For 2 and 5, needing lower level glyph on actual gear, this is now HARDER for the experienced crafter to support which DIRECTLY FURTHERS THEIR GOAL bc now its more pressure for leveling ench on the lower chars, or at least them harvesting (half will be level apropriate even if unskilled)
Since what we are looking at being "scarcer" are the lesser runes, which are lower gold if you buy, it works AGAINST a crown store conspiracy theory.
Finally, since we are only looking at really, for cases of experienced craft supporting lowers and alts, potencies in the lvl 10-49 then big swsths jumping to account wide cp level gear, a lot of the need for the mid tier vanishes completely.
ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
Thanks for your input but it has absolutely nothing to do with what is being discussed here and is derailing from the actual discussion. Universal player dislike for a totally unwanted and un-needed change to enchanting, which will decrease the accessibility and player take up of enchanting, and make gathering materials far more difficult.
Except that they only sort of added them back, since they chose to scale the nodes to player level and craft level, not zone level.ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
Thanks for your input but it has absolutely nothing to do with what is being discussed here and is derailing from the actual discussion. Universal player dislike for a totally unwanted and un-needed change to enchanting, which will decrease the accessibility and player take up of enchanting, and make gathering materials far more difficult.
Not universal.
At least for me not since they LISTENED and added harvesting potencies.
Just sayin'
ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
Thanks for your input but it has absolutely nothing to do with what is being discussed here and is derailing from the actual discussion. Universal player dislike for a totally unwanted and un-needed change to enchanting, which will decrease the accessibility and player take up of enchanting, and make gathering materials far more difficult.
Not universal.
At least for me not since they LISTENED and added harvesting potencies.
Just sayin'
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.
ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
Thanks for your input but it has absolutely nothing to do with what is being discussed here and is derailing from the actual discussion. Universal player dislike for a totally unwanted and un-needed change to enchanting, which will decrease the accessibility and player take up of enchanting, and make gathering materials far more difficult.
Not universal.
At least for me not since they LISTENED and added harvesting potencies.
Just sayin'
ContraTempo wrote: »
Better than their first attempt...but are you really saying you like what's now on PTS better than what's now on Live? (May 27)
i knew for sure that everything we wrote here was and will be ignored.... so why even ask for feedback? do you have fun reading it all and watch the community suffer?ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
alu-fleurb16_ESO wrote: »assuming that 20 pages of "no - we don't want this change at all, leave the enchanting system like it is on live" won't help preventing its implementation with db release i took care of my stock and farmed about 100 pieces of each and every potency runestone (repora & itade about a full stack of 200) so i don't have to buy them.
but: i will never sell any potency runestones in the guildstores anymore in the future. so if thats what you want the player to do - hoarding and keeping stocks - you will hurt the economy quite hard.
alu-fleurb16_ESO wrote: »after reading this:i knew for sure that everything we wrote here was and will be ignored.... so why even ask for feedback? do you have fun reading it all and watch the community suffer?ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
so for the last time: don't try to fix something that isn't broken! - leave the mats like they are, all of them in every zone!!
This is from Khenarti's Roost (AD). Rune harvesting moves to starting islands.
New players will not even see runes until later.
alu-fleurb16_ESO wrote: »but: i will never sell any potency runestones in the guildstores anymore in the future. so if thats what you want the player to do - hoarding and keeping stocks - you will hurt the economy quite hard.
ContraTempo wrote: »alu-fleurb16_ESO wrote: »but: i will never sell any potency runestones in the guildstores anymore in the future. so if thats what you want the player to do - hoarding and keeping stocks - you will hurt the economy quite hard.
With the craft bag I expect to see ESO+ players basically stop selling mats at all. Especially once they have banked 100k or so. There just won't be a need to do so for inventory management.
Availability will plummet. After a while the price will skyrocket. Guilds that fail to plan for this will go broke in between. Even with the higher prices guild and player income will never recover because more will choose simply to farm for what they need rather than pay the steep prices. And more gold will simply disappear from the economy because enchanters will be buying runes from vendors. Unlike in RL vendors do not re-spend that money (and thus pump the economy). Instead it's just goes away.
I expect DB to have a wide range of unintended consequences that will completely reshape play style, builds, the economy, PVP, and more.
lordrichter wrote: »ContraTempo wrote: »alu-fleurb16_ESO wrote: »but: i will never sell any potency runestones in the guildstores anymore in the future. so if thats what you want the player to do - hoarding and keeping stocks - you will hurt the economy quite hard.
With the craft bag I expect to see ESO+ players basically stop selling mats at all. Especially once they have banked 100k or so. There just won't be a need to do so for inventory management.
Availability will plummet. After a while the price will skyrocket. Guilds that fail to plan for this will go broke in between. Even with the higher prices guild and player income will never recover because more will choose simply to farm for what they need rather than pay the steep prices. And more gold will simply disappear from the economy because enchanters will be buying runes from vendors. Unlike in RL vendors do not re-spend that money (and thus pump the economy). Instead it's just goes away.
I expect DB to have a wide range of unintended consequences that will completely reshape play style, builds, the economy, PVP, and more.
This is my concern. As an ESO Plus member, I can say that there are a couple of reasons for me to sell crafting materials, and earning gold is not really one of them. There are not enough things worth while to spend gold on, so I have a lifetime supply of gold already. I sell mainly to reduce inventory pressure. What I do not sell, I simply toss out.
Now, whether I sell crafting materials is largely for other reasons. Keeping in the good graces of my trading guild is the biggest of them, but if this becomes a hassle, I could always quit the guild.
Except that they only sort of added them back, since they chose to scale the nodes to player level and craft level, not zone level.ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
Thanks for your input but it has absolutely nothing to do with what is being discussed here and is derailing from the actual discussion. Universal player dislike for a totally unwanted and un-needed change to enchanting, which will decrease the accessibility and player take up of enchanting, and make gathering materials far more difficult.
Not universal.
At least for me not since they LISTENED and added harvesting potencies.
Just sayin'
So you still can't get ALL the potency runes from harvesting, you can ONLY get runes that match either your character level, or your skill level.
Anyone who still thinks this is a change for the better isn't paying attention. Much like ZOS.
ContraTempo wrote: »ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
Thanks for your input but it has absolutely nothing to do with what is being discussed here and is derailing from the actual discussion. Universal player dislike for a totally unwanted and un-needed change to enchanting, which will decrease the accessibility and player take up of enchanting, and make gathering materials far more difficult.
Not universal.
At least for me not since they LISTENED and added harvesting potencies.
Just sayin'
Better than their first attempt...but are you really saying you like what's now on PTS better than what's now on Live? (May 27)
Ok so lets tackle this one... but the question you ask highlights our disconnect.
WHATS ON LIVE NOW IS GONE GONE GONE GONE as of Tuesday.
I EMPHASIZE THAT because I did not say ONLY FOR ENCHANTING.
The need for glyphs is dependent on the division of character levels and system of level progression and both of those undergo total metamorphosis Tuesday. It ESPECIALLY changes for people with multiple characters.
TODAY ON LIVE if i am an uninformed guy or gal i would still be looking for vr4, vr11, vr15, etcetc glyphs spresd thruout specific fixed node zones.
As of Tuesday, i will need only vr16 cp160 and lower levels for brand new chars.
As of Tuesday, the rune harvesting will support that since my low level guys will be harvesting level appropriate runes, my top levrl enchanters will be harvesting all cp160s and my top level non-enchanters will be getting 50/50 top level (useful) and low level (useful)
The idea of SET ZONE LEVELS node in silver and gold is now an outdated notion. If it eere kept "as is" into DB those nodes in silver and gold (damn now got Burl Ives singing in my head) would be useless. I would harvedt there any of the level dependent components.
This new scaling thru silver and gold serves the NEW char level paradigm much better than fixed would.
It also, as intended, gives more reason for charsvto develop enchanting skill (at least the level one) and makes it easier for more powerful glyphs to decon to be made.
All this plus the opportunity to buy the lower level potencies when needed for rather low costs iirc compared to the higher.
AS IT IS ON LIVE NOW serves the class progression and level disttibution AS THAT EXISTS ON LIVE NOW and those two are intrinsically linked.
When the character leveling progression and level distribution changes DRASTICALLY on Tuesday, thid new scaled approach seems to obviously serve that New CO Order better thsn the current would.
So, see how a question framing "on live now" vs "on pts now" for enchanting scaling misses the point and really obfuscates things?
Does what we have now on live serve the new post DB levelling and progression well with its fixed silver and gold zones? No.
Are they gonna cancel the whole levelling thing, keep vet ranks etc to keep the old enchsnting as it is now on live? No.
Do i like the new scaled silver/gold nodes plus lotsa more runes coming outta nodes plus the buy rrom vendor option for emergencies in the context of meeting the needs of the new no vet ranks, cp based levelling better than i would the oldvfixed nodes? Hell yeah!!! I will actually gain useful stuff from nodes all across gold and silver instead of only some and have a backup option to boot.
Its obvious to me, looking ahead, not back.
Elephant42 wrote: »
Ok so lets tackle this one... but the question you ask highlights our disconnect.
WHATS ON LIVE NOW IS GONE GONE GONE GONE as of Tuesday.
I EMPHASIZE THAT because I did not say ONLY FOR ENCHANTING.
The need for glyphs is dependent on the division of character levels and system of level progression and both of those undergo total metamorphosis Tuesday. It ESPECIALLY changes for people with multiple characters.
TODAY ON LIVE if i am an uninformed guy or gal i would still be looking for vr4, vr11, vr15, etcetc glyphs spresd thruout specific fixed node zones.
As of Tuesday, i will need only vr16 cp160 and lower levels for brand new chars.
As of Tuesday, the rune harvesting will support that since my low level guys will be harvesting level appropriate runes, my top levrl enchanters will be harvesting all cp160s and my top level non-enchanters will be getting 50/50 top level (useful) and low level (useful)
The idea of SET ZONE LEVELS node in silver and gold is now an outdated notion. If it eere kept "as is" into DB those nodes in silver and gold (damn now got Burl Ives singing in my head) would be useless. I would harvedt there any of the level dependent components.
This new scaling thru silver and gold serves the NEW char level paradigm much better than fixed would.
It also, as intended, gives more reason for charsvto develop enchanting skill (at least the level one) and makes it easier for more powerful glyphs to decon to be made.
All this plus the opportunity to buy the lower level potencies when needed for rather low costs iirc compared to the higher.
AS IT IS ON LIVE NOW serves the class progression and level disttibution AS THAT EXISTS ON LIVE NOW and those two are intrinsically linked.
When the character leveling progression and level distribution changes DRASTICALLY on Tuesday, thid new scaled approach seems to obviously serve that New CO Order better thsn the current would.
So, see how a question framing "on live now" vs "on pts now" for enchanting scaling misses the point and really obfuscates things?
Does what we have now on live serve the new post DB levelling and progression well with its fixed silver and gold zones? No.
Are they gonna cancel the whole levelling thing, keep vet ranks etc to keep the old enchsnting as it is now on live? No.
Do i like the new scaled silver/gold nodes plus lotsa more runes coming outta nodes plus the buy rrom vendor option for emergencies in the context of meeting the needs of the new no vet ranks, cp based levelling better than i would the oldvfixed nodes? Hell yeah!!! I will actually gain useful stuff from nodes all across gold and silver instead of only some and have a backup option to boot.
Its obvious to me, looking ahead, not back.
Your whole argument about the new progression system is predicated on the assumption that people only craft for themselves and totally falls apart when you consider that people often craft for for others who may be at any level in the progression.
ContraTempo wrote: »ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
Thanks for your input but it has absolutely nothing to do with what is being discussed here and is derailing from the actual discussion. Universal player dislike for a totally unwanted and un-needed change to enchanting, which will decrease the accessibility and player take up of enchanting, and make gathering materials far more difficult.
Not universal.
At least for me not since they LISTENED and added harvesting potencies.
Just sayin'
Better than their first attempt...but are you really saying you like what's now on PTS better than what's now on Live? (May 27)
Ok so lets tackle this one... but the question you ask highlights our disconnect.
WHATS ON LIVE NOW IS GONE GONE GONE GONE as of Tuesday.
I EMPHASIZE THAT because I did not say ONLY FOR ENCHANTING.
The need for glyphs is dependent on the division of character levels and system of level progression and both of those undergo total metamorphosis Tuesday. It ESPECIALLY changes for people with multiple characters.
TODAY ON LIVE if i am an uninformed guy or gal i would still be looking for vr4, vr11, vr15, etcetc glyphs spresd thruout specific fixed node zones.
As of Tuesday, i will need only vr16 cp160 and lower levels for brand new chars.
As of Tuesday, the rune harvesting will support that since my low level guys will be harvesting level appropriate runes, my top levrl enchanters will be harvesting all cp160s and my top level non-enchanters will be getting 50/50 top level (useful) and low level (useful)
The idea of SET ZONE LEVELS node in silver and gold is now an outdated notion. If it eere kept "as is" into DB those nodes in silver and gold (damn now got Burl Ives singing in my head) would be useless. I would harvedt there any of the level dependent components.
This new scaling thru silver and gold serves the NEW char level paradigm much better than fixed would.
It also, as intended, gives more reason for charsvto develop enchanting skill (at least the level one) and makes it easier for more powerful glyphs to decon to be made.
All this plus the opportunity to buy the lower level potencies when needed for rather low costs iirc compared to the higher.
AS IT IS ON LIVE NOW serves the class progression and level disttibution AS THAT EXISTS ON LIVE NOW and those two are intrinsically linked.
When the character leveling progression and level distribution changes DRASTICALLY on Tuesday, thid new scaled approach seems to obviously serve that New CO Order better thsn the current would.
So, see how a question framing "on live now" vs "on pts now" for enchanting scaling misses the point and really obfuscates things?
Does what we have now on live serve the new post DB levelling and progression well with its fixed silver and gold zones? No.
Are they gonna cancel the whole levelling thing, keep vet ranks etc to keep the old enchsnting as it is now on live? No.
Do i like the new scaled silver/gold nodes plus lotsa more runes coming outta nodes plus the buy rrom vendor option for emergencies in the context of meeting the needs of the new no vet ranks, cp based levelling better than i would the oldvfixed nodes? Hell yeah!!! I will actually gain useful stuff from nodes all across gold and silver instead of only some and have a backup option to boot.
Its obvious to me, looking ahead, not back.
So right now when getting potency runes the changes are 50/50 for you to get one for your character level and for your crafting level, correct?
@Amarynth Are you Level 50? What nodes are you getting Level 15 potency runes from?No, it's not based on character and crafting level. My 501 cp enchanter with all points in enchanting is still getting level 15 potency runes in nodes and from hirelings.So right now when getting potency runes the changes are 50/50 for you to get one for your character level and for your crafting level, correct?