Why stop with universal nodes? Just give everyone unlimited materials!
DuskMarine wrote: »Why stop with universal nodes? Just give everyone unlimited materials!
well what alot of people that are for some reason against this arent noticing are your not just in competition with other normal players. theres hundreds of bots per zone that farm as well, and now there are legit invisible people running around collecting mats as well and the only thing you can see is their pet rolling from node to node with them(also the one disguise isnt the cause either as there is complete and utterly nothing there at all not even a disguise animation). so honestly we need our own nodes now so legit players can get back into the market of mats and even for their own usage.
Gathering is a solitary activity whether the nodes are shared or not.
This is simply not true. This is the perspective of someone who's only ever played games where gathering is competitive. In Guild Wars 2, there are guilds that actually go gathering together so that they can chat whilst gathering. In Ultima Online it was commonplace to hook up with people you met while out gathering to be sociable. Then you'd go from gathering to doing content together and it was lovely.
I'd say that gathering is actually the cornerstone of whether an MMO is more social or not. It's like it sets the mood. If, out in the world, you feel cagey about other players being around because you don't want to have to fight for resources? You're not going to want to walk with those players and do content with them later. If, however, you can walk with other people and gather? You will want to do content with them.
Having global gathering nodes actually leads to a more antisocial MMO. If anything would help fix ESO's solo-only problem, this is it.
Edited to fix broken quote tags. Whoops.
Edit: Think about it, which sounds more social?
a.) A system which encourages players to compete over resources so that players are anxious about seeing other players, resulting in a system where each player tries to find an area of the world which has the least player congestion in order to be able to get what they need.
b.) A system which allows the player to go wherever they want to accomplish the same task; A system where players would be happy to see one another and could work together. A system where if one person sees a node, they can direct everyone else to it in a friendly way, fostering friendship and connections between people that will give the game a more positive feeling to it.
Which sounds more social to you? I remember what Ultima Online was like. I don't know how old you are or if you ever played Ultima Online, but it was a more social experience because people could work together. If you actively stop people from working together however they want, it's going to work against the game being a social one.
One Tamriel happened so the community wouldn't be so divided. If one person wanted to do a quest in Reaper's March, but others weren't high enough level, it couldn't happen. Now, people can group and go anywhere. This happening to resource nodes should've happened with One Tamriel, because it's in the same spirit of it.
Resource nodes being instanced to the player is very much in the spirit of group play. Any Ultima Online player would tell you that. I remember when large fishing groups happened in Ultima Online... I just miss it. Why does it have to be this soulless competition? What do you get out of it?
Edit 2: This is something that old MMOs actually got right. If you allow social groups to form naturally by letting the game feel social, you don't need to force them. The reason that modern MMOs have forced grouping (like trials) is because they've forced the game to be antisocial in a number of other areas. When you force people into situations like this, it only gets more toxic.
Force people to be competitive over resource nodes? This makes them cagey and anxious, it introduces toxic behaviours. Force those people to then work together in trials? This makes them even more toxic because they're already cagey of and distrustful about other players. If you make your game feel more social in a natural way, you don't need to force grouping in trials. Then you could have trials scale down to one player, but more people would be playing them in a group because everything would feel less forced.
I wish modern designers understood this.
DuskMarine wrote: »Why stop with universal nodes? Just give everyone unlimited materials!
well what alot of people that are for some reason against this arent noticing are your not just in competition with other normal players. theres hundreds of bots per zone that farm as well, and now there are legit invisible people running around collecting mats as well and the only thing you can see is their pet rolling from node to node with them(also the one disguise isnt the cause either as there is complete and utterly nothing there at all not even a disguise animation). so honestly we need our own nodes now so legit players can get back into the market of mats and even for their own usage.
those invisible *** have been with us for years.
i used to think it was some kind of a glitch.
On xbox na we get bots that systematically go from node to node in zones picking up items. Their numbers have dwindled down but they exist. Seen some in craglorn and few in deshaan. With gamerscores of 5... so yeah. I can understand why some of us would like our own sort of universal nodes things. I say it is a hit and miss for both sides.
On xbox na we get bots that systematically go from node to node in zones picking up items. Their numbers have dwindled down but they exist. Seen some in craglorn and few in deshaan. With gamerscores of 5... so yeah. I can understand why some of us would like our own sort of universal nodes things. I say it is a hit and miss for both sides.
bellatrixed wrote: »Okay, let me try to break it down a little more...
Right now, basically the entire ESO economy is based on harvesting mats.
