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?
Wow. Awesome use of an analogy.
Sadly, it is heading in the right direction, but it is a little off. You suggest that the sheep have no choice but to go to that location and eat out of that trough. Yes, if they want that food, they go there. However, in this case, they are not being forced to eat out of that tough. The sheep choose to eat out of that trough. They are not compelled to do it by the Shepherd.
Herd mentality. Some of the people are there because they need that lead, some are there because they want that lead. Sadly, all too many are there because they see other people doing it and figure they should be doing it, too.
This is why I am not a sheep.
They decide to sit on the nodes.
furiouslog 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.
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.
I could not disagree more. The node limits and toxicity are a symptom of player urgency, but making someone sit there for more than 20 hours mindlessly doing the most boring thing in the game is just straight up player punishment. That time requirement will not change much after the node limits settle down, not until the zone is just empty. Why even make it that way? It's madness.
SeaGtGruff wrote: »They decide to sit on the nodes.
Sitting on a node isn't the problem, it's what people do after they open the node.
If they open it, loot the lead if it's there, and then close the node without looting the water, the node will still be available for other players to check.
Being grouped offers no benefit that I can see, other than making it more convenient for the grouped players to share XP from killing nearby mobs, communicate with each other, and possibly coordinate when splitting up to watch a few nodes that are near each other. If you loot the contents of the node, the node will not magically remain there for the other players in your group. If you get the lead, the other players in your group won't automatically see it, too.
So, whether you're in a group or not, open the node but leave the water so others can check it.
Upon entering Shadowfen, I have observed a large force of seemingly singular individuals camping specific nodes in Shadowfen. As a result, there are not enough nodes for the amount of people trying to farm for the lead.
As an experiment I approached by mount towards a node being camped, the node was quite visible for over 5 seconds, the individual seemingly AFK at the node didn't pick it up as I approached. I ride over, pick it up and move on. However I proceed to get the following messages instantly: "Seriously?", "yikes" "******* hell".
I am not one to question the logic of drop sources normally however for an item that was very clearly going to become meta in some capacity, exactly why did anyone think this was a good idea to have its leads drop from a source that was already limited vs demand in the first place?
I have played since beta and launch respectively and I have never seen so many people in Shadowfen before not only that but I have never seen so many people rage incoherently before either and I PvP ... a place where rage is all too common. There are people so upset in fact that they are actively putting people who have posted the Harpooners wadding kilt in chat on their ignore lists. Its gotten that bad.
This whole....."problem" has resulted in virtually no nodes showing up for those actually looking because everyone is camping every single node location like a hawk (when they're not asleep)
So one of three things need to happen for this specific lead;
A ) Node respawn times in Shadowfen need to be massively bumped (its been noted that this would attract even more bots so not the best choice)
B ) Change the source entirely to something far more reasonable.
C ) Alter the drop rate to be 1 in 10 instead of 1 in 100.
SeaGtGruff wrote: »They decide to sit on the nodes.
Sitting on a node isn't the problem, it's what people do after they open the node.
If they open it, loot the lead if it's there, and then close the node without looting the water, the node will still be available for other players to check.
Being grouped offers no benefit that I can see, other than making it more convenient for the grouped players to share XP from killing nearby mobs, communicate with each other, and possibly coordinate when splitting up to watch a few nodes that are near each other. If you loot the contents of the node, the node will not magically remain there for the other players in your group. If you get the lead, the other players in your group won't automatically see it, too.
So, whether you're in a group or not, open the node but leave the water so others can check it.
I don't think a node works like what you are suggesting? My understanding is when a node spawns what in it has been determined. A player can take all or part but that won't change anything as far as what spawned. If the player takes one item and leaves the rest if nodes work like chest they will eventually disappear then spawn again later. If they do not work like that then I would assume they would just sit there waiting for a player to take everything. More stuff isn't going to show up as I understand it. So the best thing to do would be take everything in the node so others don't waste time checking something that will not have what they want.
