Ragnar_Lodbrok wrote: »Does zenimax do ANY in house testing? And why have a test server if the players on it clearly arent testing?
The players are testing AND sending in bug reports.
Zenimax is just choosing to ignore them like they have since Beta testing.
Ragnar_Lodbrok wrote: »Does zenimax do ANY in house testing? And why have a test server if the players on it clearly arent testing?
The players are testing AND sending in bug reports.
Zenimax is just choosing to ignore them like they have since Beta testing.
Yeah. I'm syre, lootdropp-addons authors will made changes in his addons, to auto-delete this junk.Adramelach wrote: »Well, an addon like Loot Filter Remix, that can auto-destroy looted items of zero value for you, can at least keep your inventory under control and clean. However, if the items are "taking the place of" useful stuff, thus reducing the chance of getting useful items, then wow, that's just not good at all...
@DenverRalphyDenverRalphy wrote: »Ragnar_Lodbrok wrote: »Does zenimax do ANY in house testing? And why have a test server if the players on it clearly arent testing?
The players are testing AND sending in bug reports.
Zenimax is just choosing to ignore them like they have since Beta testing.
Looking through the PTS forum, this particular issue isn't mentioned even once. I combed through every topic that looked like it might even remotely address it. Yet none are to be found. Unless there is a comment or two buried deep deep deep in a generic post, it's not mentioned at all.
Sure, suggestions are supposed to be submitted via /feedback. But if people were indeed doing that, then likely it would also be discussed in the forum.
DenverRalphy wrote: »Ragnar_Lodbrok wrote: »Does zenimax do ANY in house testing? And why have a test server if the players on it clearly arent testing?
The players are testing AND sending in bug reports.
Zenimax is just choosing to ignore them like they have since Beta testing.
Looking through the PTS forum, this particular issue isn't mentioned even once. I combed through every topic that looked like it might even remotely address it. Yet none are to be found. Unless there is a comment or two buried deep deep deep in a generic post, it's not mentioned at all.
Sure, suggestions are supposed to be submitted via /feedback. But if people were indeed doing that, then likely it would also be discussed in the forum.
driosketch wrote: »@DenverRalphyDenverRalphy wrote: »Ragnar_Lodbrok wrote: »Does zenimax do ANY in house testing? And why have a test server if the players on it clearly arent testing?
The players are testing AND sending in bug reports.
Zenimax is just choosing to ignore them like they have since Beta testing.
Looking through the PTS forum, this particular issue isn't mentioned even once. I combed through every topic that looked like it might even remotely address it. Yet none are to be found. Unless there is a comment or two buried deep deep deep in a generic post, it's not mentioned at all.
Sure, suggestions are supposed to be submitted via /feedback. But if people were indeed doing that, then likely it would also be discussed in the forum.
http://forums.elderscrollsonline.com/discussion/107494/picking-up-items-in-the-world#latest
You can find my list in this post about the change where I mentioned the bug.
It honestly didn't seem like a big deal to me but I still reported it. Squeaky wheel gets the oil. As you can see, the thread didn't generate much interest. But it hits live and suddenly everyone loses their mind.
How is this a problem?
Dont pick it up!?
Ok think of it this way.....
(before) you need 'item A' to be able to make that awesome piece of purple food because you cant buy that item.....
you search containers and find it after 2 days.
(now) you need 'item A' to be able to make that awesome piece of purple food because you cant buy that item.....
you search containers and find it after 200 days because they filled the 6 drop loot table with 400 other pieces of junk so now you have probability of 1:14400
And that's just for 1 item.....imagine this same crap for every item you can make.
Stonesthrow wrote: »Have you actually spent some time looting since the patch?
Yeah, there is a bunch of white crap you can pick up or leave behind, but they have increased the rate of other provisioning matts that drop. VR zones are dropping (45 & 50) VR level food matts more often than before, salt and pepper, onions and garlic are all dropping more often.
As far as Motifs, they are dropping more frequent and have been for weeks. You have seen the price come down dramatically because of this, and also because more and more people have them now. I logged in after the patch in VR Gold, found an Ancient Elf in the Bank of Daggerfall. Made a circle around the town and found a blue level 6 recipe along with 2 pepper and 9 salt, 7 garlic, 7 onions and tons of Honey Comb, Mudcrab meat, etc… all this in one trip around the town!
While I don't have hard numbers, I have been looting everything intentionally and often to the extent of having 5 crafting/loot mules to store stuff on since early access and I see the difference. It's not just RNG, some tables have been adjusted.
I think the white 0 value loot should be on tables and in racks as well, not in containers, but it's not a big deal to me… I don't auto loot. /shrug
gougefub17_ESO wrote: »Ragnar_Lodbrok wrote: »Does zenimax do ANY in house testing? And why have a test server if the players on it clearly arent testing?
The players are testing AND sending in bug reports.
Zenimax is just choosing to ignore them like they have since Beta testing.
