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Shadowfen node farming wars

  • JamieAubrey
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    Nice, time to go troll this place, open a node and not look and sit afk and be bombed with abuse
  • Athan1
    Athan1
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    Tbf finding fishing holes in Shadowfen was even more challenging, ironically enough (it's all a watery swap)
    Athan Atticus Imperial Templar of Shezarr
  • Elsonso
    Elsonso
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    Nice, time to go troll this place, open a node and not look and sit afk and be bombed with abuse

    I am sure you won't be disappointed. :neutral:
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • kargen27
    kargen27
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    furiouslog wrote: »
    Elsonso wrote: »
    kargen27 wrote: »
    Why were you not looting it? Soon as you see what is in it the contents are set. Any player coming along is going to see exactly what you see. Better to loot it so others don't have to waste time running over to take a peek.

    The theory, untested, is that the lead is independent of the normal contents of the node. Thus, when the first player opens it, any other player that opens it will see what the first player saw, but might also see the lead they want. This is important, if true, because it eliminates the need to wait for the node to respawn before it can be checked by another players.

    That is also assuming that people can be trained to not take everything from the node. Given the "worm wars" in here over stuff left in nodes, this might be quite the challenge.

    If not true, then people are merely extending the time it takes to find the lead.

    The community has a tendency to dream up all sorts of things about the game that are not true, so until tested, it is hard to know which way to go on this one.

    I got my lead on a secondhand node someone had already peeked in.
    kargen27 wrote: »

    You didn't explain why I was wrong. You offered an opinion. Players want the lead right now. That is on them. They have made the choice to grind for something the first few days after the item dropped. They made the choice. Simple as that. This is a player created problem that will go away very soon.
    Doesn't matter if it is a guild leader requiring players wear the item to participate on the Alpha team in trials or if it is just a completionist that always tries to get everything new quick. Either way it is a player created problem that will not last. Nothing wrong with the game on this one.

    Making someone click on a plant every 2-10 minutes for more than 20 hours to get a part of a piece of gear is insane and terrible and not at all fun. That's what's wrong with it. Of course, I'm sure it's an upgrade compared to sitting on your porch and lecturing spoiled rotten teenagers walking by in the street all day as they try to slip M80s into your mailbox.

    I know that you don't think it's fair that you wasted all of that time in Everquest farming gear that now means nothing to you, and that everyone else in the world should have to go through the same unrelenting and pointless garbage as you did. Despite the human ability to learn from mistakes, improve, and move forward, I'm sure that the very worst thing that could happen is that any big whiney whiners actually benefit from that continual and unstoppable process, as it would potentially unravel the warm and comforting security blanket of your perfectly ordered tough-as-nails bootstraps meritocracy.

    Actually I was thinking this is a game and should be fun. If it isn't fun don't do it. If you feel the need to grind that is on you. I'll eventually get the lead. I really do not care if the increase the drop rate. All that means is a better chance I get the lead while roaming around in the zone.
    What I object to is players claiming there is a problem with the game when the problem is obviously driven by player actions. If you keep jumping off cliffs and dying that is a problem with you not the game. Learn from your mistake. Next content drop don't be in such a rush to get everything day one. Don't try and force a change in the game when it is your behavior causing your grief.
    and then the parrot said, "must be the water mines green too."
  • HumbleThaumaturge
    HumbleThaumaturge
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    As I read this discussion and comments, I was remembering the presentations at a seminar I attended a couple of years ago on the psychology of gamers (intended for lead designers and gameplay designers). Designing for players who will spend hours farming for an item was part of the discussion.
    Edited by HumbleThaumaturge on June 8, 2021 10:57PM
  • Elsonso
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    As I read this discussion and comments, I was remembering the presentations at a seminar I attended a couple of years ago on the psychology of gamers (intended for lead designers and gameplay designers). Designing for players who will spend hours farming for an item was part of the discussion.

    Yes, it is a deliberate design, and that is why ZOS is not going to change this. They might change the drop rate, but the basic mechanism will remain the same. The key to this is understanding when you are caught in a grind and deciding whether that is where you want to be. If you are fine with it, go forth and be happy. Otherwise, find something else to do. In the game or elsewhere.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • CP5
    CP5
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    kargen27 wrote: »
    furiouslog wrote: »
    Elsonso wrote: »
    kargen27 wrote: »
    Why were you not looting it? Soon as you see what is in it the contents are set. Any player coming along is going to see exactly what you see. Better to loot it so others don't have to waste time running over to take a peek.

