TequilaFire wrote: »Food for thought.
Multiplayer games are played for competition with other players.
IrishGirlGamer wrote: »FoolishHuman wrote: »They aren't your nodes! They are free to all. If you cant kill the mob quick enough then im afraid its tough **** if someone comes along and grabs it.
But that is exactly the point. Why design it in a way that breeds conflict. Just make it so that there is no fighting over who got there first and all these problems and frustrations go away.
While I agree with the overall sentiment of your post, as it applies to the problem in the game, I disagree that the problem lies at the doorstep of Zenimax. Let me explain, using an example that happened to me this very morning.
I work at a museum. Today a large family group came in, including several parents and a number of children. We have an area that is specifically for children, and includes a number of small interactive engagement exhibits. One is a very popular, a computer that allows children to color shapes on a page, then find famous artworks that resemble their colors and shapes.
Two children wanted to use the computer at the same time. One was older, and pushy, and began to force the other children away, not physically but just because he was bigger. Eventually one of the parents came over to me and said, "You really need a second computer."
What? We need to spend our money (which is limited, thank you very much) on a second exhibit because you can't discipline your children?? Seriously? Now teaching your children to share is MY responsibility?
Could the game design be better? Oh yes, on any number of levels. Is this one of them? Meh. I'm not so sure.
The problem is with people, not the node design. The problem is with people, not the grouping tool. The problem is with people. Period.
Could Zenimax design their game around poor human behavior? Maybe. I'm not sure it's requirement though. Their answer to your issue with nodes is to put them everywhere!!! Seriously, I gathered 100 ore in about twenty minutes last night during the peak hours. And for the weekend, they've very clearly shortened the respawn time. That was Zenimax's design answer to your issue. Could it be better? Again, I don't see the need.
Maybe because I don't feel raising other people's kids is Zenimax's responsibility.

FortheloveofKrist wrote: »This is just another fight between the "Why can't people just be nice?" Crowd and the other crowd...
IrishGirlGamer wrote: »FoolishHuman wrote: »They aren't your nodes! They are free to all. If you cant kill the mob quick enough then im afraid its tough **** if someone comes along and grabs it.
But that is exactly the point. Why design it in a way that breeds conflict. Just make it so that there is no fighting over who got there first and all these problems and frustrations go away.
While I agree with the overall sentiment of your post, as it applies to the problem in the game, I disagree that the problem lies at the doorstep of Zenimax. Let me explain, using an example that happened to me this very morning.
I work at a museum. Today a large family group came in, including several parents and a number of children. We have an area that is specifically for children, and includes a number of small interactive engagement exhibits. One is a very popular, a computer that allows children to color shapes on a page, then find famous artworks that resemble their colors and shapes.
Two children wanted to use the computer at the same time. One was older, and pushy, and began to force the other children away, not physically but just because he was bigger. Eventually one of the parents came over to me and said, "You really need a second computer."
What? We need to spend our money (which is limited, thank you very much) on a second exhibit because you can't discipline your children?? Seriously? Now teaching your children to share is MY responsibility?
Could the game design be better? Oh yes, on any number of levels. Is this one of them? Meh. I'm not so sure.
The problem is with people, not the node design. The problem is with people, not the grouping tool. The problem is with people. Period.
Could Zenimax design their game around poor human behavior? Maybe. I'm not sure it's requirement though. Their answer to your issue with nodes is to put them everywhere!!! Seriously, I gathered 100 ore in about twenty minutes last night during the peak hours. And for the weekend, they've very clearly shortened the respawn time. That was Zenimax's design answer to your issue. Could it be better? Again, I don't see the need.
Maybe because I don't feel raising other people's kids is Zenimax's responsibility.
sneakymitchell wrote: »Is this just a whine fest for resources and such. All I got to say it is bad luck to come across another player doing the same thing but if they follow u everywhere just mount quickie out before the player notice or hide in a corner to let them get bored and move on. But mostly teleport to another wayshirne and farm. Just stop complaining about players taking ur stuff. It's just bad luck to encounter another player. This game has a couple different server zones.
Lava_Croft wrote: »One suggestion is to go play late at night when most people are alseep. You will be mostly just by yourself then.
Wandering_Indoril wrote: »agreed, game's too easy leading to barely no cooperation between players, and no economy leads to no trading, thus this is materials war out there.
FoolishHuman wrote: »They steal my resource nodes, chests, kill enemies before I can get xp, kill champions before I can get the achievement. This supposed multiplayer game is made in a way that makes you despise other players. Shouldn't the design be in a way that I actually enjoy seeing others instead of wishing they would just go away?
