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Re: Jeweles New Plan ?

Posted: Sat Jun 30, 2007 3:27 pm
by gcaldani
I'm not a big crafter (yet! :p ) but i totally agree.

What about a simple 'renaming' function? Would be easy to implement and could work on an entire set, ie: You put a set in a mecktoub and rename as "My best crafted PvP" so the whole set will be renamed as: "My best crafted PvP diadem of lightness", "My best crafted PvP pendant of durability", and so on...

Of course, new plans, new abilities to work on would be much better, but need more effort from the devs, meantime this could be developed very fast (as renaming mecktoubs, right?).

Re: Jeweles New Plan ?

Posted: Sat Jun 30, 2007 7:27 pm
by jared96
danlufan wrote:Us jewl crafters have no Special OP mat or any other special crafting other than the standard boost. ....give us some special OP mat which gives something special on jewls, for example 1 extra resist/protection on jewl crafted with special material. Or can give extra boost for say extra focus/sap/hp/stamina
As was suggested in another thread:

http://forums.ryzom.com/forum/showthread.php?t=30483

Yes, an OP mat for jools would be a great idea.....but let's not leave the armor crafters as the only ones w/o an OP mat plan and the only ones who can't mix racial mats. While jools do split off at an earlier level (50) as opposed to armors (100), since those 50 can be done with npc mats, armor crafters I think have the hardest lot. While it took me 5 hours standing in front of the raw mat dealer to bring all jool skills from 50-100, others have done in in an hour via overcrafting. That hour hardly compensates for time lost:

1. Unlike Jool mats, HA mats are never found together above ground.
2. 4 different mats means a lot more traveling to harvest.
3. 216 mats per set for HA, please.
4. The same recipe works for all jool pieces. Armor crafters need 2 recipes for every set (one for H-V-P, one for S-G-B) since the ratio of mats is different between the plans.
5. Jool harvesters don't have to stop to "do math".....if ya have 330 seeds, how many ambers ya need....well 330....if ya have 330 shell, how many lining ya need....330....and stuffing / clip....hold on lemme get my calculator....er .... 210 :) .
6. Want that sup set ?....HA crafters have to camp a sup spot 4 times waiting for weather which, if they alone on sup node with erigos pick (nabbing 75 mats) and dont get chased off, will get them 1 set of armor (assuming no degrades). The jooler camps 4 nodes and walks away with 3 sets (again, assuming no degrades).
7. Boosted sets....how many peeps walking around with full boosted jools sets versus peeps walking around with boosted armor sets ?

On the downside, item 1 above also has a negative although currently irrelevant. That is Kami Tolerance. With both jool mats always located in the same "zone".....jool mat harvesters can dig themselves out of kami tolerance faster than any other crafters. Of course this also puts all the other burgeoning crafters outta business for a while....half their mats have KT = 100, the other half with the jool mats have KT = 0.

So, yes, fix the KT issue for the joolers. And lets let both armorers and joolers have a shot at OP mat plans. However, given the fact that it's hard enough for everyone to get a vedice weapon, the idea of a vedice for jools seems like it will, if incorporated in the same way, lead to a very small number of players being so equipped.

It would cut it down a bit if the OP plans had an option to "make pair". IOW, our AJVE (armor jool vedice equivalent) plan would allow the crafter to make a "pair of earings" in one shot....same for bracelets, anklets and rings. In this way, one would only need 6 OP mats to make a full set. Still 6 pieces is a lot considering the amount of OP mats in game.....so I would think this mat's production should be adjusted accordingly. Think of it, a melee players with full set of equipment would need 1 vedice for his weapon and 12 of them (or 16 with no make pair option) for armor and jools. This would also help save a little of the RSI joolers have to deal with with only 10 mats per craft.

This is not to make a case for armorers over crafters....just that all the other crafters have been given new toys to play with and no reason these two classes should be letf out.

And while we askin....er while we beggin.....a "make set" option, ok only make available to skill trees at 250 if ya want to, would be appreciated. You check a box and instead of making 1 piece froma set, it would make all 5,6 or 10 as appropriate. Armorers would still get stiffed a bit hare due to their patterns requirong different mat counts.

And of course, once made as a "set", I want a "equip set" / "unequip set" option.

Re: Jeweles New Plan ?

Posted: Sun Jul 01, 2007 1:47 am
by jamela
I'm not particularly in favour of a generic jewel plan, I think little differences can be worth a great deal. I do think it would be only sensible, and tremendously helpful, if we could group items together into sets, as has been suggested several times before. We only have one bag / inventory, which leaves us with only artificial*, and maybe impractical, ways to organize what we carry if we want to have a couple of changes of jewels; they're the best example.

* i.e. Tryker jewels are blue = focus boosted set .... etc.

Re: Jeweles New Plan ?

Posted: Sun Jul 01, 2007 4:31 am
by gillest
I agree 100 % on that and see two options:

1- a special plan but PLEASE NOT with OP mats: 10 mats required for a set would be far to much and too hard to get.
Maybe make them available through the OP plan sellers but without requiring OP mats.
I would say grey color for the background and a colored drop for the boost (same as Balance stanzas)

2- Other possibility is the "pouch" where one could group them as I agree that it must be a mess to have a PvP set involving jwls from different colors..

Re: Jeweles New Plan ?

Posted: Sun Jul 01, 2007 7:47 am
by iwojimmy
Personally I think being able to mix above-ground mats in crafting Jewels would be too unbalancing.

