
Let's get this right out of the way.
The Good :
- Cool new traits! I was surprised to see so many new traits added with the advent of jewelrycrafting but then again I never put any thought into it. Naturally we'd need 9 traits so that we could actually make 9-trait crafted jewelry sets but still, these are some great new additions!! From more niche-application traits like Swift to some truly role-defining traits like Bloodthirsty these are some phenomenal ideas!
- Cool new station! Obviously not something everyone's going to care about but I think it's a wonderfully detailed little workdesk, its only flaw being that its high-quality texture seems ever so slightly out of place in some of the less-detailed parts of the world.
- Crafting! Jewelry! Like at all!! Honestly I wasn't expecting this for years, but here we are. We can finally make every type of gear and upgrade every type we find in the world. The crafting system really feels like it's complete now, at least from a combat perspective.
- Very diverse acquisition methods! It really feels like you took the time to work out how to make sure every type of gameplay can bring something to the market. And of course, those of us who play a variety of content types will surely see a commensurate benefit.
Well OK, hold up, let's examine that last part as a way to segue into the "healthy and constructive criticism" portion of the post. Is everyone really bringing something of equal value to the table? No, I don't believe so, although I would like to reiterate that there was clearly a strong effort made to do so. In particular, many of these traits are relatively easy to come by, while the effort needed to get the Harmony trait looks immensely out of place. 20 writ vouchers or 100k AP for a fully-formed trait stone is, at most, a few hours worth of engaging with the relevant content. Even the daily dungeonfinder method for getting the Protective trait is quite grindable if you need it Right Now. But Harmony? You have to get TWELVE PEOPLE together and at best go through all the available trials on normal mode, and even then you can only do them once per week (per character, no doubt, but not many people have a slew of trial-ready characters). And for what, mostly dust and a chance at the actual jewelry? That's a huge amount of effort for a very small reward, and that means that on the market these are going to command an unimaginable premium. And you can't just bump the price on Bloodthirsty and Swift because you're letting us buy those with currencies that are already at extreme market saturation. That would not be a good way to achieve parity, but stuffing more trait items in the trial quest reward boxes might be.
While we're on the topic of monumental effort... what is going on with the research grind? Or the material grind? We can only research one item at a time? Research scrolls cost more than three times as much as for other crafts? We have to mine dust from apparently impossible-to-find crafting nodes? And the trait items and tempers require ten pieces to make ONE usable item?? And we can't deconstruct existing jewelry??? I truly do not see the purpose of this so I'll just go over some hypotheses and argue those.
- You want it to be hard because you don't want end-game players to feel like their existing gear is suddenly devalued. Would be the most understandable position, but it still falls pretty flat. End-game PvP jewelry is easy to come by and only a few PvP sets even fit into end-game PvP builds across all PvP content types. There was even that whole Midyear Mayhem event that let us straight up buy gold versions of the ones we liked for AP. That was nice, I'm not complaining about that, but we aren't going to feel like our efforts aren't giving us a degree of exclusivity. We already feel that way and are content with our player skill being the distinguishing feature. And while I'm not in a competitive trial guild, the switch to Imperfect and Perfect versions of gear is already going to be setting those guilds apart from their peers, you don't have to double-dip and make the grind permanently harder just because someone is going to gold out their blue Alkosh ring. And obviously since overland and dungeon sets have NEVER come in gold quality (minus being on The Golden, which again uses currencies you can just grind) that's not going to be a matter of contention. So what's the point here?
- You want it to be hard because you don't want people to get gold jewelry on day 1. I mean, for one thing I already have gold jewelry, so I'm... not really sure about this point. But I vaguely remember hearing something about this from one of the devs so I wanted to address it. Anyway, in addition to existing gold jewelry, there's already a certain type of person who can get it on day 1, and that's people with a fuckton of gold. If we have it, we can just buy all the materials, all the (new) stuff for deconning and ranking up, bam done. It is here where I truly don't understand the rationale behind not letting us decon existing jewelry. Sure, it gives hoarders a launch-day advantage, but we already have a class of players with a launch day advantage if they're sitting around on piles of gold. Why are we letting wealthy players be the only class of people with good options on the first day? Trial guilds, PvP guilds, farmers, all of these people have to slog it with the casual base pop? Doesn't seem right.
- You want it to be hard because you want to delay content completion so the experience lasts longer. This would be the second worst possibility because it's trading long-term, permanent access difficulties for a short-lived increase in engagement. Unless it backfires miserably, of course, like how people left the game in droves once Imperial City launched and we had that unconscionable resource grind for VR15 and vr16 gear. Remember that? Gods, I sure do. That was also when we had to suddenly spend ten times the number of base materials to get max-level gear. Now that we can farm those materials out in the world it's not nearly so bad, but those were some rough months. I watches as even PvP guilds dissolved all around me out of frustration, and those were the very people that content was aimed at!! The animosity for that system I felt coming from other players completely overshadowed all the cool things about that DLC, like the fun new environments, dungeons, and quests. I really don't want to see Summerset get that same treatment, especially since there's a certain class of people who are going to have LESS of a grind to deal with, which brings me to my next hypothesis.
