Jewelry Acquired Prior to Summerset Launch is *not* Deconstructable.......

  • Maryal
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    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?

  • WhiteCoatSyndrome
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    They are only partially right. In actual fact, jewelry crafting was being bandied about by ZOS since beta.

    This much is true; and now I'm curious if they'll be using the same node design they used back then. (It was a geode cut so you could see crystals inside, for the curious.)
    #proud2BAStarObsessedLoony
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  • NyassaV
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    I feel like this is a bit of an issue. I get that ZoS doesn't want to have everyone hoard stuff and break the market. But at the very least we should be able to deconstruct it for the skill line experience if not for materials. I'd like to have that implemented rather than no deconstruction at all @ZOS_RichLambert
    Flawless Conqueror ~ Grand Overlord
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  • Aerius_Sygale
    Aerius_Sygale
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    Not surprised they disappoint almost everyone with this, but you know what you can do to prepare? Stockpile Transmute Crystals and unopened Geodes (from End of (30 day) Campaign Rewards) for retraiting Jewelry once you research your favorite new trait for Rings/Necklaces.
    PS4/PS5, NA | PSN: AeriusSygale | Alliance War Rank 50 (Grand Overlord Grade 2) | CP: 2730+
  • Lake
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    Explains some of those "I don't have enough storage space!" threads.
  • Tandor
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    Lake wrote: »
    Explains some of those "I don't have enough storage space!" threads.

    Doesn't it just :smile: !
  • starkerealm
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    Surak73 wrote: »
    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...

    Except for the part where the release date is on a Tuesday, and The Golden won't show up until Friday. By that time, the launch window spike in jewelry mats will probably have crashed, and if it hasn't, it won't last long once people can start buying gold pieces.
  • Darkhorse1975
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    27jah3.jpg
    Master Craftsman!
  • Dasovaruilos
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    Feric51 wrote: »
    CalmFury wrote: »
    Feric51 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.
  • Kodrac
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    Good. Hoarders won't get any advantages.
  • Kodrac
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    Maryal wrote: »
    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?

    Yes, it'll be structured just like Blacksmith, Clothing and Woodworking.
  • neverwalk
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    all 8 of my storage chest are full of jewelery
  • Tactical32
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    Ley wrote: »
    People act like they've been saving jewelry for months. We've only known about jewelry crafting for 10 days.

    I've been saving jewelery for well over a year, ever since this was "rumored". Just in case...
  • Savos_Saren
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    Hey @Vaoh - you got any gold Silks of the Sun jewelry? ;)
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Mureel
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    Kodrac wrote: »
    Good. Hoarders won't get any advantages.

    So Rude. If it went the other way (you know, like EVERY OTHER CRAFT IN GAME!?!) should we say 'Good. People who don't ever plan ahead get no advantages!'

    Think before you type.

  • Nebthet78
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    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.

    Here's the thing though, the first thing a lot of raiding guilds are going to be doing is hitting the easy trials almost consistently for a couple of days to get as much gold jewellery after the drop as they can anyways. Just like they did when VAS was released to get the perfected weapons.

    Those players are going to be getting much father ahead than other players any ways compared to a lot of others when it comes to getting the mats they need for this.

    There are always gonig to be those players who are far ahead of others no matter what they do, or how they release things. There are always going to be players who go to the PTS and figure things out to get things all done on the first day. Who really cares, they're just cheapening things for themselves by rushing through stuff.

    Those who thought in advance and hoped this system would be released and saved their jewellery shouldn't be punished for doing so. By allowing those of us who thought ahead to be allowed to deconstruct what we currently has, actually keeps us playing the game. Seriously, what incentive do trials only players now have to run trials until the drop of Summerset? None.. absolutely none.
    Maryal wrote: »
    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

    What exploit? There is no exploit to this. All gold jewellery in this game has mainly been earned in one way or another. And those players whom have been smart enough to keep ahold of their gold jewellery for such a system for being punished for it. They didn't exploit anything to get that gold jewellery. They earned it. Like they will have to earn it after Summerset drops if they want to deconstruct more, but they sure as hell didn't exploit anything, and since deconstructing jewellery is a part of the new system being released, that isn't being exploited either. It's not an explot to be smart and save things up to be used in the future in the hopes something will be released.

    ZOS is actually PUNISHING end game players for playing the game!!! There is actually no reason for a lot of players to even bother doing Raids now until after Summerset's release. The only reason a lot of players continue to do raids as much as they do was to get the gold jewellery to save to deconstruct.

    There are other ways for ZOS to do things to keep it fair that doesn't punish players, including halfing the amount of XP earned from deconstructing old jewellery, or maybe even holding off allowing the deconstruction of old jewellery for a month or two, to allow then to see how things play out, though in my experience, it won't be any difference what so ever and give other players a little bit of a fair playing field.

    As I said above, there will always be those who are far ahead from others, and the steps ZOS takes to reign them in does a hell of a lot more to to damage and punish the average player, than it does to stop the ones racing ahead. If they took their heads out of their butts long enough, they might actually realize that!

    ZOS just killed the reason for a lot of players to even want to purchase Summerset right away. Why pay the full price right away, when you can wait several months to a year, keep what you have, and then get it discounted. They took away the MAIN reason to buy Summerset immediately. That new trial isn't going to cut it for a reason since a lot of player hate the VAS style format for Raids.