Lava_Croft wrote: »One suggestion is to go play late at night when most people are alseep. You will be mostly just by yourself then.
^ This ^
Adaptation is key to evolution.
bellanca6561n wrote: »Wandering_Indoril wrote: »agreed, game's too easy leading to barely no cooperation between players, and no economy leads to no trading, thus this is materials war out there.
In fairness they tried to make fishing cooperative by increasing the number of rare fish if more people were fishing a given spot.
Fishing came later. This makes me think that they saw the negative aspects of material harvesting and had too many other things going on to get back to it.
I can't think of another online game development studio, frankly, that had quite so many things on their plate the first year of release than Zenimax did.
But it's time to optimize. OT was a wonderful step.
But if you see multiple threads with subject lines similar to this one....that might be something to look into too
A lack of stickiness has plagued this game all along. And that's revenue thrown away.
bellanca6561n wrote: »Wandering_Indoril wrote: »agreed, game's too easy leading to barely no cooperation between players, and no economy leads to no trading, thus this is materials war out there.
In fairness they tried to make fishing cooperative by increasing the number of rare fish if more people were fishing a given spot.
Fishing came later. This makes me think that they saw the negative aspects of material harvesting and had too many other things going on to get back to it.
I can't think of another online game development studio, frankly, that had quite so many things on their plate the first year of release than Zenimax did.
But it's time to optimize. OT was a wonderful step.
But if you see multiple threads with subject lines similar to this one....that might be something to look into too
A lack of stickiness has plagued this game all along. And that's revenue thrown away.
With the instancing technology they use throughout the game for things like questing as a story telling device, it would have been relatively simple for them to have instanced the resource nodes, chests etc. to encourage a more co-operative and less competitive environment in the PVE part of the game.
If you remember, they DID change how heavy bags and chests work inside of dungeons. Why? Because people in dungeons used to wander off to grab those things competing against the other 3 group members messing-up and slowing down dungeon runs.
I have no problem with competitive everything inside Cyrodiil - encouraging player friction is what THAT is all about. But the PVE side of ESO has always been a bit thin on the design choices that encourage player co-operation. It's not just reflected in opting for the WOW-like competitive resource, chest, heavy bag, etc., design it's also the lack of overland group events that in ESO is just confined to static dolmens and world bosses.
GW2, which came before ESO, for all its warts, reflects a design philosophy that is more encouraging of co-operation and casual group opportunities. IMO, that's a better design choice that embraces the idea that group events foster better communities in MMO worlds than solo-centric competition and questing.
Ultimately players do have the responsibility for how they behave towards their peers in an MMO. But there ARE ways to encourage more co-operative behavior at the game design level.
bellanca6561n wrote: »bellanca6561n wrote: »Wandering_Indoril wrote: »agreed, game's too easy leading to barely no cooperation between players, and no economy leads to no trading, thus this is materials war out there.
In fairness they tried to make fishing cooperative by increasing the number of rare fish if more people were fishing a given spot.
Fishing came later. This makes me think that they saw the negative aspects of material harvesting and had too many other things going on to get back to it.
I can't think of another online game development studio, frankly, that had quite so many things on their plate the first year of release than Zenimax did.
But it's time to optimize. OT was a wonderful step.
But if you see multiple threads with subject lines similar to this one....that might be something to look into too
A lack of stickiness has plagued this game all along. And that's revenue thrown away.
With the instancing technology they use throughout the game for things like questing as a story telling device, it would have been relatively simple for them to have instanced the resource nodes, chests etc. to encourage a more co-operative and less competitive environment in the PVE part of the game.
If you remember, they DID change how heavy bags and chests work inside of dungeons. Why? Because people in dungeons used to wander off to grab those things competing against the other 3 group members messing-up and slowing down dungeon runs.
I have no problem with competitive everything inside Cyrodiil - encouraging player friction is what THAT is all about. But the PVE side of ESO has always been a bit thin on the design choices that encourage player co-operation. It's not just reflected in opting for the WOW-like competitive resource, chest, heavy bag, etc., design it's also the lack of overland group events that in ESO is just confined to static dolmens and world bosses.
GW2, which came before ESO, for all its warts, reflects a design philosophy that is more encouraging of co-operation and casual group opportunities. IMO, that's a better design choice that embraces the idea that group events foster better communities in MMO worlds than solo-centric competition and questing.
Ultimately players do have the responsibility for how they behave towards their peers in an MMO. But there ARE ways to encourage more co-operative behavior at the game design level.
Nothing to add but to agree and say how much I enjoyed your post.