    The theory, untested, is that the lead is independent of the normal contents of the node. Thus, when the first player opens it, any other player that opens it will see what the first player saw, but might also see the lead they want. This is important, if true, because it eliminates the need to wait for the node to respawn before it can be checked by another players.

    That is also assuming that people can be trained to not take everything from the node. Given the "worm wars" in here over stuff left in nodes, this might be quite the challenge.

    If not true, then people are merely extending the time it takes to find the lead.

    The community has a tendency to dream up all sorts of things about the game that are not true, so until tested, it is hard to know which way to go on this one.

    I got my lead on a secondhand node someone had already peeked in.
    kargen27 wrote: »

    You didn't explain why I was wrong. You offered an opinion. Players want the lead right now. That is on them. They have made the choice to grind for something the first few days after the item dropped. They made the choice. Simple as that. This is a player created problem that will go away very soon.
    Doesn't matter if it is a guild leader requiring players wear the item to participate on the Alpha team in trials or if it is just a completionist that always tries to get everything new quick. Either way it is a player created problem that will not last. Nothing wrong with the game on this one.

    Making someone click on a plant every 2-10 minutes for more than 20 hours to get a part of a piece of gear is insane and terrible and not at all fun. That's what's wrong with it. Of course, I'm sure it's an upgrade compared to sitting on your porch and lecturing spoiled rotten teenagers walking by in the street all day as they try to slip M80s into your mailbox.

    I know that you don't think it's fair that you wasted all of that time in Everquest farming gear that now means nothing to you, and that everyone else in the world should have to go through the same unrelenting and pointless garbage as you did. Despite the human ability to learn from mistakes, improve, and move forward, I'm sure that the very worst thing that could happen is that any big whiney whiners actually benefit from that continual and unstoppable process, as it would potentially unravel the warm and comforting security blanket of your perfectly ordered tough-as-nails bootstraps meritocracy.

    Actually I was thinking this is a game and should be fun. If it isn't fun don't do it. If you feel the need to grind that is on you. I'll eventually get the lead. I really do not care if the increase the drop rate. All that means is a better chance I get the lead while roaming around in the zone.
    What I object to is players claiming there is a problem with the game when the problem is obviously driven by player actions. If you keep jumping off cliffs and dying that is a problem with you not the game. Learn from your mistake. Next content drop don't be in such a rush to get everything day one. Don't try and force a change in the game when it is your behavior causing your grief.

    If they add a reward for jumping off the cliff it doesn't matter if you rush to do it or wait to do it later. They fully intended players to farm resources to get this lead, that is the only way to get it, so that's what will be done. Resource farming based events always cause friction, blaming players for ZOS deciding to use a competitive method to deliver the lead doesn't change the fact that ZOS decided to put the lead there. If ZOS didn't gut the 2p bonus of most magicka monster sets in the same patch there wouldn't be as mad of a rush for this mythic, and the mythic itself is aimed at people doing more end game content, so those who would never 'casually' look for the lead. They won't eventually get it without going there and farming nodes. Poor design decisions shouldn't be repeated, but ZOS still does so, and the community is well within its right to let them know how poor of a choice it is.
  • OutLaw_Nynx
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    The Chinese farmers must be shook af right. Maybe zos needs to implement this in every zone lol.
    Jokes aside, I went to Shadowfen and it’s hella toxic.
  • kargen27
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    CP5 wrote: »
    kargen27 wrote: »
    furiouslog wrote: »
    Elsonso wrote: »
    kargen27 wrote: »
    Why were you not looting it? Soon as you see what is in it the contents are set. Any player coming along is going to see exactly what you see. Better to loot it so others don't have to waste time running over to take a peek.

    The theory, untested, is that the lead is independent of the normal contents of the node. Thus, when the first player opens it, any other player that opens it will see what the first player saw, but might also see the lead they want. This is important, if true, because it eliminates the need to wait for the node to respawn before it can be checked by another players.

    That is also assuming that people can be trained to not take everything from the node. Given the "worm wars" in here over stuff left in nodes, this might be quite the challenge.

    If not true, then people are merely extending the time it takes to find the lead.

    The community has a tendency to dream up all sorts of things about the game that are not true, so until tested, it is hard to know which way to go on this one.

