wrote: »Does this mean we, also, will not be able to 'improve' pre-existing jewelry?
My guess is - Yes. I would imagine the new jewelry will require a completely different coding in order for all the jewelcrafting functions to work. Deconstruction, improvement, transmutation, etc. Current jewelry drops as a single item. No material, no "canvas" to paint. Just an inanimate object that stays the way you found it until eternity.
If they're not going to apply the deconstruction coding retroactively, it would be safe to suppose that none of the other features will work either. Your "old" jewelry will still be functional as it is now, this will just start everyone else off on the same foot and put a new emphasis on redoing content again to acquire jewelry that can be interacted with.
Not really.
They can just convert all pre-existing jewelry on the database and put a flag "converted = true", then just do a simple "if converted: forbid deconstructing".
Not saying that this is what they will do, just that it is not hard at all in the coding part if they want to just prevent the deconning, but allowing all the other systems to work on old jewelry.
Just imagine the mess it would be on traders to distinguish "old" unupgradable jewelry from "new" for the same set that can be used on the new system.
Remember that all gear was in the game in a "can't change traits" state and when trasmute came, everything was "transmutable" without having to be reacquired.
I agree with the first parts of your discussion, but comparing current jewelry/jewelcrafting to pre-CWC armor and weapons/transmutation is a little bit different. Armor and weapons had the potential to drop in any trait at any time (with the exception of unique pieces), and the coding allowed for material modifiers, the ability to improve and deconstruct was also already coded in. Being able to actively change traits was probably a minor switch to flip.
Jewelry, on the other had, more closely resembles a furnishing rather than armor/weapons. The item drops as a predetermined "X" trait unique to that item (with the exception of Briarheart and maybe 1-2 others) and the quality is set when the item is formed. There are no raw material components to jewelry, and there has never been a mechanic to manually alter any quality of jewelry after it has been obtained. I just think they are currently coded completely differently than armor and weapons, and they needed to adjust that so much it made retroactively applying those changes impractical.
We could both be wrong, we could both be right. At this point there really is no reason to worry too much until the detailed article Gina promised is released.
Edit for 3rd grade grammatical error.
It was already confirmed that we will be able to do anything except deconstruct on old jewelry. As I said before, they probably just implemented everything and just flagged deconstructing specifically as to prevent people from hoarding.
You yourself explained that some jewelry was already dropping in more than one trait. The system was there. It was a matter of adding 6 more traits and the descriptions.
My bet is that jewelry will just be exactly like armor and weapons from now on.
Let's see the complete info that might be coming soon.
I really think that poster at the top of this quote chain is on the right track, and it's not the devs trying to even out the playing field. The jewelry items were not created with deconstruction in mind, and it would have been too difficult to go back and update all of them to support it. There are a lot of existing jewelry items out there that would need conversion or revision.
Sometimes previous decisions make new functionality too difficult to implement. If I had to bet, that would be the reason here. Why else would everything else work like we would expect, but then there's this one glaring exception?
This is one of those cases where the Devs could save themselves a lot of headaches by just admitting this limitation, if it's true. I am guessing here.
CromulentForumID wrote: »Hippie4927 wrote: »Does this mean we, also, will not be able to 'improve' pre-existing jewelry?
My guess is - Yes. I would imagine the new jewelry will require a completely different coding in order for all the jewelcrafting functions to work. Deconstruction, improvement, transmutation, etc. Current jewelry drops as a single item. No material, no "canvas" to paint. Just an inanimate object that stays the way you found it until eternity.
If they're not going to apply the deconstruction coding retroactively, it would be safe to suppose that none of the other features will work either. Your "old" jewelry will still be functional as it is now, this will just start everyone else off on the same foot and put a new emphasis on redoing content again to acquire jewelry that can be interacted with.
Not really.
They can just convert all pre-existing jewelry on the database and put a flag "converted = true", then just do a simple "if converted: forbid deconstructing".
Not saying that this is what they will do, just that it is not hard at all in the coding part if they want to just prevent the deconning, but allowing all the other systems to work on old jewelry.
