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Is auric amber still dropping from pijic portals?

  • code65536
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    At least with a chest you can see that it is opened.

    An unlocked chest looks exactly the same as a locked chest. You can't tell the difference until you are in interaction range and your reticle says Use instead of Unlock. Which is one step earlier than with a node. But getting into physical interaction range is the time-consuming part. I'm never going to be like, "eww, an opened chest, I'm not looting what's inside". I'm already there, my hands are on it already, I'm not turning away now.
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  • katanagirl1
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    code65536 wrote: »
    At least with a chest you can see that it is opened.

    An unlocked chest looks exactly the same as a locked chest. You can't tell the difference until you are in interaction range and your reticle says Use instead of Unlock. Which is one step earlier than with a node. But getting into physical interaction range is the time-consuming part. I'm never going to be like, "eww, an opened chest, I'm not looting what's inside". I'm already there, my hands are on it already, I'm not turning away now.

    This makes it sound like you are justifying the practice of half-looted chests.
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  • code65536
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    code65536 wrote: »
    At least with a chest you can see that it is opened.

    An unlocked chest looks exactly the same as a locked chest. You can't tell the difference until you are in interaction range and your reticle says Use instead of Unlock. Which is one step earlier than with a node. But getting into physical interaction range is the time-consuming part. I'm never going to be like, "eww, an opened chest, I'm not looting what's inside". I'm already there, my hands are on it already, I'm not turning away now.

    This makes it sound like you are justifying the practice of half-looted chests.

    Indeed I am!

    Personally, I obsessively loot everything (it also helps that I have ESO+). But if someone doesn't and can't be bothered to take that Malachite Shard out of the chest, that's totally fine.

    There is a frustrating amount of misinformation about how partial looting affects respawns. They have zero effect on respawns, because the respawn timer starts when something is first opened, not when it's looted, and people in zone chat, forums, reddit, etc. get irrationally and unjustifiably angry at this harmless practice. All they're doing is giving someone a bit of false hope, and people are treating it as if they just committed a war crime.
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  • Pevey
    Pevey
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    code65536 wrote: »
    code65536 wrote: »
    At least with a chest you can see that it is opened.

    An unlocked chest looks exactly the same as a locked chest. You can't tell the difference until you are in interaction range and your reticle says Use instead of Unlock. Which is one step earlier than with a node. But getting into physical interaction range is the time-consuming part. I'm never going to be like, "eww, an opened chest, I'm not looting what's inside". I'm already there, my hands are on it already, I'm not turning away now.

    This makes it sound like you are justifying the practice of half-looted chests.

    Indeed I am!

    Personally, I obsessively loot everything (it also helps that I have ESO+). But if someone doesn't and can't be bothered to take that Malachite Shard out of the chest, that's totally fine.

    There is a frustrating amount of misinformation about how partial looting affects respawns. They have zero effect on respawns, because the respawn timer starts when something is first opened, not when it's looted, and people in zone chat, forums, reddit, etc. get irrationally and unjustifiably angry at this harmless practice. All they're doing is giving someone a bit of false hope, and people are treating it as if they just committed a war crime.

    I completely agree with this. People have supposedly "tested" the respawns and claim that the respawns are slower when chests are not fully looted. There are massive prior threads about this. But I've never seen convincing info. I don't see how it would even be possible to design an experiment that would provide good evidence. And even if there were evidence that respawns are slowed by partial looting, I still wouldn't get the outrage. It amazes me that this is something people get upset about. Looting chests is a solo activity. People have the right to do it however they wish.
    Edited by Pevey on 23 June 2025 22:02
  • virtus753
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    Pevey wrote: »
    code65536 wrote: »
    code65536 wrote: »
    At least with a chest you can see that it is opened.

    An unlocked chest looks exactly the same as a locked chest. You can't tell the difference until you are in interaction range and your reticle says Use instead of Unlock. Which is one step earlier than with a node. But getting into physical interaction range is the time-consuming part. I'm never going to be like, "eww, an opened chest, I'm not looting what's inside". I'm already there, my hands are on it already, I'm not turning away now.

