lolica_nebunueb17_ESO wrote: »So many gold farmers qq about the boss timers now, its insane! Good job with that! No more 15 players autoattacking 24/7 on boss spawns and the people that qq, dont mind them, they just qq because their ability to grind thousands of hundreds of gold has been taken off them. Nice news!
You do realize that since the timer is global you won't be able to get credit if you go to another delve right? Are you really going to want to sit out of the game and not do delves until your timer is up? "Hey want to do a dungeon?" "I can't, I did a Delve 15m ago and have to wait for my timer to expire" no screw that. Global lockouts like that are terrible.
You do realize that Zenimax has quite a few people that know how to develop game systems and therefore wont make such an obvious mistake as preventing people from experiencing the content as its intended to be experienced in the first place. So all you whiners trying to say this change is bad for everyone are just grasping a straws. This change is a clever solution to a problem that is cause for multiple reasons that effectively combats all of them. Good job Zenimax, keep up the good work.
If they know how to design game systems, why does it happen in the first place?
Why should i believe that this fix is one?
In my opinion this timer will not solve anything, not farming, not botting.
How hard would it have been to predict that in open dugeons, with an easy boss that drops good loot, with a shared loot system and a short respawn timer, people would farm it? Especially if i design gold to be scarce and crafting materials too.
These same people, who could not predict this, come up with the glorious idea of lock out timers for single player content. The easiest solution maybe, but surely not the best, not even good.
Jadeviper1974 wrote: »ZOS_JessicaFolsom wrote: »
Dungeon Treasure Chests – Based on feedback, we are changing treasure chests in instanced dungeons so that everyone gets a piece of loot regardless of who opens the chest. This change is currently being implemented and tested internally and will be released in a future patch as soon as it’s ready. Watch the patch notes for the news.
I am finding this one a bit confusing, maybe I am asking for to much detail to soon. By "everyone" does that mean everyone in an area near the boss, or everyone who gets a hit in on the boss, or everyone in my party?
Oh and btw, thanks for the update.
(edited for content)
Ugh please tell me you mean something else when you say the bank fix will not be retroactive. That will pretty much kill this game for me
@vnlouis this is not some kind of new software experiment for a multiplayer rpg, this kind of software exists for decades. And yes people went out of their way for loot since MUDs, with and without scripts. Doing the most mind numbingly things just to get something. In other mmorpgs for example, camping placeholder spawns with rare named spawns that rarely dropped the item you wanted, camping them for days on end.
So this is not some unexpected behavior, it should have been planned as a baseline of loot/cash generation. Like its the easiest thing you can do and it earns you X gold and Y items, everything else should have been balanced accordingly.
To think everyone just does the fun and exciting things in this kind of games is just ignoring the facts and history.
ChairGraveyard wrote: »dynamite7673b14_ESO wrote: »How about adjusting boss difficulty depending on how many people are in a dungeon. This would make it not insta-killed and give it the opportunity to kill bots.
THIS!
Exactly what I've been saying all along, and it addresses the *actual problem* rather than the symptom.
bstecb14_ESO wrote: »You didn't need to nerf Doshia
Agreed!!! Doshia is HARD and that's GOOD! DEVS! Project managers! HEAR ME PLEASE! Don't give in to the whiners!
I beat Doshia, she kicked my butt over and over until I figured out how to do it. It was a CHALLENGE and it was IMMERSIVE and it was FUN!
Please please please accept customer feedback but don't give in to the whining without a special effort to understand where it's coming from first.
I love what you've created. I don't want to see it become another whiner's paradise of item hoarders.
If you give in to the whining... it can only lead to the dark side of MMO... boredom.
Strad
IMMERSE ME DAMMIT!
ghoxenrwb17_ESO wrote: »ArtemisAiden wrote: »@ghoxenrwb17_ESO
-snip-
TL;DR: Accusing people who farm legitimately (Not Botters or Cheaters) of being "Exploiters" is uncalled for and wrong!
