katanagirl1 wrote: »At least with a chest you can see that it is opened.
katanagirl1 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.
katanagirl1 wrote: »katanagirl1 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.
katanagirl1 wrote: »katanagirl1 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.
katanagirl1 wrote: »katanagirl1 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.
katanagirl1 wrote: »katanagirl1 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.
katanagirl1 wrote: »katanagirl1 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.
LootAllTheStuff 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?
LootAllTheStuff 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).
MidniteOwl1913 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.
BXR_Lonestar wrote: »MidniteOwl1913 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.
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.
katanagirl1 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
katanagirl1 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).katanagirl1 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.
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.
I see them all over the place in low level/starter zones sometimes.
HumbleThaumaturge 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.
SilverBride wrote: »I sell exemplary jewelry on a trader for around 1200g and it always sells.
HumbleThaumaturge 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.
HumbleThaumaturge 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.
BXR_Lonestar wrote: »MidniteOwl1913 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?
DenverRalphy wrote: »HumbleThaumaturge 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.
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.smallhammer wrote: »Are psijjic portals still in the game? Ok, I know they are, but they are sooo rare, it's ridiculous.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...SilverBride wrote: »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.
DenverRalphy wrote: »I have NEVER seen a psijiic portal drop a hakeijo. Ever. And last I recall, they just simply don't.
DenverRalphy wrote: »HumbleThaumaturge 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.
DenverRalphy 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.