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Crafted Jewelry Proposed Changes

Posted: Sat Nov 24, 2018 6:46 pm
by Jakkal
After discussing with the other developers, we have come to the conclusion that we should try to redo the way Crafted Jewelry works in Vanguard. I understand that people might be purists and don't want to see any changes being made from the way things were in VG Live. However, even during VG Live, many people complained about the awkward way Jewelry items were crafted, as it seemed almost like a rushed afterthought, and made the process confusing, tedious and in some cases gave some players an advantage over others. In addition, we've found it's a lot of trouble to change the entire back end of Crafting in order to accommodate /just jewelry/ that does not behave like /any other recipes in the game/.

Originally in VG Live, gems did not behave like the other refining and finishing recipes of other player gathered mats (ores, slabs, bales, timber, hides, etc). You didn't use normal catalysts (Such as attuning dust) to give them attributes. Instead, the "cut" of the gem determined the attribute or resistance it would have. And the cuts were based on continental style. So in order for a character to make a gem with any of the possible attributes available, they would need all three continental styles. For example, Kojani characters were only granted the ability to make gems that were either Vitality or Constitution for Stats, or Physical and Arcane for resists. If they wanted to use strength or dex, they'd need to learn the other continental styles. This was cumbersome, and the majority of the players did not like it. In addition, because of the way these gems were refined, it was impossible for the players to do more than one at a time - also unlike all the other refined mats which allow you to do 1, 3, or 5 (And sometimes more if your character has the manuals). But common gems were limited to one at a time. Considering there are five separate jewelry slots, this unfairly penalizes mineralogists in comparison to the other crafting classes. Many players found the 'cut' system to be confusing and tedious.

Other crafting classes use a much more elegant and simpler method of simply taking the unrefined material and putting attuning dust of the stat they want to use on it. For example, you can take copper ore, use Attuning dust of Strength and end up with a “Sentry’s Copper Ingot”. This also made it easier for noncrafters to find items of the proper stat by looking up the name given to all the items of that tier. Across the board if you wanted something that was T1 with strength, it was "Sentry's". But for Jewelry, it was "Stalwart Shaped Quartz Earring".

What we propose will remove the cuts of the gems and rename the gems to match the naming conventions of the other crafted items. For example, a strength imbued quartz would simply be named with the same T1 convention as everything else: Sentry’s Quartz Jewel. Because Gems were the only gear type to use resistance, we will add these to the gems. So a Sentry’s Quartz Jewelry item would have both Strength and Ice Resistance. We don’t believe this will be much of a balancing issue because the resistance is so circumstantial - and most often overlooked by all players.

Possible issues with replacing the Jewelry Recipes: Some quests will require a specific cut of item. And the Weaponsmith upgrade recipes require certain cut resistance gemstones. We will need to account for each of these. (I would suggest that we have them use the normal versions of the gemstones making them in line with the other crafting trades).

Proposed Changes:
  • The six main stat attuning catalysts will need to have “Sample” listed on them. (Str, Dex, Con, Int, Wis, Vit)
  • Jewel Refining Recipes will no longer accept Attuning Dust of Energy, Health, or Hexes. Instead we will automatically add HP to Dex, Con, and Str, add Energy to Wisdom, Spell Damage Focus to Int, and add Healing Focus to Vit.
  • The jewel refining recipes will need to have the following stage_0_id actions: 1 Jewel, 3 Jewels, 5 Jewels.
  • The jewel refining recipes will need to accept the attuning dust of the main six stats as a secondary enhancement.
  • The jewel results will need to be created and named according to their Tier’s naming convention (Sentry’s, Drifter’s, etc).
  • The Jewel Finishing Recipe will need to be split into three separate recipes, split into the continental style, Necklace, Earring, and Ring. For example: Kojan Quartz Necklace recipe, Thestran Blue Sapphire Ring recipe, Qalian Amethyst Earring recipe.
  • Jewelry Finishing Results will need to be renamed and recreated, possibly from scratch.
  • Upgrade recipes that require a gem (Such as Weaponsmith) need to be changed to use the base version of the refined gem. (For example, Garnet Jewel, not Sentry’s Garnet Jewel, and not Diamond Cut Garnet Jewel).
  • Any quests that require a gem will need to be adjusted as well.
We're posting this publicly so that players have the chance to look it over, and let us know if we're overlooking something important or whatnot. If you don't like the idea, then that's your opinion, but we're more than likely going to push forward with this.

Re: Crafted Jewelry Proposed Changes

Posted: Sun Nov 25, 2018 6:54 am
by Jehlicka
Maybe you want to share this announcement via Facebook as well?

Re: Crafted Jewelry Proposed Changes

Posted: Mon Nov 26, 2018 10:08 am
by Jeph
I agree with the proposed changes. Will have to think back on crafting to remember if there are any dependencies.

Re: Crafted Jewelry Proposed Changes

Posted: Tue Dec 04, 2018 6:16 pm
by wheema
Wheema was a max mineralogist and I have to say, that profession was a pain in the butt in comparison to others. I think simplifying it in the way you've proposed would even the playing field a bit.

Re: Crafted Jewelry Proposed Changes

Posted: Mon Mar 04, 2019 3:49 am
by Myyn
This is a great idea, shame it will push the workload up on the editing other quests, but as its been said it will even the field a bit vs other professions.

Myyn / Lukker

Re: Crafted Jewelry Proposed Changes

Posted: Fri Mar 08, 2019 6:35 pm
by EvilKitten
I like this!

...save for forcing HP/Nrg/SPF/HF to a specific stat. What if my Bloodmage needs HP or if my Shaman wants both Strength and Energy.
/opinion

Re: Crafted Jewelry Proposed Changes

Posted: Sat Mar 09, 2019 9:44 am
by Jakkal
EvilKitten wrote:
Fri Mar 08, 2019 6:35 pm
I like this!

...save for forcing HP/Nrg/SPF/HF to a specific stat. What if my Bloodmage needs HP or if my Shaman wants both Strength and Energy.
/opinion
That's the price we pay for making the system more manageable. And it's a minor price to pay really, especially since almost all jewelry made used that setup by choice. There won't be many outliers that would have us keep the old, hated system so a BM that wants HP can use it. A shaman can always use HP and Str together.