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....
3.) CONSIDER: Greatly increasing the number of glyphs found as loot... greatly increasing the success rate of extraction upon a deconstruction attempt... and/or both. Maxed out passives should grant fairly close to a 100% extraction rate if you truly want to make these resources more available to players.
ZOS_GinaBruno wrote: »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 .
If you look at the math, you'll see that this is now actually significantly better than what we currently have on live.Korah_Eaglecry wrote: »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....
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?
ZOS_GinaBruno wrote: »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 .
Now:
1/3 Aspect
1/3 Essence
1/3 Potency
Total: 1
Then:
1 Aspect
1 Essence
1/3 Potency
Total: 2,33
So we will have 2,33 times more runes from harvesting than before.
This. Unless ZOS wants all rune nodes to contain nothing but Tas...PS: Please give Aspekt Runes a vendor value or despawn half looted nodes after a minute.
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.
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.
NewBlacksmurf wrote: »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.
1/3 chance.....
Gina, we are saying or giving feedback to restore the harvest ability. Originally it was 100% chance to get a potency rune based on the potent node. Please offer at least offer with this 1/3 chance that a harvest will produce all three 50% of the time on any harvest.
This. Well, I'd word it as "increase the inspiration gained by 3x or 4x for creating and extracting glyphs" but yeah, same idea.NewBlacksmurf wrote: »Cut the exp needed to progress enchanting by 75% on creation and 75% of breaking down glyphs.
Are there the same or fewer total nodes available to harvest now that they are combined? Has anyone done a count on PTS vs live?
Putting in a 33% drop chance for potency runes only helps to resolve the problem if the total number of nodes is equal to what it was before. If you reduce the total number of nodes it's not really the same drop chance as it is now. And if 100% of nodes (since it's only one type now) can potentially hold only a rejected Ta from a previous harvester, that's a new problem you're introducing with this change.
I will add to the chorus that I also liked having the different colors glowing against things in the world. It was pretty.
I still don't see the need to mess with the rune harvesting. If you want more players to participate in enchanting, increase the rate of leveling it, make mobs drop different colors of glyphs other than white, let colored glyphs be extracted from deconstructing armor and weapons, or whatever. And yes, by all means, put potency runes on the merchant for the convenience of people who have the gold to buy them. But messing with harvesting is annoying and of questionable value to many players.
There's a specific location I typically go to to farm runes, so I know very well where the spawns are, and how many of them there are. First thing I did on the PTS to test this was to go there. I can say that (IMO) the number and spawn rate of the nodes appears to be the same as before. It's just that instead of spawning as "red", "yellow", or "blue", they are all red, and all drop multiple runes as stated (though no potency yet, as they haven't added those back in yet).Are there the same or fewer total nodes available to harvest now that they are combined? Has anyone done a count on PTS vs live?
Putting in a 33% drop chance for potency runes only helps to resolve the problem if the total number of nodes is equal to what it was before. If you reduce the total number of nodes it's not really the same drop chance as it is now.
Yeah, this is definitely going to be a huge issue if they don't do something.And if 100% of nodes (since it's only one type now) can potentially hold only a rejected Ta from a previous harvester, that's a new problem you're introducing with this change.
I liked the different colors too. Maybe they can add code that just randomly colors the nodes? It wouldn't have any effect on drops, just be a visual thing?I will add to the chorus that I also liked having the different colors glowing against things in the world. It was pretty.
Since the harvesting isn't really getting any worse (at least now that they are adding the potency runes back), and is actually giving us far more runes than before, I'm not going to complain about the changes to harvesting.I still don't see the need to mess with the rune harvesting. If you want more players to participate in enchanting, increase the rate of leveling it, make mobs drop different colors of glyphs other than white, let colored glyphs be extracted from deconstructing armor and weapons, or whatever. And yes, by all means, put potency runes on the merchant for the convenience of people who have the gold to buy them. But messing with harvesting is annoying and of questionable value to many players.
@NewBlacksmurf A chance of 1/3 is the same as it is on Live. You had 33% chance at Aspect, 33% chance at Essence, and 33% chance at Potency. After this change goes to PTS, you'll have 100% chance at Aspect, 100% chance at Essence, and 33% chance at Potency, so the chance of Potency will be the same as it is on Live.NewBlacksmurf wrote: »1/3 chance.....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.
Gina, we are saying or giving feedback to restore the harvest ability. Originally it was 100% chance to get a potency rune based on the potent node. Please offer at least offer with this 1/3 chance that a harvest will produce all three 50% of the time on any harvest.
OR
Cut the exp needed to progress enchanting by 75% on creation and 75% of breaking down glyphs.
I think they're focusing... On the bottom line of the ledger sheet.lordrichter wrote: »What really bugs me about how ZOS does things is that there are things in the game that need system attention, like guild traders, chat bubbles, the mail system, etc.,, and enchanting is something they could have tweaked instead of jumping in like this.
I just don't think they are focusing.
