In other titles like Guild Wars 2 the crafting nodes are shared similarly to how we share locked chests in dungeons. Would you support the nodes being adjusted to be universal and for everyone to loot?
DuskMarine wrote: »In other titles like Guild Wars 2 the crafting nodes are shared similarly to how we share locked chests in dungeons. Would you support the nodes being adjusted to be universal and for everyone to loot?
yes please because you litterally have invisble people mining them now(ive seen pets following litterally no one node to node). so yes itd make like alot better.
VaranisArano wrote: »DuskMarine wrote: »In other titles like Guild Wars 2 the crafting nodes are shared similarly to how we share locked chests in dungeons. Would you support the nodes being adjusted to be universal and for everyone to loot?
yes please because you litterally have invisble people mining them now(ive seen pets following litterally no one node to node). so yes itd make like alot better.
You mean people using the Kollopi Essence disguise? Or actually not visible players?
In other titles like Guild Wars 2 the crafting nodes are shared similarly to how we share locked chests in dungeons. Would you support the nodes being adjusted to be universal and for everyone to loot?
VaranisArano wrote: »DuskMarine wrote: »In other titles like Guild Wars 2 the crafting nodes are shared similarly to how we share locked chests in dungeons. Would you support the nodes being adjusted to be universal and for everyone to loot?
yes please because you litterally have invisble people mining them now(ive seen pets following litterally no one node to node). so yes itd make like alot better.
You mean people using the Kollopi Essence disguise? Or actually not visible players?
Sheezabeast wrote: »why give everyone a participation trophy?
Sheezabeast wrote: »why give everyone a participation trophy?
I'm genuinely concerned by the selfishness and antisocial thinking I see on these forums.
Why is it bad that everyone has fun? Why is it bad that everyone gets a chance? What do you have against that? Why are you specifically against people enjoying themselves? Why should it be only the person who gets there first, or the person who has the best addon to plot out the best route, that gets the resources?
It absolutely would be better if the nodes were instanced to the player, instead of globally, so that everyone could have their own nodes to loot. There's no good reason to not do that. It would reduce social anxiety, which would make the game more inviting to even more people. Nodes introduce conflict. I know I don't feel comfortable being around other people when I'm gathering so I try to find the most out of the place spot for resource gathering. It nurtures a paranoia that blossoms into an actively antisocial gaming experience.
Back in Ultima Online, everyone could loot nodes. So you could go gathering with other people, imagine that. You could actually hang around with gatherers and chat it up. It was lovely. Then... I don't know if it was Everquest or FF XI that started it, but I first saw it in FF XI. My friends and I noticed everyone diving on nodes and being competitive. Suddenly, the welcoming, lovely experience of gathering became something more akin to League of Legends with people being hostile to one another, distrusting one another.
That's fine, if you're antisocial.
I'm not.
I'm asocial sometimes, which means I can be nervous around people and I can occasionally be shy and choose not to interact, but sometimes I do like to interact. ESO doesn't give me (or others) that opportunity. It creates a hostile environment of competition. That's never a good thing in PvE. Perhaps nodes in PvP should be like that, but not PvE.
In my opinion, ESO would be more welcoming to more kinds of people if gathering was fun. People who actually play crafting games would get involved, then, if they felt like they could gather in a social way.
Which is better:
a.) You can gather with other people. If you meet someone on the road you can actually hang out with them. You can invite them to come along with you, you can show them the best spots, and you can share with them your route for the best mining results. You can talk about different things, even roleplay, whilst gathering nodes. You can feel comfortable and at ease with other players around, fostering the more social experience ZOS seems to want.
b.) You can have harvesting be a paranoid, antisocial experience where you have to hide from other players because there are only so many resources to go around. This artificial scarcity creates a sort of enforced tribalism where you have players being actively hostile in order to guard what they believe is theirs, you have people trying to avoid one another and getting very anxious and aggressive when others are around as everyone struggles for the same resources.
Which sounds better to you? I pick option a.
efduncanub17_ESO wrote: »Like WoW First come first serve and resources are everywhere and pretty easy to get
Sheezabeast wrote: »why give everyone a participation trophy?
I'm genuinely concerned by the selfishness and antisocial thinking I see on these forums.
Why is it bad that everyone has fun? Why is it bad that everyone gets a chance? What do you have against that? Why are you specifically against people enjoying themselves? Why should it be only the person who gets there first, or the person who has the best addon to plot out the best route, that gets the resources?
It absolutely would be better if the nodes were instanced to the player, instead of globally, so that everyone could have their own nodes to loot. There's no good reason to not do that. It would reduce social anxiety, which would make the game more inviting to even more people. Nodes introduce conflict. I know I don't feel comfortable being around other people when I'm gathering so I try to find the most out of the place spot for resource gathering. It nurtures a paranoia that blossoms into an actively antisocial gaming experience.
Back in Ultima Online, everyone could loot nodes. So you could go gathering with other people, imagine that. You could actually hang around with gatherers and chat it up. It was lovely. Then... I don't know if it was Everquest or FF XI that started it, but I first saw it in FF XI. My friends and I noticed everyone diving on nodes and being competitive. Suddenly, the welcoming, lovely experience of gathering became something more akin to League of Legends with people being hostile to one another, distrusting one another.
That's fine, if you're antisocial.
I'm not.
I'm asocial sometimes, which means I can be nervous around people and I can occasionally be shy and choose not to interact, but sometimes I do like to interact. ESO doesn't give me (or others) that opportunity. It creates a hostile environment of competition. That's never a good thing in PvE. Perhaps nodes in PvP should be like that, but not PvE.
In my opinion, ESO would be more welcoming to more kinds of people if gathering was fun. People who actually play crafting games would get involved, then, if they felt like they could gather in a social way.
Which is better:
a.) You can gather with other people. If you meet someone on the road you can actually hang out with them. You can invite them to come along with you, you can show them the best spots, and you can share with them your route for the best mining results. You can talk about different things, even roleplay, whilst gathering nodes. You can feel comfortable and at ease with other players around, fostering the more social experience ZOS seems to want.
b.) You can have harvesting be a paranoid, antisocial experience where you have to hide from other players because there are only so many resources to go around. This artificial scarcity creates a sort of enforced tribalism where you have players being actively hostile in order to guard what they believe is theirs, you have people trying to avoid one another and getting very anxious and aggressive when others are around as everyone struggles for the same resources.
Which sounds better to you? I pick option a.