The easiest way to address it is to make it like people are expecting - to mimic blacksmithing, clothing and woodworking.
1.) Get rid of the 1/10 stuff and just go with the upgrade items dropping whole like tempers do.
2.) With passive upgrades, allow research of necklace and ring at same time.
3.) Add a hireling like you have for 5 out of 6 crafts today.
Anything else is horse-puckey. Might I say that what makes this a particularly bad rub the way it is now is that people are PAYING to get jewelry crafting and they are going to get this poor grind for no good reason at all.
I can say that some people I play with and weren't on PTS were rather very surprised by what ZoS is doing with jewelry crafting because it makes no logical design sense.
Gallagher563 wrote: »Uping the drop rate of upgrade materials would work if say they increased gold's by about 3X and all the others by about 5X. So for purple that would mean it still takes double the mats of any other crafting line but still reasonable.
Carbonised wrote: »There have already been plenty of posts outlining the problem of jewelrycrafting, which primarily concerns the lack of upgrade mats/tempers, and their being split into 1/10th of full upgrade mats.
ZOS is already wedded to the idea of tempers split into parts, and it seems unlikely this will change significantly.
However, there is a small but elegant solution to this: look into the droprates of temper parts from refining raw jewelrycrafting mats. By upping the dropchance for all colours of upgrade mats, you can keep the current system as is, and still provide players with a crafting system that doesn't take as much time, effort and grind in order to make a green ring, as it does to make a gold piece of armor (which is almost the case right now, according to the testing that has been done).
I suggest giving green upgrade mat parts a much higher droprate from refining, blue a somewhat higher droprate, purple a moderate droprate boost and gold a small droprate increase.
If nothing is changed from PTS now to live, I strongly suggest that ZOS monitors the usage of the jewelrycrafting very, very closely in the immediate months to come, and adjust the droprate of upgrade mats from refining accordingly. Your math and server statistics will tell you if people actually bother to create green, blue, purple or even gold jewels through crafting, or if they simply forego it altogether and only use jewelrycrafting to transmute into new traits.
Since nothing has been changed regarding master writs for jewelrycrafting, I also strongly suggest you monitor if people actually bother to waste their upgrade mats for a meager amount of vouchers (which I sincerely doubt anyone will). Once again, server statistics will tell you in a few months that jewelrycrafting master writs need to award a much higher amount of vouchers than they currently do (which is still the case for the provisioning writs that require perfect roe).
Surely someone at your office must be able to track these things and ajust droprates accordingly along the way. ZOS unfortunately has a bad habit of leaving droprates as-is for things like furniture recipes and other sought-after items, despite large famines on at least some of the megaservers. I suggest ZOS keeps a closer eye out on droprates in general, for items such as recipes and now jewelrycrafting upgrade mats, and do adjustments accordingly along the way, instead of going half or even a full year between adressing droprates that are way too low.
Bear in mind that upgrade mats are also used in the new jewelrycrafting furniture recipes, which often call for 4 green or 3 blue full upgrade mats per item. This also emphasizes the need for temper droprates to be higher than the other crafts for jewelrycrafting, since you went with the unnecessary concept of 1/10th of temper parts instead of whole tempers.
Another way of helping out furniture crafters would be to look again at some of the jewelrycrafting recipes, and adjust them accordingly, for instance requiring 2 green tempers instead of 4 as it currently is, which still translates to 20 green upgrade mats instead of 40, when you compare them to other crafts.
I'll never understand why game architects think that requiring days/weeks/months of mindless, robotic grinding for minuscule return has any entertainment value at all. Maybe if I'm an obsessive hoarder with no real life who can sit in one place doing one thing for 15 hours a day. For the rest, it just pisses people off. Mind you I do it as much as I can tolerate because I enjoy crafting. 99% will tell you they hate it yet you continue to exponentially exasperate the problem. Get a grip already!
I was looking forward to jewelry crafting, but this new grindfest sucked all the anticipation out of me. Once released be prepared for a windfall of angry, enraged players.Why that is considered good game design is beyond by ability to comprehend.
People keep approaching Jewelry Crafting like it's a problem that needs to be fixed, rather that a crafting system that was deliberately designed the this way.
This all assumes that ZOS agrees that the grind is a problem. I don't think they do.
They won't do any of this, because there intention is for jewelry crafting to be a grind, just like CP160 gear was when it came out and the drop rates for mats was lower than they currently are.
It might also be a case of careful what you ask for. They will be making lots of balance changes for awhile as the implications of jewelry crafting and the other combat changes become more clear. It might not be such a great thing if large #'s of gold crafted-set jewelry were out in the world right out of the starting gate. A slower pace would at least give them a chance to react to new and crazy set combos that are surely coming.
Something simple that’s actually doable: Adjust the bars and platings it takes. Green and Blue should be very easy to craft. Purple should be harder to obtain, since it’s normally tied to veteran content, but given that purple jewelry also comes with dolmen chests it shouldn’t be a heavy grind. Upgrading to gold quality could stay as is.
The easiest way to address it is to make it like people are expecting - to mimic blacksmithing, clothing and woodworking.
1.) Get rid of the 1/10 stuff and just go with the upgrade items dropping whole like tempers do.
2.) With passive upgrades, allow research of necklace and ring at same time.
3.) Add a hireling like you have for 5 out of 6 crafts today.
Anything else is horse-puckey. Might I say that what makes this a particularly bad rub the way it is now is that people are PAYING to get jewelry crafting and they are going to get this poor grind for no good reason at all.
I can say that some people I play with and weren't on PTS were rather very surprised by what ZoS is doing with jewelry crafting because it makes no logical design sense.
drake88131 wrote: »Guessing they won't do anything. It is going live. Just make your peace with it and transmute your jewels and be happy. No reason to grind.
drake88131 wrote: »Guessing they won't do anything. It is going live. Just make your peace with it and transmute your jewels and be happy. No reason to grind.
Your post only serves to illustrate the point that the system is far too grindy. It's not the first post I've seen suggesting that the system is fine 'cuz there's no reason to grind when all they want to do is change the traits of their jewelry and upgrade from purple to gold.
But, for people who were actually looking forward to CRAFTING jewelry, it will be a big grind for mats, and not just the upgrade mats - most of the trait mats come in parts as well. In addition, seams share the same spawn as ores.
I agree with the OP that at this point, adjusting drop rates of temper parts would be an easy way to alleviate some of the grind. I don't think it needs to entirely go away, or even be as easy as the current crafts. It is a new system and will have a significant effect on gameplay, so I can see why they'd want it to take a little longer.
However, it may be something that they will adjust over time - at least I hope so. Keeping an eye on the drop rates and on how many people are actually using the system to craft jewelry and not just transmute/upgrade their purple dropped jewelry, will inform them on whether adjustments need to be made.
Also, the CP 160 mat grind was significantly reduced when nodes were added with Orsinium and subsequent DLCs and then again with One Tamriel. I don't recall when the 50% split between Void/Ruby was removed, but that also helped quite a bit. It may be, then that the JC mat grind will be lessened over time. And, the OP's suggestion of adjusting the drop rates of the upgrade mats would be a simple way to make adjustments over time. Of course, I wouldn't mind seeing them do away with the 1/10th thing altogether.
drake88131 wrote: »Oh I'm. It saying it's fine. I am saying it sounds like it is absolutely horrid and a bad idea, but that we have to look at the reality of it. I'm saying it is what it is. It's not changing. So, given it is not changing Bc zos never listens, you might as well just do what you can with it to make it have any value and move on. There is no jewelry crafting from what I'm gathering. Glass half full here. Thanks zos for the new transmutation of jewelry!