You're post seems pretty antisocial to me, too.
All the things you suggested just screams get away from me people
But nevertheless, I agree. I train or level up skills and I see lowbies or role players with high cp trying to leech by light attacking or dropping dots to squeeze a hit in before the mobs I gathered together dies
Exp should be distributed to whoever hits first and whoever does the most damage to the mob, maybe only drop items for the highest damage player unless you're in a group
That way leeches get horrible exp and no drops. Sounds selfish but I see this way too often
Then they wait until I gather more mobs and then squeeze in an attack before that mob dies again
Change your title to, I hate leeches, fix the loot and exp system
I have a RL Social Anxiety Disorder and I find nothing wrong with the social aspects of the game. Matter of fact this is the only way I can socialize (via the internet).
As far as Nodes....It's not like we have some nameplate we can turn on saying this is such and suchs farming route.
I am a farmer from He**. I always have been on any game I played that had farming in it. I too get nodes stolen out from under me...I just move on to the next one, or play them at their own game by taking the next node that you can easily tell they would have went after or I move off in another direction. No biggie!
I have many times even swore there was some invisible player following me around taking the nodes I ran to because it was there , viewable and I clicked on it but I didn't get it and then the node was gone. Ok, so what...I just move on.
As far as TV stones or IC goes I cant comment on that as I don't PvP.
I used to on another game but I got burnt out on it for reasons that I wont bother mentioning here.
And since I don't do group content and only do the PvE delves, I can comment that yeah it sucks when someone comes running in and can't carry themselves even against the mobs and then tries to leech off of me so they can complete the delve.
My solution is to just stop where I am and make them move on by themselves. After you stand in the same spot for so long only killing the respawns around you over and over they eventually get bored and run on ahead. However, If I am at the Delve Boss and am about to start wailing on it, I just step aside and let them take their turn at it. If I see them struggling to kill it....only then will I fire a few shots at the boss to help them, but that is only so I can finally get my kill after they get gone.
Back to Nodes.... I do find myself missing the way the zones where before 1T hit, lots of times. Especially if I am running through a zone doing my quests and there isn't a node one up as far as the eye can see. It frustrates me, sure. But hey there isn't much I can do about it, so I just keep on heading to wherever it is I am heading.
One thing I have came to accept is this... A Game is never gonna be up to Everyone's liking. Some will like this about the game but others will not like it.
Some will call for change of this and that, while others will disagree with the changes being called for.
It is initially up to the Owners of the Game to decide what they want their game to be like.
Case in point..... You, yourself develop a game. You have a dream of how you want people to play it. You release it to the public. People start playing it. Then next thing you know is you are being flooded by requests to change this or that. But you know that if you change this it's gonna make the other crowd upset. But yet if you don't make the change it's gonna make the crowd that called for the change upset.
Now you, yourself are left facing the Ultimate problem of How do you please everyone?
Umm, how would you feel?
You can't please everyone...It's not gonna happen.
We all have our own minds, thoughts and opinions. There is nothing wrong with expressing them. We were given mouths and a voice for just these things.
We are called INDIVIDUALS for a reason. Everyone is meant to be DIFFERENT.
Why can't we just accept this?
P.S Sorry if I may have gotten a bit off topic. Although I don't think I did. Everything I said pertains to the this topic and many others I have seen on this forum.
SidewalkChalk5 wrote: »ESO has far too many design flaws that create opportunities for toxic, trolly behavior and leaves players with no in-game recourse to remedy the problems. Other flaws are simply frustrating and damage the social element of the game in other ways. Here are some I've noticed:
LEECHING
Experience - XP gets split when multiple players hit the same target, leading to players fighting over grind spots when leveling a new character or topping off a skill. Worse, lowbies who can't pull their own weight are able to reduce the gains of other players by leeching. What's the point? Sure, if there's 3+ people then cut XP down to 90%, maybe, but there is no reason to cut it any further than that. The cuts seem to be based on the theory that larger groups would kill things faster and make up the difference, but that's simply not how it works in practice. And why discourage group play??? In practice, XP cutting is intrinsically toxic game design with no beneficial function.
