ZOS_GinaBruno wrote: »Hey guys, thanks for your ongoing feedback on the enchanting changes.
We’re definitely listening and appreciate the concern regarding the inability to harvest potency runestones. As a result, we’re planning on trying a modification to the existing runestone harvest loot table so it will always provide an essence and aspect as it does now, but it will also provide a 1/3rd chance at a potency instead of a chance of a bonus aspect runestone . The potency runestones will continue to be offered by vendors to give you the option of buying instead of harvesting as desired.
This change will be implemented in an upcoming PTS update, and we will continue to monitor feedback and metrics.
I usually hate to do "this", but this ^^^ !!!MasterSpatula wrote: »While I appreciate that ZOS is listening to the feedback, I think the compromise solution still misses part of the problem: Fun!
Enchanting is my favorite craft. When I'm out in the wild, I always get a thrill from finding a rune. I love the little shine, sometimes out in the open and sometimes obscured--especially at dusk or night. When I see an Essence rune, my reaction is always, "Sure, I'll grab that." When I see a Potency Rune, I often think, "Awesome! I need those." And when I see that red glow, a tiny little adrenaline burst hits. "Maybe," I say to myself, "just maybe I'll get lucky." Ok, the huge majority end up being Tas, which are worthless, but that exciting moment of possibility is part of what I enjoy in the game.
By making one kind of node that drops all three runes, you remove that variety of possible emotions, that excitement of feeling like you're putting together a puzzle by finding the variety you need. I'm sure, in the new system, there'll be a thrill of "Maybe it'll be a potency!" but, frankly, we don't need a maybe on potencies. They need to be uncommon enough to be exciting but common enough to be able to do what we need to do. Meanwhile, you're removing the excitement of coming across Aspect runes and that almost scary moment of possibility. All runes will be essentially the same, it will be more dull, and the disappointment of looting a Ta will become more noticeable than the thrill of possibility.
Simply put, the change takes a source of joy out of the game.
People have already suggested a really good way to improve participation in Enchanting, and this has been suggested since before the inspiration boost way back in the day: Introduce green and better glyphs to the loot tables with corresponding inspiration gains. This wouldn't have to flood the market with Aspect runes. Greens and blues are only used for leveling characters. Purple and gold glyphs could be rare and extremely rare. Aspect extraction could remain where it is, which is slightly-uncommon. This might introduce a few more Rekutas and Kutas into the world, but not enough to hurt anything.
I would suggest a slight nudge upward in the chance to extract Potencies, though.
ZOS_GinaBruno wrote: »Hey guys, thanks for your ongoing feedback on the enchanting changes.
We’re definitely listening and appreciate the concern regarding the inability to harvest potency runestones. As a result, we’re planning on trying a modification to the existing runestone harvest loot table so it will always provide an essence and aspect as it does now, but it will also provide a 1/3rd chance at a potency instead of a chance of a bonus aspect runestone . The potency runestones will continue to be offered by vendors to give you the option of buying instead of harvesting as desired.
This change will be implemented in an upcoming PTS update, and we will continue to monitor feedback and metrics.
ZOS_GinaBruno wrote: »Hey guys, thanks for your ongoing feedback on the enchanting changes.
We’re definitely listening and appreciate the concern regarding the inability to harvest potency runestones. As a result, we’re planning on trying a modification to the existing runestone harvest loot table so it will always provide an essence and aspect as it does now, but it will also provide a 1/3rd chance at a potency instead of a chance of a bonus aspect runestone . The potency runestones will continue to be offered by vendors to give you the option of buying instead of harvesting as desired.
This change will be implemented in an upcoming PTS update, and we will continue to monitor feedback and metrics.
I usually hate to do "this", but this ^^^ !!!MasterSpatula wrote: »While I appreciate that ZOS is listening to the feedback, I think the compromise solution still misses part of the problem: Fun!
Enchanting is my favorite craft. When I'm out in the wild, I always get a thrill from finding a rune. I love the little shine, sometimes out in the open and sometimes obscured--especially at dusk or night. When I see an Essence rune, my reaction is always, "Sure, I'll grab that." When I see a Potency Rune, I often think, "Awesome! I need those." And when I see that red glow, a tiny little adrenaline burst hits. "Maybe," I say to myself, "just maybe I'll get lucky." Ok, the huge majority end up being Tas, which are worthless, but that exciting moment of possibility is part of what I enjoy in the game.
By making one kind of node that drops all three runes, you remove that variety of possible emotions, that excitement of feeling like you're putting together a puzzle by finding the variety you need. I'm sure, in the new system, there'll be a thrill of "Maybe it'll be a potency!" but, frankly, we don't need a maybe on potencies. They need to be uncommon enough to be exciting but common enough to be able to do what we need to do. Meanwhile, you're removing the excitement of coming across Aspect runes and that almost scary moment of possibility. All runes will be essentially the same, it will be more dull, and the disappointment of looting a Ta will become more noticeable than the thrill of possibility.