    I got my lead on a secondhand node someone had already peeked in.
    kargen27 wrote: »

    You didn't explain why I was wrong. You offered an opinion. Players want the lead right now. That is on them. They have made the choice to grind for something the first few days after the item dropped. They made the choice. Simple as that. This is a player created problem that will go away very soon.
    Doesn't matter if it is a guild leader requiring players wear the item to participate on the Alpha team in trials or if it is just a completionist that always tries to get everything new quick. Either way it is a player created problem that will not last. Nothing wrong with the game on this one.

    Making someone click on a plant every 2-10 minutes for more than 20 hours to get a part of a piece of gear is insane and terrible and not at all fun. That's what's wrong with it. Of course, I'm sure it's an upgrade compared to sitting on your porch and lecturing spoiled rotten teenagers walking by in the street all day as they try to slip M80s into your mailbox.

    I know that you don't think it's fair that you wasted all of that time in Everquest farming gear that now means nothing to you, and that everyone else in the world should have to go through the same unrelenting and pointless garbage as you did. Despite the human ability to learn from mistakes, improve, and move forward, I'm sure that the very worst thing that could happen is that any big whiney whiners actually benefit from that continual and unstoppable process, as it would potentially unravel the warm and comforting security blanket of your perfectly ordered tough-as-nails bootstraps meritocracy.

    Actually I was thinking this is a game and should be fun. If it isn't fun don't do it. If you feel the need to grind that is on you. I'll eventually get the lead. I really do not care if the increase the drop rate. All that means is a better chance I get the lead while roaming around in the zone.
    What I object to is players claiming there is a problem with the game when the problem is obviously driven by player actions. If you keep jumping off cliffs and dying that is a problem with you not the game. Learn from your mistake. Next content drop don't be in such a rush to get everything day one. Don't try and force a change in the game when it is your behavior causing your grief.

    If they add a reward for jumping off the cliff it doesn't matter if you rush to do it or wait to do it later. They fully intended players to farm resources to get this lead, that is the only way to get it, so that's what will be done. Resource farming based events always cause friction, blaming players for ZOS deciding to use a competitive method to deliver the lead doesn't change the fact that ZOS decided to put the lead there. If ZOS didn't gut the 2p bonus of most magicka monster sets in the same patch there wouldn't be as mad of a rush for this mythic, and the mythic itself is aimed at people doing more end game content, so those who would never 'casually' look for the lead. They won't eventually get it without going there and farming nodes. Poor design decisions shouldn't be repeated, but ZOS still does so, and the community is well within its right to let them know how poor of a choice it is.

    Did they intend for it to be something that happens over the course of normal play or did they intend for it to be something players get immediately? I get all kinds of leads without farming the source. I do tend to do a variety of activities in the game though. There is a difference in farming a resource and grinding a resource. Farming can be as casual as grabbing all the nodes as you run by to another objective. You want to grind for the item and that is on you not on the developers. The problem will not exist in a short time because the grinders will be gone. That alone tells you this is a player and not game related problem.
    I am still trying to get all the trophy achievements on my main. That can become a grind if you let it. I was trying for the Ogre Toe Ring and got caught in the grind mindset for a couple of days. Thousands of Ogres died and no toe ring. Was getting frustrated but it was a problem with how I was going about things not a problem with the game. I took a break from killing Ogres for a couple of days and then when I went back I only did it for a short while before moving on to something else. Finally got it without feeling like it was a grind.

    Same thing here. The lead is a grind because you decided to make it a grind. Player problem not game design problem.
    and then the parrot said, "must be the water mines green too."
  • Elsonso
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    CP5 wrote: »
    If they add a reward for jumping off the cliff it doesn't matter if you rush to do it or wait to do it later. They fully intended players to farm resources to get this lead, that is the only way to get it, so that's what will be done. Resource farming based events always cause friction, blaming players for ZOS deciding to use a competitive method to deliver the lead doesn't change the fact that ZOS decided to put the lead there. If ZOS didn't gut the 2p bonus of most magicka monster sets in the same patch there wouldn't be as mad of a rush for this mythic, and the mythic itself is aimed at people doing more end game content, so those who would never 'casually' look for the lead. They won't eventually get it without going there and farming nodes. Poor design decisions shouldn't be repeated, but ZOS still does so, and the community is well within its right to let them know how poor of a choice it is.

    I would suggest that you are correct if that was the only thing those nodes were good for. They are not. It is entirely possible to farm Shadowfen for crafting resources to use or sell and receive the lead as a happenstance.