Well....one nit. I never assume any implementation is easy because something that seems to be similar exists already. But that's utter speculation as none of us has looked under the hood here
bellanca6561n wrote: »bellanca6561n wrote: »Wandering_Indoril wrote: »agreed, game's too easy leading to barely no cooperation between players, and no economy leads to no trading, thus this is materials war out there.
In fairness they tried to make fishing cooperative by increasing the number of rare fish if more people were fishing a given spot.
Fishing came later. This makes me think that they saw the negative aspects of material harvesting and had too many other things going on to get back to it.
I can't think of another online game development studio, frankly, that had quite so many things on their plate the first year of release than Zenimax did.
But it's time to optimize. OT was a wonderful step.
But if you see multiple threads with subject lines similar to this one....that might be something to look into too
A lack of stickiness has plagued this game all along. And that's revenue thrown away.
With the instancing technology they use throughout the game for things like questing as a story telling device, it would have been relatively simple for them to have instanced the resource nodes, chests etc. to encourage a more co-operative and less competitive environment in the PVE part of the game.
If you remember, they DID change how heavy bags and chests work inside of dungeons. Why? Because people in dungeons used to wander off to grab those things competing against the other 3 group members messing-up and slowing down dungeon runs.
I have no problem with competitive everything inside Cyrodiil - encouraging player friction is what THAT is all about. But the PVE side of ESO has always been a bit thin on the design choices that encourage player co-operation. It's not just reflected in opting for the WOW-like competitive resource, chest, heavy bag, etc., design it's also the lack of overland group events that in ESO is just confined to static dolmens and world bosses.
GW2, which came before ESO, for all its warts, reflects a design philosophy that is more encouraging of co-operation and casual group opportunities. IMO, that's a better design choice that embraces the idea that group events foster better communities in MMO worlds than solo-centric competition and questing.
Ultimately players do have the responsibility for how they behave towards their peers in an MMO. But there ARE ways to encourage more co-operative behavior at the game design level.
Nothing to add but to agree and say how much I enjoyed your post.
Well....one nit. I never assume any implementation is easy because something that seems to be similar exists already. But that's utter speculation as none of us has looked under the hood here
True enough. But I was also thinking and forgot to mention that many resource objects already are instanced. All of those barrels, bags, crates in the game that drop provisioner mats and other goodies are already instanced. So they are already using the tech for some things.
puffytheslayer wrote: »bellanca6561n wrote: »bellanca6561n wrote: »Wandering_Indoril wrote: »agreed, game's too easy leading to barely no cooperation between players, and no economy leads to no trading, thus this is materials war out there.
In fairness they tried to make fishing cooperative by increasing the number of rare fish if more people were fishing a given spot.
Fishing came later. This makes me think that they saw the negative aspects of material harvesting and had too many other things going on to get back to it.
I can't think of another online game development studio, frankly, that had quite so many things on their plate the first year of release than Zenimax did.
But it's time to optimize. OT was a wonderful step.
But if you see multiple threads with subject lines similar to this one....that might be something to look into too
A lack of stickiness has plagued this game all along. And that's revenue thrown away.
With the instancing technology they use throughout the game for things like questing as a story telling device, it would have been relatively simple for them to have instanced the resource nodes, chests etc. to encourage a more co-operative and less competitive environment in the PVE part of the game.
If you remember, they DID change how heavy bags and chests work inside of dungeons. Why? Because people in dungeons used to wander off to grab those things competing against the other 3 group members messing-up and slowing down dungeon runs.
I have no problem with competitive everything inside Cyrodiil - encouraging player friction is what THAT is all about. But the PVE side of ESO has always been a bit thin on the design choices that encourage player co-operation. It's not just reflected in opting for the WOW-like competitive resource, chest, heavy bag, etc., design it's also the lack of overland group events that in ESO is just confined to static dolmens and world bosses.
GW2, which came before ESO, for all its warts, reflects a design philosophy that is more encouraging of co-operation and casual group opportunities. IMO, that's a better design choice that embraces the idea that group events foster better communities in MMO worlds than solo-centric competition and questing.
Ultimately players do have the responsibility for how they behave towards their peers in an MMO. But there ARE ways to encourage more co-operative behavior at the game design level.
Nothing to add but to agree and say how much I enjoyed your post.