    Additionally, ZOS killed any reason for a lot of players to even bother playing until after Summerset's release. If I can't decon my saved gold jewellery on release, then what's the point of me continuing to do Trials when I have all the sets I want and none of my guildies need anything? There isn't. So, there is also no reason to bother paying for ESO+ then either is there? Why pay for something I don't need to continue playing?

    @ZOS_GinaBruno, @ZOS_JessicaFolsom, @ZOS_RichLambert

    You really need to rethink this decision. You are in fact punishing players for being smart enough to save their hard earned gold jewellery to be used for deconstructing. What you are planning, isn't going to have the "on level playing ground" effect you think it's going to have. It's just going to drive more players away.
    Far too many characters to list any more.
  • Vaoh
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    Hey @Vaoh - you got any gold Silks of the Sun jewelry? ;)

    My 213 spare jewelry pieces are all from trials or vMA weekly loot. Nothing useful like that unfortunately:| I’d be willing to sell you 21x Vicious Ophidian Rings though.... gold first :trollface:
    Edited by Vaoh on April 1, 2018 7:38PM
  • Kodrac
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    Mureel wrote: »
    Kodrac wrote: »
    Good. Hoarders won't get any advantages.

    So Rude. If it went the other way (you know, like EVERY OTHER CRAFT IN GAME!?!) should we say 'Good. People who don't ever plan ahead get no advantages!'

    Think before you type.


    I did thanks. Not everyone spends their life in a game. This ensures even footing.
    Edited by Kodrac on April 1, 2018 7:55PM
  • Sevn
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    I like it this way, much more fairer to everyone.
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • CromulentForumID
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    CalmFury wrote: »
    Feric51 wrote: »
    CalmFury wrote: »
    Feric51 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.

  • Dasovaruilos
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    CalmFury wrote: »
    Feric51 wrote: »
    CalmFury wrote: »
    Feric51 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.
  • ArvenAldmeri
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    Aka how to make all those aether and ophidian jewelry completely useless more than they already are in terms of making money.
    Magicka sorcerer from start until the end. Always. Through the good times and the bad, even now when its probably saddest PvE dps it has ever been.
    Even as an owner of one radiant apex mounts I am against radiant apex mounts and anything thats not obtainable by direct purchase.
  • Inarre
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    A new expansion should not make millionaires overnight. I am happy about this.
  • temjiu
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    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.

  • Vaoh
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    Inarre wrote: »
    A new expansion should not make millionaires overnight. I am happy about this.

    It’s going to regardless. Ppl who play the market well are ecstatic that pre-Summerset jewelry isn’t deconnable lol. Prices will be insane
  • Inarre
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    Vaoh wrote: »
    Inarre wrote: »
    A new expansion should not make millionaires overnight. I am happy about this.

    It’s going to regardless. Ppl who play the market well are ecstatic that pre-Summerset jewelry isn’t deconnable lol. Prices will be insane

    Sure, people who play the game AFTER the release can make money, but I feel that it was obvious that was not what my comment was referring to (or this whole thread).
  • themaddaedra
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    CalmFury wrote: »
    Feric51 wrote: »
    CalmFury wrote: »
    Feric51 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 highly doubt it, as they also said that legacy jewellery will be improvable/researchable/retraitable. If that was about coding, it would affect these too.
    PC|EU
  • Sordidfairytale
    Sordidfairytale
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    CalmFury wrote: »
    CalmFury wrote: »
    Feric51 wrote: »
    CalmFury wrote: »
    Feric51 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.

    No, the reason that you will not be able to deconstruct it is simple.

    Level 1 - 15 Jewelry is Garnet
    Level 16 - 25 Jewelry is Amethyst
    Level 26 - 35 Jewelry is Turquoise
    Level 36 - 45 Jewelry is Emerald
    Level 46 - 50 Jewelry is Ruby
    Everything after 50 (and even some 50 pieces) are Diamond. The Jewelry above CP 1 doesn't have a corresponding material most likely. It likely just has a placeholder. And deconstructing it would probably result in an error, since it wouldn't be able to tell the game what material to give back to you. Additionally the traits don't have a trait material identified, so there is another error waiting to happen.

    All Jewelry implemented after crafting will have a corresponding material, style, and trait type assigned and so can be deconstructed. But all that is speculation.


    What is known; You can research the jewelry you have now, and you'll get inspiration after the research has completed. So you can use 3 pieces you have now for research. It will take you about 5 - hours to research that first trait, you've got plenty of time to get a lot of Jewelry in that time to decon and level up your skill to unlock the research time reduction passives, by the time you've got the third trait researched it should only take you between 16 and 18 hours.
    The Vegemite Knight
  • Wreuntzylla
    Wreuntzylla
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    temjiu wrote: »
    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.

    There is no logic to what you are saying. What you wrote is something I would expect from a member of a trials group.

    "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"

    So, your argument is that it's better for top tier players in trials groups, the same people that typically dominate the guild trader market, to luck into a situation where their primary activity makes them even richer than they were before, than to reward those players who researched the issue and methodically, over time, managed their inventory, and otherwise went about executing a well thought out plan?

    "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."

    Inventory management was the most time intensive activity in the game in the past, and is still up in the top 10. Time is money, even in this game. It's almost as if you don't play the same game...

    Edit: Oh, and of course, this. https://forums.elderscrollsonline.com/en/discussion/403909/who-and-how-much-do-i-have-to-pay-to-get-into-vdsa#latest
    Edited by Wreuntzylla on April 2, 2018 10:51PM
  • Runefang
    Runefang
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    I'm glad that they did this personally. We'll have stuff to do on day 1.
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