This problem seems to be on the increase, people opening chests and just taking what they want and leaving the 'crap', not giving a thought to the players that follow. Not just chests but ALL crafting Nodes are cherry picked by these selfish people. There are NO excuses from this people! none, if you don't want all the items in a chest/node you can always destroy them/sell them to an NPC's.
I would like to see ZoS take away the option to NOT autoloot and instead have autoloot on as standard, that way the selfish ones amongst us will have no option but to take everything.
This problem seems to be on the increase, people opening chests and just taking what they want and leaving the 'crap', not giving a thought to the players that follow. Not just chests but ALL crafting Nodes are cherry picked by these selfish people. There are NO excuses from this people! none, if you don't want all the items in a chest/node you can always destroy them/sell them to an NPC's.
I would like to see ZoS take away the option to NOT autoloot and instead have autoloot on as standard, that way the selfish ones amongst us will have no option but to take everything.
With your suggestion it would only make people autoloot and then put back item in node/chest that they don't want. It would probably not solve anything.
An even better suggestion is to just have resource nodes and chests despawn after a while. Something similar happens in dungeons and trials, which is the main reason why in an organised trial group, you either open chests before or after the fight, never during.
This is a devil created by ZOS.
The more players have to struggle with inventory management as new and different things get added to the game, the more players are forced to be selective on what they hold. As somebody with a craft bag and a maxed bank account it's still a growing pain to deal with. I cannot imagine those who work to get by without these luxuries.
An even better suggestion is to just have resource nodes and chests despawn after a while. Something similar happens in dungeons and trials, which is the main reason why in an organised trial group, you either open chests before or after the fight, never during.
Logaritmio wrote: »An even better suggestion is to just have resource nodes and chests despawn after a while. Something similar happens in dungeons and trials, which is the main reason why in an organised trial group, you either open chests before or after the fight, never during.
Even better, chests that have been unlocked should despawn after a minute so it can respawn. Runestones that have had at least one rune removed should also despawn shortly after.
LadyNalcarya wrote: »This is a devil created by ZOS.
The more players have to struggle with inventory management as new and different things get added to the game, the more players are forced to be selective on what they hold. As somebody with a craft bag and a maxed bank account it's still a growing pain to deal with. I cannot imagine those who work to get by without these luxuries.
It's not like its so difficult to delete that rubedite sword from your inventory (on pc you can even get an addon that will do it for you), certain players just don't care about the others and like to pretend that other people do not exist. Those players will run to the chest while you're fighting the mobs that are guarding it etc. Manual looting is slower than autoloot option anyway so it's not like they're saving a lot of time by cherry picking, I'm pretty sure they just like being inconsiderate.
Well, this isnt surprising. So many people leave their trash behind in real life, no wonder that they do the same in a virtual world.
I just don't understand why ZOS cant just make nodes either instanced or "all or nothing" type of deal. It would at least make things fair for everyone, it's really not fun when you pick a columbine and find a worm instead. Partially looted chests are also annoying, it takes a while for them to despawn and respawn again.
LadyNalcarya wrote: »This is a devil created by ZOS.
The more players have to struggle with inventory management as new and different things get added to the game, the more players are forced to be selective on what they hold. As somebody with a craft bag and a maxed bank account it's still a growing pain to deal with. I cannot imagine those who work to get by without these luxuries.
It's not like its so difficult to delete that rubedite sword from your inventory (on pc you can even get an addon that will do it for you), certain players just don't care about the others and like to pretend that other people do not exist. Those players will run to the chest while you're fighting the mobs that are guarding it etc. Manual looting is slower than autoloot option anyway so it's not like they're saving a lot of time by cherry picking, I'm pretty sure they just like being inconsiderate.
Well, this isnt surprising. So many people leave their trash behind in real life, no wonder that they do the same in a virtual world.
I just don't understand why ZOS cant just make nodes either instanced or "all or nothing" type of deal. It would at least make things fair for everyone, it's really not fun when you pick a columbine and find a worm instead. Partially looted chests are also annoying, it takes a while for them to despawn and respawn again.
Why is it the players responsibility for using the system as intended? It isn't littering, it is simply only taking what you want and need, not unlike hunter gathers.
LadyNalcarya wrote: »LadyNalcarya wrote: »This is a devil created by ZOS.
The more players have to struggle with inventory management as new and different things get added to the game, the more players are forced to be selective on what they hold. As somebody with a craft bag and a maxed bank account it's still a growing pain to deal with. I cannot imagine those who work to get by without these luxuries.
It's not like its so difficult to delete that rubedite sword from your inventory (on pc you can even get an addon that will do it for you), certain players just don't care about the others and like to pretend that other people do not exist. Those players will run to the chest while you're fighting the mobs that are guarding it etc. Manual looting is slower than autoloot option anyway so it's not like they're saving a lot of time by cherry picking, I'm pretty sure they just like being inconsiderate.
Well, this isnt surprising. So many people leave their trash behind in real life, no wonder that they do the same in a virtual world.
I just don't understand why ZOS cant just make nodes either instanced or "all or nothing" type of deal. It would at least make things fair for everyone, it's really not fun when you pick a columbine and find a worm instead. Partially looted chests are also annoying, it takes a while for them to despawn and respawn again.
Why is it the players responsibility for using the system as intended? It isn't littering, it is simply only taking what you want and need, not unlike hunter gathers.
I mean, in most cases you can drop your trash wherever you want and you wont be penalized or anything, but it doesnt mean you should do that.It's the same as leaving your trash in a cinema or in a park, you're basically forcing someone else to pick and delete things you dont need. It is littering, and it hinders node respawn, so its very inconvenient for other players. Why should other people waste their time running to your partially looted flower or chest? You cant really tell if they're partially looted or not if you see them at a distance.
LadyNalcarya wrote: »LadyNalcarya wrote: »This is a devil created by ZOS.
The more players have to struggle with inventory management as new and different things get added to the game, the more players are forced to be selective on what they hold. As somebody with a craft bag and a maxed bank account it's still a growing pain to deal with. I cannot imagine those who work to get by without these luxuries.
It's not like its so difficult to delete that rubedite sword from your inventory (on pc you can even get an addon that will do it for you), certain players just don't care about the others and like to pretend that other people do not exist. Those players will run to the chest while you're fighting the mobs that are guarding it etc. Manual looting is slower than autoloot option anyway so it's not like they're saving a lot of time by cherry picking, I'm pretty sure they just like being inconsiderate.
Well, this isnt surprising. So many people leave their trash behind in real life, no wonder that they do the same in a virtual world.
I just don't understand why ZOS cant just make nodes either instanced or "all or nothing" type of deal. It would at least make things fair for everyone, it's really not fun when you pick a columbine and find a worm instead. Partially looted chests are also annoying, it takes a while for them to despawn and respawn again.
Why is it the players responsibility for using the system as intended? It isn't littering, it is simply only taking what you want and need, not unlike hunter gathers.
I mean, in most cases you can drop your trash wherever you want and you wont be penalized or anything, but it doesnt mean you should do that.It's the same as leaving your trash in a cinema or in a park, you're basically forcing someone else to pick and delete things you dont need. It is littering, and it hinders node respawn, so its very inconvenient for other players. Why should other people waste their time running to your partially looted flower or chest? You cant really tell if they're partially looted or not if you see them at a distance.
How can it be littering when the item was there before the player? They simply chose not to pick it up.
LadyNalcarya wrote: »LadyNalcarya wrote: »This is a devil created by ZOS.
The more players have to struggle with inventory management as new and different things get added to the game, the more players are forced to be selective on what they hold. As somebody with a craft bag and a maxed bank account it's still a growing pain to deal with. I cannot imagine those who work to get by without these luxuries.
It's not like its so difficult to delete that rubedite sword from your inventory (on pc you can even get an addon that will do it for you), certain players just don't care about the others and like to pretend that other people do not exist. Those players will run to the chest while you're fighting the mobs that are guarding it etc. Manual looting is slower than autoloot option anyway so it's not like they're saving a lot of time by cherry picking, I'm pretty sure they just like being inconsiderate.
Well, this isnt surprising. So many people leave their trash behind in real life, no wonder that they do the same in a virtual world.
I just don't understand why ZOS cant just make nodes either instanced or "all or nothing" type of deal. It would at least make things fair for everyone, it's really not fun when you pick a columbine and find a worm instead. Partially looted chests are also annoying, it takes a while for them to despawn and respawn again.
Why is it the players responsibility for using the system as intended? It isn't littering, it is simply only taking what you want and need, not unlike hunter gathers.
I mean, in most cases you can drop your trash wherever you want and you wont be penalized or anything, but it doesnt mean you should do that.It's the same as leaving your trash in a cinema or in a park, you're basically forcing someone else to pick and delete things you dont need. It is littering, and it hinders node respawn, so its very inconvenient for other players. Why should other people waste their time running to your partially looted flower or chest? You cant really tell if they're partially looted or not if you see them at a distance.
How can it be littering when the item was there before the player? They simply chose not to pick it up.
No I just disagree.
Items are useful, just because they aren't useful to you doesn't make them trash, and a player not taking them is only using the games system as intended. Autoloot is something that is off by default and choosing to loot something is what the game teaches you after you learn to move. I am not arguing semantics, or trolling. I just draw a largely different assessment of the situation.
No I just disagree.
Items are useful, just because they aren't useful to you doesn't make them trash, and a player not taking them is only using the games system as intended. Autoloot is something that is off by default and choosing to loot something is what the game teaches you after you learn to move. I am not arguing semantics, or trolling. I just draw a largely different assessment of the situation.
nursingninja wrote: »They should just set it so that as soon as you step away after interacting it despawns in 45 seconds regardless of what was taken, or immediately if it was all taken.
That would prevent people from losing the node if they get attacked by a monster, and they can still be choosy if they want to.
So you think worms have no use?
You think lockpicks have no use?
You think a green sword has no use?
You think a treasure map you already have has no use?
So on an so forth...
If you are really struggling to find the utility in these items, I would be more than glad to help you out. Been master crafter across the board for years.
So you think worms have no use?
You think lockpicks have no use?
You think a green sword has no use?
You think a treasure map you already have has no use?
So on an so forth...
If you are really struggling to find the utility in these items, I would be more than glad to help you out. Been master crafter across the board for years.
So you think worms have no use?
You think lockpicks have no use?
You think a green sword has no use?
You think a treasure map you already have has no use?
So on an so forth...
If you are really struggling to find the utility in these items, I would be more than glad to help you out. Been master crafter across the board for years.
And yet, people constantly LEAVE THEM BEHIND for others to 'make use of' Amirite!?
You prove my whole point. If they were that useful, they wouldn't be left there.