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All Shared Resources Should Be Forced Auto-Loot

KerinKor
KerinKor
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I'm beyond sick of finding partially-looted resource nodes, chests, thieves troves, etc.

It's always been a pain that idiots deliberately left items in a node so that it doesn't despawn and so won't respawn for other players and the old argument was 'full inventories', however when the 'mat bag' came into being that argument ceased to be valid yet people still leave a 'ta' in a rune node just to be a jerk it would seem as there's no possible reason to leave it there otherwise .. no, it isn't being 'generous' and leaving it there because you don't need it, NO ONE NEEDS IT if you don't because you won't leave anything of value behind even IF you don't need it!

Chests are now vital to get housing recipes and the number of unlocked and partially looted chests has skyrocketed in recent times.

Every game resource that is shared should be made forced auto-loot so that they don't get left in a non-despawning state and thus prevent a respawn for other players.
  • Majic
    Majic
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    It's working as intended, with this and most other game mechanics designed to make the presence and impact of other players as irritating as possible.

    Any form of irritation above and beyond that is up to the players and, as a rule, the players are up to the task.
    Epopt Of The Everspinning Logo, Church Of The Eternal Loading Screen
    And verily, verily, spaketh the Lord: "Error <<1>>"
  • Vildebill
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    Every time you leave some crawlers in a Ancestor Silk node a baby otter dies!

    8650e01ebf516dca9cb7b56d4678e2f6.jpg
    EU PC
  • Wolfchild07
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    Or just make the left-overs disappear if they only take the mats.
  • SGT_Wolfe101st
    SGT_Wolfe101st
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    I understand what you are saying but the inclusion of garbage most of the time in chests, even Master chests is ridiculous as well. A blue rubidite sword of frost with training on it, I'm not inclined to pick that up, I do most of the time but if my inventory is full or getting there and I have gotten the 3rd of 4th staff of who gives a ****, probably leaving that one. Improve the loot and people wont leave it. As for the material nodes I take everything every time, I have the crafting bag so I have no reason not to.
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  • stevepdodson_ESO888
    stevepdodson_ESO888
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    the other day i picked a few alchemy plants and as you might expect the plant itself (bugloss, etc.) had gone, but the silly thing is that left behind was the new Alchemy material...so i took it with a big smile on my face
  • [Deleted User]
    [Deleted User]
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    The user and all related content has been deleted.
  • Daraugh
    Daraugh
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    If the new furnishing mats had a chance to drop from refining, people would be more inclined to take the whole node.
    May all beings have happiness
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  • Vercingetorix
    Vercingetorix
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    Simple solution to the problem is simply have the mode despawn 15-20 secs after being partially harvested by any player. That way, only full modes are kept in rotation.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Muramasa89
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    Agreed. Though it does astound me how many people have poor inventory management skills. Granted I have played RPGs all my life and it's second nature, I almost like it in a sadistic way. That said, I rarely had issues with full inventories even before I got ESO+.
  • UrQuan
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    Devs have confirmed that the respawn timer starts when someone opens the node and exits out, not when the node is empty. You're complaining about a problem that doesn't exist. If people leave crawlers in a node, or a sword in a chest, or whatever, the node/chest will respawn just as quickly as it would if they emptied it.
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  • sevomd69
    sevomd69
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    I wholeheartedly agree...
  • Narvuntien
    Narvuntien
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    Guilty.... I am apperently the worst person.

    Also i don't have a craft bag.

    I wish I could just right click destory without ever having to pick it up.

    I have some inventory issues not huge but I do have to go back to town to empty fairly regularly. I haven't been playing long, I don't have my horse maxed out on all my characters and it is straight up too much gold to keep expanding my bag. atm I have even less space than usual because I am trying out a goofy PVP build but I need to keep my spriggans set on me incase I have to PVE for some reason.
  • zaria
    zaria
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    Muramasa89 wrote: »
    Agreed. Though it does astound me how many people have poor inventory management skills. Granted I have played RPGs all my life and it's second nature, I almost like it in a sadistic way. That said, I rarely had issues with full inventories even before I got ESO+.
    This should be pretty easy to test.

    And autoloot is so much faster.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Elsonso
    Elsonso
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    UrQuan wrote: »
    Devs have confirmed that the respawn timer starts when someone opens the node and exits out, not when the node is empty. You're complaining about a problem that doesn't exist. If people leave crawlers in a node, or a sword in a chest, or whatever, the node/chest will respawn just as quickly as it would if they emptied it.

    This is an important point to raise because people don't see the nodes that were fully emptied sitting around, so they think the partial ones will be sitting there forever.

    I tested and timed this one very boring day at some out-of-the-way Craglorn location, back when no one went to Craglorn (so I would not be disturbed).
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  • Slurg
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    As others have pointed out this is a non-issue and a change is not needed.

    We also do not need a whole new crop of conspiracy theory threads about ZOS pressuring people to subscribe by forcing them to auto loot against their will.

    Just no to both.
    Happy All the Holidays To You and Yours!
    Remembering better days of less RNG in all the things.
  • majulook
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    UrQuan wrote: »
    Devs have confirmed that the respawn timer starts when someone opens the node and exits out, not when the node is empty. You're complaining about a problem that doesn't exist. If people leave crawlers in a node, or a sword in a chest, or whatever, the node/chest will respawn just as quickly as it would if they emptied it.

    Were did you see this "respawn timer" bit you mention? I have never been able to find anything official related to this.

    Edited by majulook on February 23, 2017 4:51PM
    Si vis pacem, para bellum
  • UrQuan
    UrQuan
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    majulook wrote: »
    UrQuan wrote: »
    Devs have confirmed that the respawn timer starts when someone opens the node and exits out, not when the node is empty. You're complaining about a problem that doesn't exist. If people leave crawlers in a node, or a sword in a chest, or whatever, the node/chest will respawn just as quickly as it would if they emptied it.

    Were did you see this "respawn timer" bit you claim? I have never been able to find anything official related to this.
    It was posted on the forums probably a year or so ago. Although now I can't remember if it was a dev (or Gina) posting, or if it was a clip posted from an ESO Live episode.
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    Someone stole my sweetroll
  • mesmerizedish
    mesmerizedish
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    majulook wrote: »
    UrQuan wrote: »
    Devs have confirmed that the respawn timer starts when someone opens the node and exits out, not when the node is empty. You're complaining about a problem that doesn't exist. If people leave crawlers in a node, or a sword in a chest, or whatever, the node/chest will respawn just as quickly as it would if they emptied it.

    Were did you see this "respawn timer" bit you mention? I have never been able to find anything official related to this.

    You can test this yourself. Partially loot a resource node and then hang around watching it for a while. It will disappear eventually.
  • Elsonso
    Elsonso
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    majulook wrote: »
    UrQuan wrote: »
    Devs have confirmed that the respawn timer starts when someone opens the node and exits out, not when the node is empty. You're complaining about a problem that doesn't exist. If people leave crawlers in a node, or a sword in a chest, or whatever, the node/chest will respawn just as quickly as it would if they emptied it.

    Were did you see this "respawn timer" bit you mention? I have never been able to find anything official related to this.

    You can test this yourself. Partially loot a resource node and then hang around watching it for a while. It will disappear eventually.

    Yes, but don't yell at me because I steal the node you are watching! :smile:
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  • mesmerizedish
    mesmerizedish
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    majulook wrote: »
    UrQuan wrote: »
    Devs have confirmed that the respawn timer starts when someone opens the node and exits out, not when the node is empty. You're complaining about a problem that doesn't exist. If people leave crawlers in a node, or a sword in a chest, or whatever, the node/chest will respawn just as quickly as it would if they emptied it.

    Were did you see this "respawn timer" bit you mention? I have never been able to find anything official related to this.

    You can test this yourself. Partially loot a resource node and then hang around watching it for a while. It will disappear eventually.

    Yes, but don't yell at me because I steal the node you are watching! :smile:

    I was doing SCIENCE and you RUINED IT. SHAME on you!
  • majulook
    majulook
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    majulook wrote: »
    UrQuan wrote: »
    Devs have confirmed that the respawn timer starts when someone opens the node and exits out, not when the node is empty. You're complaining about a problem that doesn't exist. If people leave crawlers in a node, or a sword in a chest, or whatever, the node/chest will respawn just as quickly as it would if they emptied it.

    Were did you see this "respawn timer" bit you mention? I have never been able to find anything official related to this.

    You can test this yourself. Partially loot a resource node and then hang around watching it for a while. It will disappear eventually.

    I keep seeing people say that the a "Dev" said this and that about lots of things, but never give source. Forgive me if I am doubtful of claims made on the internet.

