Hallothiel wrote: »Golly gee this is going to be *such* fun on consoles next week.
Curious about ‘peeking’ at a node - not sure this available on consoles, as iirc you take it & that’s it?
VaranisArano wrote: »
furiouslog wrote: »Saucy_Jack wrote: »Wait, the lead comes from water plants, right? Isn't Shadowfen like...90% swamp? Wouldn't MOST of the plants in Shadowfen be water plants? What am I missing here?
There are, based on my HarvestMap, 85 water plant nodes, and 90 pure water nodes.
Based on prior data for the rarity of other lead drops coming from nodes collected through addons as well as times reported in the zone chat (and this is an assumption, granted), I'm estimating the lead drop rate to be 1 in 100.
Based on personal data collected and data posted in the zone chat, the average respawn time ranges from 2 to 10 minutes (some people reported higher, but I didn't see it and other people aggregating data did not report that, so those are probably outliers or bad reports). The average reported seemed to be about 4 minutes and 30 seconds.
Given those odds and timing, this is the probability that you'll get a drop after spending a certain amount of time harvesting:
The 50% break point is at about 5 hours. The proper way to figure this next bit out would be to simulate the results and behavior conditionally, but I really don't want to spend the time coding that when ZOS will not address it and others will just poke holes in the assumptions anyway, so I'm going to give a "back of the envelope" estimate of lead drop clear rates based on the quartiles.
ZOS has stated that there are 15 million accounts. Let's say that 40% are on PC-NA, and that only one percent of them play a lot, and a quarter of those guys actually care about the lead. That gives us a pool of 15000 players on PC-NA who would like to farm the lead for one reason or another. That kind of lines up with Steamcharts and ESOLogs data, assuming that people who upload logs and parses to ESOLogs are interested enough in playing well to farm this item, while others are just collectors.
Assuming that all nodes are being farmed 24/7, given the available nodes, interested players, one node per player, players leaving once lead is farmed, and the stated odds of a drop, that means that it will take that pool of players about 26 days to clear the zone before it's no longer saturated if they were persistently working at it perfectly and efficiently at all hours of the day. Once you introduce the inefficiencies, that time gets longer. And, of course, there are going to be some unfortunates who will potentially spend well over 20 hours sitting and staring at a plant before getting rewarded, some of whom I have seen in zone chat, and are quite clearly clinically depressed.
So that's kind of the beef with the design, I think. If anyone has issues with my assumptions, feel free to say so, these numbers are very hypothetical and heavily conditional on the odds of a drop.
furiouslog wrote: »Saucy_Jack wrote: »Wait, the lead comes from water plants, right? Isn't Shadowfen like...90% swamp? Wouldn't MOST of the plants in Shadowfen be water plants? What am I missing here?
There are, based on my HarvestMap, 85 water plant nodes, and 90 pure water nodes.
Based on prior data for the rarity of other lead drops coming from nodes collected through addons as well as times reported in the zone chat (and this is an assumption, granted), I'm estimating the lead drop rate to be 1 in 100.
Based on personal data collected and data posted in the zone chat, the average respawn time ranges from 2 to 10 minutes (some people reported higher, but I didn't see it and other people aggregating data did not report that, so those are probably outliers or bad reports). The average reported seemed to be about 4 minutes and 30 seconds.
Given those odds and timing, this is the probability that you'll get a drop after spending a certain amount of time harvesting:
The 50% break point is at about 5 hours. The proper way to figure this next bit out would be to simulate the results and behavior conditionally, but I really don't want to spend the time coding that when ZOS will not address it and others will just poke holes in the assumptions anyway, so I'm going to give a "back of the envelope" estimate of lead drop clear rates based on the quartiles.
ZOS has stated that there are 15 million accounts. Let's say that 40% are on PC-NA, and that only one percent of them play a lot, and a quarter of those guys actually care about the lead. That gives us a pool of 15000 players on PC-NA who would like to farm the lead for one reason or another. That kind of lines up with Steamcharts and ESOLogs data, assuming that people who upload logs and parses to ESOLogs are interested enough in playing well to farm this item, while others are just collectors.
Assuming that all nodes are being farmed 24/7, given the available nodes, interested players, one node per player, players leaving once lead is farmed, and the stated odds of a drop, that means that it will take that pool of players about 26 days to clear the zone before it's no longer saturated if they were persistently working at it perfectly and efficiently at all hours of the day. Once you introduce the inefficiencies, that time gets longer. And, of course, there are going to be some unfortunates who will potentially spend well over 20 hours sitting and staring at a plant before getting rewarded, some of whom I have seen in zone chat, and are quite clearly clinically depressed.