    People have been doing end game content for a very long time before this mythic item wandered by. Just because a few people, and guilds, are demanding this does not mean that everyone who does end game content needs to be running out and farming this to the exclusion of everything else.

    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • omegatay_ESO
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    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.

    >:)

    Aaaaah, the glorious days of EQ.. Gamers now days have no clue how good they have it.
  • renne
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    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.

    >:)

    Aaaaah, the glorious days of EQ.. Gamers now days have no clue how good they have it.

    Then go back to playing EQ. So much bleating in this thread about EQ and how gamers don't kNoW hOw gOoD tHeY hAvE iT. This not EQ and this is not "those days".

    Just because they did something in one game doesn't mean another game should repeat it or that it's a good thing.
  • ApoAlaia
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    renne wrote: »
    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.

    >:)

    Aaaaah, the glorious days of EQ.. Gamers now days have no clue how good they have it.

    Then go back to playing EQ. So much bleating in this thread about EQ and how gamers don't kNoW hOw gOoD tHeY hAvE iT. This not EQ and this is not "those days".

    Just because they did something in one game doesn't mean another game should repeat it or that it's a good thing.

    I found myself thinking along the same lines.

    I played FFXI for 7 years and in comparison yes, this one is significantly less demanding on my time and patience.

    That is the whole point. We live, we hopefully learn and do better.
  • HumbleThaumaturge
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    After seeing this post, I had to go visit Shadowfen to witness what all ya'all are talking about. I took a new character who needed to run skyshards and delves and the public dungeon. Just harvested nodes as I came to them, as always. I was quite shocked at the Zone chat. I get that players are bored and grumpy, but I've never before seen such toxic chat in Tamriel. I guess I managed to harvest some 60 nodes during a little over an hour. No lead. A day later, I went back to Shadowfen and galloped around at high speed just to harvest nodes. Thankfully, I got the lead (from a pure water node) in about 15 minutes. Now, this does not seem so bad to me. But I believe all ya'all who say they spent 20 hour or 3 days or whatever. That's truly cruel.
    Edited by HumbleThaumaturge on June 9, 2021 8:22AM
  • spekdah
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    renne wrote: »
    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.

    >:)

    Aaaaah, the glorious days of EQ.. Gamers now days have no clue how good they have it.

    Then go back to playing EQ. So much bleating in this thread about EQ and how gamers don't kNoW hOw gOoD tHeY hAvE iT. This not EQ and this is not "those days".

    Just because they did something in one game doesn't mean another game should repeat it or that it's a good thing.

    It's just perspective, and seeing through a lens of past experiences. I remember camps that took 4+ months also, and chained up with others equally long. Not only that, the how to and recipes, or quest answers wasn't handed out to you so you ended up sacrificing hard earned loot for the sake of discovery, which meant farming the same thing multiple times!

    ESO in comparison is super casual and time friendly in comparison, it's more like a mobile game that happens to play on a PC or console.

    No one is saying it should be like EQ or x. It's just a comparison.

    On another note I do wish they could publish content without it all been known on PTS first. That would have at least stalled this as no one would know what leads were, let alone gear, but they don't seem to do that
  • shootatme80
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    I'm all for farming for a lead, but this is just a horrible idea. The Shadowfen area now has more player versus player than any PvP mode could ever hope for.
    Xbone/NA
  • HumbleThaumaturge
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    I'm all for farming for a lead, but this is just a horrible idea. The Shadowfen area now has more player versus player than any PvP mode could ever hope for.

    I'm sure someone has already said this: I would love to see ZOS turn Shadowfen into a PvP zone . . . except with no same-faction protection!
  • ApoAlaia
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    I'm all for farming for a lead, but this is just a horrible idea. The Shadowfen area now has more player versus player than any PvP mode could ever hope for.

    I'm sure someone has already said this: I would love to see ZOS turn Shadowfen into a PvP zone . . . except with no same-faction protection!

    A few vocal BG players have been asking for a DM queue for a long time.

    There, here is your DM with no queue. Now go forth and free-for-all and leave objective players to do objectives rather than trying to impose your 'but I want DM though' on every ******* BG mode.
  • xeNNNNN
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    I'm all for farming for a lead, but this is just a horrible idea. The Shadowfen area now has more player versus player than any PvP mode could ever hope for.

    I'm sure someone has already said this: I would love to see ZOS turn Shadowfen into a PvP zone . . . except with no same-faction protection!

