Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
NewBlacksmurf wrote: »You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
@UrQuan
Did they change pc or something yesterday so things aren't left behind
NewBlacksmurf wrote: »You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
@UrQuan
Did they change pc or something yesterday so things aren't left behind
You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
NewBlacksmurf wrote: »I'd strongly support them resetting if after 60 secs of being looted, items are left over.
Basically if it's looted at all....bam...reset 60-90 secs later as if it was completely emptied initially so two different timers.
NewBlacksmurf wrote: »You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
@UrQuan
Did they change pc or something yesterday so things aren't left behind
No, things are left behind, but the node will still reset itself ~5 minutes later.
So while it sucks a bit to go up to a node and find just worms or something, keep in mind that if they had taken everything that node would not have been there at all, and since it all resets in the same time frame anyway... well is it really a problem?
NewBlacksmurf wrote: »You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
@UrQuan
Did they change pc or something yesterday so things aren't left behind
No, things are left behind, but the node will still reset itself ~5 minutes later.
So while it sucks a bit to go up to a node and find just worms or something, keep in mind that if they had taken everything that node would not have been there at all, and since it all resets in the same time frame anyway... well is it really a problem?
Yes, I'm sure. It's been confirmed by devs, and tested in-game by players. You can test it yourself - eventually the node/chest that's been left with something in it will despawn and later a new one will appear. If you time it, and then time the same respawn after fully looting the same node/chest you'll find that the time is very similar (although not identical because respawn timers depend on variables such as zone population).Tavore1138 wrote: »You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
Are you sure - I've stood over chests and nodes for some time without seeing a respawn from an unlocked one with a 'Use' next to it (not for testing just because sometimes something comes up irl)?
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
So you're saying you'd rather have things that other players may find useful disappear so that nobody can get them, just because you personally don't like finding those things? Even though it doesn't negatively impact you in any way, because you can just leave those same things behind if you don't want them, and it doesn't delay the respawn at all? That's really selfish.NewBlacksmurf wrote: »NewBlacksmurf wrote: »You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
@UrQuan
Did they change pc or something yesterday so things aren't left behind
No, things are left behind, but the node will still reset itself ~5 minutes later.
So while it sucks a bit to go up to a node and find just worms or something, keep in mind that if they had taken everything that node would not have been there at all, and since it all resets in the same time frame anyway... well is it really a problem?
@danno8
Yes it's still a problem that's why it's a thread every month since the game released. Also I'm not sure that the 5 minutes makes any sense because what we're discussing is why have a mode with worms so I'll go out thinking it's a chest or node when it's just trash that often sells for 0
If after 60-90 secs it should dissaper and follow the reset which is much better. I'd rather not see left over nodes at all
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
NewBlacksmurf wrote: »NewBlacksmurf wrote: »You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
@UrQuan
Did they change pc or something yesterday so things aren't left behind
No, things are left behind, but the node will still reset itself ~5 minutes later.
So while it sucks a bit to go up to a node and find just worms or something, keep in mind that if they had taken everything that node would not have been there at all, and since it all resets in the same time frame anyway... well is it really a problem?
Yes it's still a problem that's why it's a thread every month since the game released.
NewBlacksmurf wrote: »Also I'm not sure that the 5 minutes makes any sense because what we're discussing is why have a mode with worms so I'll go out thinking it's a chest or node when it's just trash that often sells for 0
DaveMoeDee wrote: »I'd rather force people to empty nodes or leave as-is. No partial harvesting. If you want to share the contents of a chest, trade stuff face to face.
The downside is forcing to clear inventory. To avoid that, items left in partially looted node should be destroyed.
Seems less than optimal, but might be needed as long as there are idiots who leave things behind.
The most friendly approach though is probably just having nodes timeout after 30 seconds if partially looted.
DeadlyPhoenix wrote: »This wouldn't work in my opinion simply because there have been times back before the craft bag, when I would be completely full on inventory space and not realize it until I already activated the node and I can't loot those 2 kutas I just got off one rune. (It really has happened) if they auto deleted when I close the loot window I would be extremely upset to lose the very thing I'd been scavenging so long for.
So you're saying you'd rather have things that other players may find useful disappear so that nobody can get them, just because you personally don't like finding those things? Even though it doesn't negatively impact you in any way, because you can just leave those same things behind if you don't want them, and it doesn't delay the respawn at all? That's really selfish.NewBlacksmurf wrote: »NewBlacksmurf wrote: »You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
@UrQuan
Did they change pc or something yesterday so things aren't left behind
No, things are left behind, but the node will still reset itself ~5 minutes later.
So while it sucks a bit to go up to a node and find just worms or something, keep in mind that if they had taken everything that node would not have been there at all, and since it all resets in the same time frame anyway... well is it really a problem?
@danno8
Yes it's still a problem that's why it's a thread every month since the game released. Also I'm not sure that the 5 minutes makes any sense because what we're discussing is why have a mode with worms so I'll go out thinking it's a chest or node when it's just trash that often sells for 0
If after 60-90 secs it should dissaper and follow the reset which is much better. I'd rather not see left over nodes at all
NewBlacksmurf wrote: »NewBlacksmurf wrote: »You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
@UrQuan
Did they change pc or something yesterday so things aren't left behind
No, things are left behind, but the node will still reset itself ~5 minutes later.