NewBlacksmurf wrote: »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.
1/3 chance.....
Gina, we are saying or giving feedback to restore the harvest ability. Originally it was 100% chance to get a potency rune based on the potent node. Please offer at least offer with this 1/3 chance that a harvest will produce all three 50% of the time on any harvest.
Once again, everyone seems to be missing the math here. I blame the fact that console users can't log into the PTS to see how it actually works, and are therefore getting confused.
Before (or currently on live), it was indeed 100% chance of getting a potency rune when harvesting a potency node, but it was only a 1/3 chance that any given node would spawn as a potency node. Hence, it has always been a 1/3 chance of a potency rune, when you look at all nodes together.
In the DB update, ALL nodes will be the same. They will ALL give one aspect, and one essence. One third of them will also give one potency, so the potency runes will have the same chance as before. It's just that all runes also give the other two types as well. So compared to the old way (current live) we will be getting the same number of potency runes, but 3 times as many aspect and essence runes.
We can look at it another way... Pretend you take the system we have now on live, where each node can spawn as one of the three types of runes. Now, say you do this:
If it's an Aspect Node, it will always give you the aspect rune, plus a bonus essence rune.
If it's an Essence Node, it will always give you the essence rune, plus a bonus aspect rune.
If it's a Potency Node, it will always give you the potency rune, plus a bonus aspect AND essence rune.
That's essentially the exact same thing as what we will have. Only difference is that you won't be able to tell from the color of the node what's in it.
The point is, now that they are allowing potency runes to be harvestable again, they are the same as they were. We just get more aspect and essence runes than we did before.
So yes, we get fewer potency than we get aspect and essence, but it's NOT because we are getting less potency, it's because we are getting MORE of the other two. Make sense?This. Well, I'd word it as "increase the inspiration gained by 3x or 4x for creating and extracting glyphs" but yeah, same idea.NewBlacksmurf wrote: »Cut the exp needed to progress enchanting by 75% on creation and 75% of breaking down glyphs.
They have thrown us a bone as damage control. But that bone has a sharp edge on it. Potency runes will now be locked behind ZOS RNG. They say 1/3 of a chance ? Well I don't believe it when they say these kind of things as they have a history of lying. Potency will still become incredibly rare in the wild and we'll be forced to buy them.
1/3 of a chance is anyway nowhere near enough. At the moment we have a 100% chance of finding a potency rune when we find it out in the world. So if we want to make a glyph, we can find all of the materials we need 100% of the time. Now, because of RNG we may go days without finding what we need therefore pushing people to buy them. To me this is no different than removing them.
Again I ask why change something that is not broken? Why don't you want us to harvest our own potency runes whenever we need to, instead of locking them behind a pay wall or an RNG wall?
This change is universally hated by everyone. So please leave potency runes as they are now. Do not remove them from the world. Why push a change that will upset and make things harder for the vast majority of your players?
during IC i bought reporas with TVS and sold them for 9.5k gold each. they sold out within days, hundreds of them.
given the price was somewhere around this and now has a 2.5k UPPER BOUND (player sold will be cheaper), I don't get the point of 70% of the posts in this thread
Regarding the "people leaving Tas behind" thing, they really just need to make some general changes to how the looting works for ALL gathering nodes.
I personally think they should just force all harvesting nodes (not just rune nodes) to auto-loot. If you click it, you get it, it doesn't even show the loot window. Also, to avoid people bypassing this simply by having a full inventory, they should also be "loot all or loot nothing" so it would be impossible to take some, but not all, of the items in them.
Sure, this might annoy some people, but honestly, it would pretty much only annoy the people that are causing the problems in the first place.
.Regarding the "people leaving Tas behind" thing, they really just need to make some general changes to how the looting works for ALL gathering nodes.
I personally think they should just force all harvesting nodes (not just rune nodes) to auto-loot. If you click it, you get it, it doesn't even show the loot window. Also, to avoid people bypassing this simply by having a full inventory, they should also be "loot all or loot nothing" so it would be impossible to take some, but not all, of the items in them.
Sure, this might annoy some people, but honestly, it would pretty much only annoy the people that are causing the problems in the first place.
Don't forget to force taking the lockpicks with thieves troves!
.Regarding the "people leaving Tas behind" thing, they really just need to make some general changes to how the looting works for ALL gathering nodes.
I personally think they should just force all harvesting nodes (not just rune nodes) to auto-loot. If you click it, you get it, it doesn't even show the loot window. Also, to avoid people bypassing this simply by having a full inventory, they should also be "loot all or loot nothing" so it would be impossible to take some, but not all, of the items in them.
Sure, this might annoy some people, but honestly, it would pretty much only annoy the people that are causing the problems in the first place.
Don't forget to force taking the lockpicks with thieves troves!
The more I think about it, the more I'm convinced that a forced "take all or take nothing" rule for spawned stuff like this needs to be implemented. Along with forced auto-loot for harvest nodes at least.