So instead of just farming one area the bots will now farm various areas each day. Reducing available nodes impacts normal players as well. So now there are a lot less resources available which impacts the introduction of crafting materials significantly.
note that bots aren't my only concern. besides, bots farm everything they can anyways - as such, you may consider bot activity constant, regardless of scenario. hence, the point is rather moot.The last thing I want is for a reduction in the amount of raw materials I encounter doing my regular questing which will lead to a reduction in the amount of improvement materials I get from refining especially purple and gold improvements.
and i think you're overestimating. consider all the other stuff the server keeps track of. this is just another thing to add to the list. besides, if you're that concerned about server performance, consider what it means to have constantly refreshing nodes being accessed "all the time by everyone". it's really more a matter of centralization vs. decentalization, not workload.I also think you are vastly underestimating the resource impact of tracking node timers for every player and every account.
you don't have to think that the problem doesn't exist, because i'm telling you it does. i want us to get rid of the griefing component (my major, or even main, concern). i see it happen. it's there. simple as that. good for you that you don't encounter it, but that's besides the point. i call this a matter of game design principles, and your "objections" seem too far distanced from that.And lastly, I think you are trying to solve a problem that doesn't exist. Resource nodes are plentiful. You also get plenty of resources from deconstruction. The only benefit to raw materials is the improvement materials you can gain from refining. I have very seldom had to compete for a node since a few weeks after launch except maybe in dungeons and once you get to VR level it seems people care less about competing for nodes anyway.
i agree, but note that my post is not all about botting. it's not first and foremost meant to be a bot measure.richard.a.ellisb16_ESO wrote: »That being said, those were the acts of "gaming criminals". Zenimax is doing a good job of clearing them out. Which is the correct response in my opinion. To bend the game to offset criminal acts is just wrong in my opinion, as in real life appeasement has consequences that are usually negative.
hm, it's like you missed the "timers" point. timer => scarcity, simplerichard.a.ellisb16_ESO wrote: »To maintain value in an economy, there needs to be an element of scarcity. One consequence of the OP's solution would be the devaluation of resources and subsequently the devaluation of crafters output. As a crafter this outcome is undesirable.
For a new player, if resources hold their value, this is a good way to get started. I am not a fan of dungeon crawling just to make income, I believe there are others that feel the same way.
first, as mentioned, we already have PVP areas in the game. no need to sneak PVP elements into PVE. i don't pay to compete, i pay to enjoy myself (with or without other players around).richard.a.ellisb16_ESO wrote: »Oddly, I would rather compete fairly for resources. I have options if the competition is too stiff; Change areas, get better, get faster, talk to the other gatherer and work out a joint area, or do nothing, give up and rant here....
So we could just stay next to the rune node and log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in......................................
So we could just stay next to the rune node and log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in and then log off and then log in......................................
People who do this are @#$&@#! Ģ $8#&. Abusing / manipulating a game mechanic is cheating andthey shoukd be banned.
No to chanting the system.
But beibg able to log in and out to harvest or obtaon loot without doing anytbing is weak sauce, you shoukd be ashamed
and that's why we have PVP. or mobs, i guess...richard.a.ellisb16_ESO wrote: »Fundamentally I disagree that competition should be removed from the game entirely.
i'd say this was negative interaction, though. i want positive, since i don't want to be paying for griefing bouts.richard.a.ellisb16_ESO wrote: »- The competition generates tension in rare instances, but does allow for interaction.
chests would be phased in the same way as so many npcs and quest interactables. it's already such a huge part of the game world, might as well stretch it just a wee bit further. such a system change can remove the "thief" option altogether!...richard.a.ellisb16_ESO wrote: »A timer would not fix this (Chests are already on a timer) Thieves are thieves they exist
the entire game system is non-trivial, so i'm not sure what you're really saying here. incidentally, the megaserver and phasing architecture that zenimax are employing already has the tools for the node consistency i'm after (as already mentioned, but it bears repeating, since i think some people aren't entirely aware of how dynamic their gaming world is).richard.a.ellisb16_ESO wrote: »- Developing and MAINTAINING a state machine that would manage all the details you have asked for; across multiple "instances", with multiple players and multiple resource types whilst maintaining an even economy is non-trivial. - In particular, the exception management would be a nightmare in and of itself.
- AND that does not take into account the innovative approach Zenimax has taken with the application "server" architecture.