Well....one nit. I never assume any implementation is easy because something that seems to be similar exists already. But that's utter speculation as none of us has looked under the hood here
True enough. But I was also thinking and forgot to mention that many resource objects already are instanced. All of those barrels, bags, crates in the game that drop provisioner mats and other goodies are already instanced. So they are already using the tech for some things.
having an unlimited amount of millet, carrots, rice & other provisioning ingredients doesnt effect balance though
whereas having an unlimited amout of certain alchemical ingrediets, wax, tempering alloys & rosin would
just as having easier access to the set pieces that can drop in chests would
its all well and good asking for quality of life changes but people need to look at the bigger picture,
balance is an issue in this game, a far more important issue than someone 'stealing' a chest, and the devs are working on improving the balance, and righly so.
FoolishHuman wrote: »They steal my resource nodes, chests, kill enemies before I can get xp, kill champions before I can get the achievement. This supposed multiplayer game is made in a way that makes you despise other players. Shouldn't the design be in a way that I actually enjoy seeing others instead of wishing they would just go away?
puffytheslayer wrote: »bellanca6561n wrote: »bellanca6561n wrote: »Wandering_Indoril wrote: »agreed, game's too easy leading to barely no cooperation between players, and no economy leads to no trading, thus this is materials war out there.
In fairness they tried to make fishing cooperative by increasing the number of rare fish if more people were fishing a given spot.
Fishing came later. This makes me think that they saw the negative aspects of material harvesting and had too many other things going on to get back to it.
I can't think of another online game development studio, frankly, that had quite so many things on their plate the first year of release than Zenimax did.
But it's time to optimize. OT was a wonderful step.
But if you see multiple threads with subject lines similar to this one....that might be something to look into too
A lack of stickiness has plagued this game all along. And that's revenue thrown away.
With the instancing technology they use throughout the game for things like questing as a story telling device, it would have been relatively simple for them to have instanced the resource nodes, chests etc. to encourage a more co-operative and less competitive environment in the PVE part of the game.
If you remember, they DID change how heavy bags and chests work inside of dungeons. Why? Because people in dungeons used to wander off to grab those things competing against the other 3 group members messing-up and slowing down dungeon runs.
I have no problem with competitive everything inside Cyrodiil - encouraging player friction is what THAT is all about. But the PVE side of ESO has always been a bit thin on the design choices that encourage player co-operation. It's not just reflected in opting for the WOW-like competitive resource, chest, heavy bag, etc., design it's also the lack of overland group events that in ESO is just confined to static dolmens and world bosses.
GW2, which came before ESO, for all its warts, reflects a design philosophy that is more encouraging of co-operation and casual group opportunities. IMO, that's a better design choice that embraces the idea that group events foster better communities in MMO worlds than solo-centric competition and questing.
Ultimately players do have the responsibility for how they behave towards their peers in an MMO. But there ARE ways to encourage more co-operative behavior at the game design level.
Nothing to add but to agree and say how much I enjoyed your post.
Well....one nit. I never assume any implementation is easy because something that seems to be similar exists already. But that's utter speculation as none of us has looked under the hood here
True enough. But I was also thinking and forgot to mention that many resource objects already are instanced. All of those barrels, bags, crates in the game that drop provisioner mats and other goodies are already instanced. So they are already using the tech for some things.
having an unlimited amount of millet, carrots, rice & other provisioning ingredients doesnt effect balance though
whereas having an unlimited amout of certain alchemical ingrediets, wax, tempering alloys & rosin would
just as having easier access to the set pieces that can drop in chests would
its all well and good asking for quality of life changes but people need to look at the bigger picture,
balance is an issue in this game, a far more important issue than someone 'stealing' a chest, and the devs are working on improving the balance, and righly so.
Easily dealt with by having less spawns if they're instanced. More than one way to skin a Khajiit.

puffytheslayer wrote: »puffytheslayer wrote: »bellanca6561n wrote: »bellanca6561n wrote: »Wandering_Indoril wrote: »agreed, game's too easy leading to barely no cooperation between players, and no economy leads to no trading, thus this is materials war out there.
In fairness they tried to make fishing cooperative by increasing the number of rare fish if more people were fishing a given spot.
Fishing came later. This makes me think that they saw the negative aspects of material harvesting and had too many other things going on to get back to it.
I can't think of another online game development studio, frankly, that had quite so many things on their plate the first year of release than Zenimax did.
But it's time to optimize. OT was a wonderful step.
But if you see multiple threads with subject lines similar to this one....that might be something to look into too
A lack of stickiness has plagued this game all along. And that's revenue thrown away.
With the instancing technology they use throughout the game for things like questing as a story telling device, it would have been relatively simple for them to have instanced the resource nodes, chests etc. to encourage a more co-operative and less competitive environment in the PVE part of the game.
If you remember, they DID change how heavy bags and chests work inside of dungeons. Why? Because people in dungeons used to wander off to grab those things competing against the other 3 group members messing-up and slowing down dungeon runs.
