Problem:
Crafting Surveys, in and of themselves, are a good reward.
However, giving a reward that is tedious to reap the benefits of
for a chore that is tedious to begin with is less than appealing.
Not everyone has a great deal of time and can punch out a few writs, and still have time to go traipsing across several zones to fetch the reward. So they stack (which is good) but you can only retrieve one at a time (which is bad). ESO after all is about being an MMO, not a solo collecting experience.
To combat this, the player must collect the six nodes of the survey, then run/ride away outside of draw distance for an arbitrary time, then return for the six nodes again and get the next Survey from their stack of them. As many of us like to do lots of writs, and might only get an extended play time period on, say, a weekend to collect them, this means that quite a lot of them can end up stacking, and there is a lot of wasted time looping around away from the location and back and it's frustrating and boring. Given that getting them as they are rewarded for the writs is also time consuming beyond reason (load times, zone changes, riding several miles), the stacking them up is the most efficient but also bothersome.
Solution:
Allow 'stacks' of Surveys to be harvested at one time.
Mechanism would be as follows...
- Player has x number of a survey.
- When they approach the survey, game will check to see if there are any existing incomplete surveys for this location already in the inventory of the character.
- If yes, then they would complete that survey by taking all nodes.
- If no, when they harvest the first node, the game checks to see if there are more than one (i.e. a stack) of that survey.
- If yes, then it will create a "Bulk <type> Surveys: <zone> [x]" and with x as the value of how many were stacked, and award that item to the player along with the first node resources (as described next) and consume the stack of relevant crafting surveys.
- For the actual harvest resource reward, the game would apply all relevant buffs for increased harvest time, harvest quantity and chances for additional material or zone drops, multiplied by the number of stacks.
- If the player fails to retrieve all of the nodes, the Bulk Survey remains in the player inventory until the last node is consumed, no matter how long the player takes to return to it.
- If a player has an unfinished normal Survey and an unfinished Bulk survey, then the normal Survey would take precedence.
- Side note - Bulk surveys could be Character Bound.
- Side note - Incomplete Crafting surveys could be labelled as incomplete to ensure players understand that they are incomplete.
In addition: for alchemy surveys, each node would need to be an alchemy bag, not an actual plant, as that would give an unfair advantage given the way that Alchemy ingredient surveys can currently be 'gamed' to skew the randomised plants to specific target plants.
Benefits:
- This would favour the players who do a lot of writs. I do not see a problem with people retrieving large amounts of a material at a time from an economic perspective; the amount of material to be gained is still the same but it is just more user friendly.
- Initially a lot of people might go and do eleventy-twelvedred that they have laying around which could bring prices down in the short term, but people will get used to letting them stack up a little, then getting a bunch - and that will self-settle reasonably quickly and prices will return to normality.
- Having a Bulk Survey issued to the player as a reward prevents any crashes, outages or service interruptions from causing the player to lose the rest of what had not been harvested yet.
This will save us a lot of time and be a big QOL improvement. Please consider this.
Edited by ZOS_Kevin on November 7, 2024 10:11AM