    This makes it sound like you are justifying the practice of half-looted chests.

    Indeed I am!

    Personally, I obsessively loot everything (it also helps that I have ESO+). But if someone doesn't and can't be bothered to take that Malachite Shard out of the chest, that's totally fine.

    There is a frustrating amount of misinformation about how partial looting affects respawns. They have zero effect on respawns, because the respawn timer starts when something is first opened, not when it's looted, and people in zone chat, forums, reddit, etc. get irrationally and unjustifiably angry at this harmless practice. All they're doing is giving someone a bit of false hope, and people are treating it as if they just committed a war crime.

    I completely agree with this. People have supposedly "tested" the respawns and claim that the respawns are slower when chests are not fully looted. There are massive prior threads about this. But I've never seen convincing info. I don't see how it would even be possible to design an experiment that would provide good evidence. And even if there were evidence that respawns are slowed by partial looting, I still wouldn't get the outrage. It amazes me that this is something people get upset about. Looting chests is a solo activity. People have the right to do it however they wish.

    Looting chests is a solo activity in the moment, but the impact of leaving a partially looted chest can and often does affect others in an MMO like this. As long as there is an impact on others to consider, I hesitate to label it a solo activity full stop.

    It is hardly a war crime to leave partially looted chests, as Code said, and I don’t condone the actual abuse slung at people over this. I don’t like the misinformation that gets spread over the timer issue, either. My reaction is not anger or outrage but disappointment because people either don’t know they’re giving others false hope or they do and they’re choosing to do that anyhow. (Both of these occur.)

    As Code also pointed out, leaving partially looted chests takes away others’ hope and fun through something completely avoidable. The game trains us to expect things from chests as part of a reward cycle, and partially looted chests disappoint that expectation. I sympathize with being frustrated and disappointed when I see a chest only to find out I won’t be getting the xp, legerdemain increase, or likely the more desirable things from it, all of which the sight of a chest prompts us to expect. I have even seen some players flat out admit they are leaving every chest partially looted in a zone to troll others this way (not via the non-existent timer issue). So it can be and is sometimes done maliciously, even if I’d speculate that the majority of cases aren’t. Knowing that I could well end up disappointing others like that if I leave a partially looted chest, I do my best to avoid it. Again, it’s not a war crime if people don’t fully loot their chests, but it’s a basic courtesy one can do that helps others keep having fun in game (which is presumably why many people play games) rather than interfering with it. It is each player’s choice whether or not to show that courtesy to others, though, I agree.
  • katanagirl1
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    code65536 wrote: »
    code65536 wrote: »
    At least with a chest you can see that it is opened.

    An unlocked chest looks exactly the same as a locked chest. You can't tell the difference until you are in interaction range and your reticle says Use instead of Unlock. Which is one step earlier than with a node. But getting into physical interaction range is the time-consuming part. I'm never going to be like, "eww, an opened chest, I'm not looting what's inside". I'm already there, my hands are on it already, I'm not turning away now.

    This makes it sound like you are justifying the practice of half-looted chests.

    Indeed I am!

    Personally, I obsessively loot everything (it also helps that I have ESO+). But if someone doesn't and can't be bothered to take that Malachite Shard out of the chest, that's totally fine.

    There is a frustrating amount of misinformation about how partial looting affects respawns. They have zero effect on respawns, because the respawn timer starts when something is first opened, not when it's looted, and people in zone chat, forums, reddit, etc. get irrationally and unjustifiably angry at this harmless practice. All they're doing is giving someone a bit of false hope, and people are treating it as if they just committed a war crime.

    Sure, I have cleaned out a few chests in my time and just keep moving to the next. As I pointed out it doesn’t matter if the respawn time is the same for looted and unlooted chests, if I am looking for something like paintings, a partially looted chest means I won’t get one from that chest that I spotted and eagerly went over to open, thinking it was locked.

    It just reflects the society we live in now. Used to be people thought of others and now it’s all for themselves, and they are happy to tell you what to do if you don’t agree. Not you, just people in general.
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  • LootAllTheStuff
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    Pevey wrote: »
    code65536 wrote: »
    code65536 wrote: »
    At least with a chest you can see that it is opened.