    I like the idea but I think they would have to do it for greenshade and alikir as well, not only that but they'd have to advance the alliance war a bit more to make it make more sense.
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • CP5
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    Elsonso wrote: »
    CP5 wrote: »
    If they add a reward for jumping off the cliff it doesn't matter if you rush to do it or wait to do it later. They fully intended players to farm resources to get this lead, that is the only way to get it, so that's what will be done. Resource farming based events always cause friction, blaming players for ZOS deciding to use a competitive method to deliver the lead doesn't change the fact that ZOS decided to put the lead there. If ZOS didn't gut the 2p bonus of most magicka monster sets in the same patch there wouldn't be as mad of a rush for this mythic, and the mythic itself is aimed at people doing more end game content, so those who would never 'casually' look for the lead. They won't eventually get it without going there and farming nodes. Poor design decisions shouldn't be repeated, but ZOS still does so, and the community is well within its right to let them know how poor of a choice it is.

    I would suggest that you are correct if that was the only thing those nodes were good for. They are not. It is entirely possible to farm Shadowfen for crafting resources to use or sell and receive the lead as a happenstance.

    People have been doing end game content for a very long time before this mythic item wandered by. Just because a few people, and guilds, are demanding this does not mean that everyone who does end game content needs to be running out and farming this to the exclusion of everything else.

    Not players demanding, the game systems are. Zos took the legs out from under every end game magicka dps by making their proc sets (monster sets) so much weaker, that any end game raider (players who generally find overland questing and exploration boring) who wants to make up for the power loss, will look for a 1-piece set to do so with, and long behold this set is it. The players who most want this set are those least likely to casually farm resources, especially in a zone many dislike given how much of a pain it is to move around. Those end game raiders want to get back to a power level they themselves want to be at, and the bottleneck of that goal leads to standing still pressing E. That is a poor game design choice.
  • Aaxc
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    They should have added these flower lead drops in Cyrodiil and see the actual rage come out.
    Or better - BG exclusive .. muhahaha
  • xeNNNNN
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    Aaxc wrote: »
    They should have added these flower lead drops in Cyrodiil and see the actual rage come out.
    Or better - BG exclusive .. muhahaha

    LOL

    Can you imagine it? The zergs and ball groups just running over PvE players trying to farm flowers?

    I would feel so bad for them, but I confess I would laugh quite intensely too. Mostly because we'll end up zerging eachother over a single flower node.

    "The battle of flora" it shall be called. Someone should make a book on that one for us to read at the gates like the chalman book haha
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • xeNNNNN
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    Nice, time to go troll this place, open a node and not look and sit afk and be bombed with abuse

    haha I think i've seen people doing that already.


    Then there is something with meat sacks and bakers or something preventing people from opening the nodes.
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • Ultravylence
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    Its not the grind that I have a problem with here, it is potential game bugs that may exist - causing players to needlessly farm and waste many hours of their lives. I can only speak from my experience, once I completed all existing gold leads, I pulled the lead within 30 minutes of farming. Had spent 6-7 hours prior. Take this experience for what it is, could be RNG.
    Edited by Ultravylence on June 9, 2021 12:28PM
  • Elsonso
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    CP5 wrote: »
    Not players demanding, the game systems are. Zos took the legs out from under every end game magicka dps by making their proc sets (monster sets) so much weaker, that any end game raider (players who generally find overland questing and exploration boring) who wants to make up for the power loss, will look for a 1-piece set to do so with, and long behold this set is it. The players who most want this set are those least likely to casually farm resources, especially in a zone many dislike given how much of a pain it is to move around. Those end game raiders want to get back to a power level they themselves want to be at, and the bottleneck of that goal leads to standing still pressing E. That is a poor game design choice.

    I always take some exception to this line of thinking because it makes the players out to be mindless robots that are enslaved to an evil controller. I don't believe that to be the case.

    I won't say that this is the best way to distribute the lead, but I don't expect ZOS to change it. I doubt they are doing this on a whim because they lack ideas. At some point, they sat down and made an informed decision about the design of the game, what would drop, how often things would drop, and from where. This decision includes the RNG system that they have in place. Shadowfen is what they wanted to do. I don't know if they had a "Plan B" that they set aside as a "less optimal" decision, but the best bet is that they will just stick with "Plan A". That means tuning the drop rate for the lead or tuning the respawn rate for the node.

