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Why are 0g junk weapons and armor clogging up backpacks and other containers?

  • crislevin
    crislevin
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    arisinoa wrote: »
    but they look great and still be enchanted and improved so that's fine by me
    I am not recommending people spending precise improvement mat on these.
  • raudfsfolley
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    What I'm taking from this is, "Well, we only intended for it to be for objects that show up in world. Since we screwed that up and don't feel like fixing it, we'll declare it a feature!"

    I was psyched that I'd be able to pick up that armor I saw laying around, but making it for all containers, because the devs are too lazy to fix it? Not thrilled at all.
  • IrishGirlGamer
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    Honestly, I'm trying to get my mind around why this was implemented. Reading through many of the 11 pages of comments, I see rationales relating to roleplay and the historic "delivery" of materials in other Elder Scrolls games.

    Consider a specific example: The iron armor that was available immediately to the prisoner (in Oblivion) in Viverin when she/he came out of the CharGen dungeon. You had to fight your way to it, but then you picked it up and if you looked around enough, you could get a full set.

    It was immersive (by the way, your spell check marks that as misspelled ... not sure why). It added depth to the game. It also had value and could be sold. And sometimes you found cool stuff. It was great to grab an elven bow from the floor (I actually found one once in a goblin dungeon) and use it to fight your way out of a situation.

    But that's not what was implemented. Low level items (and no high level or even medium level items) were placed all around the world and in containers. Items were devalued that previously had value (recipes, etc.). And primary reason is so we can pick stuff up if our armor/weapon wears out.

    I just don't see this being used - or even useful. I will pretty much come out of the Coldharbor CG dungeon with a better weapon than I'll find lying around (more than likely). Or I'll make one. Since it doesn't have value, I can't sell it so I won't pick it up for those reasons. So it will just sit there while I walk past it.

    Wait! You know you can deconstruct it, right? Wrong answer, sweet pea. Last night, I deconstructed eight of these items TWICE (because of a rollback) and didn't get a single item from any of them. Nothing! Not even an iron ingot. And a complete waste of time as the experience you get defines minimalistic.

    I love this game, and like this idea, but no, this is not good. There are a couple of ways to resolve this: (1) make the items worth something and deconstruction like normal items, but keep them low level, and/or (2) add the possibility of finding rare or even high quality items.
    Edited by IrishGirlGamer on June 26, 2014 4:48PM
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  • CaptainSilverbrow
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    LonePirate wrote: »
    Why are there now junk weapons and armor pieces appearing inside lootable backpacks and furniture like dressers and cabinets? I much prefer the pre-patch drops of food, recipes and crafting materials instead of this useless garbage.

    That's fine, you don't have to loot white junk. Mallets, greatswords, and staves manifesting in small produce baskets and coin purse-sized miniature sacks is rather unusual, though that's my only gripe.
  • Maverick827
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    Bookwyrm wrote: »
    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.
    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.

    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.
    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. ;)
    Bookwyrm wrote: »
    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.
    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.

    I assume by interactable you don't mean chests as well @ZOS_GinaBruno‌ ?
    Chests that you lockpick to open? No, those still contain valuable items.
    Do these drops take the space of any other drops (e.g. recipes and motifs), or are they completely additional?
    I honestly don't know, but will check for you first thing tomorrow.
    Do you have an update regarding this issue?

    We can manage the extra junk loot via addons - it's annoying, but we can do it. There's nothing we can do about the drop rate of items, however. Epic recipes were already unbearably rare, and if the 0.00001% chance of looting an epic recipe just turned into 0.000001%, then I think that's a problem.
    In another thread, @ZOS_GinaBruno‌ said:
    Hey @crislevin, the color change did not affect the drop rate for motifs.

    But this does not answer the question of whether or not the new white items dropping from containers take up potential motif/recipe drops. Is there any update on this?
  • Enkil
    Enkil
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    Can we a follow up on this? @ZOS_GinaBruno‌

    Was it intended that the worthless junk would be added to containers?

    Or

    Were they supposed to only be loot able from the physical models that appear in the world (as was originally presented)?