    An unlocked chest looks exactly the same as a locked chest. You can't tell the difference until you are in interaction range and your reticle says Use instead of Unlock. Which is one step earlier than with a node. But getting into physical interaction range is the time-consuming part. I'm never going to be like, "eww, an opened chest, I'm not looting what's inside". I'm already there, my hands are on it already, I'm not turning away now.

    This makes it sound like you are justifying the practice of half-looted chests.

    Indeed I am!

    Personally, I obsessively loot everything (it also helps that I have ESO+). But if someone doesn't and can't be bothered to take that Malachite Shard out of the chest, that's totally fine.

    There is a frustrating amount of misinformation about how partial looting affects respawns. They have zero effect on respawns, because the respawn timer starts when something is first opened, not when it's looted, and people in zone chat, forums, reddit, etc. get irrationally and unjustifiably angry at this harmless practice. All they're doing is giving someone a bit of false hope, and people are treating it as if they just committed a war crime.

    I completely agree with this. People have supposedly "tested" the respawns and claim that the respawns are slower when chests are not fully looted. There are massive prior threads about this. But I've never seen convincing info. I don't see how it would even be possible to design an experiment that would provide good evidence. And even if there were evidence that respawns are slowed by partial looting, I still wouldn't get the outrage. It amazes me that this is something people get upset about. Looting chests is a solo activity. People have the right to do it however they wish.

    Presumably you could do a series of tests where you either (a) completely or (b) partially loot a chest, then time how long it takes to reappear. You could modify this by having two people - one to do the timing, the other to loot and then move far enough away to be in a new zone/subzone. It'd take a while to get some meaningful data, especially if the total number of people in the zone or on the server affected the respawn timer. Maybe someone's already done that, though?
  • code65536
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    Presumably you could do a series of tests where you either (a) completely or (b) partially loot a chest, then time how long it takes to reappear. You could modify this by having two people - one to do the timing, the other to loot and then move far enough away to be in a new zone/subzone. It'd take a while to get some meaningful data, especially if the total number of people in the zone or on the server affected the respawn timer. Maybe someone's already done that, though?

    When a new chest spawns, it can spawn at a different location.

    Let's say, for example, there are 100 different chest spawn locations, and only 50 of those locations can contain a chest. When a replacement chest spawns, it doesn't necessarily spawn at the location of the chest that it's replacing. It could spawn in any of the 51 open locations. So the repawn time at any specific location is very much random, because it might pick that location for the next respawn, or it might not pick that location for a very, very long time.

    This is readily seen if you've farmed chests in the Vile Manse for that lead with the frustratingly low drop rate, during off hours when you're the only one there. That public dungeon has two levels, and once you enter the bottom level, it's impossible to return to the top level without leaving the public dungeon entirely and re-entering, so there's incentive to stay on a level. So a player who just runs loops around the top level will eventually notice that the chests become fewer and fewer per loop. And then when they finally jump down to the bottom level, they'll notice that there's a chest at pretty much every possible spawn location. That's because when you open a top-level chest, its replacement might spawn at another top level spot, or it might spawn in the bottom level, which, over time, leads to the chests being located all in the bottom level.

    So...
    • ZOS has said that it's the opening that matters, not the looting.
    • You can open a chest, not loot anything, and just stand next to it and watch it disappear all on its own after a few minutes.
    • Any player claiming to have "tested" respawn times hasn't actually tested it, because in order to actually test respawn times, you need to be monitoring all the possible chest spawn locations, and no player can do this. Spawn times at any specific location is heavily dependent on the RNG of the selection of respawn location, so any data based on someone watching one spot is completely meaningless.

    If someone does want to definitively test respawn behavior, they'll need a small zone (a small delve), enough people to watch every single possible spawn location, and a way to eliminate any interference from other players (use the PTS).
    Edited by code65536 on 25 June 2025 13:10
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  • ApoAlaia
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    code65536 wrote: »
    Presumably you could do a series of tests where you either (a) completely or (b) partially loot a chest, then time how long it takes to reappear. You could modify this by having two people - one to do the timing, the other to loot and then move far enough away to be in a new zone/subzone. It'd take a while to get some meaningful data, especially if the total number of people in the zone or on the server affected the respawn timer. Maybe someone's already done that, though?

