Easy solution...
Change the chest graphic that if it has been opened, it shows open to all (lid up). That way you will know if a chest has been opened and looted.
Z
Changing the graphic per your suggestion would solve most of the problems IF the de-spawn time were shorter. The longer an open chests sits on the map, the longer it takes for a new locked chest to spawn-in (within that general vicinity).
lordrichter wrote: »I farm quite a bit to fund my various activities in the game. As a farmer, I would prefer it if people didn't just take everything and destroy what they don't want. I take everything. I want those worms, crawlers, lockpicks, or whatever trash people are destroying instead of leaving behind. A half full chest has more in it than an empty place where a chest would have been.
Already opened chests not only have loot, but they don't take up as much of my time. Chest that are already opened take a fraction of the time to loot, when compared to having to pick the lock. I can grab your unwanted loot and be on my way before you can pick your next chest. Yes, I miss out on the skill point, and the high end loot, but I miss out on it if the chest isn't there, too.
VaranisArano wrote: »Personal preferences, man. We both have them. You think the people who leave stuff behind are doing you a favor. I think they're either new, poor, or jerks.
lordrichter wrote: »I probably should mention I have tested in craglorn as well as stormhaven, tried to test in gold coast but too many people are on the hunt and not listening to "I'm doing a test to see timer for resets on chests"
I do this sort of testing on PTS. Abundance of nodes and chests, no competition.
lordrichter wrote: »[snip]
It is hard to know for sure, but if chests act like resource nodes, then new chests are not spawned immediately, even when the chest is fully cleaned out. After a timer runs out, which starts when the chest is first opened, somewhere in the zone a new chest appears.
ZOS would have to confirm or deny this.
DaveMoeDee wrote: »lordrichter wrote: »DaveMoeDee wrote: »lordrichter wrote: »Changing the graphic per your suggestion would solve most of the problems IF the de-spawn time were shorter. The longer an open chests sits on the map, the longer it takes for a new locked chest to spawn-in (within that general vicinity).
Shortened despawn time would make it less likely to come across the chest. I don't know if it would have much impact on the spawning of a new chest. It is more likely that some undiscovered chests in a strange and remote sections of the zone would influence spawning of new chests, if in fact there is a limit to how many chests can be spawned at a given time.
There is a boatload of information that we don't know about how the game determines where, and when, chests spawn. My guess is that the open chest depawn time is well accounted for in that equation. In other words, the time it takes to despawn an opened chest is shorter than the time that has to pass before the game spawns a new chest. The two being independent timers.
That is how resource nodes work, at least last time I checked.
If there is a limit on the number of chests or nodes that can spawn, than why wouldn't leaving a partial node/chest mean less stuff to loot globally? Seems it would. I have seen resource nodes respawn really quickly around a dolmen I was farming for Akaviri Dragonguard gear. If I had left bait in one of the nodes, would it have respawned so quickly? If yes, none of this matters to me. If no, than people leaving crap in nodes should be shot.
It is hard to know for sure, but if chests act like resource nodes, then new chests are not spawned immediately, even when the chest is fully cleaned out. After a timer runs out, which starts when the chest is first opened, somewhere in the zone a new chest appears.
ZOS would have to confirm or deny this.
In the end, I don't really care about being disappointed at a chest being already looted. What I do care about is potentially less nodes because new ones don't spawn due to partially looted nodes.
This topic is still going ? It really is as simple as this, the OP is mad players don't play the game HIS way.
He would be the player who runs into a COD forum saying campers suck,no skill,etc etc. saying it's not how you play the game.
Not that far, just have it so they can't loot any other chest till either they empty it or wait till it despawns.
Not that far, just have it so they can't loot any other chest till either they empty it or wait till it despawns.
go find a single player game please. now. go! its clear you cannot handle playing games with other people if you want to ban them from looting anything unless they do work for you.
Not that far, just have it so they can't loot any other chest till either they empty it or wait till it despawns.
go find a single player game please. now. go! its clear you cannot handle playing games with other people if you want to ban them from looting anything unless they do work for you.
I don't want to ban anyone I just want them to show courtesy to the rest of the population farming the same thing they're after thanks, oh and you should really look for single player games as well cause you like being toxic leaving behind trash
Judas Helviaryn wrote: »DaveMoeDee wrote: »lordrichter wrote: »Changing the graphic per your suggestion would solve most of the problems IF the de-spawn time were shorter. The longer an open chests sits on the map, the longer it takes for a new locked chest to spawn-in (within that general vicinity).
Shortened despawn time would make it less likely to come across the chest. I don't know if it would have much impact on the spawning of a new chest. It is more likely that some undiscovered chests in a strange and remote sections of the zone would influence spawning of new chests, if in fact there is a limit to how many chests can be spawned at a given time.
There is a boatload of information that we don't know about how the game determines where, and when, chests spawn. My guess is that the open chest depawn time is well accounted for in that equation. In other words, the time it takes to despawn an opened chest is shorter than the time that has to pass before the game spawns a new chest. The two being independent timers.
That is how resource nodes work, at least last time I checked.
If there is a limit on the number of chests or nodes that can spawn, than why wouldn't leaving a partial node/chest mean less stuff to loot globally? Seems it would. I have seen resource nodes respawn really quickly around a dolmen I was farming for Akaviri Dragonguard gear. If I had left bait in one of the nodes, would it have respawned so quickly? If yes, none of this matters to me. If no, than people leaving crap in nodes should be shot.
Be careful with that kind of rhetoric.
Problem with complaining about people only taking some items is that how would you know with nodes if someone just took a furniture item from a node or not take everything from a thieves trove and only go after an item or two if you don't visually see them? What if they took everything from a node save for say the ore or wood and only took the furniture materials?
you havent been raised right if you think inciting hatred of people in a computer game and its forums is acceptable.
Something really needs to be done about this toxic way of playing the game leaving trash for other people wasting everyone's time I suggest that you can't loot another chest unless you previously loot everything to make the chest despawn, or till it despawns on its own.
Narvuntien wrote: »I have no inventory space...my bank is full... I don't want to spend 40K on more.
If I pick up that pointless piece of equipment in this chest I'll have to stop my adventuring and go back to town to sell/decon/bank all this trash... this is particularly bad in VVaadenfel where Vivec is the only place with a bank and crafting tables
... or I can just leave the trash in this chest and continue with my adventure.
PelinalWhitestrake wrote: »I dream of the day that overland chests and resource nodes are client-side.
As if we aren't now...Ydrisselle wrote: »PelinalWhitestrake wrote: »I dream of the day that overland chests and resource nodes are client-side.
That would mean "exploited like hell" and we would swim in the currently rare motifs and golden mats...
With a crafting bag and Nuzimeh even the plundered chests are a source of income.