So that's kind of the beef with the design, I think. If anyone has issues with my assumptions, feel free to say so, these numbers are very hypothetical and heavily conditional on the odds of a drop.
So my guess that in about a month things will settle down seems about right. This really isn't anything new or different from past new content releases. There is always something a few players want right away. It is why the first few days after a new release there is a lot of gold to be made from motif and furniture plan drops. The price of wanting to be among the first to get this lead in Shadowfen is you have to compete with all the other players that want to be among the first to get the lead. I don't see any need to make adjustments to the game for a problem that is essentially player created. Those who decide to wait a few weeks before giving it a go will likely have a much easier time of it.
ThePianist wrote: »
Better learn how to animation cancel the cat banker and meat sack to throw them off. Of course this will be seen as toxic behavior on your part when a non-bot player accidentally clicks on your cat banker instead of the node
furiouslog wrote: »Saucy_Jack wrote: »Wait, the lead comes from water plants, right? Isn't Shadowfen like...90% swamp? Wouldn't MOST of the plants in Shadowfen be water plants? What am I missing here?
There are, based on my HarvestMap, 85 water plant nodes, and 90 pure water nodes.
Based on prior data for the rarity of other lead drops coming from nodes collected through addons as well as times reported in the zone chat (and this is an assumption, granted), I'm estimating the lead drop rate to be 1 in 100.
Based on personal data collected and data posted in the zone chat, the average respawn time ranges from 2 to 10 minutes (some people reported higher, but I didn't see it and other people aggregating data did not report that, so those are probably outliers or bad reports). The average reported seemed to be about 4 minutes and 30 seconds.
Given those odds and timing, this is the probability that you'll get a drop after spending a certain amount of time harvesting:
The 50% break point is at about 5 hours. The proper way to figure this next bit out would be to simulate the results and behavior conditionally, but I really don't want to spend the time coding that when ZOS will not address it and others will just poke holes in the assumptions anyway, so I'm going to give a "back of the envelope" estimate of lead drop clear rates based on the quartiles.
ZOS has stated that there are 15 million accounts. Let's say that 40% are on PC-NA, and that only one percent of them play a lot, and a quarter of those guys actually care about the lead. That gives us a pool of 15000 players on PC-NA who would like to farm the lead for one reason or another. That kind of lines up with Steamcharts and ESOLogs data, assuming that people who upload logs and parses to ESOLogs are interested enough in playing well to farm this item, while others are just collectors.
Assuming that all nodes are being farmed 24/7, given the available nodes, interested players, one node per player, players leaving once lead is farmed, and the stated odds of a drop, that means that it will take that pool of players about 26 days to clear the zone before it's no longer saturated if they were persistently working at it perfectly and efficiently at all hours of the day. Once you introduce the inefficiencies, that time gets longer. And, of course, there are going to be some unfortunates who will potentially spend well over 20 hours sitting and staring at a plant before getting rewarded, some of whom I have seen in zone chat, and are quite clearly clinically depressed.
So that's kind of the beef with the design, I think. If anyone has issues with my assumptions, feel free to say so, these numbers are very hypothetical and heavily conditional on the odds of a drop.
So my guess that in about a month things will settle down seems about right. This really isn't anything new or different from past new content releases. There is always something a few players want right away. It is why the first few days after a new release there is a lot of gold to be made from motif and furniture plan drops. The price of wanting to be among the first to get this lead in Shadowfen is you have to compete with all the other players that want to be among the first to get the lead. I don't see any need to make adjustments to the game for a problem that is essentially player created. Those who decide to wait a few weeks before giving it a go will likely have a much easier time of it.
The player reaction is a symptom not a cause.
Hallothiel wrote: »Golly gee this is going to be *such* fun on consoles next week.
Curious about ‘peeking’ at a node - not sure this available on consoles, as iirc you take it & that’s it?
DISCLAIMER: This is based on what has been reported by multiple other players in the zone who are in groups with others trying to farm the lead.
So as is with all nodes, if you turn off auto loot you'll instead get a prompt to loot, with auto loot off a small window will appear with the items showing that are contained within the node. When you don't see the lead you just move away without taking the node as in, just use your directional controls to move and it will take you out of the prompt so you dont take the node but you got to see what the node contained.