    When a new chest spawns, it can spawn at a different location.

    Let's say, for example, there are 100 different chest spawn locations, and only 50 of those locations can contain a chest. When a replacement chest spawns, it doesn't necessarily spawn at the location of the chest that it's replacing. It could spawn in any of the 51 open locations. So the repawn time at any specific location is very much random, because it might pick that location for the next respawn, or it might not pick that location for a very, very long time.

    This is readily seen if you've farmed chests in the Vile Manse for that lead with the frustratingly low drop rate, during off hours when you're the only one there. That public dungeon has two levels, and once you enter the bottom level, it's impossible to return to the top level without leaving the public dungeon entirely and re-entering, so there's incentive to stay on a level. So a player who just runs loops around the top level will eventually notice that the chests become fewer and fewer per loop. And then when they finally jump down to the bottom level, they'll notice that there's a chest at pretty much every possible spawn location. That's because when you open a top-level chest, its replacement might spawn at another top level spot, or it might spawn in the bottom level, which, over time, leads to the chests being located all in the bottom level.

    So...
    • ZOS has said that it's the opening that matters, not the looting.
    • You can open a chest, not loot anything, and just stand next to it and watch it disappear all on its own after a few minutes.
    • Any player claiming to have "tested" respawn times hasn't actually tested it, because in order to actually test respawn times, you need to be monitoring all the possible chest spawn locations, and no player can do this. Spawn times at any specific location is heavily dependent on the RNG of the selection of respawn location, so any data based on someone watching one spot is completely meaningless.

    If someone does want to definitively test respawn behavior, they'll need a small zone (a small delve), enough people to watch every single possible spawn location, and a way to eliminate any interference from other players (use the PTS).

    I recommend 'Halls of Regulation' in Clockwork City for this 'experiment' if anyone wants to carry it out.

    Many dependable chest spawns in close proximity.

    Should be empty in the PTS as there is no particular reason to go there.
  • BXR_Lonestar
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    The pulizied auric amber use to drop in about 80% of the pjic portals. Lately I've seen almost none maybe 2 dropped in over a dozen. Is it just me? I like infused as a ring trait, this is really slowing me down.

    I got one from a Psijic Portal last night.

    But I've been getting my infused trait gems by transmuting jewelry to infused and deconning. I've got more transmute gems than I know what to do with, so this is viable for me.
  • ApoAlaia
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    The pulizied auric amber use to drop in about 80% of the pjic portals. Lately I've seen almost none maybe 2 dropped in over a dozen. Is it just me? I like infused as a ring trait, this is really slowing me down.

    I got one from a Psijic Portal last night.

    But I've been getting my infused trait gems by transmuting jewelry to infused and deconning. I've got more transmute gems than I know what to do with, so this is viable for me.

    Do you get a full 'gem' or do you get 'dust' when you decon?
  • Orbital78
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    Sarannah wrote: »
    These psijjic portal nodes are extremely rare, and only those who targetfarm them are getting them enough to actually make it worthwhile. While everyone else will barely, or never, find any psijjic portals.

    I see them all over the place in low level/starter zones sometimes. The other day I was running around Betnik and found three up in one area, a lower level player must have been farming the area or RNG just spawned 3 in that area.

    Looting full Auric Amber is fairly rare though, it is usually just a fragment of one. I would like the fragments to be standardized with all mats though, even style mates would be nice.
    Islyn wrote: »
    I still think that nodes and chests should be automatically take all to avoid cherry-picking. It’s hard enough to get rare mats from farming, and looting a Psijic node to get one piece of gear or a single runestone is frustrating.

    Ooh yeah the worst ppl leaving garbage in nodes :(

    No room without the craftbag sometimes, leave it for others in need. :D It will just despawn after awhile anyways.
    Edited by Orbital78 on 25 June 2025 15:46
  • JJBoomer
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    code65536 wrote: »
    In my experience, I see a lot of players running past Psijic portals and never touching them. What this means is that a lot of characters probably don't have the skill line unlocked (which is understandable, as it is by far the most annoying of the guild skill lines to unlock, so I can see people skipping it on alts). If someone doesn't have the skill line, they will see nothing where that portal is (they won't see an enchanting node in its place, they'll just see nothing if that node had spawned as a portal).

