Jewelcrafting and Mining

Ulfric

Dalayan Beginner
Hi all, this is my first post on the forum. I have been reading Grinkles's suggestions, which have gotten me thinking about my own. This started off as a small thought, and kind of went directions I didn't expect. I plan to develop a more complete post/proposition about some of the ideas nested here later.

That thought: I propose that the feed stock of metals and gems for jewelrycrafting be shifted away from a merchant-based system to a resource gathering system. Why?

Reason 1: If you have enough cash, it is entirely possible to skill up to the highest quality aug, simply by purchasing materials. This leads to several unfortunate results. First, the prices of the materials were set rather high (to prevent people from becoming master jewelrycrafters too fast?). Second, this discourages new players from taking up the trade - because their plat is far better spent elsewhere. And third, it artificially inflates the cost of crafted rings and earrings beyond their real value to players (in other words, in general you can buy better BoE jewelry for less than the cost of crafting inferior jewelry).

Reason 2: There is already a mining system in the game. There is at least one zone where lore seems to suggests gem mining (Oggok Mines).

Reason 3: It would be nice to have more SoD specific metals than the standard EQ fare. I personally like the idea of using the same kinds of metals for jewelrycrafting as for blacksmithing (and perhaps adding gold, electrum, and platinum crafting into blacksmithing). This would allow for SoD to show off a more unique crafting system. There are complications with this proposition, the obvious one to me is: Enchanted metal bars - I personally favor eliminating this altogether and simply assigning certain base stats to each type of metal. How many enchanters ever use these enchanting spells? From a lore perspective perhaps using some kind of brewing-crafted analog of tempering/ointments as part of the "enchanting" of the jewelry should replace spell-crafted metals.

Reason 4: As far as my numbers check out so far (at 181 skill), when I'm mining I get ~35% ore and ~65% loose rocks. This is on iron/copper/silver ore so I can't comment on the ratio of ore to rocks on higher level ores, but I assume there is less ore and more rocks? And frankly, loose rocks are terribly boring - not to mention the carpal tunnel from combining 60 of them to make mineral dust! Shifting even 10% to gems would make mining far more exciting - especially if there was a (small) chance at high-end gems.

Thoughts?
 
I definitely think that you should be able to find rare gems and ore mining. Maybe they could be the source of even better gear and augs. Random gems could also be a decent source of loot for new players. Also just imagine how some of the planar ores must be. I always thought mining could be used more throughout raiding as a source of player crafted gear. Also why dont really tough mobs drop pelts or scales or parts which can be used to make decent gear? I wish the crafting system made gear just like how bountygear works with the augs. It would add a lot to the game if tradeskill gear was more useful and has a sense of progression tthrough the tiers. Right now its just like 'congrats your can make deepmetal and mithril big deal'.
 
Mining was revamped years ago.

Reason 1: If you have enough cash, it is entirely possible to skill up to the highest quality aug, simply by purchasing materials. This leads to several unfortunate results. First, the prices of the materials were set rather high (to prevent people from becoming master jewelrycrafters too fast?). Second, this discourages new players from taking up the trade - because their plat is far better spent elsewhere. And third, it artificially inflates the cost of crafted rings and earrings beyond their real value to players (in other words, in general you can buy better BoE jewelry for less than the cost of crafting inferior jewelry).

Actually, if you decide to be a jewelcrafter, except for the metals you can loot every gem used. Yes, it would take longer, but all gems drop. At the higher levels (205+), the ONLY way to get gems is to farm them or purchase them from players. So it is really just an idea to replace farming with mining.

Reason 2: There is already a mining system in the game. There is at least one zone where lore seems to suggests gem mining (Oggok Mines).

I'll be honest & say I was max mining x 2 already when this zone came out, so have never tried to mine there.


Reason 3: It would be nice to have more SoD specific metals than the standard EQ fare. I personally like the idea of using the same kinds of metals for jewelrycrafting as for blacksmithing (and perhaps adding gold, electrum, and platinum crafting into blacksmithing). This would allow for SoD to show off a more unique crafting system. There are complications with this proposition, the obvious one to me is: Enchanted metal bars - I personally favor eliminating this altogether and simply assigning certain base stats to each type of metal. How many enchanters ever use these enchanting spells? From a lore perspective perhaps using some kind of brewing-crafted analog of tempering/ointments as part of the "enchanting" of the jewelry should replace spell-crafted metals.

One of the neat things about jeweling is that you don't *have* to do pottery, brewing, etc., to level it up like you do other skills. Until you get to plat diamondine. You're talking about replacing spell casting with more clicking, which... ew.

Reason 4: As far as my numbers check out so far (at 181 skill), when I'm mining I get ~35% ore and ~65% loose rocks. This is on iron/copper/silver ore so I can't comment on the ratio of ore to rocks on higher level ores, but I assume there is less ore and more rocks? And frankly, loose rocks are terribly boring - not to mention the carpal tunnel from combining 60 of them to make mineral dust! Shifting even 10% to gems would make mining far more exciting - especially if there was a (small) chance at high-end gems.

There is definitely less ore & more rocks. I've parsed ghost/warp at between 7-9% ore, and deepmetal is approximately 2%.

No. You're not supposed to replace buying mineral dusts with mining them, it's just a few extra dusts here and there.

When I first started smithing, I combined all my rocks into mineral dust. First char, I was broke, saved me money. Now it's, "Hello, destroy button!"

As a cross skill tradeskiller, I like the idea of mining up gems. I can see how those who *just* want to do jewelcrafting would be annoyed. IMHO, there's so much crossover of skills you have to have to do other skills that adding another makes me cringe.