Simply put, the change takes a source of joy out of the game.
People have already suggested a really good way to improve participation in Enchanting, and this has been suggested since before the inspiration boost way back in the day: Introduce green and better glyphs to the loot tables with corresponding inspiration gains. This wouldn't have to flood the market with Aspect runes. Greens and blues are only used for leveling characters. Purple and gold glyphs could be rare and extremely rare. Aspect extraction could remain where it is, which is slightly-uncommon. This might introduce a few more Rekutas and Kutas into the world, but not enough to hurt anything.
I would suggest a slight nudge upward in the chance to extract Potencies, though.
Even with the great news that potency will be harvestable, it really is more fun the "old way".
James-Wayne wrote: »Maybe they need to remove a harvesting item from the game world to help ease the LAG issues? Anyone thought of that?
ZOS_GinaBruno wrote: »Hey guys, thanks for your ongoing feedback on the enchanting changes.
We’re definitely listening and appreciate the concern regarding the inability to harvest potency runestones. As a result, we’re planning on trying a modification to the existing runestone harvest loot table so it will always provide an essence and aspect as it does now, but it will also provide a 1/3rd chance at a potency instead of a chance of a bonus aspect runestone . The potency runestones will continue to be offered by vendors to give you the option of buying instead of harvesting as desired.
This change will be implemented in an upcoming PTS update, and we will continue to monitor feedback and metrics.
ZOS_GinaBruno wrote: »Thanks to everyone for your feedback on the change to Potency runes. The adjustments to runestone harvestables were made to streamline the process of gathering the necessary materials to craft glyphs. These changes ensure that every single harvest can translate into a completed glyph, with the crafter having control over which level (and polarity) of glyph is created by way of purchasing the desired potency runestone from the vendor. This change, combined with the increased weapon glyph power and the ability to apply lower level glyphs to higher level pieces of equipment is to encourage additional participation with the enchanting system, which has been found to be significantly lower than other tradeskills.
That said, we understand there’s also some frustration over the price of these. We’re keeping an eye on feedback and metrics, and will adjust as needed.
ZOS_GinaBruno wrote: »Hey guys, thanks for your ongoing feedback on the enchanting changes.
We’re definitely listening and appreciate the concern regarding the inability to harvest potency runestones. As a result, we’re planning on trying a modification to the existing runestone harvest loot table so it will always provide an essence and aspect as it does now, but it will also provide a 1/3rd chance at a potency instead of a chance of a bonus aspect runestone . The potency runestones will continue to be offered by vendors to give you the option of buying instead of harvesting as desired.
This change will be implemented in an upcoming PTS update, and we will continue to monitor feedback and metrics.
Faith in ZOS = Restored
Thank you very much!
Now, about that issue where everyone is still going to leave the Ta runes in the nodes....
I can think of only one plausible reason they did something like this, to come out with a generic potency rune purchasable in the crown store very similar with what they did with the Mimic Stones. I hope I'm wrong, but I have a very bad feeling about this.
ZOS_GinaBruno
admin
Hey guys, thanks for your ongoing feedback on the enchanting changes.
We’re definitely listening and appreciate the concern regarding the inability to harvest potency runestones. As a result, we’re planning on trying a modification to the existing runestone harvest loot table so it will always provide an essence and aspect as it does now, but it will also provide a 1/3rd chance at a potency instead of a chance of a bonus aspect runestone . The potency runestones will continue to be offered by vendors to give you the option of buying instead of harvesting as desired.
This change will be implemented in an upcoming PTS update, and we will continue to monitor feedback and metrics.
just rings hollow.to encourage additional participation with the enchanting system, which has been found to be significantly lower than other tradeskills
(Ashtaris wrote: »
I can think of only one plausible reason they did something like this, to come out with a generic potency rune purchasable in the crown store very similar with what they did with the Mimic Stones. I hope I'm wrong, but I have a very bad feeling about this.)
ZOS_GinaBruno wrote: »Thanks to everyone for your feedback on the change to Potency runes. The adjustments to runestone harvestables were made to streamline the process of gathering the necessary materials to craft glyphs. These changes ensure that every single harvest can translate into a completed glyph, with the crafter having control over which level (and polarity) of glyph is created by way of purchasing the desired potency runestone from the vendor. This change, combined with the increased weapon glyph power and the ability to apply lower level glyphs to higher level pieces of equipment is to encourage additional participation with the enchanting system, which has been found to be significantly lower than other tradeskills.
That said, we understand there’s also some frustration over the price of these. We’re keeping an eye on feedback and metrics, and will adjust as needed.
Then please answer the glaring question : Why not add potency runes to a vendor in addition to being able to harvest them?