    Players have two basic options. First one is to line up for the grind and grind away. Maybe ZOS will make the grind a little easier, but it will be a grind. Smile and finish it. Second option is to just continue on without the Mythic item. Stats may be less, and it may take longer to clear content, but I bet that if they were able to clear the content a month ago, they can still do it today without the Mythic item. Casual or dedicated farming in a month or two may result in getting the lead without such a competitive grind.

    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • Odovacar
    Odovacar
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    I just joined the fun last night for a few hours and while I was unsuccessful in getting it, yet, the zone chat was highly entertaining...PS4 NA never disappoints :D
  • SidraWillowsky
    SidraWillowsky
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    As I read this discussion and comments, I was remembering the presentations at a seminar I attended a couple of years ago on the psychology of gamers (intended for lead designers and gameplay designers). Designing for players who will spend hours farming for an item was part of the discussion.

    I totally get that and why they do it -MMOs are designed to be as addictive as possible, after all- but what baffles me is the part of this that pits players against one another. Grinding for hours is unfortunately to be expected, but grinding for hours while also having to worry about other players? That's just sadistic and stressful and brings out the absolute worst in people.
  • Elsonso
    Elsonso
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    As I read this discussion and comments, I was remembering the presentations at a seminar I attended a couple of years ago on the psychology of gamers (intended for lead designers and gameplay designers). Designing for players who will spend hours farming for an item was part of the discussion.

    I totally get that and why they do it -MMOs are designed to be as addictive as possible, after all- but what baffles me is the part of this that pits players against one another. Grinding for hours is unfortunately to be expected, but grinding for hours while also having to worry about other players? That's just sadistic and stressful and brings out the absolute worst in people.

    The reason that this is PVP is because different players are doing different things to farm, and these are not always in harmony with everyone else. People with strong feelings about how it should be done. People worried about botters start annoying other players. Things just get nasty.

    If people were willing to pick the same strategies, even if they thought another strategy was better, then things would go with much less contention. People stand by a node, leave everything after they look, and wait for it to disappear and respawn in a few minutes so they can check again. Fishing. Nomads that run from node to node only taking the lead would be in harmony and no one would have any reason to get upset.

    Alternately, everyone runs around and harvests everything, leaving nothing, even if it means selling or destroying inventory, so that the node disappears and spawns back in for a new check. No one camps and when another player is going for the same node, one of them goes to another node instead of racing. Much more harmonious.

    Instead, we get some anti-social behaviors and acting out, like doing your own thing (no matter what), Meat Sacks, yelling in chat, trying to control others, etc. People blame ZOS for creating an environment where this happens, but my feeling is that the players shoulder a huge blame for this, as well.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • Draider46_ESO
    Draider46_ESO
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    I think that this has brought the ugly out in some people. When your at a node & it comes up, while someone is just running thru. They try to grab it & when they don't get it. They act like they are trying to attack you & start talking all kinds of crap. But after 4 days of trying to get it & countless hours, When I could've spent my gaming doing something more fun! I think of myself as a mellow guy. I can say after spending my last 2 hours there, I left pissed off. I don't think someone thought this out very well. They should have made the drops a little better with the launch & change it later. If this is ESO's way of an evil joke, they nailed it.
  • mzprx
    mzprx
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    i feel like such a cheat. went to Shadowfen before work today, to see if the situation has improved. found a node of water (top North-West corner of the map, where the last small island is). nobody nearby, so i tried it. i tried the "grind". 5th node spawn gave me the lead. people were talking in the zone chat, there was a guy who has been camping a water node for 19 hours straight, he could hardly keep his eyes open, but he wasn't going to sleep until he got that "freaking lead", as he called it. there were many others that have been trying to get that lead for several hours every day since the Blackwood hit the servers with no success..

    then i went to Bal Foyen. 4th Covenant soldier and i had the next lead..

    went fishing to Murkmire and got the lead after the 21st fish..

    the RoM lead took me 1 random normal daily run..

    and i only killed that world boss once too, lead in me pocket..

    i don't know how i got so lucky. perhaps the game is trying to compensate something. like me trying to get a vMA lightning staff for over 250 times (the "old" vMA staff, when the weapons dropped only on veteran difficulty). or playing since the Beta and seeing a BSW Inferno staff last October for the first time. don't know..

    but i agree that the drop rate MUST be increased. people are acting like zombies, staring into the water endlessly instead of actually playing the game. that is what people spent their money on. not the new chapter. they paid to become zombies..
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