    I still think that nodes and chests should be automatically take all to avoid cherry-picking. It’s hard enough to get rare mats from farming, and looting a Psijic node to get one piece of gear or a single runestone is frustrating.

    The respawn timer for a node/sack/chest starts when it is first opened, not when it is fully looted. Leaving stuff behind has no effect aside from giving a passerby a little bit of false hope. With what you're suggesting, instead of getting scraps, you'll just get nothing.

    At least with a chest you can see that it is opened. I can just keep going and pass it by. A Psijic portal does not need to be unlocked like a chest. There is no way to know if it is partially looted.

    These things need to despawn faster. It doesn’t matter about the time if you are the unlucky one to run across the thing.

    The devs need to do more to keep players from being jerks, because that’s what they are going to do.

    but if ESO players cant be jerks, how will they have fun? not being jerks is antithetical to the ESO community lol
  • code65536
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    Orbital78 wrote: »
    I see them all over the place in low level/starter zones sometimes.

    You need to have done that intro Psijic quest running all over Summerset (which in turn requires the first Summerset story quest) to be able to see them, and many of the people roaming around in the starter zone are unlikely to have unlocked it, so there's less "competition".
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  • DenverRalphy
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    Solstice was infested with Psijic portals on PSNA this morning. I stumbled across them all over the place. I didn't take note of how many I started with so can't give an accurate number, but I know I saw at least 3 full aurbic ambers in the mix before I remembered this thread and realized I should have been paying attention. I may have missed one or two as I don't always stare at the loot log. Probably looted near a dozen portals.

    Whomever was running around plucking runestones in Solstice without the Psijic skill line on PSNA this morning, thank you. :)
    Edited by DenverRalphy on 25 June 2025 17:34
  • HumbleThaumaturge
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    I'm still getting same drop rate of auric amber, as far as I can tell. No change.

    Off Topic . . . but speaking of Psijic Nodes: I had over 100 "Infused" necklaces and rings, even after having all of my characters research the trait. "Exemplary" jewelry like this cannot be "deconstructed." I tried to give them away, but no one wanted them. (In short: Infused jewelry is valueless now.) In the end I destroyed about 80 of them. So, here's my simple request: For a psijic node, either (1) allow "exemplary" jewelry to be deconstructed; or (2) increase the drop-rate of Kuta to 100 percent; (3) increase the drop-rate of auric amber; or (4) add some extra happy-making drop to the psijic node loot table (like an extra-cool furnishing). Do SOMETHING to compensate for Infused jewelry being worthless now.
    Edited by HumbleThaumaturge on 25 June 2025 19:00
  • virtus753
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    I'm still getting same drop rate of auric amber, as far as I can tell. No change.

    Off Topic . . . but speaking of Psijic Nodes: I had over 100 "Infused" necklaces and rings, even after having all of my characters research the trait. "Exemplary" jewelry lilke thish cannot be "deconstructed." I tried to give them away, but no one wante them. (In short: Infused jewelry is valueless now.) In the end I destroyed about 80 of them. So, here's my simple request: For a psijic node, either (1) allow "exemplary" jewelry to be deconstructed; or (2) increase the drop-rate of Kuta to 100 percent; (3) increase the drop-rate of auric amber; or (4) add some extra happy-making drop to the psijic node loot table (like an extra-cool furnishing). Do SOMETHING to compensate for Infused jewelry being worthless now.

    Don’t those exemplary pieces sell for 500 gold each to vendors to make up for not being deconstructible? 80 of them would be worth 40,000 gold.

    ETA: Pulverized Aurbic Amber seems to be going for 1-1.5k each on PC-NA, and it isn’t guaranteed to drop from deconning. So if it takes 2-3 infused pieces to get one, on average, then selling 2-3 exemplary infused pieces to make the gold to buy a pulverized amber seems just about right value-wise.

