People are saying that if you pick the lock, loot ONLY the lead, then exit, that other players can loot the box and have a chance to get the lead.
Personally, I am the type of person who trusts evidence, so the fact that I haven't seen a single video or picture showing a lead being obtained by a non-picker makes me think these claims are false.
Pyr0xyrecuprotite wrote: »Just a reminder that there are a lot of game mechanics that ZOS made purposefully opaque, so that players feel that there is an element of chance - and maybe they got the reward for reasons completely different than why they think they did. I don't think it's correct to *EXPECT* ZOS to explain to the players exactly how something works; only if there is actually a bug or not (for any specific described behaviour).
What is the benefit to either them or us to refuse to answer a question about how looting safeboxes works?
You guys were told this when, launch day?
What is the benefit to either them or us to refuse to answer a question about how looting safeboxes works?
There is no benefit not telling anyone anything but the uproar and commotion they fear when they actually state that only the first person opening the box can get the lead as they know that there will be way too many selfish players ruining other peoples days. So they stay silent as things have managed in a way they can live with for now even if this means that lots of people are wasting their time.
wolfie1.0. wrote: »@ZOS_Kevin are there any updates?
imno007b14_ESO wrote: »That did not sound like someone talking about a fix that's likely to be implemented in a day or two. Sounded to me like a fix that will likely come after most people who want the lead have already got it.
wolfie1.0. wrote: »@ZOS_Kevin are there any updates?
imno007b14_ESO wrote: »wolfie1.0. wrote: »@ZOS_Kevin are there any updates?
Since he posted yesterday? Think you need to reread that. That did not sound like someone talking about a fix that's likely to be implemented in a day or two. Sounded to me like a fix that will likely come after most people who want the lead have already got it. In other words, as horrible as the experience is - and it is - most people who really want it will persevere to get it as soon as they can rather than wait for possibly weeks or months for the devs to get around to improving it.
imno007b14_ESO wrote: »That did not sound like someone talking about a fix that's likely to be implemented in a day or two. Sounded to me like a fix that will likely come after most people who want the lead have already got it.
I tend to agree. However, I'm holding out a teeny tiny glimmer of hope they put in a hotfix for mon/tues maintenance coming this week, since this is such a "hot topic".
I mean, really, several solutions are super simple for them to implement, such as:
--adjust the respawn timer to, say, 30 seconds, which is a single variable change in the database
--add in other spawn locations, such as pickpocketing & world bosses, for that area & lead
--put in 20 copies of the lead per box per spawn. Although I admit I'm not sure that is do-able with this system. If it was an "actual item" it would be, but, well, leads are wierd
--let the lead come from any strongbox in any area, which is also a minor change to the loot table database, since I'm quite sure they have an "everywhere" tag/macro/subroutine for that data value field
So, I'm holding out hope we see progress on this come maintenance day. But I'm not holding my breath either.
Insignia91 wrote: »wolfie1.0. wrote: »@ZOS_Kevin are there any updates?
They can't even give an update on if it's only the picker that gets it or not.
All research and proof points to it's only the picker but would be nice to have confirmation.
Now that it's the weekend the definitely are not responding.
Insignia91 wrote: »wolfie1.0. wrote: »@ZOS_Kevin are there any updates?
They can't even give an update on if it's only the picker that gets it or not.
All research and proof points to it's only the picker but would be nice to have confirmation.
Now that it's the weekend the definitely are not responding.
Let's just hope that whatever they choose to do, they won't make mistakes like this in the future. They KNEW this sort of approach doesn't work after the chaos in Shadowfen. Why they thought it would work with an even smaller number of 'nodes' baffles me to no end. And now they're having to discuss what to do and what to change, which they wouldn't have to be doing if they'd just not made this exact same mistake again.
Oh yeah, there are multiple cases of quest items not being instanced. Wrothgar is bad about that. You'd think they would stop doing that, since plenty of other quests in the game have their items instanced. There's nothing like dashing for X item or Y ingredient to try and beat a dozen other people doing the same thing.Alinhbo_Tyaka wrote: »Let's just hope that whatever they choose to do, they won't make mistakes like this in the future. They KNEW this sort of approach doesn't work after the chaos in Shadowfen. Why they thought it would work with an even smaller number of 'nodes' baffles me to no end. And now they're having to discuss what to do and what to change, which they wouldn't have to be doing if they'd just not made this exact same mistake again.
It wasn't just Shadowfen and mythic items where they've made this type of mistake. I recall a quests form Greymoor (maybe) where players were required to read a note as a quest target item. The thing is once the item was picked up other players had to wait for it to respawn then play who can click the fastest. ZOS eventually fixed it but they seem to repetitively ignore or not think about large numbers of players being at the same point in the game at the same time and set things up like ESO is a single player game. It is like there is no institutional memory or player overlap is downplayed to the point it does not become a consideration in design. I don't know the underlying cause but as often as it occurs management really needs to look at why they continue to make the same mistakes time and again then make some changes to their processes.
Alinhbo_Tyaka wrote: »Let's just hope that whatever they choose to do, they won't make mistakes like this in the future. They KNEW this sort of approach doesn't work after the chaos in Shadowfen. Why they thought it would work with an even smaller number of 'nodes' baffles me to no end. And now they're having to discuss what to do and what to change, which they wouldn't have to be doing if they'd just not made this exact same mistake again.
It wasn't just Shadowfen and mythic items where they've made this type of mistake. I recall a quests form Greymoor (maybe) where players were required to read a note as a quest target item. The thing is once the item was picked up other players had to wait for it to respawn then play who can click the fastest. ZOS eventually fixed it but they seem to repetitively ignore or not think about large numbers of players being at the same point in the game at the same time and set things up like ESO is a single player game. It is like there is no institutional memory or player overlap is downplayed to the point it does not become a consideration in design. I don't know the underlying cause but as often as it occurs management really needs to look at why they continue to make the same mistakes time and again then make some changes to their processes.
Dalsinthus wrote: »The could encourage cooperation on these leads, even if it is a grind. For example putting the lead in a four person dungeon, battlegrounds, or even a trial with a low drop chance. That would encourage team work and returning to older content. But instead they set it up in a way that pits players against each other. And they selected a mindless task that doesn’t involve any engaging game play. It’s incredibly frustrating.
This keeps happening so it’s either ignorance on the dev team that designs antiquities or actual intentional design.
SilverBride wrote: »Leaving items in a safebox solely to keep it from closing so multiple players can try to get a rare lead from one box should not be allowed in my opinion.