I do agree that it is extremely difficult to organise jewel sets given the inventory setup we have. Being able to differentiate between grind jewels and PvP set should be easier.

Crafters being able to add/change the name of what they are making would help a lot - as long as the item quality is protected.. dont want someone selling "Bobs supreme earrings of uber resistance" made from basic mats -

At present most players sort their grind/focus sets by racial colour, so having the ability to craft a different colour would make a huge difference. I still dont like the idea of 'generic' jewels, and thinking about it they dont exist in game.. all jewels are race specific, so someone would have to sit down with a paint program and change the background colours :p

Re: Jeweles New Plan ?

Posted: Sun Jul 01, 2007 6:02 pm
by jared96
gillest wrote:1- a special plan but PLEASE NOT with OP mats: 10 mats required for a set would be far to much and too hard to get. Maybe make them available through the OP plan sellers but without requiring OP mats.
The problem is that takes away the best feature of the OP plans....to mix race mats. I don't see a problem if done correctly. Let's say the OP's which produce 1 weapon made one mat per day....if the OP's which made OP mats jor jools /armors made, say 3-5 mats per day, this wouldn't be an issue....again, assuming we get the "make pair" option for masters.

Re: Jeweles New Plan ?

Posted: Sun Jul 01, 2007 6:38 pm
by great83
xtarsia wrote: Possable OP's wich could be changed to Produce this mat could be


Ginti Workshop - q250 (Rubbarn)
Whirling Stronghold - q250 (Egiros)
I agree with you post, expect these 2 OPs should contuine to produce the mat they currently do. Just Rubbarn and Egiros only come from 2 outposts, one ql 200 and 1 ql 250. The reason behind the devs doing this in my eyes is that these 2 mats are more valuable then any other OP mat in the game...

On a bit of a side note, i have been thinking of how they are looking into giving out new titles for people that master more then one tree in a branch (all jewels for example) that they could maybe implement new skills/stanzas as well. So maybe after you master all jewels trees you get the ability to change the background color of the jewels... I have ideas for other trees but to lazy to write them up :)

Re: Jeweles New Plan ?

Posted: Mon Jul 02, 2007 9:50 pm
by jared96
xtarsia wrote:OP mat for jewels should give +0.5% chance to return any damage absorbed. The effect of each jewel would be cumalative, so with 10 jewels, you get +5% total.
I'd rather absorg the damage adding to my HP more along the lines of the vamp that's alreday in game.
Possable OP's wich could be changed to Produce this mat could be

Woodburn Magic Pole - q250 (Armillo)
Ginti Workshop - q250 (Rubbarn)
Whirling Stronghold - q250 (Egiros)
Lost Valley Stronghold - q250 (Greslin)
I would think that would put erigos and rubbarn in very short supply.
as for, "well you'd need 10x as much of the mat to make a full set!!"....well so what? makes it that much rarer and more sought after then.
Since OP's been introduced, I been able to secure 2 vedice .... perhaps we too free with the rubbarn :) ...... I can't imagine trying to secure 16 (10 jools and 6 armor pcs). Since amors and jools do tend to have much higher durability, that wud balance it some.....and the "make pair" option would cut jools down to 6, meaning ya would only need 12 pcs. Accounting for durability then (say lasts 3 times longer), I think this mat's production would have to at about 4 times the rate of vedice.

Re: Jeweles New Plan ?

Posted: Mon Jul 02, 2007 11:47 pm
by xtarsia
jared96 wrote:I'd rather absorg the damage adding to my HP more along the lines of the vamp that's alreday in game.



I would think that would put erigos and rubbarn in very short supply.



Since OP's been introduced, I been able to secure 2 vedice .... perhaps we too free with the rubbarn :) ...... I can't imagine trying to secure 16 (10 jools and 6 armor pcs). Since amors and jools do tend to have much higher durability, that wud balance it some.....and the "make pair" option would cut jools down to 6, meaning ya would only need 12 pcs. Accounting for durability then (say lasts 3 times longer), I think this mat's production would have to at about 4 times the rate of vedice.
Well its all ideas.

Prehaps making the OP's make the mats faster would be good...

Prehaps have BOTH types of OP mat that absorb and the ones that reflect avaliable? Abit like Vedice/Tekkorn or Maga/Cheng ect, have different effects.

Give some Armour plans aswell as Jewel plans that use these new OP mats?

MAYBE activate a few more OPs to cover the extra mats? :D

this type of thing surely cant be bad at all? =D

as for changing the current OP's it was mearly a suggestion , and i mainly implied for Greslin and Armillo (being less popular than rubbarn and egiros)

Re: Jeweles New Plan ?

Posted: Thu Jul 05, 2007 5:08 pm
by jared96
xtarsia wrote:as for changing the current OP's it was mearly a suggestion , and i mainly implied for Greslin and Armillo (being less popular than rubbarn and egiros)
AFter mastering two regions beforegreslin, I'm simply on auto-pilot and greslin picks give my a pile of low QL mats.

Dig Procedure:

1. Prospect
2. Hit Mini Focus Self Heal
3. Extraction Step 1
4. Two cp's when bars get low
5. Extraction Step 2
6. Take all

So, afeter hours and hours of digging, I tend to get fairly brain dead and when greslin works the 1/20 times or whatever, my brain doesn't get the "trigger" to move to step 4 ... so when I "wake up" I'm left with a pile of mats from step 3.