I'd be more in favor of getting "magic" gems that you could add to any type of aug (so tailors, jewelers, etc., could have the fun & exciting experience of minng) that are tradeable/sellable, yet add bonuses that are now so much more available in Ikisith armor. Crit strike, aggression (+/-), FT, recovery, mind shield... yeah, you get the idea. This would be a viable path to income, and increase the perceived value of tradeskilled gear. TS gear has two aug slots, so you could customize your armor along the lines of bounty gear.
 
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I endorse adding gems to mining but a very low ratio.

Reasons
1: a source of income for lowbies
2: a source of gems for broke new to tradeskill players
3: a bone to throw to non-jewlcrafters

as for what gems well that should depend on skill and zone much like metal ore.
 
I mainly just wish trade skill gear had some sort of progression past Deepmetal. If there were various recipes requiring ore or gems from hard zones or even raid zones would be pretty cool and make getting 250 in a trade skill worth it. The items would ideally be incredibly tough to gather all of the various ingredients and would require a lot of effort, especially dealing with failed crafting attempts. Some of the harder areas would have to be mining during a raid or by using crafty running and sneaking abilities.

As for the items themselves, the base stats would not be that impressive and would generally be designed just for an archtype. The players would then customize the crafted item further for their class based on what augs they decide to make/buy. Ideally he ma, it would use a system like how augs are for bounty gear. Crafted items and bounty gear could be designed with some overlap or just given different aug ranges. No idea how the aug ranges work. Ideally there would only be a couple new aug slots for special augs. The rest would be the general type 2/3/5 augs. Most crafted items would have 2 or more aug slots. It would allow players to craft and build their own items depending on their needs.

As far as progression, crafted items made from items from hard zones would be much better and more desirable. Half of the planes could have cool themed ore, gems, and crafting recipes for gear and augs. Also cave zones like Deepshade, Bloodied Quarry, and also the entire red sun area (could even have plane of fire gems and ore just really rare). Cmal (there is a mine right??). Dont forget Crystal Caverns and Everfrost for ice themed gems and ore as well. Maybe have the rust with and have recipes involving the faction gems.
 
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Not sure why you're pointing here. Care to explain?

So it is really just an idea to replace farming with mining.

Is this a bad thing?


One of the neat things about jeweling is that you don't *have* to do pottery, brewing, etc., to level it up like you do other skills.

I suppose I can understand that view. However, it really just feels unfinished to me.

You're talking about replacing spell casting with more clicking, which... ew.

It's my understanding that the client upgrade may include the tradeskill window - which does away with the clicking?

I'd be more in favor of getting "magic" gems that you could add to any type of aug (so tailors, jewelers, etc., could have the fun & exciting experience of minng) that are tradeable/sellable, yet add bonuses that are now so much more available in Ikisith armor. Crit strike, aggression (+/-), FT, recovery, mind shield... yeah, you get the idea. This would be a viable path to income, and increase the perceived value of tradeskilled gear. TS gear has two aug slots, so you could customize your armor along the lines of bounty gear.

Eh, sounds too complicated - you're proposing augments for augments. I'd rather see such effects as part of ts gear's base stats. Also, it seems silly that one could mine "magic" gems but not mundane gems.
 
I feel that we need more than just augs for high end.

What about adding new armor/weapons/jewleries that would match a T1/T2 gear?

Of course it would need some higher tier drops, that would drop on lvl 60-65 dungeons, such as MielC/EC/etc..
 
Personally I like the idea of raid targets dropping materials for crafted items that would be 1 or 2 tiers lower then their drops, with triple Aug slots like bounty gear. Have elements for it spread across the bosses in each raid zone, and allow for some more flexible gear choices. This gear could have foci specific to the zone. Might make high end crafting very viable even if made fully no drop so you have to make the combines for yourself.
 
Personally I like the idea of raid targets dropping materials for crafted items that would be 1 or 2 tiers lower then their drops, with triple Aug slots like bounty gear. Have elements for it spread across the bosses in each raid zone, and allow for some more flexible gear choices. This gear could have foci specific to the zone. Might make high end crafting very viable
I like the idea up to here for the most part. Ideas like crunching all those extra prison gems to dust to make EQ jewelcrafting augs spark in my mind.


even if made fully no drop so you have to make the combines for yourself.
This part I do not like at all. It would result in all the minmaxers skilling up every single tradeskill out there, wich in turn would result in noone ever buying augs again, killing the TS market entirely. So if anything, this would have to be droppable things off bosses (or nodrop things that get converted to droppable things at low trivials) that could then find their way to tradeskillers of all tiers.
 
Was only suggesting them as potentially no drop as crafting gear past T6 quality that is droppable might be a little insane, though I assume it would invariably be balanced in some manner against true raid gear of its tier. As cost enough so that only those on tier could afford it for their Alts.
 
I like the idea up to here for the most part. Ideas like crunching all those extra prison gems to dust to make EQ jewelcrafting augs spark in my mind.



This part I do not like at all. It would result in all the minmaxers skilling up every single tradeskill out there, wich in turn would result in noone ever buying augs again, killing the TS market entirely. So if anything, this would have to be droppable things off bosses (or nodrop things that get converted to droppable things at low trivials) that could then find their way to tradeskillers of all tiers.

What if we made the Ornate/Combine gear that no one uses anymore have extra aug gears that would be done with the gems themselves? I barelly see someone nowadays using combine/ornate, unless it's for clicky.
 
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