AshySamurai wrote: »Man, this is awesome! I love this idea. But why only 1%? Maybe 5%? If you leave 1-2 nodes with worms - still ok. If more - get penalty. Unfortunately, I doubt that ZOS will add this feature.
Seriously?? This is what you want devs to spend resources on now?
As I collect everything in the game I come in contact with this issue does not bother me by a long shot - if I find worms.. woohoo! more stuff for me to use/sell, on to the next node. Why would I care if someone else is not doing what I do?
I hardly think the issue is so serious as to necessitate dedicating limited dev resources which should be spent on far more important matters to something like this just because you are bothered by getting worms from a node.
Alchemy nodes don't regenerate if people leave the junk items in them. I too take everything, but some people don't, and the nodes just sit there waiting for someone to completely empty them. Which is why people leaving the worms and stuff behind is antisocial. Also @soulshine worms and plumb worms are 0Gold items, I think crayfish might be too, but I'm not 100% about that.lol that's what were complaining about now....
When the herb has been looted and menu closed it should fade as if it empty even with worms on it. Worms are not herbs its empty. These nodes just bad programming. Either change the programing or make fishing work with provisioning then everyone would take the worms.
Well that would be my choice too, but it's been suggested and it hasn't happened, so I'm suggesting the increasing chance of getting nothing, on the basis it probably hasn't been suggested before.timidobserver wrote: »Or they can just do the reasonable/easy thing and have the node auto go empty if someone leaves something that isn't a herb behind.
IClearly there are - again - way more important things in the game to be bothered by and that are impacting every single one of us than some ppl not "farming nodes correctly."
Seriously?? This is what you want devs to spend resources on now?
As I collect everything in the game I come in contact with this issue does not bother me by a long shot - if I find worms.. woohoo! more stuff for me to use/sell, on to the next node. Why would I care if someone else is not doing what I do?
I hardly think the issue is so serious as to necessitate dedicating limited dev resources which should be spent on far more important matters to something like this just because you are bothered by getting worms from a node.
IClearly there are - again - way more important things in the game to be bothered by and that are impacting every single one of us than some ppl not "farming nodes correctly."
You're right. There are.
Like my low level alt not having any jute to collect due to some v14 character farming it and leaving only worms behind and then telling me to suck it up when I call them out on it in zone chat and ask them to stop.
You use the worms? Good for you! Fishing in this game is incredibly boring and I don't wish to partake of it. I don't appreciate when people leave tons of nodes with just worms, leaving me with nothing and the nodes not respawning, making it difficult for my character to keep up on gear as I level up.
Deciding it is a good idea to start penalizing players over this just appears petty and it is not something I would ever support.
Seriously?? This is what you want devs to spend resources on now?
As I collect everything in the game I come in contact with this issue does not bother me by a long shot - if I find worms.. woohoo! more stuff for me to use/sell, on to the next node. Why would I care if someone else is not doing what I do?
I hardly think the issue is so serious as to necessitate dedicating limited dev resources which should be spent on far more important matters to something like this just because you are bothered by getting worms from a node.
THIS is why I leave all those worms and crawlers behind - as a courtesy to folks like Soulshine, who genuinely appreciate finding them.
Why should I be penalized for trying to do someone a solid?
*ducks*
AlexDougherty wrote: »Deciding it is a good idea to start penalizing players over this just appears petty and it is not something I would ever support.
I can respect that position, especially as you yourself collect the worms and the like.
But from my perspective it's just as petty to leave behind junk items knowing full well it prevents the node from respawning with more items. Which is why I'm suggesting it.
Yes it's petty, but it's to counter another form of petty behaviour. But as I say I can respect your position.
Brasseurfb16_ESO wrote: »Or instead of suggesting a crappy mechanic, I have a better idea.
If no alchemy components remains in a node, it will now diseppear after a minut or two and create a new random node on the map.
Turn the node into a dirt clod/dirt pile on the ground if there's only bugs in it. Have it despawn after a minute.
Or
Alternatively, all nodes start with dirt clusters, but the resource must be gathered firstly, then you can harvest the dirt cluster below for bugs and random garbage.AlexDougherty wrote: »Deciding it is a good idea to start penalizing players over this just appears petty and it is not something I would ever support.
I can respect that position, especially as you yourself collect the worms and the like.
But from my perspective it's just as petty to leave behind junk items knowing full well it prevents the node from respawning with more items. Which is why I'm suggesting it.
Yes it's petty, but it's to counter another form of petty behaviour. But as I say I can respect your position.
It might not be necessary at all once the junk filter actually works (which they're implementing at some point.)
ryanmjmcevoy_ESO wrote: »The thing is, I'm sure it happens a lot of the time without bad intentions. For example, when I loot nodes, I always hit the take all button. However, I frequently hit the inventory space cap, so only the reagent comes out, and I have to leave the worms there. I'm betting I'm not the only one this happens to, so we effectively get penalized for filling our inventories and not going out of our ways to make someone else's life easier. We can't be punished for not helping people, that's not fair. Even a low chance is more of a chance than I had before.
To be honest, this is probably the least important issue in the game to me. If I find just worms, it's slightly frustrating, but I move on and find the next node.
... A better solution would just be to have the game automatically remove the worms after a few seconds if the main plant was taken.
As I've said I have no problem with that idea, It's just people have suggested multiple times, and the devs haven't done it.Merlin13KAGL wrote: »@AlexDougherty How about tying the respawn timer to the Alchemical item (not the supplemental)?
This way, there is no added programming involved to tack onto those that leave parts behind, and the respawn of the item everyone is primarily looking for is exactly the same.
The only other addition to this I'd recommend is to change the appearance of the node (make it look withered, for instance) so those looking for alchemical components know to skip that one. Those looking for worms can have at it.
This makes Alchemical gatherers happy. This makes bait gatherers happy. No one loses any time one way or the other.
ryanmjmcevoy_ESO wrote: »The thing is, I'm sure it happens a lot of the time without bad intentions. For example, when I loot nodes, I always hit the take all button. However, I frequently hit the inventory space cap, so only the reagent comes out, and I have to leave the worms there. I'm betting I'm not the only one this happens to, so we effectively get penalized for filling our inventories and not going out of our ways to make someone else's life easier. We can't be punished for not helping people, that's not fair. Even a low chance is more of a chance than I had before.
To be honest, this is probably the least important issue in the game to me. If I find just worms, it's slightly frustrating, but I move on and find the next node.