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ZOS_MSchroeder wrote: »We’ve heard your concerns about Jewelry Crafting, and we’ve been working on a few changes to help address them. The change to the value of Master Writs was a big part of those changes, but it isn’t the only part – or even the biggest! We’d like to inform you of some of the changes we’re currently working on for Jewelry Crafting.With these changes, we aim to make the experience of obtaining Jewelry Crafting materials, upgrading Rings and Necklaces, and completing Jewelry Crafting Master Writs more enjoyable and economically beneficial. They should arrive on PTS sometime soon – and be included in the final Live release of the Wolfhunter DLC pack.
- First, we’ve noticed that some players will leave Blacksmithing resources alone in their search for more Jewelry Crafting materials – which can result, in the long run, in a zone having too few Jewelry Crafting Seams for players to find. To help alleviate this, in an upcoming PTS patch, we’ll be adding a small amount of Jewelry Crafting raw material to some (but not all) Blacksmithing ore nodes. Not only will this encourage players to harvest both Blacksmithing and Jewelry Crafting resources, it will also result in more Jewelry Crafting Dust being mined overall (as we are not affecting the yield of existing Jewelry Crafting Seams at all).
- Second – and this is the big one – in an upcoming PTS patch, we’ll be significantly reducing the number of Platings it takes to upgrade a piece of Jewelry. At maximum rank in Platings Expertise, it will take you only a single Terne Plating to upgrade a ring from White to Green, and it will take only 4 Chromium Platings to upgrade a ring from Purple to Gold – both of which are half of what it takes currently on Live.
Comments
How do the changes relate to the cash shop? I'm not familiar enough with it currently to comment on that relation.
It's just a bad design issue with forced rarity because it's new or just because.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
JC wasn't created in a vacuum: they already had established a baseline grind associated with crafting back in the days when it was a sub-only game - a time where presumably grind for the sake of extending subs made more sense since that was the only business model at the time.
Carving out JC and making the upgrade requirement 10 times grindier (now 5 times) doesn't even make sense as a sub incentive since they made it so obnoxious the bulk of the player base is not even trying to do it.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I would like to see JC follow the same rules as other crafting professions- possibly making upgrading to gold harder than other professions if they are concerned about the market for gold jewelry.
I don't understand how they allowed such a terrible system to go live in the first place, it seems to detract from many of the things that makes crafting so attractive in ESO.
The only reason that gold jewelry drops have traditionally been more highly prized was because the game didn't have jewelry crafting so you couldn't improve blues or purple to gold (for whatever that's worth since jewelry improvement to gold is just a tiny incremental increase in stats over purple unlike doing the same with weapons where you do get very nice boosts) like you always could with any other item. Now that JC does exist, trying to maintain that rarity of gold jewelry is a silly artificial thing - just a legacy leftover from the times when you could not upgrade it. It's shallow development thinking.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
The problem I have with doing this to JC is that it's just another craft for one of the item slots we have been using and equipping since day one and there is not a thing super powerful or unique about those item slots other than the fact that we couldn't craft them or upgrade them before and now we can.
It just doesn't fit in with the well established gear crafting and upgrade system that it's part of. It's an inconsistent forced difficulty.
I'm not against adding legitimate difficult new system but doing it to JC is just plain silly.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
That certainly would be the best way to go, the crafting system for non-JC professions is fantastic- it takes a long time and dedication to become a master but lets players make great gear at all stages of the journey. It feels so much more satisfying than crafting in any other mmo I've played- probably because it was derived from a single-player rpg system which focused on interesting gameplay mechanics rather than grind.
Its disgraceful how they could take such a great core system and totally fuck it up for JC.