So while it sucks a bit to go up to a node and find just worms or something, keep in mind that if they had taken everything that node would not have been there at all, and since it all resets in the same time frame anyway... well is it really a problem?
@danno8
Yes it's still a problem that's why it's a thread every month since the game released. Also I'm not sure that the 5 minutes makes any sense because what we're discussing is why have a mode with worms so I'll go out thinking it's a chest or node when it's just trash that often sells for 0
If after 60-90 secs it should dissaper and follow the reset which is much better. I'd rather not see left over nodes at all
I'm sorry, that was not very coherent. I have no idea what you're even trying to say there.NewBlacksmurf wrote: »So you're saying you'd rather have things that other players may find useful disappear so that nobody can get them, just because you personally don't like finding those things? Even though it doesn't negatively impact you in any way, because you can just leave those same things behind if you don't want them, and it doesn't delay the respawn at all? That's really selfish.NewBlacksmurf wrote: »NewBlacksmurf wrote: »You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
@UrQuan
Did they change pc or something yesterday so things aren't left behind
No, things are left behind, but the node will still reset itself ~5 minutes later.
So while it sucks a bit to go up to a node and find just worms or something, keep in mind that if they had taken everything that node would not have been there at all, and since it all resets in the same time frame anyway... well is it really a problem?
@danno8
Yes it's still a problem that's why it's a thread every month since the game released. Also I'm not sure that the 5 minutes makes any sense because what we're discussing is why have a mode with worms so I'll go out thinking it's a chest or node when it's just trash that often sells for 0
If after 60-90 secs it should dissaper and follow the reset which is much better. I'd rather not see left over nodes at all
@UrQuan
Yes because consider you're still going to get the trash but you're also getting what you went to that mode for or the chest.
Nodes are a RNG system so if ppl partially loot and even if the 5 minute timer applies, it's One Tamriel so because of the frequency of these threads......5 minutes is too short and I don't believe the 5 minutes is a global timer.
It seems to reset every time it's touched because I've chose not to loot, and ppl end up in chat saying hey who left all these worms or white runes behind. I didn't time it tho
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
I'm sorry, that was not very coherent. I have no idea what you're even trying to say there.NewBlacksmurf wrote: »So you're saying you'd rather have things that other players may find useful disappear so that nobody can get them, just because you personally don't like finding those things? Even though it doesn't negatively impact you in any way, because you can just leave those same things behind if you don't want them, and it doesn't delay the respawn at all? That's really selfish.NewBlacksmurf wrote: »NewBlacksmurf wrote: »You mean "would it be viable to have craft nodes and treasure chest respawns work exactly the same way they currently work"?
Because what you suggest is literally exactly the way they work now. The respawn timer starts as soon as someone "closes" the node/chest. It doesn't matter if they've looted everything or left stuff behind. You can test this easily yourself.
@UrQuan
Did they change pc or something yesterday so things aren't left behind
No, things are left behind, but the node will still reset itself ~5 minutes later.
So while it sucks a bit to go up to a node and find just worms or something, keep in mind that if they had taken everything that node would not have been there at all, and since it all resets in the same time frame anyway... well is it really a problem?
@danno8
Yes it's still a problem that's why it's a thread every month since the game released. Also I'm not sure that the 5 minutes makes any sense because what we're discussing is why have a mode with worms so I'll go out thinking it's a chest or node when it's just trash that often sells for 0
If after 60-90 secs it should dissaper and follow the reset which is much better. I'd rather not see left over nodes at all
@UrQuan
Yes because consider you're still going to get the trash but you're also getting what you went to that mode for or the chest.
Nodes are a RNG system so if ppl partially loot and even if the 5 minute timer applies, it's One Tamriel so because of the frequency of these threads......5 minutes is too short and I don't believe the 5 minutes is a global timer.
It seems to reset every time it's touched because I've chose not to loot, and ppl end up in chat saying hey who left all these worms or white runes behind. I didn't time it tho
Let's be perfectly clear, here's how it currently works:
Say a node contains bast, ancestor silk, and a worm.
Person A comes along and takes the bast and ancestor silk while leaving the worm behind.
The respawn timer has now begun, and it will now take X minutes for the node (which contains only a worm) to despawn and for a new one to spawn in the same spot. If person A had taken the worm as well, the timer would have begun at the exact same time, for the exact same length.
If person B comes along before the despawn/respawn has occurred they'll be able to take the worm if they want it.
What you're asking for is this:
Say a node contains bast, ancestor silk, and a worm.
Person A comes along and takes the bast and ancestor silk while leaving the worm behind.
The worm and the node will immediately vanish, and the respawn timer has now begun, and it will now take X minutes for the node (which contains only a worm) to despawn and for a new one to spawn in the same spot. If person A had taken the worm as well, the timer would have begun at the exact same time, for the exact same length.
If person B comes along before the respawn has occurred they'll have no opportunity to take anything.
In other words, there's absolutely no difference between the 2 scenarios except that if person B finds worms to be useful (as many people do) he doesn't get to have one in your scenario, while in the scenario that currently exists he gets one.
Can you explain why you think your scenario is better? It benefits exactly nobody, and takes something away from the people who are happy to take the things that others leave behind in nodes.
*facepalm*theher0not wrote: »Make nodes and chest despawn 30 seconds after the first opening of them. That would solve the issue.
Alternativley they could keep it but start the "respawn timer" for it as soon as someone loots it and then once that timer tuns out all loot is lost and it is replaced by a new one.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |