Antisocial game design flaws

  • Hazurko_RaShan
    Hazurko_RaShan
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    Raammzzaa wrote: »
    So basically it sounds to me like you are mad that you have to share your xp, tel var, nodes, and that ZOS assumed that you would want to communicate with your team in BGs? That about right?


    And nobody talks in random groups. I want to talk to my friends, not some random pugs. And the problem of chat channels breaking in a social MMO after YEARS of player reports should have someone worrying about their job.

    That sound very antisocial.

    I do sometimes like to talk in group. THough not so much in BG because the chat seems very toxic in there when it does occur... so maybe you have a small point. a small one.
  • MasterSpatula
    MasterSpatula
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    I don't have a problem with Shared Nodes and competition for them.

    What I do have a problem with is this: If you hit a node while mounted, the game will dismount you to harvest. During this animation, another player can slip in and hit the node, ninjaing it out from under you.

    To add insult to injury, the game gives you an error message, telling you, the player who hit it first, that the node is already being used by another player.

    This, of course, is a bug that's been in the game since Day One, and I guess people haven't been bothered enough by it to make a stink about it. But it is incredibly bad design that it's possible, and it really ought to be fixed.

    However, can't give all the blame to ZOS here, because we really ought not to know that the bug even exists, because there really ought not be anyone who lowers themselves to go ninja a node under someone who has clearly already activated it. That's just sleazy, just low. Just, to use the OP's term, toxic.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • idk
    idk
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    Personally I think OP has it backwards.

    If only the first person who hits a target got XP then that would create the antisocial issue as why should the community help. They should run away from other players and ignore them. Considering the groups (formal and informal) farming XP over the year seems to contradict OP.

    As for nodes, they are just fine as they are. Besides suggesting not getting worked up because someone beat you to the node, Zos would have to significantly reduce the number of nodes in game or reduce how much we get from one node. That change should be obvious and sheds the proper, and dark, light on OPs suggestion.

    If farming nodes and killing a NPC are getting someone worked up I suggest they try something different. It is not big of a deal.
  • r34lian
    r34lian
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    Don't have problem with nodes first come first serve but group xp and telvar system is just atrocious these really throw people of
    Edited by r34lian on August 31, 2019 10:33AM
    2000 CP • 18 Maxed Characters • 6 Altmers • 7 Redguards • Necromancer Orc • Warden Dunmer • DK Nord • DK Imperial • Templar Breton
  • Major_Lag
    Major_Lag
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    r34lian wrote: »
    Don't have problem with nodes first come first serve but group xp and telvar system is just atrocious these really throw people of
    Yep. The Imperial City is already extremely antisocial because the telvar loss mechanic promotes ganking. Arguably this is "by design" and working as intended.

    However, when your ALLIES effectively become your enemies too (in addition to the actual enemy players), you know that there is a serious problem with the game's design...
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