Just imagine the mess it would be on traders to distinguish "old" unupgradable jewelry from "new" for the same set that can be used on the new system.
Remember that all gear was in the game in a "can't change traits" state and when trasmute came, everything was "transmutable" without having to be reacquired.
I agree with the first parts of your discussion, but comparing current jewelry/jewelcrafting to pre-CWC armor and weapons/transmutation is a little bit different. Armor and weapons had the potential to drop in any trait at any time (with the exception of unique pieces), and the coding allowed for material modifiers, the ability to improve and deconstruct was also already coded in. Being able to actively change traits was probably a minor switch to flip.
Jewelry, on the other had, more closely resembles a furnishing rather than armor/weapons. The item drops as a predetermined "X" trait unique to that item (with the exception of Briarheart and maybe 1-2 others) and the quality is set when the item is formed. There are no raw material components to jewelry, and there has never been a mechanic to manually alter any quality of jewelry after it has been obtained. I just think they are currently coded completely differently than armor and weapons, and they needed to adjust that so much it made retroactively applying those changes impractical.
We could both be wrong, we could both be right. At this point there really is no reason to worry too much until the detailed article Gina promised is released.
Edit for 3rd grade grammatical error.
It was already confirmed that we will be able to do anything except deconstruct on old jewelry. As I said before, they probably just implemented everything and just flagged deconstructing specifically as to prevent people from hoarding.
You yourself explained that some jewelry was already dropping in more than one trait. The system was there. It was a matter of adding 6 more traits and the descriptions.
My bet is that jewelry will just be exactly like armor and weapons from now on.
Let's see the complete info that might be coming soon.
I really think that poster at the top of this quote chain is on the right track, and it's not the devs trying to even out the playing field. The jewelry items were not created with deconstruction in mind, and it would have been too difficult to go back and update all of them to support it. There are a lot of existing jewelry items out there that would need conversion or revision.
Sometimes previous decisions make new functionality too difficult to implement. If I had to bet, that would be the reason here. Why else would everything else work like we would expect, but then there's this one glaring exception?
This is one of those cases where the Devs could save themselves a lot of headaches by just admitting this limitation, if it's true. I am guessing here.
CromulentForumID wrote: »Hippie4927 wrote: »Does this mean we, also, will not be able to 'improve' pre-existing jewelry?
My guess is - Yes. I would imagine the new jewelry will require a completely different coding in order for all the jewelcrafting functions to work. Deconstruction, improvement, transmutation, etc. Current jewelry drops as a single item. No material, no "canvas" to paint. Just an inanimate object that stays the way you found it until eternity.
If they're not going to apply the deconstruction coding retroactively, it would be safe to suppose that none of the other features will work either. Your "old" jewelry will still be functional as it is now, this will just start everyone else off on the same foot and put a new emphasis on redoing content again to acquire jewelry that can be interacted with.
Not really.
They can just convert all pre-existing jewelry on the database and put a flag "converted = true", then just do a simple "if converted: forbid deconstructing".
Not saying that this is what they will do, just that it is not hard at all in the coding part if they want to just prevent the deconning, but allowing all the other systems to work on old jewelry.
Just imagine the mess it would be on traders to distinguish "old" unupgradable jewelry from "new" for the same set that can be used on the new system.
Remember that all gear was in the game in a "can't change traits" state and when trasmute came, everything was "transmutable" without having to be reacquired.
I agree with the first parts of your discussion, but comparing current jewelry/jewelcrafting to pre-CWC armor and weapons/transmutation is a little bit different. Armor and weapons had the potential to drop in any trait at any time (with the exception of unique pieces), and the coding allowed for material modifiers, the ability to improve and deconstruct was also already coded in. Being able to actively change traits was probably a minor switch to flip.