    A simple yes, no, or Looking into it would be great...
    Edited by Enkil on June 27, 2014 5:27AM
  • crislevin
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    I think it does reduce the rate of getting better stuff, including motifs.
  • SystemiK
    SystemiK
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    Sindala wrote: »
    Tobiz 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.

    I'm as upset as everyone else about this, but you really need to put those numbers back into your ass because they are stinking up this thread....
  • reggielee
    reggielee
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    meh, i was running dungeons that I was overleveled for to help friends, and happily picking up every bit of armor/weapon I could to make up for repair costs at the least due to lack of exp and gold reward for running dup dungeons... when I got back to the bank most of it was 0 gold. In a dungeon. seriously silly.

    so if my bags had been full I would have had to sit there and destroy stuff to make room, or not loot anything to avoid holding up the group. I dont see the purpose of this at all... it has to be some sort of mistake to have these pieces everywhere. someone forgot to set a value or a spawn number
    Mama always said the fastest way to a man's heart is through his chest.
  • elderscrollsb16_ESO109
    Being able to pick up amors and weapon that are presents in the world is just fine (always wonder why it was not possible)

    Being UNABLE to pick up those, but having them in containers is just.. well .. plain stupid.

    It does NOT improve immersion, it as the exact opposite effect.

    Actually it improves NOTHING in the game and has bad side effects.

    The only reason I could see to do so is trying to diminish the "farming containers to find rare motif book" behavior, but if it's the real cause it is really a bad way of doing it. (people will just continue the same, with an add-on to insta-delete those junks, so more load on servers for no result)
  • Sidney
    Sidney
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    Do these drops take the space of any other drops (e.g. recipes and motifs), or are they completely additional?
    I honestly don't know, but will check for you first thing tomorrow.

    @ZOS_GinaBruno‌
    Hi Gina, it's been a few days and I'm wondering if you have the answer yet. Clicking the green arrow says "no more staff posts" on this thread. If you posted the answer elsewhere, I don't know about it.

    Can you please confirm?

    Thank you!

    >.<_____/
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  • Enkil
    Enkil
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    And still no response. The communication from this team is abysmal. They sure do lock up those goodbye threads in a hurry tho.
  • Slash8915
    Slash8915
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    While I think being able to grab loot from weapon/armor racks is great to the lore of an ES game, I agree that it's pretty useless after level 10 or so. It seems to just be pointless fluff added to the game.
  • twev
    twev
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    Lucifer66 wrote: »

    Don't you know that's how life works? One dork can ruin something for everyone.

    The response to this was usually to encourage the bad-doers peers to "correct" them.

    You think this will stop bots? They just set their bots to not pick them up and move on. Bots are programmable, that's why they are used.

    The only way to stop them is to IDENTIFY and BAN them. The faster the better. There is software that does this by recognizing patterned keystrokes that alerts GMs who zero in and can watch that particular player to see if they are using a bot.
    Why are they not using this software? Probably because they are not monitoring the game very well or not at all. They probably just wanna kick back and collect money without actually doing any monitoring.

    Most MMOs I have played have GMs in the game, but this one I have only seen a GM once made his presence known when he said he was going to ban any bots players reported to him for the next 15 minutes. Wow, a whole 15 min. out of 3 months I've been playing. This should be going on 24/7 if they were really trying to get rid of bots.

    I think one of the easier ways to ID bots is to see who hasn't opened a chest.

    5 chest opened per 10 hours of play, and no more than 1 per hour.

    That'd help to keep the bot-master, (or master-botter, whichever), from manually controlling a bot for 2 minutes to open the 10 chests.
    Anything that would make the individual bots more individually manpower labor intensive would slow them down.

    :)
    The problem with society these days is that no one drinks from the skulls of their enemies anymore.
  • mqlaurenceb14_ESO
    tl;dr

    /agree, items that you see in the world, pick them up and use them if need be. but please remove from ANY and ALL other loot tables as other than aesthetics, these items are freaking useless.

    Nice to know where ZOS' priorities are.
  • Goibot
    Goibot
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    The silence is deafening!
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