They probably want to have less nodes, and thus make people grind more, so they play the content for longer and don't notice how superficial and empty it really is. I'm starting to get sick and tired of this artificial rarity that makes you run for hours on a make-believe treadmill. Looking at this it looks more efficient to just grind dolmens with a maximum level character, and simply decon the jewels that drop there for skill level up and materials after launch. It's boring but at least you get a guaranteed "ingot" for every piece of jewelry and some inspiration from deconning it and there are zones where you can cycle through all 3 dolmens in 5-6 minutes.
They probably want to have less nodes, and thus make people grind more, so they play the content for longer and don't notice how superficial and empty it really is. I'm starting to get sick and tired of this artificial rarity that makes you run for hours on a make-believe treadmill. Looking at this it looks more efficient to just grind dolmens with a maximum level character, and simply decon the jewels that drop there for skill level up and materials after launch. It's boring but at least you get a guaranteed "ingot" for every piece of jewelry and some inspiration from deconning it and there are zones where you can cycle through all 3 dolmens in 5-6 minutes.
Accept you can't get gold mats that way...
Cas
They probably want to have less nodes, and thus make people grind more, so they play the content for longer and don't notice how superficial and empty it really is. I'm starting to get sick and tired of this artificial rarity that makes you run for hours on a make-believe treadmill. Looking at this it looks more efficient to just grind dolmens with a maximum level character, and simply decon the jewels that drop there for skill level up and materials after launch. It's boring but at least you get a guaranteed "ingot" for every piece of jewelry and some inspiration from deconning it and there are zones where you can cycle through all 3 dolmens in 5-6 minutes.
Accept you can't get gold mats that way...
Cas
For those there's always that ~20 minutes vAA HM with guild mates for 2 pieces of gold jewelry. I'd say that's a much safer bet than refining, by looking at the odds from other materials. You only get roughly 1 gold temper per stack, but deconstructing gold gear from leaderboards (you get a lot of silly combos like Inferno staff of ... Eternal Yokeda) I always get a gold temper back. It's basically impossible to collect 2 stacks of jewelry materials and refine them in 20 minutes and get 2 tempers from them, considering the stated rarity.
axxlesoft_ESO wrote: »For those of you having trouble finding nodes on Summerset, have you checked other zones?
schattenkind wrote: »I still see a danger in general increase of the jewelerey material nodes, because ppl who play more or can play in times with less players online will in certain way still have monopoly on the materials.
Just imagine you playing only evenings during full server load, even with a increase you wont get much out. On the other hand a number of players who play in the mornings will have a lot more nodes to harvest.
There should be some kind of mechanism that gives every player (nearly) the same chances to get materials, thats the real solution. General increasing of nodes wont help those who cant play in good times, but those who can.
Therefore my suggestion is to adapt node spawning to online player count, which is without doubt better, than increasing generally.
It does not matter if the amounts gained are high or low. The same people will remain with the same percentage above others that have less time to play.schattenkind wrote: »I still see a danger in general increase of the jewelerey material nodes, because ppl who play more or can play in times with less players online will in certain way still have monopoly on the materials.
Just imagine you playing only evenings during full server load, even with a increase you wont get much out. On the other hand a number of players who play in the mornings will have a lot more nodes to harvest.
There should be some kind of mechanism that gives every player (nearly) the same chances to get materials, thats the real solution. General increasing of nodes wont help those who cant play in good times, but those who can.
Therefore my suggestion is to adapt node spawning to online player count, which is without doubt better, than increasing generally.
The game is about get rewarded for your time in the game doing things, make it a level reward for all per day no matter your effort. That will kill the game fast.
Spent about 30 mins in Summerset today trying to gather crafting materials for Jewelry and another 20 in Auridon afterwards. I found a grand total of 3 Nodes in that time, which wasn't even enough to refine once. By comparison I found over 60 ore nodes, and plenty of cloth and wood. If this doesn't increase I think Jewelry Crafting will become a novelty instead of a fundamental part of the game.
Right now it takes 10x more materials to upgrade Jewelry than it does any other equipment. If the only way you can gain the materials necessary is by mining these nodes and refining the materials (besides deconstructing gold jewelry which few people will do), then it will take someone weeks of non-stop farming just to get enough mats to gold out one ring or necklace. This is WAY TOOO LONG!
I sincerely urge this to be changed...
Cas