I disagree. An exploit is basically utilising a feature unintended by the developers for a result the developers wish to avoid. Farming PD bosses for drop is one such case.
@ghoxenrwb17_ESO
How do we tell that the developers do not intend this? We have two pieces of evidences. First, the patch that adjusted respawn time of bosses based on when new players enter the PD, rather than how many players are in the PD at the time. This clearly shows that the devs do not want players to stay in a PD and camp the boss, and instead want the PD to be an experience for players who have not yet done the PD. Two, the upcoming patch that's adding a drop time shared across all PD bosses. Clearly, the devs don't want players to even travel between PDs and kill the bosses for loot.
We have established that the PD bosses being very farmable is not an intended feature of the developers.
Next, we also know that developers do not want the result - that is blues being extremely common and temper mats being extremely common. We have two pieces of evidences supporting this premise. First, temper items are shared across all levels of blues. This indicates that from a crafting perspective, low level blues should be as rare as VR blues. However, since low level bosses are very farmable the unintended result of temper mats flooding the market has occurred. Second, again the drop time reduces the amount of temper mats available from PD.
And so, we have also established that devs do not want temper mats and blues in general to be common as dirt.
Since we have established that farming PD for drop is a feature unintended by devs, for a result (flooding market with blues and tempers) that is unintended by the devs. Utilising this unintended feature for an unintended result for personal gain should be considered as an exploit.
Did you honestly feel nothing when you were waiting around 20 corpses of a boss; did you honestly think that was not wrong and perfectly legitimate and intended feature of the game?
To cite a similar precedent. There was a time in WoW when Lady Proudmoore dropped hundreds of gold, and so a raid group went there and camped her for a day, each member making thousands of gold (a huge amount at that time). They were all temporarily suspended for exploiting.
little tip: equip a restoration staff. cast grand healing. quest done.The problem is when said farming stops people from being able to complete their quests. A bunch of players instagibbing a PD boss i need for a quest, stopping me from completing it for days until i am lucky enough to do enough damage to tag it, is not what i would call a good gameplay environment.
That is a non-issue. You don't have to do "enough" damage to get quest credit. You only have to tag it. I and many guildmates have done every PD boss I have come to and never had a problem getting quest credit. If it is super camped I have run into not getting loot credit for it but the quest credit is fairly good. If it is truly insta-gibbed then that is a bot problem not a farming problem. Only computer controlled characters would be able to sych attacks like that. Again I think the problem is needing to control the bots without harming legitimate players.The problem is when said farming stops people from being able to complete their quests. A bunch of players instagibbing a PD boss i need for a quest, stopping me from completing it for days until i am lucky enough to do enough damage to tag it, is not what i would call a good gameplay environment.
lolica_nebunueb17_ESO wrote: »So many gold farmers qq about the boss timers now, its insane! Good job with that! No more 15 players autoattacking 24/7 on boss spawns and the people that qq, dont mind them, they just qq because their ability to grind thousands of hundreds of gold has been taken off them. Nice news!
You do realize that since the timer is global you won't be able to get credit if you go to another delve right? Are you really going to want to sit out of the game and not do delves until your timer is up? "Hey want to do a dungeon?" "I can't, I did a Delve 15m ago and have to wait for my timer to expire" no screw that. Global lockouts like that are terrible.
You do realize that Zenimax has quite a few people that know how to develop game systems and therefore wont make such an obvious mistake as preventing people from experiencing the content as its intended to be experienced in the first place. So all you whiners trying to say this change is bad for everyone are just grasping a straws. This change is a clever solution to a problem that is cause for multiple reasons that effectively combats all of them. Good job Zenimax, keep up the good work.
If they know how to design game systems, why does it happen in the first place?
Why should i believe that this fix is one?
In my opinion this timer will not solve anything, not farming, not botting.