Tel var - Every time I go to IC or sewers, some weasley Nightblade parasite stalks me, creeping around behind me heavy attacking my kills to get Tel var they can't earn for themselves. Then when the enemy shows up, they cloak and run. I have to pull bosses into buildings to solo them to try to keep these pathetic leeches from jumping in after I've done all the work of getting them into execute phase and stealing half my gains. Why split Tel Var at all? Full tel var gains for everyone would make IC more attractive for all kinds of players! Solo, small group, gankers, everybody would be better off if other people from your own team didn't take away your gains. Again, why are you discouraging group play in a social game?
CHAT PROBLEMS: this is a social game with a broken communication system (XB1, probably PS4 too)
Swapping channels - every time we join a group or a BG, we are involuntarily kicked out of guild chat. And we get forced into Area chat after BG's. STOP CHANGING OUR FRIGGIN' CHANNELS!!!! NOBODY WANTS THIS WORTHLESS, BROKEN "FEATURE". I can change it myself if I want to.
Losing channels - when channels swap, especially when we are trying to swap back to the channel you kicked us out of, we often lose voice chat entirely and the channels all disappear. Frankly, everyone responsible should be embarrassed over this. A social MMO company whose primary means of social interaction has been broken FOR YEARS and customer service won't even respond or try to fix this mess. It's shameful.
TOXIC BEHAVIOR
Shared resources nodes - We should have our own nodes, but instead, bad game design allows toxic a-holes to zip up and steal nodes I've already activated due to ZOS' trash servers and lag. I shouldn't have to race someone else's internet connection just to pick up rocks. In fact, why am I racing them at all? Does ZOS think this adds fun to the game? It doesn't. Fighting over nodes with other players is not enjoyable. And then they can refuse to duel?! I should be able to kill a person who takes something I was already picking up. Either give us all our own personal nodes to harvest, or let us slaughter the competition.
Faction jumping - Nobody should be able to enter a campaign on characters of more than one alliance, EVER. The ability to do so allows spying and other vengeful behavior, making it intrinsically toxic.
So, what else have you noticed? In what ways does bad game design make ESO more frustrating, toxic, or otherwise antisocial? And how could ZOS fix it?
jainiadral wrote: »jainiadral wrote: »Pretty funny, actually, this whole "leech" thing. Because when you flip it around from the other perspective, the CP 810 werewolf leaping on and decimating mobs you need to kill for the actual quest the area is designed for is the leech. Happened to me the other day in Deshaan, when I had to collect some thingie or other from enemies. Said w/w also jumped on and decimated parts of mob groups I'd aggroed but hadn't tagged all the individuals in yet, leeching on my work.
So, yep, I'll "leech" if it's the only way to complete a quest. Too bad max XP per kill can't be shared ambiently like quest completion tasks seem to be. This is the only game I've come across that allows for kill sharing, but doesn't grant full XP to everyone. It's a monumentally stupid design.
Theres a quest in Grahtood in that southwest corner city where theres two bears, one each in a tower. A bug made them respawn immediately so of course dozens of players were there farming them for drops and xp. Thing is theyre quest mobs and you have to keep them alive a certain amount of time for your npc companion to do something. But with the ten other Elitist leeches downing them in a second i was effectively stuck in my quest. I couldnt progress because of their farm.
GRRRRRRRR. That is so far beyond infuriating--- there are no words... I'd log off for a week... roll a new toon in a different Alliance...Ah, the things we do to stop from yelling expletives into zone chat...
Changing the skill leveling system would be a huge boon to everyone, methinks.
Editing: I remember that quest now! It's almost impossible to complete if you're past lvl 50. I had to de-summon pets and swap to a weapon I had no skil using to keep the bear alive.
SidewalkChalk5 wrote: »ESO has far too many design flaws that create opportunities for toxic, trolly behavior and leaves players with no in-game recourse to remedy the problems. Other flaws are simply frustrating and damage the social element of the game in other ways. Here are some I've noticed:
LEECHING
Experience - XP gets split when multiple players hit the same target, leading to players fighting over grind spots when leveling a new character or topping off a skill. Worse, lowbies who can't pull their own weight are able to reduce the gains of other players by leeching. What's the point? Sure, if there's 3+ people then cut XP down to 90%, maybe, but there is no reason to cut it any further than that. The cuts seem to be based on the theory that larger groups would kill things faster and make up the difference, but that's simply not how it works in practice. And why discourage group play??? In practice, XP cutting is intrinsically toxic game design with no beneficial function.