If it contains the lead then you just take the lead out of the loot window without taking everything in the node. That way the node isn't removed and because its bound to player not to the node, the node may end up getting someone else the lead.
Does that make sense?
I also tried to give another player my note when it had a Nirnroot and Resin. I took the Nirnroot. The other player only saw a resin.
Hallothiel wrote: »Golly gee this is going to be *such* fun on consoles next week.
Curious about ‘peeking’ at a node - not sure this available on consoles, as iirc you take it & that’s it?
DISCLAIMER: This is based on what has been reported by multiple other players in the zone who are in groups with others trying to farm the lead.
So as is with all nodes, if you turn off auto loot you'll instead get a prompt to loot, with auto loot off a small window will appear with the items showing that are contained within the node. When you don't see the lead you just move away without taking the node as in, just use your directional controls to move and it will take you out of the prompt so you dont take the node but you got to see what the node contained.
If it contains the lead then you just take the lead out of the loot window without taking everything in the node. That way the node isn't removed and because its bound to player not to the node, the node may end up getting someone else the lead.
Does that make sense?
I tried to give another player the same node I had when I got the lead. We were not partied. He did not see any lead.
I also tried to give another player my note when it had a Nirnroot and Resin. I took the Nirnroot. The other player only saw a resin.
furiouslog wrote: »Saucy_Jack wrote: »Wait, the lead comes from water plants, right? Isn't Shadowfen like...90% swamp? Wouldn't MOST of the plants in Shadowfen be water plants? What am I missing here?
There are, based on my HarvestMap, 85 water plant nodes, and 90 pure water nodes.
Based on prior data for the rarity of other lead drops coming from nodes collected through addons as well as times reported in the zone chat (and this is an assumption, granted), I'm estimating the lead drop rate to be 1 in 100.
Based on personal data collected and data posted in the zone chat, the average respawn time ranges from 2 to 10 minutes (some people reported higher, but I didn't see it and other people aggregating data did not report that, so those are probably outliers or bad reports). The average reported seemed to be about 4 minutes and 30 seconds.
Given those odds and timing, this is the probability that you'll get a drop after spending a certain amount of time harvesting:
The 50% break point is at about 5 hours. The proper way to figure this next bit out would be to simulate the results and behavior conditionally, but I really don't want to spend the time coding that when ZOS will not address it and others will just poke holes in the assumptions anyway, so I'm going to give a "back of the envelope" estimate of lead drop clear rates based on the quartiles.
ZOS has stated that there are 15 million accounts. Let's say that 40% are on PC-NA, and that only one percent of them play a lot, and a quarter of those guys actually care about the lead. That gives us a pool of 15000 players on PC-NA who would like to farm the lead for one reason or another. That kind of lines up with Steamcharts and ESOLogs data, assuming that people who upload logs and parses to ESOLogs are interested enough in playing well to farm this item, while others are just collectors.
Assuming that all nodes are being farmed 24/7, given the available nodes, interested players, one node per player, players leaving once lead is farmed, and the stated odds of a drop, that means that it will take that pool of players about 26 days to clear the zone before it's no longer saturated if they were persistently working at it perfectly and efficiently at all hours of the day. Once you introduce the inefficiencies, that time gets longer. And, of course, there are going to be some unfortunates who will potentially spend well over 20 hours sitting and staring at a plant before getting rewarded, some of whom I have seen in zone chat, and are quite clearly clinically depressed.
So that's kind of the beef with the design, I think. If anyone has issues with my assumptions, feel free to say so, these numbers are very hypothetical and heavily conditional on the odds of a drop.
So my guess that in about a month things will settle down seems about right. This really isn't anything new or different from past new content releases. There is always something a few players want right away. It is why the first few days after a new release there is a lot of gold to be made from motif and furniture plan drops. The price of wanting to be among the first to get this lead in Shadowfen is you have to compete with all the other players that want to be among the first to get the lead. I don't see any need to make adjustments to the game for a problem that is essentially player created. Those who decide to wait a few weeks before giving it a go will likely have a much easier time of it.
The player reaction is a symptom not a cause.
I disagree. Player reaction is directly the cause. They want to get something in the first few hours it dropped. They decide to sit on the nodes. This lead is easier to get than many other leads in the game. It is simply more desired by a certain demographic of player so obviously there will be competition in farming the resources the first week or two of the content drop. A player rush to get the lead is causing the problem.