I could be wrong though as I've not bothered with serious farming on any nodes.
SeaGtGruff wrote: »They decide to sit on the nodes.
Sitting on a node isn't the problem, it's what people do after they open the node.
If they open it, loot the lead if it's there, and then close the node without looting the water, the node will still be available for other players to check.
Being grouped offers no benefit that I can see, other than making it more convenient for the grouped players to share XP from killing nearby mobs, communicate with each other, and possibly coordinate when splitting up to watch a few nodes that are near each other. If you loot the contents of the node, the node will not magically remain there for the other players in your group. If you get the lead, the other players in your group won't automatically see it, too.
So, whether you're in a group or not, open the node but leave the water so others can check it.
I don't think a node works like what you are suggesting? My understanding is when a node spawns what in it has been determined. A player can take all or part but that won't change anything as far as what spawned. If the player takes one item and leaves the rest if nodes work like chest they will eventually disappear then spawn again later. If they do not work like that then I would assume they would just sit there waiting for a player to take everything. More stuff isn't going to show up as I understand it. So the best thing to do would be take everything in the node so others don't waste time checking something that will not have what they want.
I could be wrong though as I've not bothered with serious farming on any nodes.
SeaGtGruff wrote: »They decide to sit on the nodes.
Sitting on a node isn't the problem, it's what people do after they open the node.
If they open it, loot the lead if it's there, and then close the node without looting the water, the node will still be available for other players to check.
Being grouped offers no benefit that I can see, other than making it more convenient for the grouped players to share XP from killing nearby mobs, communicate with each other, and possibly coordinate when splitting up to watch a few nodes that are near each other. If you loot the contents of the node, the node will not magically remain there for the other players in your group. If you get the lead, the other players in your group won't automatically see it, too.
So, whether you're in a group or not, open the node but leave the water so others can check it.
It has been said, that a node also has a sensory function that checks for nearby players. So guess what... if players are camping the node or there is alot of traffic around the node, then it should not respawn with any special loot.
IrishOphidia wrote: »Once opened, the contents are decided. The first person to open a node has set what's in it and that's it.
deyjasagus wrote: »Maybe it's just me but have I been playing online games so long that this doesn't even seem unreasonable to me? I played Everquest and camping a mob for a single component to gear like Ivy Etched could take up to a week of online time. You had one mob that was the placeholder for the one you needed and the one you needed didn't drop the item whenever he spawned.
Silly kids, we used to have kill mobs while kiting backwards, going uphill both ways.
p.s. Yes I agree with the OP about how this was implemented but I wanted to make a point and have fun at the same time.
furiouslog 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.
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.
I could not disagree more. The node limits and toxicity are a symptom of player urgency, but making someone sit there for more than 20 hours mindlessly doing the most boring thing in the game is just straight up player punishment.
furiouslog 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.
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.
I could not disagree more. The node limits and toxicity are a symptom of player urgency, but making someone sit there for more than 20 hours mindlessly doing the most boring thing in the game is just straight up player punishment. That time requirement will not change much after the node limits settle down, not until the zone is just empty. Why even make it that way? It's madness.
Nobody is making players do twenty hours straight anything in the game. Players are doing that all on their own because they want to. They could be off doing trials, PvP, new quests or any number of things. Because they want to be among the first to get the drop they choose to sit on a node. That is their choice.
Last one I remember was one of the leads in the Alikir desert that drops from one delve boss, might be a pale order lead piece can't remember, had entire groups there circling the boss spawn location constantly putting down ground based AOE's hoping to get a hit in for the lead.
furiouslog wrote: »I assure you, no one "wants" to be doing this unbelievably boring and mindless task. They are choosing to do it because it's a condition of further participation in their in-game activities of interest given considerable sunk costs, which is not the same thing as wanting to do it.
furiouslog wrote: »I assure you, no one "wants" to be doing this unbelievably boring and mindless task. They are choosing to do it because it's a condition of further participation in their in-game activities of interest given considerable sunk costs, which is not the same thing as wanting to do it.
