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https://forums.elderscrollsonline.com/en/discussion/668861

IF you gonna loot then loot everything!

hamon
hamon
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folk dont seem to get how cupboards and dressers etc work in this game.. i would have thought by VET mode people would have worked it out.
Everyone looks through them for that rare motif book. However they leave stuff they dont want.. lockpicks stones etc. This is stupid cos all it does is means EVERYONE has less chance of getting the books.
the books spawn in the chests with a ceratin % possibility. so every time its looted all day the more chances of someone ( it could be you) getting a book when it re-spawns. however if everyone goes in and sees a lockpick and nobody loots it. the lockpick stays there all day and NOBODY (including you) gets a motif book from that chest.
So for common sense sake just take whatever is in the chest/cupboard and if you dont want it just trash it out your bag.

i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....
  • Falmer
    Falmer
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    Maybe I am wrong here, but I am pretty sure containers are randomly "filled" for each player as they enter the instance. Containers look to be player-centric as in everybody gets their own.

    If my friend and I enter a building at the same time and he loots all of the containers fully, it doesn't change which ones I can loot.
  • Crumpy
    Crumpy
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    But sometimes things are already looted - you can see it
    I lyke not this quill.
  • Falmer
    Falmer
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    No they are just randomly filled. It doesn't fill 100% of all available containers
  • Hekx
    Hekx
    Yeah, the container loot is instanced per player. It's not like nodes.
    Now if you want to tell people to loot the worms/bugs along with the alchemical ingredients when they loot, 100% behind that.
    Edited by Hekx on May 11, 2014 7:19PM
  • EramTheLiar
    EramTheLiar
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    Also, I only have a limited number of storage space. I don't provision and don't want to pick up barley wheat. It'd be different if I could sell the materials for gold, but most of the time I can't, so I don't bother.
  • Thunder
    Thunder
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    hamon wrote: »
    folk dont seem to get how cupboards and dressers etc work in this game.. i would have thought by VET mode people would have worked it out.

    Yeah, it doesn't work the way you think, however, I think it did work that way in beta.

    Right out of the gate in the beta, after you leave the cell and work your way out to where people are, when you go in that first cave with the traps and lots of chests (with no locks to be picked), I'd find and loot a chest and I'd call my buddy over to point out the chest. Every time he'd say it's empty. So one chest I called him over before I looted it and after he looted it then it said empty for me.

    Personally, I don't like looting all that junk anyway, so after that I never looted stuff anymore and just left it all for my friend, who loves to loot junk like that. I thought it was kind of dumb that this flood of players pouring over Tamriel all had to share this limited supply of junk, but it didn't bother me too much because as I've said, I'm not a big fan of junk anyway.

    Fast forward to launch, we're running through somewhere and I looted a desk or something, and I said, "Doh! Didn't meant to loot that, was going to save it for you as usual." He replied that he was able to loot the desk as well! Hmmmm... so we started trying it out and sure enough, we had completely different junk spawns. We didn't even have the same type of containers, for example, I saw a basket of fruit where he saw a crate.

    Although I'm pretty sure the junk was shared in beta, we only tested it that one single time, and we were complete noobs at the time, so looking back I can't say for 100% certain that I wasn't mistaken. Yet, I think junk was indeed shared in beta.
  • BrassRazoo
    BrassRazoo
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    Damn, I must be helping these players out.
    I have auto -loot ON so must be taking all the junk.
    I have never looted a rare Motif .. yet.
  • dolmen
    dolmen
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    @hamon - As noted above, all containers are instanced to each player. It's up to you to chose to make a clean sweep or not of the containers. The containers "reset" after awhile. Anyone figured out the respawn on these yet?

    Nodes are not instanced to each player. Yes take the worms please folks.
    The Sidekick Order
  • tangorn
    tangorn
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    BTW taking the worms gives you an advantage. Quite often by the time I am done with the quest my inventory is full, yet I need to get a reward. Tada, I can destroy my worms and clear a spot for this awesome blue trinket... Like a reserve tank on my bike...
  • tjvannevel_ESO
    hamon wrote: »
    i would have thought by VET mode people would have worked it out.
    What we all thought about you while reading your post.
  • Vuron
    Vuron
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    dolmen wrote: »
    @hamon - As noted above, all containers are instanced to each player. It's up to you to chose to make a clean sweep or not of the containers. The containers "reset" after awhile. Anyone figured out the respawn on these yet?

    Nodes are not instanced to each player. Yes take the worms please folks.

