@starkerealm , thank you for reasonable responses. Quite a few fair counterpoints there.starkerealm wrote: »Merlin13KAGL wrote: »I did mention items of worth, right?
You did. However, with respect, I have absolutely no faith in the community to accurately assess the value of an item. You need to look no further than the prices on certain overland sets to see what I'm getting at.Merlin13KAGL wrote: »A L23 green would get trashed, of course.
That was a random example. The thing is, value is entirely relative. For new players, they may legitimately think that level 23 is an amazing drop. Someone with some experience with the game may thing that a 160 purple is automatically valuable. That same someone may assume that green, Sturdy, Plague Doctor pieces are worthless, but that Purple, Invigorating, Darkstride piece, that must be valuable.
And, yeah, I've found chests where people left behind garbage that they clearly thought would be valuable to someone.Merlin13KAGL wrote: »In the grand scheme of things, this is effectively no different than had the chest been left alone entirely and never opened. The inside contents are unknown until you unlock it, and if it's in an out of the way place it's still counting towards the total zone chest count either way.
This is, in fact, patently untrue in a number of ways.
First, if the person opening the chest was below 160, the items inside will have been leveled for them. I cannot tell you how many times I've cracked an abandoned chest, only to find that the contents were for someone in their mid 20s to 30s. Yeah, I'm sorry, that doesn't help me at all.
Second, if the person opening the chest has the treasure hunter passive, they actually get to roll on a superior loot table. So, again, if the other person had simply ignored the chest, then the second player would have gotten improved rolls.Merlin13KAGL wrote: »Legitimately curious, how do you know about the limited spawns per zone?
ZOS has discussed the particulars of the system in the past. Specifically after the Thieves Guild release broke the population cap for Caches.Merlin13KAGL wrote: »I assume this is because chests spawn in consistent locations only, vs randomly placed? I also find it unlikely that this is the tier of issue its made out to be, as I come across (and often bypass) far more locked chests than I ever do pre-opened ones.
In general, partially looted chests are a rarity. However, it is rude. I understand if someone does it by accident, but expecting strangers to clean up after you because you can't be bothered is universally rude.
starkerealm wrote: »
Second, if the person opening the chest has the treasure hunter passive, they actually get to roll on a superior loot table. So, again, if the other person had simply ignored the chest, then the second player would have gotten improved rolls.
this is not an argument. 'if they didnt loot i woulda got it all'. Your argument here is they shouldnt loot at all. Even with zero bag space they can still get gold and craft bag items. Its still worth sometimes time. more stuff for them, less for you. theres a little violin playing somewhere for you.In general, partially looted chests are a rarity. However, it is rude. I understand if someone does it by accident, but expecting strangers to clean up after you because you can't be bothered is universally rude.
Whats rude is yours and other players attitude that everyone else should play the game to serve you.
My rule: if the bags full and something in the chest is worth more than something im carrying, i'll toss out the item and pick up the better one. If not, it stays there. Be thankful i leave you anything at all, because option 2 is you get nothing.
I used to loot everything in chests/nodes then I realized it's not a big deal if I run into a partially looted chest/node so I just take what I want and leave the rest now.
Invincible wrote: »This typically doesn't bother me because I usually won't even loot a chest unless it's a master or in a zone with valuable sets. Since nothing valuable drops in craglorn chests where I do most of my farming it's no big deal. On the rare occasion I'll end up on a farming path directly behind a guy leaving worms/regulus whatever in a million nodes and that can be kind of annoying.
Sheezabeast wrote: »
Well since time is important to you, what about the time it wastes for someone to find a chest, then find out its been looted? Do their time not matter, just yours?
to me, your time is irrelevant. just like to you, mine is. i have no issue with this. why do you?
What makes you think your time is more valuable than another's? We all have better things to do with our time than cleaning up after inconsiderate people with poor manners.
what makes you think i should spend my time helping you? my time is more valuable to me. like yours is to you. Thats a pretty stupid point you were trying to make.
Tell you arrogant people what, i'll make you a deal. You pay me for everytime i have to throw something out just to totally loot something, and i'll do it. Thats my time im spending doing stuff for you, not me. So why dont you pay for it. i bet you wont, because you want us to do your work for you, for free. i have two words for you, first one starts with F.
your whole argument is that you are more important than everyone else. You have no other argument to make. Well if thats the case, you can start paying for the privilege.
starkerealm wrote: »
Also, no offense, but I don't want your level 23 green Mother's Sorrow ring. I'm sure it would make someone's day, but the odds of them finding the chest are basically nil.
I used to loot everything in chests/nodes then I realized it's not a big deal if I run into a partially looted chest/node so I just take what I want and leave the rest now.
I used to loot everything in chests/nodes then I realized it's not a big deal if I run into a partially looted chest/node so I just take what I want and leave the rest now.
Not a big deal? Imagine coming across your first master chest after an hour of farming for gear, and all that's left in it is worms and a garbage glyph...then tell me again that it's not a big deal.
I used to loot everything in chests/nodes then I realized it's not a big deal if I run into a partially looted chest/node so I just take what I want and leave the rest now.
Not a big deal? Imagine coming across your first master chest after an hour of farming for gear, and all that's left in it is worms and a garbage glyph...then tell me again that it's not a big deal.
How do you know if it's a master chest if it was already unlocked? I just see the "use" text, when I point the cursor at it.
your also wasting other peoples time by leaving trash
you guys are demanding we waste our time to serve you. yet complain when it happens to you.
i will leave items in chests and nodes when i feel like it and none of you arrogant clowns will make me feel bad for doing so, nor change my behaviour. The game should not be changed to accommodate you either, not least since most or all of your assumptions have on multiple occasions been proven wrong by players testing it. I dont have an issue looting partially looted stuff myself, and i see it as a non issue for you. In fact, the way you all get cut up about a non issue is highly amusing. You all should maybe try some yoga or something to relieve all this stress you accumulate getting shirty over something so trivial.