Tel var - Every time I go to IC or sewers, some weasley Nightblade parasite stalks me, creeping around behind me heavy attacking my kills to get Tel var they can't earn for themselves. Then when the enemy shows up, they cloak and run. I have to pull bosses into buildings to solo them to try to keep these pathetic leeches from jumping in after I've done all the work of getting them into execute phase and stealing half my gains. Why split Tel Var at all? Full tel var gains for everyone would make IC more attractive for all kinds of players! Solo, small group, gankers, everybody would be better off if other people from your own team didn't take away your gains. Again, why are you discouraging group play in a social game?
CHAT PROBLEMS: this is a social game with a broken communication system (XB1, probably PS4 too)
Swapping channels - every time we join a group or a BG, we are involuntarily kicked out of guild chat. And we get forced into Area chat after BG's. STOP CHANGING OUR FRIGGIN' CHANNELS!!!! NOBODY WANTS THIS WORTHLESS, BROKEN "FEATURE". I can change it myself if I want to.
Losing channels - when channels swap, especially when we are trying to swap back to the channel you kicked us out of, we often lose voice chat entirely and the channels all disappear. Frankly, everyone responsible should be embarrassed over this. A social MMO company whose primary means of social interaction has been broken FOR YEARS and customer service won't even respond or try to fix this mess. It's shameful.
TOXIC BEHAVIOR
Shared resources nodes - We should have our own nodes, but instead, bad game design allows toxic a-holes to zip up and steal nodes I've already activated due to ZOS' trash servers and lag. I shouldn't have to race someone else's internet connection just to pick up rocks. In fact, why am I racing them at all? Does ZOS think this adds fun to the game? It doesn't. Fighting over nodes with other players is not enjoyable. And then they can refuse to duel?! I should be able to kill a person who takes something I was already picking up. Either give us all our own personal nodes to harvest, or let us slaughter the competition.
Faction jumping - Nobody should be able to enter a campaign on characters of more than one alliance, EVER. The ability to do so allows spying and other vengeful behavior, making it intrinsically toxic.
So, what else have you noticed? In what ways does bad game design make ESO more frustrating, toxic, or otherwise antisocial? And how could ZOS fix it?
SidewalkChalk5 wrote: »CassandraGemini wrote: »Wow, you must have some serious issues, if someone taking "your" node, who might not even have realized you were trying to pick it up as well, invokes feelings of blood revenge in you. Seriously, there are so many nodes around that sometimes I can't take three steps without stumbling upon one of them, so please chill out a bit and stop creating even more absolutely unnecessary toxicity with posts like this.
You made a choice to imagine some fantasy situation where I'm talking about some random guy passing by and doing this once at some random node or whatever. That's a misinterpretation you imagined all by yourself. Try to imagine that maybe I'm a rational human being who might actually be talking about something less trivial, and if you can't imagine that then GTFO and don't waste my time. I'm talking about when I'm farming a route, people persistently show up within a few minutes to follow the same route, and follow me around, racing me to every node, and even when I'm there first and activating the damned things, repeatedly mashing the button trying to harvest, these other people still slide up behind me a full second later and harvest the node I've already physical pressed the button to take. Over, and over, and over, and over. And this happens primarily due to lag and artifacts in how the server's targeting system deals with multiple clients. My argument is that racing for nodes is a crappy pseudo-competition that emerged from bad design decisions, it has no effective play/counterplay designed into it, and the whole thing should be scrapped in favor of either individual nodes or some sort of means to fight off competitors. Something like this: you cannot refuse a duel for 10 seconds after harvesting a node and you cannot harvest in that zone again for 15 minutes after losing such a duel. (I don't like that idea either, and would rather have individualized nodes, but at least the competition would become one of skill instead of internet speed.)
SidewalkChalk5 wrote: »CassandraGemini wrote: »Wow, you must have some serious issues, if someone taking "your" node, who might not even have realized you were trying to pick it up as well, invokes feelings of blood revenge in you. Seriously, there are so many nodes around that sometimes I can't take three steps without stumbling upon one of them, so please chill out a bit and stop creating even more absolutely unnecessary toxicity with posts like this.
