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.
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.
Why not put a mechanic in the game in which any element that is broached by a player, whether it be a node or chest or whatever, would simply disappear as if it were fully looted?
lordrichter wrote: »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.
Why not put a mechanic in the game in which any element that is broached by a player, whether it be a node or chest or whatever, would simply disappear as if it were fully looted?
They do this. They just need to shorten the lifespan to around a minute. It is 10 minutes for troves. It is not that long for runes, at least not the last time I checked.
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.
ZOS_GinaBruno wrote: »This is the official feedback thread for Enchanting. We’ve removed the Potency Runestones from nodes, and put them on the Enchanting vendors instead. Specific feedback that the team is looking for includes the following:
- Is it easy to tell where to get these now?
- Does it feel easier to start from scratch to make a rune?
- How does it feel to put lower-level enchants on higher-level gear?
- Do you have any other general feedback?
^ They said they would keep the potency rune in the wild. There will be a 1/3 chance to get it.
PlagueMonk wrote: »^ They said they would keep the potency rune in the wild. There will be a 1/3 chance to get it.
Hummm, I haven't read that. If true they REALLY need to put that at in the OP.
And how is that gonna work? 2/3rd of the time I get jack****?
The fact remains, WHY are they still making it difficult to obtain them for free? There should be a FREE viable path otherwise you are still paying to level = making enchanting HARDER to level which is the EXACT OPPOSITE of their supposed intended reason for doing this.
PlagueMonk wrote: »^ They said they would keep the potency rune in the wild. There will be a 1/3 chance to get it.
Hummm, I haven't read that. If true they REALLY need to put that at in the OP.
And how is that gonna work? 2/3rd of the time I get jack****?
The fact remains, WHY are they still making it difficult to obtain them for free? There should be a FREE viable path otherwise you are still paying to level = making enchanting HARDER to level which is the EXACT OPPOSITE of their supposed intended reason for doing this.
You have a 1/3 chance to get a potency rune on live, because all rune types can spawn at all rune nodes, with a 1/3 chance of each type of node.
PlagueMonk wrote: »PlagueMonk wrote: »^ They said they would keep the potency rune in the wild. There will be a 1/3 chance to get it.
Hummm, I haven't read that. If true they REALLY need to put that at in the OP.
And how is that gonna work? 2/3rd of the time I get jack****?
The fact remains, WHY are they still making it difficult to obtain them for free? There should be a FREE viable path otherwise you are still paying to level = making enchanting HARDER to level which is the EXACT OPPOSITE of their supposed intended reason for doing this.
You have a 1/3 chance to get a potency rune on live, because all rune types can spawn at all rune nodes, with a 1/3 chance of each type of node.
you are talking about if a spot will spawn a type of rune, which is not how the other post made it sound.
So does this mean they have already completely recanted their proposal?
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.
LadyLethalla wrote: »I don't have a buddy to help me get to Master, and nowhere near enough gold to buy crafted glyphs off the Traders. I bought one off an enchanter as a decon test last night and it gave such a miniscule amount of insp it was laughable.
BlueViolet wrote: »LadyLethalla wrote: »I don't have a buddy to help me get to Master, and nowhere near enough gold to buy crafted glyphs off the Traders. I bought one off an enchanter as a decon test last night and it gave such a miniscule amount of insp it was laughable.
The glyphs sold in stores wont give you anything worthwhile at all.
I spent 18k of my last 20k last night to level up my enchanting to 50 before this unpleasant change goes through. I say unpleasant, because collecting runes wont be the same any longer
If you PM me a character name or some kind of in-game mail info, I'll send you a bunch of high level runes to decon next time I log in
BlueViolet wrote: »LadyLethalla wrote: »I don't have a buddy to help me get to Master, and nowhere near enough gold to buy crafted glyphs off the Traders. I bought one off an enchanter as a decon test last night and it gave such a miniscule amount of insp it was laughable.
The glyphs sold in stores wont give you anything worthwhile at all.
I spent 18k of my last 20k last night to level up my enchanting to 50 before this unpleasant change goes through. I say unpleasant, because collecting runes wont be the same any longer
If you PM me a character name or some kind of in-game mail info, I'll send you a bunch of high level runes to decon next time I log in
You can also level up 2 characters at the same time. Looted glyphs give the most IP (when comparing white glyphs). Glyphs made by another player OR just a different character, give the same amount of IP. Unless of course they changed this (again), although I participated in a test of this I believe after IC released.
You can also level up 2 characters at the same time. Looted glyphs give the most IP (when comparing white glyphs). Glyphs made by another player OR just a different character, give the same amount of IP. Unless of course they changed this (again), although I participated in a test of this I believe after IC released.
Just to clarify, it slightly nerfs the Aspect drop rate from what's currently on the PTS. It's still 3x better than what's currently on the live servers.lordrichter wrote: »3. The proposed change does slightly nerf the Aspect drop rate due to not getting a chance at a second Aspect rune.
Just to clarify, it slightly nerfs the Aspect drop rate from what's currently on the PTS. It's still 3x better than what's currently on the live servers.lordrichter wrote: »3. The proposed change does slightly nerf the Aspect drop rate due to not getting a chance at a second Aspect rune.
And yes, assuming they haven't changed the number or frequency of node spawns (which from what I can tell, they haven't) then the drop rates for potency runes will be exactly the same as they are currently on live. The only difference is that you now can't tell based on color what the runes will be.
As potency runes go, it's equivalent to them taking what's currently on live, and not changing anything other then just making all rune nodes the same color, regardless of what's actually in them, instead of announcing with a color what's in them.
Except, it's even better than that, because they are adding extra runes to all the nodes.
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.
lordrichter wrote: »@NewBlacksmurf
I think the point that is being made here is that, today, on Live, any resource node for runes can have one of three spawns, Aspect, Essence, or Potency. That means that on any random encounter with a rune node, there is a 1 in 3 chance that it will be a Potency node. Yes, there is a 100% chance of getting a Potency rune from a Potency rune node, but there is only a 33% chance that you will come across a Potency rune node. That is assuming that the three types of nodes have equal probability, which is not proven.
I am currently assuming that, on PTS, there are the same number of rune nodes in the world, and that they will spawn in the same numbers as rune nodes today on Live. I have no information to suggest otherwise, and ZOS is not telling us if they changed this. Heck, they probably wouldn't know if they changed this, given the number of unintentional changes they have.
On PTS there is only one type of rune resource node, and we will see it 100% of the time. Today, this means the node will give 1 Aspect, 1 Essence, and a chance for a second Aspect rune. I do not know what the chance is for the second Aspect rune. What they are proposing is that, instead of the chance for a second Aspect rune, there will be a 1/3rd chance for a Potency rune.
"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 ."
So, on Live, as you harvest runes, any given random rune resource node will give you a 1/3rd chance at one of Aspect, Essence, or Potency. You will still only see the nodes in those probabilities. Again, I assume equal probabilities.
Currently, on PTS, as you harvest runes, any given rune resource node will give you 1 Aspect and 1 Essence.
Proposed on PTS, as you harvest runes, any given rune resource node will give you 1 Aspect, 1 Essence, and 1/3rd chance for Potency.
Again, we are assuming the same number of rune resource nodes spawning over the same amount of time as Live in the same locations.
The net is, assuming that the placement and spawn rate of the nodes are the same, that farming every rune node you come across will result in the same number of Potency runes, compared to Live.
Also note that this assumes that you are the FIRST player to come across these nodes. Due to cherry picking, I expect to see a lot of nodes with Ta and a random Essence rune, and a few nodes with just Essence runes in them, because people are farming the better Aspect and Potency runes. This game does have a problem with cherry picking resource nodes, and they seem disinterested in making changes to address that problem.
As I see it, the main changes to note are this:
1. The drop rate for Aspect and Essence will increase, if the placement and spawn frequency remain the same
2. When approaching a node, you do not know whether the node will have a Potency rune in it, as you do today. Potency runes are still dependent on RNG, but the outcome of the RNG is not known in advance
3. The proposed change does slightly nerf the Aspect drop rate due to not getting a chance at a second Aspect rune.
This could be interpreted as:ZOS_GinaBruno wrote: »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.
If they had no plans to put them on the crown store then the response from Gina would have included " we have no plans to sell potency runes on the crown store."
ZOS can we get a confirmation that you do or do not intend to sell these runes on the crown store? Bit of open honest communication here ?
That would serve to allay most of our fears.
Last night I was looking at my inventory on my Enchanter. I have Essences coming out of my ears. No one buys them when I list them for cheap prices on the guild stores. I am not sure that having both an Essence and an Aspect drop in one Node is going to be of benefit to me. Currently, I ignore Essence Nodes in the wild, I just don't need any. I will just end up filling up my crafting bags with Essences I don't need, and no one will buy.
So, now I say, just leave the Harvest part of the Enchanting Craft alone. 3 Types of Nodes, and a random chance for one of the types to spawn, just like they have it now on Live. Then I can choose to Farm what I want. Go ahead and add the Potencies to the game Merchants, as those were always the ones that were harder to get