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Dear ZoS: Fix Thieves Trove spawn rate, nerf how many can be looted in a day!

Scarletblaze
Scarletblaze
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I think it would work much better if the troves had a daily cap, and quicker spawn rate. This would solve the camping issue and allow non-exploiters to enjoy looting troves =)
We already have a cap on how much can be fenced...why not apply that to looting troves?
Edited by Scarletblaze on March 15, 2016 6:44PM
  • babylon
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    The troves already do have an effective cap, due to fencing/laundering cap.

    No idea why any of this needed a nerfing, because that cap was already in place taking care of the situation.

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    Edited by babylon on March 15, 2016 6:34PM
  • Scarletblaze
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    And if you nerf the LOOTING of troves, you will have more troves for people who have not had a chance to loot them. =)
  • Aspi90
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    What can you find in these chests? I play on console, so I have no clue why they are getting camped.
  • Taleof2Cities
    Taleof2Cities
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    babylon wrote: »
    The troves already do have an effective cap, due to fencing/laundering cap.

    No idea why any of this needed a nerfing, because that cap was already in place taking care of the situation.

    __________________________

    There's nothing preventing a player from keeping stolen items indefinitely and fencing/laundering items on a later day ... a later day that still rewards said player after exploits are fixed.

    Edited by Taleof2Cities on March 15, 2016 6:41PM
  • babylon
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    babylon wrote: »
    The troves already do have an effective cap, due to fencing/laundering cap.

    No idea why any of this needed a nerfing, because that cap was already in place taking care of the situation.

    __________________________

    There's nothing preventing a player from keeping stolen items indefinitely and fencing/laundering items on a later day ... a later day that still rewards said player after exploits are fixed.

    Their inventory space limits this. You can't trade or mail stolen items. When the bags are full, it's game over.

    The limit already existed, the fence/launder limit was good enough, there was no need to nerf the troves at all.
  • Scarletblaze
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    How does nobody see the benefit of minimizing how many troves can be looted in a day???? You can keep stealing stuff that is not trove related lol
  • Toxic_Hemlock
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    babylon wrote: »
    babylon wrote: »
    The troves already do have an effective cap, due to fencing/laundering cap.

    No idea why any of this needed a nerfing, because that cap was already in place taking care of the situation.

    __________________________

    There's nothing preventing a player from keeping stolen items indefinitely and fencing/laundering items on a later day ... a later day that still rewards said player after exploits are fixed.

    Their inventory space limits this. You can't trade or mail stolen items. When the bags are full, it's game over.

    The limit already existed, the fence/launder limit was good enough, there was no need to nerf the troves at all.

    I agree but It needs to be an all or nothing affair too IMO. Otherwise you will only find lockpicks in every trove out there as the good stuff will have been looted (think plants with only worms).
  • Scarletblaze
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    So tired of finally finding a trove...only to have lockpicks in them =(
  • babylon
    babylon
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    babylon wrote: »
    babylon wrote: »
    The troves already do have an effective cap, due to fencing/laundering cap.

    No idea why any of this needed a nerfing, because that cap was already in place taking care of the situation.

    __________________________

    There's nothing preventing a player from keeping stolen items indefinitely and fencing/laundering items on a later day ... a later day that still rewards said player after exploits are fixed.

    Their inventory space limits this. You can't trade or mail stolen items. When the bags are full, it's game over.

    The limit already existed, the fence/launder limit was good enough, there was no need to nerf the troves at all.

    I agree but It needs to be an all or nothing affair too IMO. Otherwise you will only find lockpicks in every trove out there as the good stuff will have been looted (think plants with only worms).

    I did suggest a way to fix the "leave only lockpicks" type behaviour - add in an overflow bag to game, then make it so items looted from chests/troves/materials nodes/mail etc automatically gets looted and thrown in your bag, and with an overflow bag (a temporary bag that collects last looted items even if you have full bags, it's one time only use, ie last container looted only can go into it, so can't be used as extra bag space) the items would always be emptied in full from a chest/trove/node/etc and things could go on nicely for us all.
  • Mojmir
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    How does nobody see the benefit of minimizing how many troves can be looted in a day???? You can keep stealing stuff that is not trove related lol

    I saw the benefit after the nerf, set prices/tmaps just went up. either way win/win
  • Toxic_Hemlock
    Toxic_Hemlock
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    babylon wrote: »
    babylon wrote: »
    babylon wrote: »
    The troves already do have an effective cap, due to fencing/laundering cap.

    No idea why any of this needed a nerfing, because that cap was already in place taking care of the situation.

    __________________________

    There's nothing preventing a player from keeping stolen items indefinitely and fencing/laundering items on a later day ... a later day that still rewards said player after exploits are fixed.

    Their inventory space limits this. You can't trade or mail stolen items. When the bags are full, it's game over.

    The limit already existed, the fence/launder limit was good enough, there was no need to nerf the troves at all.

    I agree but It needs to be an all or nothing affair too IMO. Otherwise you will only find lockpicks in every trove out there as the good stuff will have been looted (think plants with only worms).

    I did suggest a way to fix the "leave only lockpicks" type behaviour - add in an overflow bag to game, then make it so items looted from chests/troves/materials nodes/mail etc automatically gets looted and thrown in your bag, and with an overflow bag (a temporary bag that collects last looted items even if you have full bags, it's one time only use, ie last container looted only can go into it, so can't be used as extra bag space) the items would always be emptied in full from a chest/trove/node/etc and things could go on nicely for us all.

    That would work, but they could always just despawn/spawn it to another location after opened as if it were fully looted. If you don't want the lock picks that is fine, just get rid of the box for others.
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