JamieAubrey wrote: »Nice, time to go troll this place, open a node and not look and sit afk and be bombed with abuse
furiouslog 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.
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.
HumbleThaumaturge wrote: »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.
furiouslog 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.
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.
furiouslog 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.
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.
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.
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.
omegatay_ESO 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.
omegatay_ESO 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.
omegatay_ESO 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.
shootatme80 wrote: »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.
HumbleThaumaturge wrote: »shootatme80 wrote: »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!
HumbleThaumaturge wrote: »shootatme80 wrote: »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!
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.
They should have added these flower lead drops in Cyrodiil and see the actual rage come out.
Or better - BG exclusive .. muhahaha
JamieAubrey wrote: »Nice, time to go troll this place, open a node and not look and sit afk and be bombed with abuse
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.
HumbleThaumaturge wrote: »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.
SidraWillowsky wrote: »HumbleThaumaturge wrote: »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.