For some reason people think it is "greedy" for people to want to make gold off of stuff they put time and effort into acquiring. It's not. Being greedy would be trying to drive prices higher artificially, but for example the price of Tempering Alloys has remained around 6-8k the whole time I've been playing (only rarely dropping higher or lower) so I think it's pretty safe to say that is the standard/accepted price range for that item. It's what they are worth, why? Because it's what people are willing to pay on a consistent basis and the supply never rises significantly higher than the demand.
What exactly is the replacement going to be if those items suddenly plummet in value because nodes no longer despawn and everyone can loot them, flooding the market with thousands more mats?
How are people going to make gold?
What is your proposed solution if "everyone wins" and gets mats?
I don't raid or PVP, crafting and harvesting is my endgame. I'm not screwing people over, half of what I do is actually based around teaching guildies how to make gold, where to harvest, and crafting stuff for them--on top of using the money from my gathering & crafting to buy what I want. So... What are you proposing my endgame becomes if mat harvesting no longer gives me the gold to buy the things I want?
Seriously, this is such a strange argument. Here's a tip: Stop farming in Hew's Bane or the other "best" farming spots because they're flooded. Go to a lesser used zone nobody thinks to farm in and you'll be astounded by how many nodes fall in your lap. There are already enough nodes for everyone if you aren't trying to farm where everyone else is.
wenchmore420b14_ESO wrote: »No. Just no...
Can we please stop trying to change ESO to be like other games? It's not. Please go play those games.
As far as the "Invisible" players, another cause can be a "Phased" player who is actually in another instance of the zone.
At launch this was VERY common and could be the situation here.
DuskMarine wrote: »Why stop with universal nodes? Just give everyone unlimited materials!
well what alot of people that are for some reason against this arent noticing are your not just in competition with other normal players. theres hundreds of bots per zone that farm as well, and now there are legit invisible people running around collecting mats as well and the only thing you can see is their pet rolling from node to node with them(also the one disguise isnt the cause either as there is complete and utterly nothing there at all not even a disguise animation). so honestly we need our own nodes now so legit players can get back into the market of mats and even for their own usage.
those invisible *** have been with us for years.
i used to think it was some kind of a glitch.
I would prefer they be instanced, and appear completely randomly in location without a reliable spawn point. I'd be totally happy with having to work harder to find them if the PvP element was gone.
Sheezabeast wrote: »Why would you want to tank the price of mats like Nirncrux? Farming is competitive, fun....why give everyone a participation trophy? Seriously, nodes spawn so frequently that there is no need at all for this. Someone is grabbing all the nodes in front of you? Turn the other direction and farm where they aren't.
bellatrixed wrote: »Okay, let me try to break it down a little more...
Right now, basically the entire ESO economy is based on harvesting mats.
For some reason people think it is "greedy" for people to want to make gold off of stuff they put time and effort into acquiring. It's not. Being greedy would be trying to drive prices higher artificially, but for example the price of Tempering Alloys has remained around 6-8k the whole time I've been playing (only rarely dropping higher or lower) so I think it's pretty safe to say that is the standard/accepted price range for that item. It's what they are worth, why? Because it's what people are willing to pay on a consistent basis and the supply never rises significantly higher than the demand.
What exactly is the replacement going to be if those items suddenly plummet in value because nodes no longer despawn and everyone can loot them, flooding the market with thousands more mats?
How are people going to make gold?
What is your proposed solution if "everyone wins" and gets mats?
I don't raid or PVP, crafting and harvesting is my endgame. I'm not screwing people over, half of what I do is actually based around teaching guildies how to make gold, where to harvest, and crafting stuff for them--on top of using the money from my gathering & crafting to buy what I want. So... What are you proposing my endgame becomes if mat harvesting no longer gives me the gold to buy the things I want?
Seriously, this is such a strange argument. Here's a tip: Stop farming in Hew's Bane or the other "best" farming spots because they're flooded. Go to a lesser used zone nobody thinks to farm in and you'll be astounded by how many nodes fall in your lap. There are already enough nodes for everyone if you aren't trying to farm where everyone else is.
Let me allow you to see a different perspective.
By continuing to make nodes once per person it allows the individual mining them to make money on the mats while the person that didn't arrive fast enough would not benefit at all. The person harvesting the mat is now able to sell it for profit while the high ping player loses out completely.
Supporting this act or being for it is by definition "greed".
If I'm not mistaken, GW2's instanced nodes only lets you farm from each node once and then starts a timer where you can't farm it again. I'm pretty sure it's a 23 hour timer too. Which makes it an even bigger PITA to farm materials. So no, I wouldn't want instanced nodes if they were on a 23-24 hour timer. That would suck.