BergisMacBride wrote: »The nodes scaling everywhere (instead of just in the scaled zones like Cyrodiil, Wrothgar, and Hews Bane) is a totally awful idea..
I'm not really sure this is intended by ZOS. My feeling this is likely the buggy result of a slap-on band aid fix to reintroduce potency rune harvesting within their "new and improved" unified runestone system. Here's how I envision the whole thing going down:
> Shiny new and improved runestone system goes on PTS with the new DLC
> there was massive negative feedback about not being able to harvest potencies
> @ZOS_GinaBruno went to devs and (channeling her inner Lebowski) said "this injustice must not stand"
> the devs, not wanting to do to much work to actually fix it, said "ok, we'll just add potencies at 1/3 chance to our new improved unified runestones!", taking the easy way out
> devs completely missed the fact that with potency runestones now GONE, there is no mechanism to have unscaled zone-specific level potencies drop in the non-dlc PvE zones
> players point out this problem, and now we have silence from the devs - this means either they aren't reading this thread anymore, or perhaps they just consider runestone harvesting fixed
Just my thoughts on how this happened, although I admit I could be wrong as we have no word at all on whether the universal scaling is intended or not.....
I have wondered why they just don't go back to the old Rune Nodes that we have now. It works. I farm the specific Runes I want or need, and not get loaded down with Runes I don't. Potencies have always been the issue in Enchanting, and offering them for sale also in the NPC Merchants takes care of that issue. Plus, I only have to buy potencies if I am in a hurry or don't want to go the right zone to farm them.
Speaking of which, how am I supposed to farm lower level potencies on my Master Crafter? Scaling all nodes to Crafting and or Character level has taken that away.
Even then, if ZOS's goal is to increase activity in Enchanting, this is not going to achieve this. Reason, I only need to make one set of Glyphs for each gear set I make. I don't enchant all that often simply because I don't need to. Unlike Provisioning and Alchemy, the stack of 50 I make with those professions will be used up long before I need to make new Glyphs for new gear.
Even if they were to increase the Inspiration gains for Enchanting Activities so it would level faster, I would still make the same amount of Glyph's I currently make.
lordrichter wrote: »The second thing that comes to mind is that they already did the work and don't want to toss it and revert back.
Don't scale old area nodes to player. Scale the nodes to the area level.
I do like the new nodes where you can't see outside what's inside. It prevents node plague. There seems to be some protection against partial looting of nodes, but not yet good enough. I tested with two accounts. With first i looted one node, picked one rune and left others and relogged to another account.
- If i immediately harvested the node with second account, the node disappeared when i tried to loot it.
- If i waited about three minutes the node disappeared. Add logoff/logon times to that and we are close to five minutes.
Make touched nodes to despawn in one minute. They are unlootable by others anyway.
BergisMacBride wrote: »lordrichter wrote: »The second thing that comes to mind is that they already did the work and don't want to toss it and revert back.
Bingo!!! My thoughts exactly!
They put all this work into this illogical and weird harvesting system and it's just simply too much work and too hard to change it back.
I can just see it now - several months from now when enough people complain about the bad system for runestone harvesting, we will get yet another new system - one where there are separate harvestable runestones for Aspect, Essence and Potency stones - and they each get their own distinct pretty colors! Harvest the stones you need when you need them! They will say "look at the wonderful new and improved runestone harvesting system we have put in place to address your concerns."
Reminds me of the time Coca-Cola came out with "New Coke" and eventually gave us "Coke Classic."
smh.....
This please. Just revert all the harvesting changes to what we have had on live forever.... there are ways to make enchanting more enticing to players, what you are doing is not one of those ways.
You don't even need to completely take it out, feel free to leave potency runes on a vendor but bring back our tri-colored nodes. There are other areas of enchanting that need the love, not the harvesting part of it.
I'd appreciate if you could also test it. My test wasn't very scientific. I used two accounts but had to logoff/logon. I repeated thrice the immediate loot and i waited twice the node to despawn.lordrichter wrote: »Don't scale old area nodes to player. Scale the nodes to the area level.
Quoted for emphasis, but this is not why I am replying.I do like the new nodes where you can't see outside what's inside. It prevents node plague. There seems to be some protection against partial looting of nodes, but not yet good enough. I tested with two accounts. With first i looted one node, picked one rune and left others and relogged to another account.
- If i immediately harvested the node with second account, the node disappeared when i tried to loot it.
- If i waited about three minutes the node disappeared. Add logoff/logon times to that and we are close to five minutes.
Make touched nodes to despawn in one minute. They are unlootable by others anyway.
This is interesting, and I am going to have to check on this. My testing with node despawn has always been to keep everyone else away until the node goes away. I am going to have to have a friend in the game and see what happens on PTS. Maybe they changed how nodes despawn and this is not in the patch notes.
I have wondered why they just don't go back to the old Rune Nodes that we have now. It works. I farm the specific Runes I want or need, and not get loaded down with Runes I don't. Potencies have always been the issue in Enchanting, and offering them for sale also in the NPC Merchants takes care of that issue. Plus, I only have to buy potencies if I am in a hurry or don't want to go the right zone to farm them.
Speaking of which, how am I supposed to farm lower level potencies on my Master Crafter? Scaling all nodes to Crafting and or Character level has taken that away.
Even then, if ZOS's goal is to increase activity in Enchanting, this is not going to achieve this. Reason, I only need to make one set of Glyphs for each gear set I make. I don't enchant all that often simply because I don't need to. Unlike Provisioning and Alchemy, the stack of 50 I make with those professions will be used up long before I need to make new Glyphs for new gear.
Even if they were to increase the Inspiration gains for Enchanting Activities so it would level faster, I would still make the same amount of Glyph's I currently make.
I'd appreciate if you could also test it. My test wasn't very scientific. I used two accounts but had to logoff/logon. I repeated thrice the immediate loot and i waited twice the node to despawn.lordrichter wrote: »Don't scale old area nodes to player. Scale the nodes to the area level.
Quoted for emphasis, but this is not why I am replying.I do like the new nodes where you can't see outside what's inside. It prevents node plague. There seems to be some protection against partial looting of nodes, but not yet good enough. I tested with two accounts. With first i looted one node, picked one rune and left others and relogged to another account.
- If i immediately harvested the node with second account, the node disappeared when i tried to loot it.
- If i waited about three minutes the node disappeared. Add logoff/logon times to that and we are close to five minutes.
Make touched nodes to despawn in one minute. They are unlootable by others anyway.
This is interesting, and I am going to have to check on this. My testing with node despawn has always been to keep everyone else away until the node goes away. I am going to have to have a friend in the game and see what happens on PTS. Maybe they changed how nodes despawn and this is not in the patch notes.
It might be that the server has a scheduled background job purging these nodes every five minutes or so. That might explain the results. Anyway, if you find nodes staying over ten minutes, that is the result. On live nodes rarely vanish when touched. I did my test in Auridon and was probably alone there, and the server had nothing else to do than mind my nodes.lordrichter wrote: »I'd appreciate if you could also test it. My test wasn't very scientific. I used two accounts but had to logoff/logon. I repeated thrice the immediate loot and i waited twice the node to despawn.lordrichter wrote: »Don't scale old area nodes to player. Scale the nodes to the area level.
Quoted for emphasis, but this is not why I am replying.I do like the new nodes where you can't see outside what's inside. It prevents node plague. There seems to be some protection against partial looting of nodes, but not yet good enough. I tested with two accounts. With first i looted one node, picked one rune and left others and relogged to another account.
- If i immediately harvested the node with second account, the node disappeared when i tried to loot it.
- If i waited about three minutes the node disappeared. Add logoff/logon times to that and we are close to five minutes.
Make touched nodes to despawn in one minute. They are unlootable by others anyway.
This is interesting, and I am going to have to check on this. My testing with node despawn has always been to keep everyone else away until the node goes away. I am going to have to have a friend in the game and see what happens on PTS. Maybe they changed how nodes despawn and this is not in the patch notes.
So, this is what I can tell you: Watching runestone nodes is BORING. After a while, they started to taunt me.
First, two accounts can loot the same node. They see the same content, which is whatever the first person sees. Both accounts can take something from the node, and they can both leave something behind. As long as there is one thing left in the node, the node will stay and will have the same content until it despawns.
Second, the time to despawn for the PTS rune node is still a long time. However, it is oddly variable. Some nodes vanished after 5 minutes. Other nodes despawned after 12 minutes. I was not able to watch the same node twice as they did not spawn back in while I was doing this, so I cannot say why they have different despawn times.
Edit: I did manage to catch one of the "5 min despawn" nodes a second time and it went 12 minutes. Most nodes were 12 mins, but when they were not, they were 5 mins.
It might be that the server has a scheduled background job purging these nodes every five minutes or so. That might explain the results. Anyway, if you find nodes staying over ten minutes, that is the result. On live nodes rarely vanish when touched. I did my test in Auridon and was probably alone there, and the server had nothing else to do than mind my nodes.lordrichter wrote: »I'd appreciate if you could also test it. My test wasn't very scientific. I used two accounts but had to logoff/logon. I repeated thrice the immediate loot and i waited twice the node to despawn.lordrichter wrote: »Don't scale old area nodes to player. Scale the nodes to the area level.
Quoted for emphasis, but this is not why I am replying.I do like the new nodes where you can't see outside what's inside. It prevents node plague. There seems to be some protection against partial looting of nodes, but not yet good enough. I tested with two accounts. With first i looted one node, picked one rune and left others and relogged to another account.
- If i immediately harvested the node with second account, the node disappeared when i tried to loot it.
- If i waited about three minutes the node disappeared. Add logoff/logon times to that and we are close to five minutes.
Make touched nodes to despawn in one minute. They are unlootable by others anyway.
This is interesting, and I am going to have to check on this. My testing with node despawn has always been to keep everyone else away until the node goes away. I am going to have to have a friend in the game and see what happens on PTS. Maybe they changed how nodes despawn and this is not in the patch notes.
So, this is what I can tell you: Watching runestone nodes is BORING. After a while, they started to taunt me.
First, two accounts can loot the same node. They see the same content, which is whatever the first person sees. Both accounts can take something from the node, and they can both leave something behind. As long as there is one thing left in the node, the node will stay and will have the same content until it despawns.
Second, the time to despawn for the PTS rune node is still a long time. However, it is oddly variable. Some nodes vanished after 5 minutes. Other nodes despawned after 12 minutes. I was not able to watch the same node twice as they did not spawn back in while I was doing this, so I cannot say why they have different despawn times.
Edit: I did manage to catch one of the "5 min despawn" nodes a second time and it went 12 minutes. Most nodes were 12 mins, but when they were not, they were 5 mins.
Not handling partial harvest makes these multi-rune nodes bad. I like the new system where all nodes looking the same, but not this way, when node plague is replaced with partial loot. Since 80% nodes will have Ta, nearly every node will be partially harvested. I harvest everything and find daily tens of partial loots. It's just a fact of game this happens.
I think ZOS should purge partial nodes much faster. Without that fixed they should revert back to TG runes.
A new test: I took level 10 maxed crafter with 9/10 points in potency and 3/4 in aspect passives to harvest tour.
- In Wrothgar i get occasionally potency 9 and occasionally potency 1/2. So the node distribution seems to work. I think this is a good compromise between crafters and muggles.
- I question the logic of randomizing the last rune in node. Why? Either keep as they are now in TG or simply put one of each rune type into the node. Every glyph needs a potency anyway.
- In Stonefalls (EP toon) the nodes are far and wide. Just hopping from Wrothgar's richness to Stonefalls bleakness is startling. Someone in ZOS should do that today in PTS and see yourself. Vendor don't make enchanters, harvesting does. Let people harvest when they level. Vendor can exist, as if i care.
Coolio_Wolfus wrote: »
Are you sure these enchanter mails are not for a Hireling Mule?
Coolio_Wolfus wrote: »
Are you sure these enchanter mails are not for a Hireling Mule?
No, this was a template character. 300 CP, all points in the enchanting tree maxed.
@ZOS_JessicaFolsom
BUG REPORT #160523-001079 As of this AM Patch 2.4.4
Undocumented Hard Cap on Crafting Bags? No harvested materials in either Inventory/Bank/Crafting Bag after harvest.
I just took my NA Server Normal non-Template Level 4 Character through a portion of Stros M'kai and DB DLC to re-check Potency Rune Zone Scaling.
I harvested approx 10 Rune Nodes in Stros and 4 in DB and screenshotted results. I received loot notification from both in-game Loot Display as well as Lootdrop Addon.
When returning to Stros I went to look at harvested items and none of them appear anywhere. All my Rune listings are at 4k stack in Crafting Bag and did not increment at all after harvest. The 4k is from storing 3 Template characters worth of initial Template loot.
Is there a actual hard limit in the Crafting Bag or is this just an issue for PTS?
Is Rune Harvesting broken completely?
EDIT: I just reran a node in Stros and removed any addons that affect inventory or Loot and screenshot exactly what is happening.
When harvesting a node it appears normal
And the normal In-game Loot notification
But as soon as you check Crafter Bag, the game knows that it has new loot but the item count does not increment. And you can only withdraw in 200 stack and the Craft Bag amount does not show the missing items even after bag transfer.
And as of 2.4.4 possibly an entire other issue. Posting here and in Crafter Bag thread as I was re-checking Rune Nodes but could be issues for other node types.ZOS_GinaBruno
BUG REPORT #160523-001079 As of this AM Patch 2.4.4
Undocumented Hard Cap on Crafting Bags? No harvested materials in either Inventory/Bank/Crafting Bag after harvest.
I just took my NA Server Normal non-Template Level 4 Character through a portion of Stros M'kai and DB DLC to re-check Potency Rune Zone Scaling.
I harvested approx 10 Rune Nodes in Stros and 4 in DB and screenshotted results. I received loot notification from both in-game Loot Display as well as Lootdrop Addon.
When returning to Stros I went to look at harvested items and none of them appear anywhere. All my Rune listings are at 4k stack in Crafting Bag and did not increment at all after harvest. The 4k is from storing 3 Template characters worth of initial Template loot.
Is there a actual hard limit in the Crafting Bag or is this just an issue for PTS?
Is Rune Harvesting broken completely?
EDIT: I just reran a node in Stros and removed any addons that affect inventory or Loot and screenshot exactly what is happening.
When harvesting a node it appears normal
And the normal In-game Loot notification
But as soon as you check Crafter Bag, the game knows that it has new loot but the item count does not increment. And you can only withdraw in 200 stack and the Craft Bag amount does not show the missing items even after bag transfer.
I have wondered why they just don't go back to the old Rune Nodes that we have now. It works. I farm the specific Runes I want or need, and not get loaded down with Runes I don't. Potencies have always been the issue in Enchanting, and offering them for sale also in the NPC Merchants takes care of that issue. Plus, I only have to buy potencies if I am in a hurry or don't want to go the right zone to farm them.
And as of 2.4.4 possibly an entire other issue. Posting here and in Crafter Bag thread as I was re-checking Rune Nodes but could be issues for other node types.ZOS_GinaBruno
BUG REPORT #160523-001079 As of this AM Patch 2.4.4
Undocumented Hard Cap on Crafting Bags? No harvested materials in either Inventory/Bank/Crafting Bag after harvest.
I just took my NA Server Normal non-Template Level 4 Character through a portion of Stros M'kai and DB DLC to re-check Potency Rune Zone Scaling.
I harvested approx 10 Rune Nodes in Stros and 4 in DB and screenshotted results. I received loot notification from both in-game Loot Display as well as Lootdrop Addon.
When returning to Stros I went to look at harvested items and none of them appear anywhere. All my Rune listings are at 4k stack in Crafting Bag and did not increment at all after harvest. The 4k is from storing 3 Template characters worth of initial Template loot.
Is there a actual hard limit in the Crafting Bag or is this just an issue for PTS?
Is Rune Harvesting broken completely?
EDIT: I just reran a node in Stros and removed any addons that affect inventory or Loot and screenshot exactly what is happening.
When harvesting a node it appears normal
And the normal In-game Loot notification
But as soon as you check Crafter Bag, the game knows that it has new loot but the item count does not increment. And you can only withdraw in 200 stack and the Craft Bag amount does not show the missing items even after bag transfer.
@SpAEkus I noticed the same thing on a template BUT I made an assumption, maybe you could take the time to test the assumption out?
Once you have that large of stacks, the amounts read 1k, 1.1k etc. SO if you don't have enough runes to make it 1.1k it just doesn't show you (even though they are still there). Pretty sure if you go use those runes you harvested - those runes will still say 4k instead of 3999 (or 3.9k)
All runestones are worth 1g. You can tell by the stack value how many are actually in there. I would guess you have 4002 Deni (rounded to 4k), 3979 Jora (rounded to 4k), and 4011 Ta (rounded to 4k).
Check the value column... Does THAT increment when you loot a node?
Thanks for letting us know it was rounding! It is working as intended, and as you guessed it's to make the UI look a little more tidy. This is one of those little details we'll add in the final patch notes about the Craft Bag; it's actually a global UI limit, not just within the Craft Bag, but the sheer amount of stuff you can hold in the Craft Bag does make it more noticeable.