    ETA2: Psijic Portals already have something special in their loot tables beyond Kuta: they are the only source outside of Cyro/IC/PvP events that can drop Hakeijo. Even base game zone portals can do this. I’ve gotten them from Khenarthi’s Roost.
    Edited by virtus753 on 25 June 2025 18:08
  • SilverBride
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    I sell exemplary jewelry on a trader for around 1200g and it always sells.
    PCNA
  • virtus753
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    I sell exemplary jewelry on a trader for around 1200g and it always sells.

    Even better!
  • DenverRalphy
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    virtus753 wrote: »
    I'm still getting same drop rate of auric amber, as far as I can tell. No change.

    Off Topic . . . but speaking of Psijic Nodes: I had over 100 "Infused" necklaces and rings, even after having all of my characters research the trait. "Exemplary" jewelry lilke thish cannot be "deconstructed." I tried to give them away, but no one wante them. (In short: Infused jewelry is valueless now.) In the end I destroyed about 80 of them. So, here's my simple request: For a psijic node, either (1) allow "exemplary" jewelry to be deconstructed; or (2) increase the drop-rate of Kuta to 100 percent; (3) increase the drop-rate of auric amber; or (4) add some extra happy-making drop to the psijic node loot table (like an extra-cool furnishing). Do SOMETHING to compensate for Infused jewelry being worthless now.

    ETA2: Psijic Portals already have something special in their loot tables beyond Kuta: they are the only source outside of Cyro/IC/PvP events that can drop Hakeijo. Even base game zone portals can do this. I’ve gotten them from Khenarthi’s Roost.

    Uhhh.. what???

    I have NEVER seen a psijiic portal drop a hakeijo. Ever. And last I recall, they just simply don't.
  • Orbital78
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    virtus753 wrote: »
    I'm still getting same drop rate of auric amber, as far as I can tell. No change.

    Off Topic . . . but speaking of Psijic Nodes: I had over 100 "Infused" necklaces and rings, even after having all of my characters research the trait. "Exemplary" jewelry lilke thish cannot be "deconstructed." I tried to give them away, but no one wante them. (In short: Infused jewelry is valueless now.) In the end I destroyed about 80 of them. So, here's my simple request: For a psijic node, either (1) allow "exemplary" jewelry to be deconstructed; or (2) increase the drop-rate of Kuta to 100 percent; (3) increase the drop-rate of auric amber; or (4) add some extra happy-making drop to the psijic node loot table (like an extra-cool furnishing). Do SOMETHING to compensate for Infused jewelry being worthless now.

    Don’t those exemplary pieces sell for 500 gold each to vendors to make up for not being deconstructible? 80 of them would be worth 40,000 gold.

    ETA: Pulverized Aurbic Amber seems to be going for 1-1.5k each on PC-NA, and it isn’t guaranteed to drop from deconning. So if it takes 2-3 infused pieces to get one, on average, then selling 2-3 exemplary infused pieces to make the gold to buy a pulverized amber seems just about right value-wise.

    ETA2: Psijic Portals already have something special in their loot tables beyond Kuta: they are the only source outside of Cyro/IC/PvP events that can drop Hakeijo. Even base game zone portals can do this. I’ve gotten them from Khenarthi’s Roost.

    Yup that is the main reason I hunt for them, Hakeijo ultra rare or Ambers. Both sell decently or are needed for master writs. Portals in Cyrodiil also have the chance to drop Imperial Style chapters.
    Edited by Orbital78 on 25 June 2025 19:09
  • DoofusMax
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    ApoAlaia wrote: »
    The pulizied auric amber use to drop in about 80% of the pjic portals. Lately I've seen almost none maybe 2 dropped in over a dozen. Is it just me? I like infused as a ring trait, this is really slowing me down.

    I got one from a Psijic Portal last night.

    But I've been getting my infused trait gems by transmuting jewelry to infused and deconning. I've got more transmute gems than I know what to do with, so this is viable for me.

    Do you get a full 'gem' or do you get 'dust' when you decon?