I haven't a clue what all this is about as I don't bother with scrying or mythics but I went to visit a guild trader in shadowfen today and I couldn't believe ppl arguing in zone chat about nodes and I thought wtf is going on
Morgha_Kul wrote: »I haven't had a node ninja encounter in ages. YEARS, even... until today. Went to grab a Psijic portal when a bear or something attacked, and while I was dealing with that, someone ran literally THROUGH me to get the node.
Not a big deal, there's lots to go around... but it was pretty classless... and kind of nostalgic.
furiouslog wrote: »Saucy_Jack wrote: »Wait, the lead comes from water plants, right? Isn't Shadowfen like...90% swamp? Wouldn't MOST of the plants in Shadowfen be water plants? What am I missing here?
There are, based on my HarvestMap, 85 water plant nodes, and 90 pure water nodes.
Based on prior data for the rarity of other lead drops coming from nodes collected through addons as well as times reported in the zone chat (and this is an assumption, granted), I'm estimating the lead drop rate to be 1 in 100.
Based on personal data collected and data posted in the zone chat, the average respawn time ranges from 2 to 10 minutes (some people reported higher, but I didn't see it and other people aggregating data did not report that, so those are probably outliers or bad reports). The average reported seemed to be about 4 minutes and 30 seconds.
Given those odds and timing, this is the probability that you'll get a drop after spending a certain amount of time harvesting:
The 50% break point is at about 5 hours. The proper way to figure this next bit out would be to simulate the results and behavior conditionally, but I really don't want to spend the time coding that when ZOS will not address it and others will just poke holes in the assumptions anyway, so I'm going to give a "back of the envelope" estimate of lead drop clear rates based on the quartiles.
ZOS has stated that there are 15 million accounts. Let's say that 40% are on PC-NA, and that only one percent of them play a lot, and a quarter of those guys actually care about the lead. That gives us a pool of 15000 players on PC-NA who would like to farm the lead for one reason or another. That kind of lines up with Steamcharts and ESOLogs data, assuming that people who upload logs and parses to ESOLogs are interested enough in playing well to farm this item, while others are just collectors.
Assuming that all nodes are being farmed 24/7, given the available nodes, interested players, one node per player, players leaving once lead is farmed, and the stated odds of a drop, that means that it will take that pool of players about 26 days to clear the zone before it's no longer saturated if they were persistently working at it perfectly and efficiently at all hours of the day. Once you introduce the inefficiencies, that time gets longer. And, of course, there are going to be some unfortunates who will potentially spend well over 20 hours sitting and staring at a plant before getting rewarded, some of whom I have seen in zone chat, and are quite clearly clinically depressed.
So that's kind of the beef with the design, I think. If anyone has issues with my assumptions, feel free to say so, these numbers are very hypothetical and heavily conditional on the odds of a drop.
So my guess that in about a month things will settle down seems about right. This really isn't anything new or different from past new content releases. There is always something a few players want right away. It is why the first few days after a new release there is a lot of gold to be made from motif and furniture plan drops. The price of wanting to be among the first to get this lead in Shadowfen is you have to compete with all the other players that want to be among the first to get the lead. I don't see any need to make adjustments to the game for a problem that is essentially player created. Those who decide to wait a few weeks before giving it a go will likely have a much easier time of it.
The player reaction is a symptom not a cause.
I disagree. Player reaction is directly the cause. They want to get something in the first few hours it dropped. They decide to sit on the nodes. This lead is easier to get than many other leads in the game. It is simply more desired by a certain demographic of player so obviously there will be competition in farming the resources the first week or two of the content drop. A player rush to get the lead is causing the problem.
Ok let me put it another way, a more blunt way. If you are the Shepherd (Devs) and you have sheep (the players) - and you herd your sheep into a specific area of the field with your sheepdog (the patch) and where they are herded is a feed troth (the lead) is it the sheeps fault where they were herded or the shepherd?
ZoS knew what this mythic was going to do (I mean fgs its 10% bonus crit damage at full stacks near permanently because DDs won't take direct damage very often if at all). ZoS knew it would become a meta staple until they use the nerf hammer and they knew they were placing it on a source which by its own natural interaction causes such a situation if players are herded into one area. Can blame the players for being silly, but they wouldn't even be there or have this issue if it wasn't on one of the worst possible choices of source drops. In fact this problem would not exist had they chose a drop source much more reasonably or hell a better drop rate than 1 in 100 for something they knew would be meta. This is why I said the player reaction was a symptom not a cause.