Then, not to put too fine a point on it, this is the price you pay for doing that. Everything comes at a cost.
If ZOS wanted you to have that Mythic item on Day 1, they could have mailed it to you when you logged in or made it trivial to get. It is fairly clear with this grind mechanism that they want to spread out when people get these so that everyone doesn't have one right away and people have to play the game for RNG days before they can complete the item. I assume they know that some people are going to try and get it right away, but I also have to think that they don't want a grind that will make it trivial. If you want it _now_ you will have to pay a price in that grind, or decide not to grind it.
If they want to stop the grind, all they have to do is drop the lead from a specific daily quest and you will get it in RNG days, but that removes your choice to try and get it more quickly, while still preventing the item from being everywhere right after release.
As far as Grinds go, this one is fairly good. It is a wide array of possibilities across an entire zone. This is much better than the ones where you have to kill a dungeon boss, forcing a repeat of that same dungeon over and over and over and over and over and over and over to get it. It is even better than fishing for the lead. It is definitely better than an RNG tied to a daily quest.
Honestly, how this grind is progressing tells me more about the players than it does about the game developers.
furiouslog wrote: »The bead lead design is clearly intended to be a punishment to infuriate sweaty endgamers who keep blowing through ZOS's trial hard modes before the chapters even drop. It's the worst grind in the game to date - it's has the trifecta of being unbearably boring, offering little to no associated reward, and it pits players against each other to the point of extreme toxicity. Worst 13 hours I've spent in the game. Essentially an unending minimally interactive screensaver.
furiouslog wrote: »The bead lead design is clearly intended to be a punishment to infuriate sweaty endgamers who keep blowing through ZOS's trial hard modes before the chapters even drop. It's the worst grind in the game to date - it's has the trifecta of being unbearably boring, offering little to no associated reward, and it pits players against each other to the point of extreme toxicity. Worst 13 hours I've spent in the game. Essentially an unending minimally interactive screensaver.
Except if it didn't offer a reward, people wouldn't be camping nodes for hours on end. So the reward aspect is most assuredly there.
I think the issue is that ZOS continues to seriously underestimate how far some players will go to "get an edge" with regards to doing nothing in-game except farm for mythic leads. These items are supposed to be ultra-rare, yet within a week of a new expansion/content dropping, hundreds of players have their new preferred mythic.
I honestly wonder if a better solution might be to pull mythic items out of antiquities altogether, and instead add them into an Endeavor-style system, whereby completing certain quests would earn you tokens - earn enough, and you can buy the mythic item you want.
I can't blame ZOS for trying to slow down how fast people chew through content - that's been an issue for every game company out there for years. New content comes out, people are done with it a week later, and complaining about being bored. It's an issue that has led to content getting pushed out before it was ready, riddled with bugs, all in an effort to placate / keep customers happy.
I do think they need to re-think how they design certain leads. Putting a lead behind a single node type in a single map region was NOT a good idea. I can think of a couple of fixes - either make it a water node in any map region OR make it any node type in Shadowfen. That at least would help mitigate the camping issue.
Hold on, the players didn't set it up this way. There is no way they are responsible for how this lead was set up. Knowing people and how this could turn bad or toxic like any other thing, that is limited. oh let's just look at history in the real world, toilet paper shortage during pandemic due to hoarding. How about handsanatizer, or disenfectiant. So any I mean any reasonable thinking person can deduce that something like this would happen and along with this toxic behavior. I am sorry this can totally laid at the feet of ZOS. It was created by ZOS. I haven't stepped foot in shadowfen and it's one of my favorite zones since reading about the toxic behavior that limiting this lead has caused.
Upon entering Shadowfen, I have observed a large force of seemingly singular individuals camping specific nodes in Shadowfen. As a result, there are not enough nodes for the amount of people trying to farm for the lead.
As an experiment I approached by mount towards a node being camped, the node was quite visible for over 5 seconds, the individual seemingly AFK at the node didn't pick it up as I approached. I ride over, pick it up and move on. However I proceed to get the following messages instantly: "Seriously?", "yikes" "******* hell".
I am not one to question the logic of drop sources normally however for an item that was very clearly going to become meta in some capacity, exactly why did anyone think this was a good idea to have its leads drop from a source that was already limited vs demand in the first place?
I have played since beta and launch respectively and I have never seen so many people in Shadowfen before not only that but I have never seen so many people rage incoherently before either and I PvP ... a place where rage is all too common. There are people so upset in fact that they are actively putting people who have posted the Harpooners wadding kilt in chat on their ignore lists. Its gotten that bad.
This whole....."problem" has resulted in virtually no nodes showing up for those actually looking because everyone is camping every single node location like a hawk (when they're not asleep)
So one of three things need to happen for this specific lead;
A ) Node respawn times in Shadowfen need to be massively bumped (its been noted that this would attract even more bots so not the best choice)
B ) Change the source entirely to something far more reasonable.
C ) Alter the drop rate to be 1 in 10 instead of 1 in 100.
Both farming nodes for leads as well as the Gaze of Sithis Helm were both terrible ideas and more things we don't need.
Realizing this might make life easier for some folks.
Hold on, the players didn't set it up this way. There is no way they are responsible for how this lead was set up. Knowing people and how this could turn bad or toxic like any other thing, that is limited. oh let's just look at history in the real world, toilet paper shortage during pandemic due to hoarding. How about handsanatizer, or disenfectiant. So any I mean any reasonable thinking person can deduce that something like this would happen and along with this toxic behavior. I am sorry this can totally laid at the feet of ZOS. It was created by ZOS. I haven't stepped foot in shadowfen and it's one of my favorite zones since reading about the toxic behavior that limiting this lead has caused.
Your entire description describes how the players are the problem and ends with ZOS not solving the problem with player behavior. Generally, when venues deal with a demand that is well above supply, it never ends with everyone being happy. Not for toilet paper and not for GPUs. Many things are tried, but in the end, the problem always involves the people. In this case, some players are part of the problem.
So, bottom line is that people will be self-centered jerks whenever there is a lot more demand than supply.
SeaGtGruff wrote: »I saw the following insult in Shadowfen zone chat this morning:
"<so-and-so> is an autolooter"
Obviously, I've replaced the actual character name with "<so-and-so>" to avoid naming and shaming, which raises the question of whether the insult can be deemed naming and shaming-- and if so, would it be a punishable offense? The insult, that is; not the autolooting-- obviously (I hope).
SeaGtGruff wrote: »I saw the following insult in Shadowfen zone chat this morning:
"<so-and-so> is an autolooter"
Obviously, I've replaced the actual character name with "<so-and-so>" to avoid naming and shaming, which raises the question of whether the insult can be deemed naming and shaming-- and if so, would it be a punishable offense? The insult, that is; not the autolooting-- obviously (I hope).
I think that "naming and shaming" is an offense, but I am not sure what ZOS would do about it in the game. I mean, if they were obsessive about it, they could ban them.
Automation designed to loot nodes, which is different from the auto loot setting, should be bannable.
Myrddin1357 wrote: »Something is very wrong with this lead. I spend about about 2 hours each farming session to avoid getting too frustrated. The first 3 or 4 days, the zone was packed and it was hard to farm nodes. This is completely ok and happens every release - people who want to get it instantly on release just have to deal with many others who want it so I wasn't too bothered with not making progress.
The last few days I have been farming off peak hours and I'm actually hitting about 10 different nodes (including all 4 types) consistently on my route since the number of people has gone down a lot. Spent about 6 hours pretty much constantly farming with very little wait time. Probably hit about a 100 node. I know people are getting it so it cant be the lead itself is glitched. But the lead just isn't dropping for a lot of people at even a 1 percent drop chance.