How hard would it have been to predict that in open dugeons, with an easy boss that drops good loot, with a shared loot system and a short respawn timer, people would farm it? Especially if i design gold to be scarce and crafting materials too.
These same people, who could not predict this, come up with the glorious idea of lock out timers for single player content. The easiest solution maybe, but surely not the best, not even good.
Seems perfectly reasonable to me, no software in history has ever been released so perfect that it did not require some sort of tweaking post release. Its impossible to anticipate everything, people aren't robots that behave the way they are expected all of the time. Obviously they did not anticipate players standing around for hours killing the same mob over and over again for a chance a getting a blue item that they will out level in a day or so anyway.
There is no fix all solution to the bot/farming issue but this is at the very least a good step in the right direction, that will serve as deterrent and improve the overall gaming experience.
Maybe 1 in 10 is a bot, that isn't a problem that needs to be fixed because it will only hurt the 90% of us who are legitimately standing there fighting the boss.
ArtemisAiden wrote: »@Left_HandThat is a non-issue. You don't have to do "enough" damage to get quest credit. You only have to tag it. I and many guildmates have done every PD boss I have come to and never had a problem getting quest credit. If it is super camped I have run into not getting loot credit for it but the quest credit is fairly good. If it is truly insta-gibbed then that is a bot problem not a farming problem. Only computer controlled characters would be able to sych attacks like that. Again I think the problem is needing to control the bots without harming legitimate players.The problem is when said farming stops people from being able to complete their quests. A bunch of players instagibbing a PD boss i need for a quest, stopping me from completing it for days until i am lucky enough to do enough damage to tag it, is not what i would call a good gameplay environment.
Edit: Typos
Zeni just needs to go w/ the shared tag system. Something like WoW implemented for rares, where if you engage the boss after someone else has pulled it, the mobs HP increases and you will get credit for the kill and some loot. Problem solved.
lolica_nebunueb17_ESO wrote: »So many gold farmers qq about the boss timers now, its insane! Good job with that! No more 15 players autoattacking 24/7 on boss spawns and the people that qq, dont mind them, they just qq because their ability to grind thousands of hundreds of gold has been taken off them. Nice news!
You do realize that since the timer is global you won't be able to get credit if you go to another delve right? Are you really going to want to sit out of the game and not do delves until your timer is up? "Hey want to do a dungeon?" "I can't, I did a Delve 15m ago and have to wait for my timer to expire" no screw that. Global lockouts like that are terrible.
You do realize that Zenimax has quite a few people that know how to develop game systems and therefore wont make such an obvious mistake as preventing people from experiencing the content as its intended to be experienced in the first place. So all you whiners trying to say this change is bad for everyone are just grasping a straws. This change is a clever solution to a problem that is cause for multiple reasons that effectively combats all of them. Good job Zenimax, keep up the good work.
If they know how to design game systems, why does it happen in the first place?
Why should i believe that this fix is one?
In my opinion this timer will not solve anything, not farming, not botting.
How hard would it have been to predict that in open dugeons, with an easy boss that drops good loot, with a shared loot system and a short respawn timer, people would farm it? Especially if i design gold to be scarce and crafting materials too.
These same people, who could not predict this, come up with the glorious idea of lock out timers for single player content. The easiest solution maybe, but surely not the best, not even good.
Seems perfectly reasonable to me, no software in history has ever been released so perfect that it did not require some sort of tweaking post release. Its impossible to anticipate everything, people aren't robots that behave the way they are expected all of the time. Obviously they did not anticipate players standing around for hours killing the same mob over and over again for a chance a getting a blue item that they will out level in a day or so anyway.
There is no fix all solution to the bot/farming issue but this is at the very least a good step in the right direction, that will serve as deterrent and improve the overall gaming experience.