    To deal with the OP's question on this, yes, I picked up a few Aurbic Amber from Psijic Portals over the past few days. Considering the purple gear that I also pulled out of the portals that didn't drop amber, I suspect that I was the first player to open it rather than getting someone else's leftovers (a different problem).

    To the comment, it goes both ways for me. I've pulled a full amber a few times and dust a few times.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • virtus753
    virtus753
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    virtus753 wrote: »
    I'm still getting same drop rate of auric amber, as far as I can tell. No change.

    Off Topic . . . but speaking of Psijic Nodes: I had over 100 "Infused" necklaces and rings, even after having all of my characters research the trait. "Exemplary" jewelry lilke thish cannot be "deconstructed." I tried to give them away, but no one wante them. (In short: Infused jewelry is valueless now.) In the end I destroyed about 80 of them. So, here's my simple request: For a psijic node, either (1) allow "exemplary" jewelry to be deconstructed; or (2) increase the drop-rate of Kuta to 100 percent; (3) increase the drop-rate of auric amber; or (4) add some extra happy-making drop to the psijic node loot table (like an extra-cool furnishing). Do SOMETHING to compensate for Infused jewelry being worthless now.

    ETA2: Psijic Portals already have something special in their loot tables beyond Kuta: they are the only source outside of Cyro/IC/PvP events that can drop Hakeijo. Even base game zone portals can do this. I’ve gotten them from Khenarthi’s Roost.

    Uhhh.. what???

    I have NEVER seen a psijiic portal drop a hakeijo. Ever. And last I recall, they just simply don't.

    I'm sorry (genuinely) you have not gotten them, but they do certainly drop.

    I have found more than these, but this is what I recorded in my notes:

    I found 5 in Blackwood during the Oblivion event in November 2023.
    I found 1 in Western Skyrim during the same month (no event applicable).
    I found 1 in Khenarthi's Roost on April 26, 2024 (no event applicable).

    I found this one in Craglorn on May 26, 2024 (during a resource event):

    nhonddume4ru.jpg

    ETA: updating with notes on events

    I do not farm regularly, but I am curious about drop tables and so tend to find things in fits and spurts when I'm actively testing things.
    Edited by virtus753 on 25 June 2025 20:32
  • Dojohoda
    Dojohoda
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    I got 1/10th of an auric amber yesterday. 💥
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • SeaGtGruff
    SeaGtGruff
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    Sarannah wrote: »
    Tatanko wrote: »
    Sarannah wrote: »
    These psijjic portal nodes are extremely rare
    They really aren't. I suggest unlocking the first level of the Psijic skill line on all your characters.
    Have done this, but as you can see they are too rare. Even those saying they are not rare are saying they are too rare(lol):
    Cave_Canem wrote: »
    I thought the psijic portals in Solstice weren't dropping, but after a few weeks I've finally found 2 portals and got 1 amber. As per usual, I just had kept at it while playing normally and enjoying the new zone.
    Are psijjic portals still in the game? Ok, I know they are, but they are sooo rare, it's ridiculous.
    DreamyLu wrote: »
    I get an average of 4 on a daily basis (min 2 up to max 6) on normal days. On days they're for endeavors, I get up to 15 within one hour! But such cases are only because players suddenly all farm runestones... :D
    I find one or two about every day just going around gathering surveys and questing.

    Please tell me you do not think that should be the normal droprate for a resource.

    I get it, some players do not want to lose their moneymaker source, but this spawnrate for normal players is ridiculous. This is due to some players being able to targetfarm these portals, while others who play the game normally barely ever get any, if any.

    I think the main reason they're so scarce is that they're so visible. They can be easily seen from far away, and are so bright that if they're obscured by other objects like masonry, rocks, or tree stumps you can actually see their bright glow through those solid objects.

