New details just posted in a
new article on the ESO site:
Throughout Tamriel, you can find new Jewelry Crafting Stations (including set stations) that allow you to create custom jewelry for the current crafted item sets, and you will be able to complete Writs and Master Writs like any other crafting Skill Line. Note that the Summerset Chapter is required to use the new Crafting Stations.
Odd to gate a basic full craft behind optional content although I suppose, it's not any more odd than a new class or BGs as they did with Morrowind or the way WOW gates classes and other things behind their Xpacs.
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Comments
I assume this jewellery would be tradeable making it a non issue.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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Pay a sub, get everything the game has to offer except the few CS cosmetics, which you still get monthly gold with a sub to by that stuff!
The only thing I ever spent on ESO was the box and the sub. Did EVERYTHING.
#keepItReal
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
The full meal deal doesn't include loot crates as everything in there is 100% optional to the core game play: even if dressing up your in-game look in unique ways is something one craves, there are literally thousands of unique looks available without ever going near a loot crate.
Most of the extremely rare loot-crate exclusive stuff is mount skins which, IMO, are tacky and over the top that I wouldn't use even if it were free.
The pursuit of those rarities is something beyond the full meal deal.
Edit: Oh I forgot. You're closer than you know about the Perfect World Entertainment connection since the original ZOS hire to run the cash shop back in 2015 came from there Heather Powers was also involved and she has been around marketing and advertising in a lot of places including NCsoft, Carbine and My.com.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
We're currently working on a very extensive Jewelry Crafting article that we plan to publish before we start the next PTS cycle, which will hopefully answer a lot more questions.
https://forums.elderscrollsonline.com/en/discussion/comment/4987268/#Comment_4987268
I guess I can stop hoarding jewelry to deconstruct.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
want something, pay for it..
how is this different then the thief skills or dark brotherhood?
or even the warden clas?
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
It's not a big deal for me because I've already pre-ordered Summerset but from the point of view of wondering which things belong in the base game and which don't, I still find it odd that something as basic as crafting set jewelry which will be part of sets that can be crafted by anyone was chosen as a Summerset feature and not as a base addition.
I see a difference between carving out zones or a class or a skill line or even a game mode (as they did with Battlegrounds) behind additional paid content and a basic craft. It just seems like an odd choice to me. It's got that "well shit there's not enough in this chapter let's throw jewelry crafting into it too" kind of vibe to it.
The fact that harvesting the nodes is not part of it and anyone can harvest those nodes makes it, IMO, seem that much more like a last minute thing. I mean it's not like they don't have the capacity to wall-off nodes if they really wanted to make it an exclusive Summerset thing. Thief trove nodes can only be harvested by those with access to the Thieve's Guild DLC. They could have easily done the same with the new jewelry crafting nodes.
IDK... it just feels like a bit of kludge to me.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
It may be just me but I remember expansions in the MMOs I played 10 or 20 years ago as being significantly beefier than ESO Chapters.
ZOS itself avoids calling chapters expansions and they go out of their way to correct anyone who does.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
― George Carlin
Personally I don't think this (or Rift) is particularly p2w, but the value of what I am paying for with my sub seems to be diminishing more and more over time, and I don't like that. Its getting to that tipping point where it seems they are trying to have their cake and eat it too, which was something that really annoyed me with ArcheAge.
Also the free inclusion of Morrowind, while I think is a good move because BGs will definitely benefit from a larger population (and it sure sweetens the deal if you don't have MW), seems something of a slap in the face to those who have already forked out $50 or whatever it was to buy it in the past. Surely they could have chucked in a free character slot or something for those of us who already have Morrowind?
Arcane: Adds 870 Max Magicka
Healthy: Adds 957 Max Health
Robust: Adds 870 Max Stamina
Triune: Adds 435 Max Health, Magicka & Stamina
- This is basically a Tri-Stat Enchant for your Jewelry, except as a Trait. Pretty nifty.
Protective: Adds 1,844 Physical & Spell Resistance- I don’t like this Trait, it feels like a waste. We requested ZOS change this to something that would not already be something we easily cap out on as a Tank, like something along the lines of Block Mitigation, Healing Done or Healing Received. We’ll see what happens when this hits PTS.
Swift: Increases Movement Speed by 10%- I love that we have a trait that provides utility but isn’t necessarily a direct increase to combat stats. This trait is still restricted by the in-game movement speed cap, but it’s nice and should be interesting both for combat builds and utility builds.
Harmony: Increases the potency of Damage, Healing, Recovery & Damage Shields granted by Synergies by 35%- We didn’t really get a chance to test this thoroughly, but I think we could see a good use for it in meticulously-well-theorycrafted groups in both PvE and PvP where Synergy use is maximized.
Infused: Increases the potency of this item’s Enchantment by 60%On paper, this seemed like it could be broken. However, In PvE with Damage glyphs, it actually didn’t perform much better than existing traits for raid-debuffed DPS parses (within 1-2%). Where this trait becomes interesting is with things like Cost Reduction enchantments - the effective cost reduction granted by one piece with the Infused trait works out to ~600 Cost Reduction, which is massive. Running three Cost Reduction Glyphs on Infused Jewelry along with the Alteration Mastery set, I was able to get my Force Pulses to cost about ~800 Magicka per cast, although damage was pitiful.
I see this trait as being incredibly useful for newer players, players with low CP, or players with resource management issues - one Infused Cost Reduction piece should be enough to fix most resource issues in PvE DPS scenarios, without having to sacrifice too much damage.
Bloodthirsty: Increase all damage you do to the target when it is below 25% health by 20%
This trait, again, seems a lot better on paper than it is in practice. You give up a lot of damage by choosing this trait for the first 75% of damage in a fight, but the damage you do during the last 25% is beyond bonkers. Gilliam was regularly getting Killers Blade crits over 100K on raid-debuffed dummies, plus all other damage he was doing was also buffed. The actual parse values were slightly ahead of both Robust and Infused, but he said it felt a bit like it might just be a “dummy-cheese” situation. We’ll need more testing here to see how viable this is.
And the mats required for some of the new traits are being localized to specific zones or events:
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
The "anyone can harvest even if they can't craft jewelry" part makes a bit more sense now.
I've always considered it a bit of PITA that Nirncrux only drops off Craglorn resource nodes... this is more of the same.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED