Could they not do that by having the node despawn after the interaction was finished (ie the player exits from interaction with the node) instead of when the contents were taken? Something I've wanted for ages, so sick of people leaving crud that they do not want to take in nodes/chests/troves.
I think they are trying to solve this problem: no one is picking up Ta runestones from nodes so basically all Aspect nodes are Ta nodes now, so ZOS merged two kinds together, but this won't help either, because people will still leave Ta on the node.
Could they not do that by having the node despawn after the interaction was finished (ie the player exits from interaction with the node) instead of when the contents were taken? Something I've wanted for ages, so sick of people leaving crud that they do not want to take in nodes/chests/troves.
Even if that is the case, that is no reason to completely obliterate potency rune harvesting from the game.
lordrichter wrote: »Could they not do that by having the node despawn after the interaction was finished (ie the player exits from interaction with the node) instead of when the contents were taken? Something I've wanted for ages, so sick of people leaving crud that they do not want to take in nodes/chests/troves.
Well, that would be bad. If they did that, you would have no opportunity to clean out a spot in your inventory and then reopen the node to get what you could not take. Instead, they start a timer after the node is closed. If the node is still around when that timer expires, the node goes away. The time is measured in minutes and is, according to many, too long.
I can't see them going to all of this work to try and solve the "left behind Ta" problem, while leaving the "left behind bait" problem in other nodes and not actually solving the Ta problem.
I go back to my statement above. This is about making top tier enchantments more expensive and harder to obtain. They only way to do that is to control the Potency market and charge insane prices.
ZOS: Possible solution. Change enchanting so that more than one Potency rune is needed. I get that this can't be done in Dark Brotherhood, but consider it before you drop this on us. That way, you can charge 1 Potency for the common Potency runes, and 1 million Potency for the top tier (or some suitably large number).
staracino_ESO wrote: »I also want to chime in and say that blue runes need to be found in the wild. If you want to make some crazy change to enchanting:
Make all nodes contain 1 potency, 1 essence, and 1 Ta. Jejota, Denata, Rekuta, and Kuta do not drop, but you combine Ta's to upgrade them. 5 Ta = 1 Jejota, 4 Jejota = 1 Denata, 3 Denata = 1Rekuta, 2 Rekuta = 1 Kuta. That makes 120 Ta per Kuta, which seems like a fair amount to me, maybe even a little too many. But this solves the problems of people leaving behind Ta, and the current issue with blues runes needing to be bought. Although with current stockpiles floating around, this would result in a huge amount of Kutas being produced, so maybe it will be too much.
(and in response to your first point, I have to say I really don't have a lot of sympathy with anyone who doesn't realise that their inventory is filling up and they need to get to a bank, it's not as if banks are a rare commodity!)
ZOS_GinaBruno wrote: »
- Is it easy to tell where to get these now? - No. Easy is seeing a blue node and harvesting its contents.
- Does it feel easier to start from scratch to make a rune? - No. Because I have to go through the additional step of buying a Potency Rune.
- How does it feel to put lower-level enchants on higher-level gear? - Like putting regular gasoline in a high octane sports vehicle. Why would I do this? Probably because the max mats that I must buy instead of harvest are ridiculously expensive.
- Do you have any other general feedback? Yes. 1) I want to harvest my own potency Runes. 2) You should make it so lower level aspect runes are worth picking up from the nodes. Allowing master enchanters to combines many weaker aspect stones into a stronger one is an obvious possibility you ought to explore. 3) Forcing crafters to buy (expensive) mats is just a bad idea.
staracino_ESO wrote: »I also want to chime in and say that blue runes need to be found in the wild. If you want to make some crazy change to enchanting:
Make all nodes contain 1 potency, 1 essence, and 1 Ta. Jejota, Denata, Rekuta, and Kuta do not drop, but you combine Ta's to upgrade them. 5 Ta = 1 Jejota, 4 Jejota = 1 Denata, 3 Denata = 1Rekuta, 2 Rekuta = 1 Kuta. That makes 120 Ta per Kuta, which seems like a fair amount to me, maybe even a little too many. But this solves the problems of people leaving behind Ta, and the current issue with blues runes needing to be bought. Although with current stockpiles floating around, this would result in a huge amount of Kutas being produced, so maybe it will be too much.
lordrichter wrote: »(and in response to your first point, I have to say I really don't have a lot of sympathy with anyone who doesn't realise that their inventory is filling up and they need to get to a bank, it's not as if banks are a rare commodity!)
Most players probably do not have bag monitoring add-ons, so they probably do not know they are full until they try to take more than they can carry. Now, this goes away for those with The Bag, but still, the player needs to be able to open inventory, destroy something, and then open the node back up to take what they want. They don't need to go back to the bank.
And, if they leave something behind because they are full and have nothing they want to destroy, it is not the end of the world. That node will go away after a couple minutes. They just need to stop there and go back to the bank rather than just continuing on.
Crafters should never be forced to buy essential components for their craft. Add me to the chorus of unhappy crafters if this change goes through. Leave them in vendors for people who are willing to pay for the convenience, but let the hunter-gatherers pay with their time and effort. Given the number of glyphs a person has to create to level the craft, do writs, and trick out gear over the course of leveling a character, the amount of money that has to be sunk adds up to unreasonable levels very quickly. All you're doing is making the craft even more unappealing than it already is.
Also, here's a thought: If potency runes aren't harvestable in the wild, where are those vendors acquiring them from?
As someone who completed (and struggled through) enchanting after launch, this change is a very poor one. Enchanters aren't that rare these days, but this would cinch any benefits away from an enchanter. That and the cost is being driven away from the player economy, which is a focus point for crafting in general. But let's not get into that tangent.
Every crafting option has level-based materials. Your ore, wood, and clothing materials go up per zone. They are level-based finds. For enchanting, potency is our "ore." This should remain harvest-able. Aspect runes are our improvement rune. This should move into the decon/refine area. It's how the rest of crafting works. But glyphs higher than "white" would need to start dropping and there would need to be a way to "break down" runes from a raw state to get the (re)kuta going forward.
But that's a whole revamp. So of the three runes, the only one that even remotely makes sense to sell is essence. There are a lot of them, they typically are cheap, and they easily can be decon'ed. Why potency was chosen is a real lack of experience playing the game.
Something else I just thought of, it will now cost me 2500 gold to do a Writ in Wrothgar for Enchanting. And I get 600 gold back.
Do you really want people to not do enchanting writs anymore?
Since this thread technically consists of a hand full of people confirming their dislikes repetitively without contributing much new after page 1, i humbly want to ask everyone to calm down a bit and give @ZOS_GinaBruno a chance to explain the reasons behind this change before this thread gets way to messy.
Btw there are people who don't hate the change, just to be less onesided in here.
Since this thread technically consists of a hand full of people confirming their dislikes repetitively without contributing much new after page 1, i humbly want to ask everyone to calm down a bit and give @ZOS_GinaBruno a chance to explain the reasons behind this change before this thread gets way to messy.
Btw there are people who don't hate the change, just to be less onesided in here.
@SantaOrc I don't doubt that to be the case, but I personally do not see any positive side to removing potency runes from the world. Can you explain why this could be a good change?Btw there are people who don't hate the change, just to be less onesided in here.