Why is everyone labeling this a botting/gold farming issue. It is not. I'm a farmer and we had a good laugh when the servers went back up when I told everyone you think they are bots. 90% of farmers are people who aren't even selling the drops, we are deconstructing them. Sure you can get 1000 gold by selling stuff in about 40m or so, but that just goes right back into the gold sink that is crafting and bag/bank expansion. We are real people, not gold farmers, maybe in low level dungeons this is not the case, it certainly wasn't in the first 5 days of release because I farmed a boss and invited everyone to a group, and all 12 of them accepted the invite. It certainly isn't an issue at the lvl 28 dungeons. I just finished farming the crap out of those. Now I'm moving on to the lvl 35 dungeons, I'm sure there won't be any botters there either. Maybe 1 in 10 is a bot, that isn't a problem that needs to be fixed because it will only hurt the 90% of us who are legitimately standing there fighting the boss.
This is completely and utterly wrong. If you don't want a game with people farming, which is required for a player economy to work, then go back and play a single player RPG or a multiplayer game without an economy. How do you think items get into the economy if people are not there to farm them. Any MMO that has a successful economy will always have people who farm items or materials to provide a backbone to that economy. Even in a single player game like Skyrim you farm materials if you do crafting. Its part of the game. The difference in MMOs is you have to compete with others to farm. You can't have a beautiful crafting system like ESO has and expect people not to farm materials to take advantage of using it. If you don't like or can't handle that then maybe MMOs are not your cup of tea. It's cool man these types of games are not for everyone.Farming in general has a negative impact on the game. As long as it impacts the economy or affects the game play of other players it should be seen as a negative effect that requires fixing.
ArtemisAiden wrote: »This is completely and utterly wrong. If you don't want a game with people farming, which is required for a player economy to work, then go back and play a single player RPG or a multiplayer game without an economy. How do you think items get into the economy if people are not there to farm them. Any MMO that has a successful economy will always have people who farm items or materials to provide a backbone to that economy. Even in a single player game like Skyrim you farm materials if you do crafting. Its part of the game. The difference in MMOs is you have to compete with others to farm. You can't have a beautiful crafting system like ESO has and expect people not to farm materials to take advantage of using it. If you don't like or can't handle that then maybe MMOs are not your cup of tea. It's cool man these types of games are not for everyone.Farming in general has a negative impact on the game. As long as it impacts the economy or affects the game play of other players it should be seen as a negative effect that requires fixing.
This is completely and utterly wrong. If you don't want a game with people farming, which is required for a player economy to work, then go back and play a single player RPG or a multiplayer game without an economy.
ragamerb16_ESO wrote: »This is completely and utterly wrong. If you don't want a game with people farming, which is required for a player economy to work, then go back and play a single player RPG or a multiplayer game without an economy.
Sigh... Another gold farmer trying to explain himself. Ingame economy has nothing to do with farming a given Boss for a restricted set of items... As Gold Sellers, and players that actually sell their ingame gold to such sites, you are just looking for a fast way to earn gold... In fact, any game that bothers about economy has to control inflation... Which is exacly what ppl like you achieve by cheesing out the planned economical ways to interact with other players... Wanna participate in the economy? Gather materials, craft and sell to other players... The rest are just shortcuts based on exploits and abuses... Cry all you like, Devs are watching and changing... And they will keep on doing it. What I would like is that, after each of this adjustments, account banning immediatly follows so all this artificially pumped gold into the game vanishes.
I just can hope that all this resources invested into removing disruptive players from the game do not delay much the efforts needed to satisfy players interested into having a Real Economy up and running on ESO... Because on that deparment, I'm afraid, there is still a lot of work to do.
The problem is when said farming stops people from being able to complete their quests. A bunch of players instagibbing a PD boss i need for a quest, stopping me from completing it for days until i am lucky enough to do enough damage to tag it, is not what i would call a good gameplay environment.
when we do push the fix, it will not be retroactive. Know that we want to make this right for all impacted—we’re still exploring options to help those who have stored items/gold, and bank slots go missing.