- So truth be told unless you are a developer with Zenimax you have no idea how simple / difficult the deployment / implementation of the state machine would be.
well no. those rooms are quite regular parts of the map. roughly speaking, you can tell the difference between actual instance and map by the transition type: entering a house with ensuing fading sequence means you're in the same map still (yeah, it's purely cosmetic), while a loading screen means you changed zones altogether. but sometimes the client-server structure will require a bit more time, or maybe your SSD moves like lightning! heherichard.a.ellisb16_ESO wrote: »I am guessing, but through observation of house interiors and banks it looks like these rooms are "instances" or possibly dedicated processes / threads. Implementing the state machine in these narrow "spaces" would be very different from doing it in the open world. (.... as in much simpler)
Correct. It's how GW2 does it, and works fine.once again, flawed reading!... i really thought i made myself clear for all x-)client side timer
Client side node tracking is a gold sellers wet dream.
it's not client side, it's "client-based". meaning, the server maintains node timers on the basis of all clients individually. just like it does with so many other things.
it's not that hard, people!
no worriesholygraell wrote: »I'm sorry if I come across as insulting or condescending, but I honestly can not understand where the OP's problem with getting resources is -- If the OP reads this, then perhaps you could cite some examples or explain a bit more?
yeah, there are plenty of resources. but that doesn't take away the player competition. which is the important point (repeating myself).There are PLENTY of resource nodes out in the world that normal non-hacking players have enough to choose from that ZoS needs not make it client specific, if they even could.
unneccessary sarcasm. :P game programming/architecture considerations aren't these unique isolated cases of IT thought that you seem to want to make them.richard.a.ellisb16_ESO wrote: »Ahh ok, so you write code for Zenimax.
[...]
I was also unaware that Guildwars 2 and Zenimax shared the same code base, that does make a difference.
holygraell wrote: »I'm not sure how anyone has a problem getting nodes.
Woolenthreads wrote: »holygraell wrote: »I'm not sure how anyone has a problem getting nodes.
I have a problem getting very specific nodes. BS Materials-tick, Clothing Mats-Tick, Food Mats-tick, but, for most of my Alts, Alchemical Ingredients are so rare it's ridiculous, I just see Blue Entoloma, Nirnroot, Hyacinths and the occasional Wormwood or Blessed Thistle. My main used to find everything everywhere but it hasn't been like that for three weeks. I've even tried to re-install but I see no change, so my "junior" Alts have low Alchemy Levels.
I am sorry OP, but the most compelling argument against your concept is the games that have implemented this have terrible markets. What your system promotes is everyone to gather making materials nearly worthless. As a player who does not want to craft, my major source of income in the game is gathering for those who do wish to craft. Your concept, as has been implemented in other mmos, ruins this source of income.
everyone is already gathering. materials do not become worthless (TIMERS, remember?). you can still gather for others, obviously.I am sorry OP, but the most compelling argument against your concept is the games that have implemented this have terrible markets. What your system promotes is everyone to gather making materials nearly worthless. As a player who does not want to craft, my major source of income in the game is gathering for those who do wish to craft. Your concept, as has been implemented in other mmos, ruins this source of income.
Woolenthreads wrote: »holygraell wrote: »I'm not sure how anyone has a problem getting nodes.
I have a problem getting very specific nodes. BS Materials-tick, Clothing Mats-Tick, Food Mats-tick, but, for most of my Alts, Alchemical Ingredients are so rare it's ridiculous, I just see Blue Entoloma, Nirnroot, Hyacinths and the occasional Wormwood or Blessed Thistle. My main used to find everything everywhere but it hasn't been like that for three weeks. I've even tried to re-install but I see no change, so my "junior" Alts have low Alchemy Levels.
Go to Hollow city in Coldharbour....full of the good alchemy stuff there :-p
So instead of just farming one area the bots will now farm various areas each day. Reducing available nodes impacts normal players as well. So now there are a lot less resources available which impacts the introduction of crafting materials significantly.note that bots aren't my only concern. besides, bots farm everything they can anyways - as such, you may consider bot activity constant, regardless of scenario. hence, the point is rather moot.The last thing I want is for a reduction in the amount of raw materials I encounter doing my regular questing which will lead to a reduction in the amount of improvement materials I get from refining especially purple and gold improvements.
as for amount of player resource, you seem to making the distinction "either i have free access to every node and have everything i need OR i have a timed access and don't have enough". this is a false dichotomy. you can have free access AND not have enough (player competition, bot activity), and also timed access AND have enough. it's not like you're farming everything all the time just to get by now, is it?
or maybe you're making money in trading guilds farming nodes? dunno, i hadn't considered any eventual agenda on your part so far.
and i think you're overestimating. consider all the other stuff the server keeps track of. this is just another thing to add to the list. besides, if you're that concerned about server performance, consider what it means to have constantly refreshing nodes being accessed "all the time by everyone". it's really more a matter of centralization vs. decentalization, not workload.I also think you are vastly underestimating the resource impact of tracking node timers for every player and every account.
you don't have to think that the problem doesn't exist, because i'm telling you it does. i want us to get rid of the griefing component (my major, or even main, concern). i see it happen. it's there. simple as that. good for you that you don't encounter it, but that's besides the point. i call this a matter of game design principles, and your "objections" seem too far distanced from that.And lastly, I think you are trying to solve a problem that doesn't exist. Resource nodes are plentiful. You also get plenty of resources from deconstruction. The only benefit to raw materials is the improvement materials you can gain from refining. I have very seldom had to compete for a node since a few weeks after launch except maybe in dungeons and once you get to VR level it seems people care less about competing for nodes anyway.