You made a choice to imagine some fantasy situation where I'm talking about some random guy passing by and doing this once at some random node or whatever. That's a misinterpretation you imagined all by yourself. Try to imagine that maybe I'm a rational human being who might actually be talking about something less trivial, and if you can't imagine that then GTFO and don't waste my time. I'm talking about when I'm farming a route, people persistently show up within a few minutes to follow the same route, and follow me around, racing me to every node, and even when I'm there first and activating the damned things, repeatedly mashing the button trying to harvest, these other people still slide up behind me a full second later and harvest the node I've already physical pressed the button to take. Over, and over, and over, and over. And this happens primarily due to lag and artifacts in how the server's targeting system deals with multiple clients. My argument is that racing for nodes is a crappy pseudo-competition that emerged from bad design decisions, it has no effective play/counterplay designed into it, and the whole thing should be scrapped in favor of either individual nodes or some sort of means to fight off competitors. Something like this: you cannot refuse a duel for 10 seconds after harvesting a node and you cannot harvest in that zone again for 15 minutes after losing such a duel. (I don't like that idea either, and would rather have individualized nodes, but at least the competition would become one of skill instead of internet speed.)
So, all the nodes on "your" route should only be able to be harvested by you. And you want to force pvp so you can "fight off the competitors". And then further restrict/grief people by not allowing them to pick up any mats for 15 minutes if they lose?
You might want to consider Skyrim. All the mats, all the nodes, all the enemies are yours and only yours. No one will steal anything from you.
Ever think someone might have gotten the idea you were a bot, running "your" route? There are a couple of bot routes I report, and yes, I do have some fun "racing" to the next node just to screw with them. Considering there are a lot of nodes in the game, why not "race" to a different node or a different route? When someone seems to be farming the same route as I do, I head to a different area. With One Tamriel it isn't like the zones specify which mats you can find anymore. And if you want to duel over nodes, there is the whole of Cyrodiil to run as "your" farming route.
SidewalkChalk5 wrote: »Experience - XP gets split when multiple players hit the same target, leading to players fighting over grind spots when leveling a new character or topping off a skill. Worse, lowbies who can't pull their own weight are able to reduce the gains of other players by leeching. What's the point? Sure, if there's 3+ people then cut XP down to 90%, maybe, but there is no reason to cut it any further than that. The cuts seem to be based on the theory that larger groups would kill things faster and make up the difference, but that's simply not how it works in practice. And why discourage group play??? In practice, XP cutting is intrinsically toxic game design with no beneficial function.
SidewalkChalk5 wrote: »Tel var - Every time I go to IC or sewers, ...
SidewalkChalk5 wrote: »CHAT PROBLEMS: this is a social game with a broken communication system (XB1, probably PS4 too)
Swapping channels - every time we join a group or a BG, we are involuntarily kicked out of guild chat. And we get forced into Area chat after BG's. STOP CHANGING OUR FRIGGIN' CHANNELS!!!! NOBODY WANTS THIS WORTHLESS, BROKEN "FEATURE". I can change it myself if I want to.
Losing channels - when channels swap, especially when we are trying to swap back to the channel you kicked us out of, we often lose voice chat entirely and the channels all disappear. Frankly, everyone responsible should be embarrassed over this. A social MMO company whose primary means of social interaction has been broken FOR YEARS and customer service won't even respond or try to fix this mess. It's shameful.
SidewalkChalk5 wrote: »TOXIC BEHAVIOR
Shared resources nodes - We should have our own nodes, but instead, bad game design allows toxic a-holes to zip up and steal nodes I've already activated due to ZOS' trash servers and lag. I shouldn't have to race someone else's internet connection just to pick up rocks. In fact, why am I racing them at all? Does ZOS think this adds fun to the game? It doesn't. Fighting over nodes with other players is not enjoyable. And then they can refuse to duel?! I should be able to kill a person who takes something I was already picking up. Either give us all our own personal nodes to harvest, or let us slaughter the competition.
SidewalkChalk5 wrote: »Faction jumping - Nobody should be able to enter a campaign on characters of more than one alliance, EVER. The ability to do so allows spying and other vengeful behavior, making it intrinsically toxic.