I am starting to think that they have a small group of "testers" that they only listen to.
Anecdotal. I relog farmed for two hours last night and got one green recipe and about 100 trash white items (which I deconstructed for 1/100th of a level).Stonesthrow wrote: »How is this a problem?
Dont pick it up!?
Ok think of it this way.....
(before) you need 'item A' to be able to make that awesome piece of purple food because you cant buy that item.....
you search containers and find it after 2 days.
(now) you need 'item A' to be able to make that awesome piece of purple food because you cant buy that item.....
you search containers and find it after 200 days because they filled the 6 drop loot table with 400 other pieces of junk so now you have probability of 1:14400
And that's just for 1 item.....imagine this same crap for every item you can make.
Have you actually spent some time looting since the patch?
Yeah, there is a bunch of white crap you can pick up or leave behind, but they have increased the rate of other provisioning matts that drop. VR zones are dropping (45 & 50) VR level food matts more often than before, salt and pepper, onions and garlic are all dropping more often.
As far as Motifs, they are dropping more frequent and have been for weeks. You have seen the price come down dramatically because of this, and also because more and more people have them now. I logged in after the patch in VR Gold, found an Ancient Elf in the Bank of Daggerfall. Made a circle around the town and found a blue level 6 recipe along with 2 pepper and 9 salt, 7 garlic, 7 onions and tons of Honey Comb, Mudcrab meat, etc… all this in one trip around the town!
While I don't have hard numbers, I have been looting everything intentionally and often to the extent of having 5 crafting/loot mules to store stuff on since early access and I see the difference. It's not just RNG, some tables have been adjusted.
I think the white 0 value loot should be on tables and in racks as well, not in containers, but it's not a big deal to me… I don't auto loot. /shrug
Just another half assed patch implementation with no real testing done. Now trying to pass it off as 'intended' when we all know it wasn't, but don't have the coders to do stuff right with.
Tell me again....why do you have a PTS??
LonePirate wrote: »Why are there now junk weapons and armor pieces appearing inside lootable backpacks and furniture like dressers and cabinets?
So, Autoloot works, and this bug messes it up so I have to turn Autoloot off.What is the point exactly?TheGrandAlliance wrote: »
You are missing the point. Sigh. NM, I give up.
Yes, it's broken. Yes, it will probably be fixed.
Is there an easy solution? Disable auto loot.
Keep complaining, it is your right as a consumer to do so. But people can apply the fixes themselves instead of acting crippled and not being able to play.
tankqullb16_ESO wrote: »
So, Autoloot works, and this bug messes it up so I have to turn Autoloot off.What is the point exactly?TheGrandAlliance wrote: »
You are missing the point. Sigh. NM, I give up.
Yes, it's broken. Yes, it will probably be fixed.
Is there an easy solution? Disable auto loot.
Keep complaining, it is your right as a consumer to do so. But people can apply the fixes themselves instead of acting crippled and not being able to play.
An option in the game that saves a lot of time while in a dungeon or other hostile place where I can be attacked and killed while pawing through items one at a time, and your solution is that I should turn off a working Autoloot and just shut up, because: "Yes, it will probably be fixed." ?tankqullb16_ESO wrote: »
Treasure Maps and much other loot that was now made 'zero value' gets turned to garbage and destroyed by these addons that you recommend, yes?
I see your point, a very valuable addon, thanks.
It's the new patch and part of the immersion element since before the open-world weapons/armor could not be picked up which is not usual in ES games. I imagine they added this to adhere to the franchise. I don't mind it so much.
Moonscythe wrote: »It's the new patch and part of the immersion element since before the open-world weapons/armor could not be picked up which is not usual in ES games. I imagine they added this to adhere to the franchise. I don't mind it so much.
Well I kinda do. I liked the idea of being able to pick up stuff out in the world. Some of it looked cool. Of course if it's useless it's kind of like taking the trouble to pick a lock in Oblivion only to find the Akaviri sword was a replica. I don't like useless armor that I can't sell and can't deconstruct cluttering up the dressers and such where I usually had a chance of finding a motif. This morning the Vulkhel Guard yielded food and iron pauldrons and 1 piece of nickel.
At least the traits I learned for light robes also apply to a "shirt".
I'd love to join you in the future.So, Autoloot works, and this bug messes it up so I have to turn Autoloot off.What is the point exactly?TheGrandAlliance wrote: »
You are missing the point. Sigh. NM, I give up.
Yes, it's broken. Yes, it will probably be fixed.
Is there an easy solution? Disable auto loot.
Keep complaining, it is your right as a consumer to do so. But people can apply the fixes themselves instead of acting crippled and not being able to play.
An option in the game that saves a lot of time while in a dungeon or other hostile place where I can be attacked and killed while pawing through items one at a time, and your solution is that I should turn off a working Autoloot and just shut up, because: "Yes, it will probably be fixed." ?tankqullb16_ESO wrote: »
Treasure Maps and much other loot that was now made 'zero value' gets turned to garbage and destroyed by these addons that you recommend, yes?