    They will reset by going to another zone and coming back or by logging out and back in. I'm not sure of the actual reset time if you stay in the zone, though.
  • jimfopao2
    jimfopao2
    Just set autoloot on. Get the addon that shows you what you have looted. Empty your bags to mules via the bank or sell/trash it.
    Things like heavy sacks and their ilk are world spawns and you will see them vanish if someone else loots them. I have only seen a few types of those though.
  • Loxy37
    Loxy37
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    Hekx wrote: »
    Yeah, the container loot is instanced per player. It's not like nodes.
    Now if you want to tell people to loot the worms/bugs along with the alchemical ingredients when they loot, 100% behind that.

    Yeah that's most annoying!
  • snigernissen
    snigernissen
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    hamon wrote: »
    i would have thought by VET mode people would have worked it out.
    What we all thought about you while reading your post.

    my thoughts excactly :D
  • axiod
    axiod
    hamon wrote: »
    folk dont seem to get how cupboards and dressers etc work in this game.. i would have thought by VET mode people would have worked it out.
    Everyone looks through them for that rare motif book. However they leave stuff they dont want.. lockpicks stones etc. This is stupid cos all it does is means EVERYONE has less chance of getting the books.
    the books spawn in the chests with a ceratin % possibility. so every time its looted all day the more chances of someone ( it could be you) getting a book when it re-spawns. however if everyone goes in and sees a lockpick and nobody loots it. the lockpick stays there all day and NOBODY (including you) gets a motif book from that chest.
    So for common sense sake just take whatever is in the chest/cupboard and if you dont want it just trash it out your bag.

    i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....

    Containers are instanced to you.. [not chests, nodes, heavy sack]

    I agree with others that taking the worms would be nice, not only does it not waste my time picking a nonrewarding node but it also helps other nodes spawn :D

  • Tandor
    Tandor
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    hamon wrote: »
    i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....

    It presumably never occurred to you that the reason they did that was because they didn't want to devote the time necessary to advance their levels in those harvesting skills which had no relevance to their crafting profession.

    As for this game, it's always best to learn how a system works before lecturing others on what you (mistakenly) believe to be their misuse of it.

  • denicolad16_ESO
    dolmen wrote: »
    @hamon - As noted above, all containers are instanced to each player. It's up to you to chose to make a clean sweep or not of the containers. The containers "reset" after awhile. Anyone figured out the respawn on these yet?

    Nodes are not instanced to each player. Yes take the worms please folks.

    I think they reset every 15 minutes
  • Blade_07
    Blade_07
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    Falmer wrote: »
    Maybe I am wrong here, but I am pretty sure containers are randomly "filled" for each player as they enter the instance. Containers look to be player-centric as in everybody gets their own.

    If my friend and I enter a building at the same time and he loots all of the containers fully, it doesn't change which ones I can loot.

    What he said!
    “Man can live about forty days without food, about three days without water, about eight minutes without air, but only for one second without hope.”

  • Gremlis
    Gremlis
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    You have to be able to flip the zone to another one. There are only so many people allowed into an area before it creates another one. If you keep switching zones it will eventually place you in a zone you haven't been in yet and you get to harvest all over again. Just rinse and repeat.
  • Ashenangel
    Ashenangel
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    simple motto for all eso games *if not nailed down loot*
    The worlds gone to hell in a hand basket >:)
  • Gremlis
    Gremlis
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    Ashenangel wrote: »
    simple motto for all eso games *if not nailed down loot*

    That and California.

  • hamon
    hamon
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    Tandor wrote: »
    hamon wrote: »
    i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....

    It presumably never occurred to you that the reason they did that was because they didn't want to devote the time necessary to advance their levels in those harvesting skills which had no relevance to their crafting profession.

    As for this game, it's always best to learn how a system works before lecturing others on what you (mistakenly) believe to be their misuse of it.

    you clearly misunderstand in EQ2 you could harvest everything not dependant on level or any other requirment.. so all you had to do was harvest everything and thus increase the chances of the nodes you actually wanted respawning. for example if you were going round 20 nodes on the first pass you leave 10 nodes you dont want. they respawn but 5 nodes are added to the ones you dont need. so the next pass 15 nodes are no use. then the next pass another 3 are useless . that means 18 are left next time.. till all 20 nodes are useless...

    so perhaps you should be the one learning how it worked before commenting ?
  • Sakiri
    Sakiri
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    Tandor wrote: »
    hamon wrote: »
    i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....

    It presumably never occurred to you that the reason they did that was because they didn't want to devote the time necessary to advance their levels in those harvesting skills which had no relevance to their crafting profession.