And how does a crafter "have control" if they do not have the gold to purchase the required potency rune, where before they could go out into the world and "have control" by harvesting the rune they need?
Edit 2: The frustration has nothing to do with the price and everything to do with the fact that you can no longer harvest potency runes.
Korah_Eaglecry wrote: »
They remove 100 % of Potency from the wilds of Tamriel. Only to give us a 1/3 chance drop rate and your faith is restored?
You do know we didnt win anything here right?
Korah_Eaglecry wrote: »
They remove 100 % of Potency from the wilds of Tamriel. Only to give us a 1/3 chance drop rate and your faith is restored?
You do know we didnt win anything here right?
I do not understand as you do :
now :
33% or so of runstones in the wild give for sure a potency rune
33% or so of runstones in the wild give for sure an essence rune
33% or so of runstones in the wild give for sure an aspect rune
(actually, not sure for the 33%/33%/33%)
next :
100% of runstones in the wild give both aspect+essence runes
100% of runstones in the wild give potency but with a 33% chance
33% of runstones with 100%rate <=> 100% of runstones with 33%rate
Do I totally miss the point ?
ZOS_GinaBruno wrote: »Hey guys, thanks for your ongoing feedback on the enchanting changes.
We’re definitely listening and appreciate the concern regarding the inability to harvest potency runestones. As a result, we’re planning on trying a modification to the existing runestone harvest loot table so it will always provide an essence and aspect as it does now, but it will also provide a 1/3rd chance at a potency instead of a chance of a bonus aspect runestone . The potency runestones will continue to be offered by vendors to give you the option of buying instead of harvesting as desired.
This change will be implemented in an upcoming PTS update, and we will continue to monitor feedback and metrics.
ZOS_GinaBruno wrote: »Thanks to everyone for your feedback on the change to Potency runes. The adjustments to runestone harvestables were made to streamline the process of gathering the necessary materials to craft glyphs. These changes ensure that every single harvest can translate into a completed glyph, with the crafter having control over which level (and polarity) of glyph is created by way of purchasing the desired potency runestone from the vendor. This change, combined with the increased weapon glyph power and the ability to apply lower level glyphs to higher level pieces of equipment is to encourage additional participation with the enchanting system, which has been found to be significantly lower than other tradeskills.
That said, we understand there’s also some frustration over the price of these. We’re keeping an eye on feedback and metrics, and will adjust as needed.
ContraTempo wrote: »If the problem is that people have a hard time finding potency runes of the right level, how about if they are made additive?
So LvL10 + LvL 20 = LvL 30
Suddenly it's a lot easier to get what you need. IF that's actually the problem ZoS is trying to solve.
I'm sorry, Gina. But if these are your plans you should just scrap them. I really sincerely apologize for being blunt but if your goal is to make enchantment better simply add colored glyphs to drops. There's really plenty of runes to go around for those who care to actually look for them.ZOS_GinaBruno wrote: »Hey guys, thanks for your ongoing feedback on the enchanting changes.
We’re definitely listening and appreciate the concern regarding the inability to harvest potency runestones. As a result, we’re planning on trying a modification to the existing runestone harvest loot table so it will always provide an essence and aspect as it does now, but it will also provide a 1/3rd chance at a potency instead of a chance of a bonus aspect runestone . The potency runestones will continue to be offered by vendors to give you the option of buying instead of harvesting as desired.
This change will be implemented in an upcoming PTS update, and we will continue to monitor feedback and metrics.
My thoughts exactlyTitansteele wrote: »I am not going to say I have read all of these posts, there are many
I am disappointed that development time would be wasted on this. I undersatnd that there will be different teams working on different things but I would say that Enchanting was something that was not broken and therefore did not need fixed.
My only vexing issue with enchanting was the Ta`s ...... so many Ta`s that I honestly can not even give away and binning them feels wasteful and goes against all my core principles!
I am glad ZOS are listening to feedback but I am concerned that these changes cost $X and therefore rolling it back/out completely would be admitting it was a waste of $X so they will try to adjust it.
Roll it back please
That sounds pretty good to me! I think that puts chance at harvesting Potency the same as it is on Live? I assume that it's currently equal 1/3 chance that a runestone spawns as either Aspect, Essence, or Potency.ZOS_GinaBruno wrote: »Hey guys, thanks for your ongoing feedback on the enchanting changes.
We’re definitely listening and appreciate the concern regarding the inability to harvest potency runestones. As a result, we’re planning on trying a modification to the existing runestone harvest loot table so it will always provide an essence and aspect as it does now, but it will also provide a 1/3rd chance at a potency instead of a chance of a bonus aspect runestone . The potency runestones will continue to be offered by vendors to give you the option of buying instead of harvesting as desired.
This change will be implemented in an upcoming PTS update, and we will continue to monitor feedback and metrics.