I see your point, a very valuable addon, thanks.
Some add-on modders listen to their community. These add-ons are made to do what the game can't.
One of which is to filter out and auto destroy things that you label as junk. It also demands a further confirmation before it actually destroys it.
Please don't let ZOS' minimalised UI and their 1990 guild store and bank turn you into a fossil. Come join us in the future.
https://www.youtube.com/watch?v=EfkNvOOiZ_8&feature=kpExplain, please, how it is a "feature" for people playing already geared toons to find useless and worthless junk armor and weapons inside interactable objects.
Do you have an update regarding this issue?ZOS_GinaBruno wrote: »I honestly don't know, but will check for you first thing tomorrow.Maverick827 wrote: »Do these drops take the space of any other drops (e.g. recipes and motifs), or are they completely additional?ZOS_GinaBruno wrote: »This isn't a change - it's a new feature for this patch. There were previously no armor or weapons that you could find inside interactable objects or laying around. Remember, you don't have to pick these up.MasterSpatula wrote: »ZOS_GinaBruno wrote: »You're correct in that assumption, @Bookwyrm. Just posted a clarification in the patch notes, but the zero value for armor and weapons that you find also apply to anything you find in an interactable object, such as drawers or cabinets.That sounds like it might be a bug related to a mechanic that was added. The patch notes said that the armor and weapons that you see lying around in the world could now be picked up, but they would be worthless (monetarily) but could be used as gear in a pinch. It said nothing about adding these items to the loot tables, though, as far as being in boxes and bags. I'd report that. That seems off.
I can't for the life of me figure out why you guys would ever make this change. I'm not home from work yet to try this out, but I'm really worried this will increase the nuisance factor of inventory management in a game whose awful inventory management issues are already a running gag--as well as increase the rarity of items that are already too rare by a tremendous margin.Chests that you lockpick to open? No, those still contain valuable items.Curragraigue wrote: »ZOS_GinaBruno wrote: »You're correct in that assumption, @Bookwyrm. Just posted a clarification in the patch notes, but the zero value for armor and weapons that you find also apply to anything you find in an interactable object, such as drawers or cabinets.That sounds like it might be a bug related to a mechanic that was added. The patch notes said that the armor and weapons that you see lying around in the world could now be picked up, but they would be worthless (monetarily) but could be used as gear in a pinch. It said nothing about adding these items to the loot tables, though, as far as being in boxes and bags. I'd report that. That seems off.
I assume by interactable you don't mean chests as well @ZOS_GinaBruno ?
LonePirate wrote: »How is this a problem?
Dont pick it up!?
There is a better post about this problem but here is why this is a problem. All if this junk makes it more difficult to loot useful items like lockpicks, crafting trait stones, provisioning mats, recipes and motif books - the things people want and need. Each container with one of these junk items is one less container or chance at finding something useful.
This problem is not about picking up useless items. It is about the added difficulty in finding needed items.
ZOS_GinaBruno wrote: »I honestly don't know, but will check for you first thing tomorrow.Maverick827 wrote: »Do these drops take the space of any other drops (e.g. recipes and motifs), or are they completely additional?ZOS_GinaBruno wrote: »This isn't a change - it's a new feature for this patch. There were previously no armor or weapons that you could find inside interactable objects or laying around. Remember, you don't have to pick these up.MasterSpatula wrote: »ZOS_GinaBruno wrote: »You're correct in that assumption, @Bookwyrm. Just posted a clarification in the patch notes, but the zero value for armor and weapons that you find also apply to anything you find in an interactable object, such as drawers or cabinets.That sounds like it might be a bug related to a mechanic that was added. The patch notes said that the armor and weapons that you see lying around in the world could now be picked up, but they would be worthless (monetarily) but could be used as gear in a pinch. It said nothing about adding these items to the loot tables, though, as far as being in boxes and bags. I'd report that. That seems off.
I can't for the life of me figure out why you guys would ever make this change. I'm not home from work yet to try this out, but I'm really worried this will increase the nuisance factor of inventory management in a game whose awful inventory management issues are already a running gag--as well as increase the rarity of items that are already too rare by a tremendous margin.Chests that you lockpick to open? No, those still contain valuable items.Curragraigue wrote: »ZOS_GinaBruno wrote: »You're correct in that assumption, @Bookwyrm. Just posted a clarification in the patch notes, but the zero value for armor and weapons that you find also apply to anything you find in an interactable object, such as drawers or cabinets.That sounds like it might be a bug related to a mechanic that was added. The patch notes said that the armor and weapons that you see lying around in the world could now be picked up, but they would be worthless (monetarily) but could be used as gear in a pinch. It said nothing about adding these items to the loot tables, though, as far as being in boxes and bags. I'd report that. That seems off.
I assume by interactable you don't mean chests as well @ZOS_GinaBruno ?