- You want it to be hard so you can sell more cash-shop exclusive buy-to-win research scrolls. Now I don't mean these are permanent pay-to-win items, but until the base population has had a chance to research everything the normal way these definitely give a distinct, numerical advantage to cash shop enthusiasts. If ZOS started selling Bloodthirsty Spriggan's necklaces on the cash shop everyone would immediately understand that to be P2W trash, but somehow because it's obfuscated by needing to have a crafter (a triviality for anyone who's been playing for more than 6 months) some folks can't seem to see the difference. Well let's be clear, there is no effective difference! People willing to shell out a few hundred dollars for these research scrolls will be able to craft and transmute to whatever trait arbitrarily, and won't have to worry about spending in-game gold on in-game research scrolls, freeing up more of their resources to just buy the trait jewelry they need. If this really is what's going on, ZOS, all I can say is shame on you! You said you wouldn't!
And let's not forget other considerations, like overall potential player market issues. Since this is a brand new end game system, it is absolutely possible for a small handful of players to completely control the market for the associated crafting, trait, and upgrade materials. From other feedback on the PTS, it sounds like these nodes are rare, their drops are abysmal, and the whole experience is frustrating. If that's the case, it will take entirely too long for the player market to have an adequate supply to resist monopolies on these end-game goods. Market manipulation is tolerable on frivolous things like mythic ambrosia, but on necessary goods like this it's a recipe for alienating the playerbase. Let's leave aside the potential for bot farmers and third-party gold sellers to see a resurgence and just accept that the player alienation alone would be nice to avoid.
Complicating matters even more is the jewelrycrafting master writ situation. I saw a writ calling for Legendary jewelry and it was only giving out 115 writ vouchers. How is that going to be the least bit worth anyone's while unless the market gets suddenly saturated with a boatload of raw and upgrade materials from gods-know-where? It would take a while for that to be worth it even if jewelrycrafting was set up like a normal crafting profession, just because there won't be much in the way of legendary mats on the market as people will use them up on gear first, but even when we get a steady supply it's going to take EIGHTY gold mats to finish that writ! Are you kidding me?? Vouchers aren't even worth 1k a pop on the PC NA market but you want us spending 80 gold rarer-than-tempering-alloy upgrade mats on this thing??? We are already at the point in the crafting writ economy where we are operating at a loss by completing most of our own writs (selling writs outright versus completing them and using expensive materials in the process), but this is a whole different level of suckery. A serious look at the economic side of these writs, or just jewelrycrafting in general, should be done.
So what are my recommendations for fixing these issues?
- Scrap the "dust" part of the upgrade and trait mat system in its entirety. The potential benefits are entirely outweighed by the exorbitant, permanent, repeating cost. It's like the VR16 gear controversy all over again. The last time an end-game system this important was implemented in such a way players left in droves out of frustration. I'm not saying it will be exactly that bad this time (after all, we can at least craft the rest of our gear normally), but making it this grindy for no good reason is definitely going to drive some folks away.
- Do not sell cash-shop research scrolls until normal players have had adequate time to complete their research. Don't do this P2W ***, it's not cool. You used to put buckets and brooms on the cash shop as a joke but now we really are here. It's not like when the other research scrolls launched, normal players had already had years to get all their research done so it really was just a convenience thing. What you're pulling with this is an entirely different situation.
- Reduce writ voucher jewelrycrafting research scrolls to the same price as the other professions. Over three times as much, and again for no discernible good reason. We're already paying for Summerset to access the system, give your paying customers some parity with their existing crafts.
- Increase trait drops and accessibility across the board. If the above is accomplished, then having Bloodstone cost 100k AP seems needlessly steep. Drop it to 10k to put it in line with the other mats, which should now always drop in their usable form, not that "pulverized" silliness. Increase the number of drops from Trial quests. You can give trial content something marketable without making it so over-the-top.
- Let us deconstruct existing jewelry. As previously stated, a handful of people are already walking into the next patch with a distinct advantage in the system just by having a huge stockpile of gold to buy research/decon/raw material items with. PvPers, PvEers, and farmers should not be penalized for engaging with the content. Let them use their equipment stockpiles to a similar effect.
- Possibly increase material spawns for jewelrycrafting across the overland environment and don't make them take the place of blacksmithing nodes? Question mark because I'm less sure on this point, I'm just trusting that other people on the forums have been giving accurate information about the behavior of crafting nodes. I did some farming in Alik'ir to see if it "felt off" to me, and it definitely did, but I don't have hard comparative numbers to share on it so I don't think it's the strongest point of feedback.
Sorry for the long-winded nature of the post, but I wanted to be thorough. I truly believe that ZOS listens to quality feedback and this is my honest, no-nonsense criticism. I want this to be a good system that's accessible and melds nicely into the existing marketplace, but the above concerns have me very worried about the health of this system. It's great that jewelrycrafting is finally coming to the game, but without some small-but-consequential tweaks it's going to cause trouble.