    As for this game, it's always best to learn how a system works before lecturing others on what you (mistakenly) believe to be their misuse of it.

    Cherry picking nodes ended upwith what was left repopulating. Id sit in an oasis in Ro farming dens roots and wood, some guy would pick up the roots and wonder why all he was getting were dens.

    How about them mushrooms? They removed them eventually but carpets of fairy rings...

    /annoyed carpenter
  • Sakiri
    Sakiri
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    hamon wrote: »
    Tandor wrote: »
    hamon wrote: »
    i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....

    It presumably never occurred to you that the reason they did that was because they didn't want to devote the time necessary to advance their levels in those harvesting skills which had no relevance to their crafting profession.

    As for this game, it's always best to learn how a system works before lecturing others on what you (mistakenly) believe to be their misuse of it.

    you clearly misunderstand in EQ2 you could harvest everything not dependant on level or any other requirment.. so all you had to do was harvest everything and thus increase the chances of the nodes you actually wanted respawning. for example if you were going round 20 nodes on the first pass you leave 10 nodes you dont want. they respawn but 5 nodes are added to the ones you dont need. so the next pass 15 nodes are no use. then the next pass another 3 are useless . that means 18 are left next time.. till all 20 nodes are useless...

    so perhaps you should be the one learning how it worked before commenting ?

    Gathering, trapping, woodcutting mining andfishing were different skills.

    Gathering got you food, roots, shrooms, trapping was meat and skins, wood was wood, fish for fish and mining for ore/gems/soft metals.

    Having to level all to like 50? For the tomahawk hq was annoying.
  • DenverRalphy
    DenverRalphy
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    hamon wrote: »
    Tandor wrote: »
    hamon wrote: »
    i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....

    It presumably never occurred to you that the reason they did that was because they didn't want to devote the time necessary to advance their levels in those harvesting skills which had no relevance to their crafting profession.

    As for this game, it's always best to learn how a system works before lecturing others on what you (mistakenly) believe to be their misuse of it.

    you clearly misunderstand in EQ2 you could harvest everything not dependant on level or any other requirment.. so all you had to do was harvest everything and thus increase the chances of the nodes you actually wanted respawning. for example if you were going round 20 nodes on the first pass you leave 10 nodes you dont want. they respawn but 5 nodes are added to the ones you dont need. so the next pass 15 nodes are no use. then the next pass another 3 are useless . that means 18 are left next time.. till all 20 nodes are useless...

    so perhaps you should be the one learning how it worked before commenting ?
    Hmm... That's not how I remember it. In EQ2, you could only harvest nodes you were experienced and trained to do. I seem to recall being able to harvest ore nodes of very high levels, but wood nodes I couldn't harvest beyond the newbie zones. As well, all nodes were fixed. Harvest a metal ore node, and when it respawns, it will be the exact same type of node.
  • Sakiri
    Sakiri
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    hamon wrote: »
    Tandor wrote: »
    hamon wrote: »
    i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....

    It presumably never occurred to you that the reason they did that was because they didn't want to devote the time necessary to advance their levels in those harvesting skills which had no relevance to their crafting profession.

    As for this game, it's always best to learn how a system works before lecturing others on what you (mistakenly) believe to be their misuse of it.

    you clearly misunderstand in EQ2 you could harvest everything not dependant on level or any other requirment.. so all you had to do was harvest everything and thus increase the chances of the nodes you actually wanted respawning. for example if you were going round 20 nodes on the first pass you leave 10 nodes you dont want. they respawn but 5 nodes are added to the ones you dont need. so the next pass 15 nodes are no use. then the next pass another 3 are useless . that means 18 are left next time.. till all 20 nodes are useless...

    so perhaps you should be the one learning how it worked before commenting ?
    Hmm... That's not how I remember it. In EQ2, you could only harvest nodes you were experienced and trained to do. I seem to recall being able to harvest ore nodes of very high levels, but wood nodes I couldn't harvest beyond the newbie zones. As well, all nodes were fixed. Harvest a metal ore node, and when it respawns, it will be the exact same type of node.

    fixed types came later.

    In the original EQ2, you could find anything everywhere outside fish.

    In DoF, they made it so you'd have rocks along rocky areas, and dens, roots, etc in open plains.

    KoS refined that even more (TT ore farming on the main isle opposite of SoS ftw) and EoF refined it even more.

    Original zones however, still. You clear cut, you get random stuff back. You cherry pick and you get whats there already in respawns.

    Think it was designed that way to prevent cherry picking.
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