To those people complaining about players manners, you are likely the players indulging those freeloaders in the game who beg for free stuff and refuse to even say please. Theres a target audience for this complaint. have at it.
Androconium wrote: »starkerealm wrote: »
Also, no offense, but I don't want your level 23 green Mother's Sorrow ring. I'm sure it would make someone's day, but the odds of them finding the chest are basically nil.
Also, no offence, but my level 23 character looking for Mother's Sorrow items, can't actually use your L160 Sturdy boots.
So, in this case:So, thanks!
- My chances for getting a decent L23 item were reduced.
- My chances for gaining XP on the lock break were reduced to 0.
- I now get to manage the demise of the Level 160 Sturdy Mother's Sorrow boots in green.
Merlin13KAGL wrote: »What do you think about my suggestion about converting any 'leftover' items directly to gold at a reduced vendor value?
This would fix both issues in one swoop, as there would never be reason to leave anything behind at that point.
phileunderx2 wrote: »Stack of worms are easily worth 6k or more. Don't know why people leave them.
starkerealm wrote: »Merlin13KAGL wrote: »What do you think about my suggestion about converting any 'leftover' items directly to gold at a reduced vendor value?
This would fix both issues in one swoop, as there would never be reason to leave anything behind at that point.
Not overly enthused, but it would certainly work.
Some alternatives would be to have the actual chest contents as a single container, sort of like how randomized quest rewards work, so you either get everything or nothing, and if it's nothing, you can't lock the level (or quality) of the stuff in the chest. (You'd pick the lock, then pocket the chest, which would explain why it disappears, come to think of it.)
You could create an overflow mechanic where looting a chest would force everything into your inventory, even if it pushed you over capacity (but you couldn't pick chests if you were already at or over your inventory limit.) Though, this wouldn't help with the treasure map issue, mentioned above.
Another option would be to cause partially looted chests to fully reset their drop table if another unique user interacted with them. (Though, there would be some potential for exploitative behavior here, specifically trading chests back and forth with buddies, it might be a better solution for nodes (where the potential for exploits are far more limited.)
It would probably break the intended mechanics a bit, but one final option would be for chests to work somewhat like they do in dungeons, where anyone who runs across an opened chest gets a full share of loot from it until it despawns. With opened chests, specifically, remaining spawned for a set duration (ex: 120 seconds) after being unlocked. Ironically, this would probably help with complaints about node stealing (at least when it comes to chests.)
starkerealm wrote: »Merlin13KAGL wrote: »What do you think about my suggestion about converting any 'leftover' items directly to gold at a reduced vendor value?
This would fix both issues in one swoop, as there would never be reason to leave anything behind at that point.
Not overly enthused, but it would certainly work.
Some alternatives would be to have the actual chest contents as a single container, sort of like how randomized quest rewards work, so you either get everything or nothing, and if it's nothing, you can't lock the level (or quality) of the stuff in the chest. (You'd pick the lock, then pocket the chest, which would explain why it disappears, come to think of it.)
You could create an overflow mechanic where looting a chest would force everything into your inventory, even if it pushed you over capacity (but you couldn't pick chests if you were already at or over your inventory limit.) Though, this wouldn't help with the treasure map issue, mentioned above.
Another option would be to cause partially looted chests to fully reset their drop table if another unique user interacted with them. (Though, there would be some potential for exploitative behavior here, specifically trading chests back and forth with buddies, it might be a better solution for nodes (where the potential for exploits are far more limited.)
It would probably break the intended mechanics a bit, but one final option would be for chests to work somewhat like they do in dungeons, where anyone who runs across an opened chest gets a full share of loot from it until it despawns. With opened chests, specifically, remaining spawned for a set duration (ex: 120 seconds) after being unlocked. Ironically, this would probably help with complaints about node stealing (at least when it comes to chests.)
LOTRO had an overflow inventory, and it was very effective. I definitely agree that such a mechanic would be useful -- not just to reduce the consequences of inconsiderate jerk behaviour for everyone else, but also to minimize the hassle of having to stop mid-grind or dungeon to pull out your banker/merchant.
phileunderx2 wrote: »Stack of worms are easily worth 6k or more. Don't know why people leave them.
Me either.
What's funny is some idiot in Bal Foyen was leaving Heartwood in the node. The Heartwood sells for more than the rough wood he was taking.
starkerealm wrote: »phileunderx2 wrote: »Stack of worms are easily worth 6k or more. Don't know why people leave them.
Me either.
What's funny is some idiot in Bal Foyen was leaving Heartwood in the node. The Heartwood sells for more than the rough wood he was taking.
Last I checked, Heartwood sells for less than Rough Ruby Ash, but if they're in Maple tier, then, yeah, you're right. It's possible they simply didn't know what Heartwood was for, and were ignoring it. It would certainly explain the housing mats i occasionally find alone in nodes.
starkerealm wrote: »phileunderx2 wrote: »Stack of worms are easily worth 6k or more. Don't know why people leave them.
Me either.
What's funny is some idiot in Bal Foyen was leaving Heartwood in the node. The Heartwood sells for more than the rough wood he was taking.
Last I checked, Heartwood sells for less than Rough Ruby Ash, but if they're in Maple tier, then, yeah, you're right. It's possible they simply didn't know what Heartwood was for, and were ignoring it. It would certainly explain the housing mats i occasionally find alone in nodes.
My MM shows about 58g for a heartwood and 30g for a Rough Ruby Ash.
Blackleopardex wrote: »Let the them leave bait in nodes and lock-picks in thieve troves.. I sell it to them later when they run out ^^