Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Jeweler can't refine amberite
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
If it’s intended, it’s senseless.
I’m sure it must be an oversight.
Looks like only 3 disciplines can refine it, but 7 can use it. Odd, to say the least.
Jeweler can refine ambrite if you use Artificer to turn pieces of ambrite into sheets of ambrite then use Jeweler to turn those sheets into Exquisite Ambrite Jewel for trinkets.
Also wiki shows how
Hey everyone,
I talked to the designers today and we’re going to address this issue. Jewelers should be able to craft sheets of ambrite in a future update.
Sorry for the inconvenience for now
Hey everyone,
I talked to the designers today and we’re going to address this issue. Jewelers should be able to craft sheets of ambrite in a future update.
Sorry for the inconvenience for now
Thanks for running this by the appropriate people.
(edited by darkace.8925)
Hey everyone,
I talked to the designers today and we’re going to address this issue. Jewelers should be able to craft sheets of ambrite in a future update.
Sorry for the inconvenience for now
Thanks for the update, Paul. I trust that armor crafting professions will also be included, given that they need Sheets of Ambrite to craft the insignia too?
Having crafts rely on other crafts is actually the correct direction to go, its too bad they consider it a “bug”. Its how you make an economy.
Having crafts rely on other crafts is actually the correct direction to go, its too bad they consider it a “bug”. Its how you make an economy.
All things being equal, sure — but jewelcrafting has been struggling for relevance for a long time now. Ascended armor and weapons are gained only through crafting, meanwhile ascended jewelcrafting is nowhere to be seen — you just straight-up BUY rings, etc., or sometimes get a lucky drop. What possible benefit to the economy is there, in keeping jewelcrafting even further behind?
Having crafts rely on other crafts is actually the correct direction to go, its too bad they consider it a “bug”. Its how you make an economy.
To me that only makes sense if I am not able to craft everything myself. Which I am. I could even have all crafting skills on one character and switch them for a fee.
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
Having crafts rely on other crafts is actually the correct direction to go, its too bad they consider it a “bug”. Its how you make an economy.
To me that only makes sense if I am not able to craft everything myself. Which I am. I could even have all crafting skills on one character and switch them for a fee.
Yeah the switch for free thing is a bad idea too.
An economy is about scarcity. People buy things because they can’t just pop it in to existence themselves. Giving people niche crafting gives a more narrow supply.
The problem with GW2 economy is they hired an economist to do it. Economists see everything as a formula and try to make it work in the most “efficient” way. The problem is efficiency is boring. This is a game. It needs to be inefficient so there are niches to exploit. We’re not trying to have our economy beat some other game’s economy here.
Well, any economist should know that a modern economy is based on specialisation and exchange. That’s straight out of any high school textbook.
Having one player able to do everything (efficiently) gets in the way of specialisation. And having un-exchangeable (bound) items gets in the way of exchange, obviously.
Hey everyone,
I talked to the designers today and we’re going to address this issue. Jewelers should be able to craft sheets of ambrite in a future update.
Sorry for the inconvenience for now
Thanks
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Well, any economist should know that a modern economy is based on specialisation and exchange. That’s straight out of any high school textbook.
Having one player able to do everything (efficiently) gets in the way of specialisation. And having un-exchangeable (bound) items gets in the way of exchange, obviously.
It sounds like we are trying to argue that a key goal in the design of crafting professions was to find a market niche and profit from that and that the current state doesn’t meet that aim. I’d agree if that were the design aim. It’s also possible that they meant for crafting to be primarily a method of obtaining what you need without having to rely heavily on others. One could assume that to be the case given the current design of crafting since, unlike in other games, you can switch professions (maxed according to the wiki) for a small fee. Certainly, the latter seems more in line with the current ethos of the game design. It’s possible they could change that and where the lines of profitability are drawn, but I wouldn’t automatically assume they attempted to design crafting in the manner we are discussing and failed. Certainly, we don’t have to push it that way either.
Edit: Also, it seems like the op already had their issue addressed. /thread
(edited by nightwulf.1986)