    Aside from that, if two types of resources can spawn at the same locations as each other, and if one is more sought-after than the other, most players will choose to harvest the sought-after one and leave the other untouched. That means the "unwanted" resource just ends up being more abundant than the "wanted" resource. For the sake of simplicity, let's assume there's a 50-50 chance of either type being spawned, and that the game tries to always keep 128 nodes spawned at any given time. So we start with 64 of each type:

    64 type A
    64 type B

    Players harvest the type A and leave the type B, so the game respawns more nides at the 50-50 rate:

    32 type A
    32 new type B + 64 from before = 96 type B

    And it happens again:

    16 type A
    16 new type B + 96 from before = 112 type B

    And again:

    8 type A
    8 new type B + 112 from before = 120 type B

    That's overly simplified, since there will be some players who do harvest type B, plus the game will eventually despawn any unharvested nodes and respawn them at other random locations, so assuming we start with 128 type B and 0 type A the game should eventually (if there are no players around to interfere with the process) even them back out to 64 and 64 by despawning old nodes and respawning new nodes. But I think the general gist is valid.
    I've fought mudcrabs more fearsome than me!
  • code65536
    code65536
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    I have NEVER seen a psijiic portal drop a hakeijo. Ever. And last I recall, they just simply don't.

    It's rare. I get it only 1-3 times per year out of Psijic Portals. And I'm someone who loots everything (if I'm ever doing overworld stuff with friends, I have to apologize for falling behind because riding past a node without looting is like fingernails on chalkboard for me).

    Fun fact, when Orsinium was released (which was the patch immediately after Imperial City), heavy sacks in Wrothgar had a small chance of getting Hakeijo, so that was another source outside of Imperial City where you could get Hakeijo. Every time I was in the zone, I would do a check of the heavy sack locations that I knew about. It was very rare, though, and I've gotten only 2 or 3 Hakeijos total out of those heavy sacks. When heavy sacks in general were reworked in a later patch, they stopped dropping from the Wrothgar ones.
    Edited by code65536 on 25 June 2025 22:52
    Nightfighters ― PC/NA and PC/EU

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  • Al_Ex_Andre
    Al_Ex_Andre
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    RNG

    got 2 or 3 this week, including one like 3 hours ago
  • sarahthes
    sarahthes
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    virtus753 wrote: »
    I'm still getting same drop rate of auric amber, as far as I can tell. No change.

    Off Topic . . . but speaking of Psijic Nodes: I had over 100 "Infused" necklaces and rings, even after having all of my characters research the trait. "Exemplary" jewelry lilke thish cannot be "deconstructed." I tried to give them away, but no one wante them. (In short: Infused jewelry is valueless now.) In the end I destroyed about 80 of them. So, here's my simple request: For a psijic node, either (1) allow "exemplary" jewelry to be deconstructed; or (2) increase the drop-rate of Kuta to 100 percent; (3) increase the drop-rate of auric amber; or (4) add some extra happy-making drop to the psijic node loot table (like an extra-cool furnishing). Do SOMETHING to compensate for Infused jewelry being worthless now.

    ETA2: Psijic Portals already have something special in their loot tables beyond Kuta: they are the only source outside of Cyro/IC/PvP events that can drop Hakeijo. Even base game zone portals can do this. I’ve gotten them from Khenarthi’s Roost.

    Uhhh.. what???

    I have NEVER seen a psijiic portal drop a hakeijo. Ever. And last I recall, they just simply don't.

    I got one yesterday from a psijic portal in Murkmire.
  • DenverRalphy
    DenverRalphy
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    code65536 wrote: »
    I have NEVER seen a psijiic portal drop a hakeijo. Ever. And last I recall, they just simply don't.

    It's rare. I get it only 1-3 times per year out of Psijic Portals. And I'm someone who loots everything (if I'm ever doing overworld stuff with friends, I have to apologize for falling behind because riding past a node without looting is like fingernails on chalkboard for me).

    Fun fact, when Orsinium was released (which was the patch immediately after Imperial City), heavy sacks in Wrothgar had a small chance of getting Hakeijo, so that was another source outside of Imperial City where you could get Hakeijo. Every time I was in the zone, I would do a check of the heavy sack locations that I knew about. It was very rare, though, and I've gotten only 2 or 3 Hakeijos total out of those heavy sacks. When heavy sacks in general were reworked in a later patch, they stopped dropping from the Wrothgar ones.

    I guess that's rare enough that I'm not surprised I don't recall ever seeing it happen. Ty.
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