LrdRahvinb14a_ESO wrote: »my god, I havent competed for a node in weeks. Most times no one is even gathering them anymore in the zones I have been to. I must admit that I have slowed down alot from gathering them too, once you have a stack there is no need to get more until you use that stack.
so in response to OP, no.. its fine as is.
^ This most of the botters have moved to greener pastures (AKA Wildstar-which is having a terrible botting problem right now) also players in general are quitting this game in droves.
without the hyperbole, but yes, you got it!the sole reason for your change is the terrible conflict, grief and anguish caused by competition for nodes.
this is no different from the current situation. as long as you beat everyone else to a node, you can keep it up constantly (i'm guessing that sounds good to you, as it appears you're a farmer). competition being removed is not a critical factor here.the player will be able to gather significantly more in low level zones due to competition being removed and will be able to do this over all 8 characters on the account.
totally dependant on the timer value. you seem to think nodes will become rare in the proposed system. that's your own imagination.I am going to get less resources.
sure, materials. that's all i wrote. whether they're refined or not is besides the point.As I understand it no one is making money by trading materials, you make money by refining raw materials and selling the improvement materials you get.
this is confused. above, you seem to assume that node timers will yield less resources. but here, you seem to claim that farmers will gain more. which is it?!I do wonder about your agenda though as your suggested system seems to benefit the node farmer while "solving" an issue that is so negligible in my opinion that it hardly matters.
regarding the emphasis: i specifically wrote "server performance". pay attention! :PYour client is not keeping track of nodes, the server is. Instead of keeping track of 1 set of nodes for all players the server now needs to keep track of nodes per character (or account). You can try and minimize the impact of this by having a fixed reset time for nodes so you don't need to keep track of a date/time stamp but only a "has been looted" flag for each node per player.
but what i'm saying is exactly not up for contest: i've seen players be in competition with a less than desired outcome (negative interaction). you're free to question everying else, but this is a report, not a postulate.Oh, I am sorry. Because *you* say so it must be beyond contestation. Because *I* say so is completely irrelevant.
(mind your language, this isn't shitposting territory.)If you feel victimized in an MMO because someone stole a node from under you and it is causing you or your 6 year old emotional strife then just maybe you need to adjust your attitude and thinking towards playing in an MMO with other people.
Various people have commented that it is really a non issue. Why is this such a big deal for you? Why?
without the hyperbole, but yes, you got it!the sole reason for your change is the terrible conflict, grief and anguish caused by competition for nodes.this is no different from the current situation. as long as you beat everyone else to a node, you can keep it up constantly (i'm guessing that sounds good to you, as it appears you're a farmer). competition being removed is not a critical factor here.the player will be able to gather significantly more in low level zones due to competition being removed and will be able to do this over all 8 characters on the account.
this is confused. above, you seem to assume that node timers will yield less resources. but here, you seem to claim that farmers will gain more. which is it?!I do wonder about your agenda though as your suggested system seems to benefit the node farmer while "solving" an issue that is so negligible in my opinion that it hardly matters.
regarding the emphasis: i specifically wrote "server performance". pay attention! :PYour client is not keeping track of nodes, the server is. Instead of keeping track of 1 set of nodes for all players the server now needs to keep track of nodes per character (or account). You can try and minimize the impact of this by having a fixed reset time for nodes so you don't need to keep track of a date/time stamp but only a "has been looted" flag for each node per player.
you keep imagining there'll be a performance impact. i imagine the required tracking will be dwarfed by all the other server work being done. so the point is moot, to me.
but what i'm saying is exactly not up for contest: i've seen players be in competition with a less than desired outcome (negative interaction). you're free to question everying else, but this is a report, not a postulate.Oh, I am sorry. Because *you* say so it must be beyond contestation. Because *I* say so is completely irrelevant.(mind your language, this isn't shitposting territory.)If you feel victimized in an MMO because someone stole a node from under you and it is causing you or your 6 year old emotional strife then just maybe you need to adjust your attitude and thinking towards playing in an MMO with other people.
Various people have commented that it is really a non issue. Why is this such a big deal for you? Why?
various people have commented that it is an issue, too (not that i think we should boil this down to "democracy").
and as i've already stated, it's a matter of game design principle.
you seem to be making the distinction "MMO & resource competition <> no resource competition". the "MMO" component is not unique to the former side (even though the habituality of some people place it there).
it's a "big deal" to the extent that i can write about it, defending my position. resource competition is an old MMO trope, for me. modern MMOs should not have this, especially not subscription-based ones (the example again: GW2 has no subscription fee and no resource competition either). i pay, i get, without strife. customer convenience.