Jewelry, on the other had, more closely resembles a furnishing rather than armor/weapons. The item drops as a predetermined "X" trait unique to that item (with the exception of Briarheart and maybe 1-2 others) and the quality is set when the item is formed. There are no raw material components to jewelry, and there has never been a mechanic to manually alter any quality of jewelry after it has been obtained. I just think they are currently coded completely differently than armor and weapons, and they needed to adjust that so much it made retroactively applying those changes impractical.
We could both be wrong, we could both be right. At this point there really is no reason to worry too much until the detailed article Gina promised is released.
Edit for 3rd grade grammatical error.
It was already confirmed that we will be able to do anything except deconstruct on old jewelry. As I said before, they probably just implemented everything and just flagged deconstructing specifically as to prevent people from hoarding.
You yourself explained that some jewelry was already dropping in more than one trait. The system was there. It was a matter of adding 6 more traits and the descriptions.
My bet is that jewelry will just be exactly like armor and weapons from now on.
Let's see the complete info that might be coming soon.
I really think that poster at the top of this quote chain is on the right track, and it's not the devs trying to even out the playing field. The jewelry items were not created with deconstruction in mind, and it would have been too difficult to go back and update all of them to support it. There are a lot of existing jewelry items out there that would need conversion or revision.
Sometimes previous decisions make new functionality too difficult to implement. If I had to bet, that would be the reason here. Why else would everything else work like we would expect, but then there's this one glaring exception?
This is one of those cases where the Devs could save themselves a lot of headaches by just admitting this limitation, if it's true. I am guessing here.
I still disagree, since they had to implement deconstructing for jewelry anyway. But that is pointless to keep arguing since we will never know the coding behind those systems.
The important part I disagree, though, is not regarding the "implementing part", is the "intention" part.
I think they clearly blocked this to prevent hoarding as they have done a few times before with other stuff, IMO.
The BIGGEST example for me is when Homestead came, people hoarded A BUNCH of surveys to stockpile on the mats when they came. And on the first PTS, the Alchemy surveys were actually giving the furnishing mats, while others weren't. They then "fixed" this before it went live. And then there was no way to "prepare" for that before the patch came.
There are other examples too where they proactively prevented hoarding before a new patch went live when some new info was released early. There was something new in some containers a while back that they did this too, but I don't remember the details.
Again, not trying to "win the argument" here since we will never know if implementing this for old jewelry was easy or hard, but I definitely think that if you think they did this NOT to prevent hoarding, you will be disappointed in the future. This is not the first time.
Some people will always try to take advantage of prior knowledge to gain an advantage. This is nothing new...If you do anything with the stock market, it revolves around this principle. But like in the stock market, you have to realize that risk = reward. Sometimes this plays out, sometimes it doesn't. It didn't play out for many this time around. You should know that when you play a risk, it is...well, a risk. If the situation had been reversed, then those stockpiling would have made out in VERY big ways. So since the reward was big...well in all actuality, the risk itself wasn't that big, so you still made out pretty well. you lost nothing but some available storage space over whatever length of time you stored it. No lost money, no lost resources, no lost anything but bank space. Because if they never implemented the system, then it all would have been vendor fodder anyways.
Regardless of whether or not high tier players swarm low tier Trails to gluttony themselves on jewelry, This is the most balanced approach. Because it gives every person the opportunity to start on the same playing field in regards to resources, and leveling. You may think that the trial players have an unfair "advantage", but that advantage, if it exists, has always existed due to their choices in the game, and that advantage is something available to everyone. stockpiling was not based on what's currently in the game, thus the gamble. Hope people can see the difference.
Plus, we know nothing about how they will change/adjust drop rates. This could still impact the growth of rare resources differently then we currently know. Far too many people are assuming too much...It's assuming things that got people into trouble with this issue in the first place, stockpiling wasted gear in a hopeful attempt to gain advantage in a gambit.
Playing odds against a system that you know nothing about is risky, sorry to say. The fact that your bet, no matter how long ago, was wrong isn't our fault, nor ZoS's. I'm sorry you invested time and energy into saving Jewelry for a system that you had no guarantee would ever exist in the game, or in what form. But it is what it is.