Broken Jewelcrafting! DEVs need to see this. PUSH ON TOP!

With the release of a new system for gaining experience from trade skills on the PTR, almost all the highest experience thresholds have been increased to achieve 200 lvl professions. Unlike other TS - jewelcrafting, it did NOT receive an increase in experience gained for creating high-level items, but only raised the bar. But let’s take it in order.

First, the total amount of experience required to raise 200 lvl was raised from 1,881,425 exp. up to a fabulous 3,725,850 exp.
Second - The value of experience gained remains the same for necklaces (necklaces are only for example, earrings and rings give the same amount of experience) T5 - 2000, T4 - 1200, T3 - 672 exp.

Practice: the game is out of balance between the experience gained and the effort expended on creating an item. We will not take T5 necklaces in our calculation, because these stones are quite rare to obtain, and when mining ore, T4 stones will most often fall out to us.
The Cut Brilliant X Gem is required to craft a T4 necklace. To create one such stone on a Stonecutter, 1 Brilliant Gem + 2 Essence is required. If we convert Essence to Mote, we get 40 units. In the meantime, to create 1 T3 necklace you need 1 Gem + 2 Wisp, which translates to Motes gives only 10 units.

Thus, by Crafting 2 necklaces based on T3 Gems we will get 1344 exp. which is more than 2 times more than for crafting one T4 necklace, and if you use all 40 Motes for 4 necklaces, we get 2688 exp. This is 2.24 times more than just 1 necklace of higher quality, but using the same materials.

The calculation does not take into account secondary material in the form of precious metal. Although the consumption will also increase 4 times, it does not matter. For pumping a profession, it is most reasonable to use only silver, 10 pieces each. for 1 necklace because a higher level precious metal only increases GS, not the experience gained.

With the help of not cunning calculations, we can establish that to get the highest level of the profession we need “just some” 5544 necklaces. As a side, you can take into account 55440 silver ingots, which in turn will be obtained from 221760 raw ore that you need to dig, as well as pay taxes to the city for each item created.
For comparison - before the patch we would have needed 2799 necklaces, which is 1.98 times less than now.

HOW our beloved AGS developers could allow this to happen remains a mystery to me. Simply increasing the required experience without raising the experience gained for high-level equipment, as was done with other TS`s, is not just a mistake, but deliberate sabotage.

To solve this problem, you need to either increase the experience gained for T4 and T5 (especially) equipment, or add a bonus to the final experience gained for using higher-level precious metals. Or, as a third option, a complete transfer of the Motes system to a new stage of development. Wisp, Essence and Q. should be crafted from base Motes, not from a few inferior quality items (Essence from Wisp).

And finally, my admonition to AGS - conduct an investigation within the company, it seems that someone or a group of persons is conducting subversive activities within the development team, making incredibly large flaws that are simply impossible to miss by accident (but who cares about the opinion of one small player).

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+1

Fusing and cutting T4 and especially T5 gems is really expensive and should be taken into xp calculations for the jewellery. The higher level stuff needs to be more rewarding than low level junk that is only good for salvaging.

This was already reported in a thread day of the patch and is also noted in the Patch Megathread, but it’s beyond belief that AGS has left the profession in this state for this long (I mean I guess not, they have screwed over furnishing crafters by not even letting them move things out of there inventory for what almost 2 weeks now?)

The lack of increase to the high tier items was reported on the PTR, before this POS of a patch went live, and they didn’t do anything about it then either, along with everytihing else.

I just haven’t crafted a thing for Jewelcrafting since it went live, as there is no damn point at the moment. Waste of gold and Mats, which sucks because I was going to push to 200 for this next after finishing engineering a few days before the patch went live.

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I know that this problem was known earlier, even during the PTR, but I remained in the hope that not all changes were shown on the test branch. Everything looked as if work was underway on the Jewelery making similar to those that can be seen at the armoring. I also collected material for several days in order to give reasons in the post and not be unfounded. After a little reflection, I also came to the conclusion that the section with precious stones should either be transferred to the jewelery business, or additional inlay recipes should be created. We create a separate piece of jewelry and from several components, in exactly the same way as now, but we encrust the stone in 2 steps. That is, it turns out that there should not be 100,500 schemes of flawed, normal, brilliant and pristine products, but several types of rings sorted by quality (only silver, gold and another Amulet. Not Pristine “Pearl” Gold amulet). And then any stone can be inlaid into this product through crafting. I hope I have clearly stated my idea. A visual graph would help describe my vision more accurately, but I’m too lazy to draw it :bird:

I stopped playing. Additional crafting xp requirement is the last straw.

Blah blah, just another whiner… Normally I might agree, but I am already deep into another game. So NW had its shot and has failed.

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Same. They literally broke the only thing I enjoyed doing that wasn’t buggy and broken.

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