Now look we can play semantics of oh but they chose, but the reality is everything the devs seemingly do with placement is by design and not just players not waiting. Not only that but it is highly likely that in a month it will be nerfed yet, people will view it as mandatory to do their high end runs. Thats alls some play for. But when this "some" is all congregated in one location. It becomes ridiculous.
And even if you were to take out the player equation, this is still quite possibly the worst and most ridiculous source to place a meta drop with a 1 in 100 drop chance and thats assuming the law of averages even matters here.
furiouslog wrote: »Saucy_Jack wrote: »Wait, the lead comes from water plants, right? Isn't Shadowfen like...90% swamp? Wouldn't MOST of the plants in Shadowfen be water plants? What am I missing here?
There are, based on my HarvestMap, 85 water plant nodes, and 90 pure water nodes.
Based on prior data for the rarity of other lead drops coming from nodes collected through addons as well as times reported in the zone chat (and this is an assumption, granted), I'm estimating the lead drop rate to be 1 in 100.
Based on personal data collected and data posted in the zone chat, the average respawn time ranges from 2 to 10 minutes (some people reported higher, but I didn't see it and other people aggregating data did not report that, so those are probably outliers or bad reports). The average reported seemed to be about 4 minutes and 30 seconds.
Given those odds and timing, this is the probability that you'll get a drop after spending a certain amount of time harvesting:
The 50% break point is at about 5 hours. The proper way to figure this next bit out would be to simulate the results and behavior conditionally, but I really don't want to spend the time coding that when ZOS will not address it and others will just poke holes in the assumptions anyway, so I'm going to give a "back of the envelope" estimate of lead drop clear rates based on the quartiles.
ZOS has stated that there are 15 million accounts. Let's say that 40% are on PC-NA, and that only one percent of them play a lot, and a quarter of those guys actually care about the lead. That gives us a pool of 15000 players on PC-NA who would like to farm the lead for one reason or another. That kind of lines up with Steamcharts and ESOLogs data, assuming that people who upload logs and parses to ESOLogs are interested enough in playing well to farm this item, while others are just collectors.
Assuming that all nodes are being farmed 24/7, given the available nodes, interested players, one node per player, players leaving once lead is farmed, and the stated odds of a drop, that means that it will take that pool of players about 26 days to clear the zone before it's no longer saturated if they were persistently working at it perfectly and efficiently at all hours of the day. Once you introduce the inefficiencies, that time gets longer. And, of course, there are going to be some unfortunates who will potentially spend well over 20 hours sitting and staring at a plant before getting rewarded, some of whom I have seen in zone chat, and are quite clearly clinically depressed.
So that's kind of the beef with the design, I think. If anyone has issues with my assumptions, feel free to say so, these numbers are very hypothetical and heavily conditional on the odds of a drop.
So my guess that in about a month things will settle down seems about right. This really isn't anything new or different from past new content releases. There is always something a few players want right away. It is why the first few days after a new release there is a lot of gold to be made from motif and furniture plan drops. The price of wanting to be among the first to get this lead in Shadowfen is you have to compete with all the other players that want to be among the first to get the lead. I don't see any need to make adjustments to the game for a problem that is essentially player created. Those who decide to wait a few weeks before giving it a go will likely have a much easier time of it.
Ok let me put it another way, a more blunt way. If you are the Shepherd (Devs) and you have sheep (the players) - and you herd your sheep into a specific area of the field with your sheepdog (the patch) and where they are herded is a feed troth (the lead) is it the sheeps fault where they were herded or the shepherd?
nryerson1025 wrote: »There are farmers within short range of every node in Shadowfen. A lot of these players actually believe they have ownership of these nodes within range and if anyone else were to take it, it would be stealing. Some become toxic in zone and or local chat. There have even been a few instances of individuals soliciting the sale of a certain area containing x amount of nodes.
If this gameplay is to accepted in ESO, I think the necessary action is to allow flagging and pvp in the zone. Faction less that is. If we're to make claims of land on a mega server, one should in my opinion have the right to defend it or conquer it.
But in reality, this is just a poorly planned drop in ESO that has degraded the quality of the community