    How long do you have to wait for respawn of partial harvested nodes?
    Si vis pacem, para bellum
  • NewBlacksmurf
    NewBlacksmurf
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    Agreed but if their inventory is full it should disappear after 60 seconds
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • mesmerizedish
    mesmerizedish
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    majulook wrote: »
    majulook wrote: »
    UrQuan wrote: »
    Devs have confirmed that the respawn timer starts when someone opens the node and exits out, not when the node is empty. You're complaining about a problem that doesn't exist. If people leave crawlers in a node, or a sword in a chest, or whatever, the node/chest will respawn just as quickly as it would if they emptied it.

    Were did you see this "respawn timer" bit you mention? I have never been able to find anything official related to this.

    You can test this yourself. Partially loot a resource node and then hang around watching it for a while. It will disappear eventually.

    I keep seeing people say that the a "Dev" said this and that about lots of things, but never give source. Forgive me if I am doubtful of claims made on the internet.

    How long do you have to wait for respawn of partial harvested nodes?

    I don't know anything about the supposed dev post, and I would never begrudge anyone for asking "hey can you link to said dev post?" This is just something that's easy enough to confirm independent of any dev comments. The timer is the same as the wait for respawn of fully harvested nodes, so it can vary according to some arcane formula I don't know anything about.
  • Nogawd
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    Slurg wrote: »
    As others have pointed out this is a non-issue and a change is not needed.

    We also do not need a whole new crop of conspiracy theory threads about ZOS pressuring people to subscribe by forcing them to auto loot against their will.

    Just no to both.

    It does not matter, it's still a *** move. Loot the whole chest. I bet those who do this don't exactly have a happy feeling when it's done to them.

    I agree it should be forced to auto loot.
  • CaffeinatedMayhem
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    I agree with OP whole heartedly. Nothing like trying to chest farm on Vvardenfell to find all the chests have a green sword of flame in them! Which totally negates ANY chance of getting a motif. Or even better - I've startd seeing chests with obviously "advanced" level loot... enough that it should have been the full loot set. Gee, I wonder what's missing? *furious*

    And for those who consider non-set items in chests "trash" - free tempers. Yes, if you have 3/3 in the passive you will almost always get a blue or green temper out. Got too many of those? Sell them, vendor or trader.

    Edited by CaffeinatedMayhem on September 24, 2017 9:19PM
  • Cpt_Teemo
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    I liked my idea of looting nodes/chests the node or chest gets locked to your account and you cannot loot another until either looting it completely or it despawns.

    Also to remove Unique from Tmaps I still don't know why these are unique.
  • SirAndy
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    KerinKor wrote: »
    It's always been a pain that idiots deliberately left items in a node so that it doesn't despawn and so won't respawn
    Wrong. Nodes and chests respawn just as quick if left with items in them. The trigger for the respawn timer is the opening of the chest/node, it has nothing to do with how many items you remove.
    shades.gif
    Edited by SirAndy on September 24, 2017 9:27PM
  • Luigi_Vampa
    Luigi_Vampa
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    Vildebill wrote: »
    Every time you leave some crawlers in a Ancestor Silk node a baby otter dies!

    8650e01ebf516dca9cb7b56d4678e2f6.jpg

    Are... are you killing the baby otters?
    PC/EU DC
  • zaria
    zaria
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    SirAndy wrote: »
    KerinKor wrote: »
    It's always been a pain that idiots deliberately left items in a node so that it doesn't despawn and so won't respawn
    Wrong. nodes and chests respawn just as quick if left with items in them. The trigger for the respawn timer is the opening of the chest/node, it has nothing to do with how many items you remove.
    shades.gif
    This, the only issue is detour / dismount and just getting junk.
    Anybody can test this themselves, if they bother to look at an chest for 15 minutes or something.
    Autoloot + mercant so no issue, however I have just run into one unlocked chest as an cp560.
    You notice chests as you don't have to pick them.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • brandonv516
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    You ask ZoS to only put desirable items in nodes and I'll take everything.

    Until then I'm not subscribing again so no crafting bag for me, which means less inventory space, which means I'm not taking a Ta, which means more frustration for other players.

    I am doing it intentionally but not because I care about whether it pisses someone off or not.

    [Edit to remove mention of petition]
    Edited by [Deleted User] on September 24, 2017 10:55PM
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