I have no problem with competitive everything inside Cyrodiil - encouraging player friction is what THAT is all about. But the PVE side of ESO has always been a bit thin on the design choices that encourage player co-operation. It's not just reflected in opting for the WOW-like competitive resource, chest, heavy bag, etc., design it's also the lack of overland group events that in ESO is just confined to static dolmens and world bosses.
GW2, which came before ESO, for all its warts, reflects a design philosophy that is more encouraging of co-operation and casual group opportunities. IMO, that's a better design choice that embraces the idea that group events foster better communities in MMO worlds than solo-centric competition and questing.
Ultimately players do have the responsibility for how they behave towards their peers in an MMO. But there ARE ways to encourage more co-operative behavior at the game design level.
Nothing to add but to agree and say how much I enjoyed your post.
Well....one nit. I never assume any implementation is easy because something that seems to be similar exists already. But that's utter speculation as none of us has looked under the hood here
True enough. But I was also thinking and forgot to mention that many resource objects already are instanced. All of those barrels, bags, crates in the game that drop provisioner mats and other goodies are already instanced. So they are already using the tech for some things.
having an unlimited amount of millet, carrots, rice & other provisioning ingredients doesnt effect balance though
whereas having an unlimited amout of certain alchemical ingrediets, wax, tempering alloys & rosin would
just as having easier access to the set pieces that can drop in chests would
its all well and good asking for quality of life changes but people need to look at the bigger picture,
balance is an issue in this game, a far more important issue than someone 'stealing' a chest, and the devs are working on improving the balance, and righly so.
Easily dealt with by having less spawns if they're instanced. More than one way to skin a Khajiit.
as i have said before in this thread the problem is not with the system that is currently in use, but with the players, now we cant control what other players do, but its unreasonable to ask zos to divert resources to counter them when there are far more important things about the game that need to be addressed.
you do not as the OP claimed originally need to avoid the other players in this game, you just need to accept that occasionally some of those players (a really, really, really small amount) that you come across will be arse holes and either find a way to be an arse hole right back, move to a different part of the zone, move to a different zone or forget about it!
puffytheslayer wrote: »puffytheslayer wrote: »bellanca6561n wrote: »bellanca6561n wrote: »Wandering_Indoril wrote: »agreed, game's too easy leading to barely no cooperation between players, and no economy leads to no trading, thus this is materials war out there.
In fairness they tried to make fishing cooperative by increasing the number of rare fish if more people were fishing a given spot.
Fishing came later. This makes me think that they saw the negative aspects of material harvesting and had too many other things going on to get back to it.
I can't think of another online game development studio, frankly, that had quite so many things on their plate the first year of release than Zenimax did.
But it's time to optimize. OT was a wonderful step.
But if you see multiple threads with subject lines similar to this one....that might be something to look into too
A lack of stickiness has plagued this game all along. And that's revenue thrown away.
With the instancing technology they use throughout the game for things like questing as a story telling device, it would have been relatively simple for them to have instanced the resource nodes, chests etc. to encourage a more co-operative and less competitive environment in the PVE part of the game.
If you remember, they DID change how heavy bags and chests work inside of dungeons. Why? Because people in dungeons used to wander off to grab those things competing against the other 3 group members messing-up and slowing down dungeon runs.
I have no problem with competitive everything inside Cyrodiil - encouraging player friction is what THAT is all about. But the PVE side of ESO has always been a bit thin on the design choices that encourage player co-operation. It's not just reflected in opting for the WOW-like competitive resource, chest, heavy bag, etc., design it's also the lack of overland group events that in ESO is just confined to static dolmens and world bosses.
GW2, which came before ESO, for all its warts, reflects a design philosophy that is more encouraging of co-operation and casual group opportunities. IMO, that's a better design choice that embraces the idea that group events foster better communities in MMO worlds than solo-centric competition and questing.
Ultimately players do have the responsibility for how they behave towards their peers in an MMO. But there ARE ways to encourage more co-operative behavior at the game design level.
Nothing to add but to agree and say how much I enjoyed your post.
Well....one nit. I never assume any implementation is easy because something that seems to be similar exists already. But that's utter speculation as none of us has looked under the hood here
True enough. But I was also thinking and forgot to mention that many resource objects already are instanced. All of those barrels, bags, crates in the game that drop provisioner mats and other goodies are already instanced. So they are already using the tech for some things.
having an unlimited amount of millet, carrots, rice & other provisioning ingredients doesnt effect balance though
whereas having an unlimited amout of certain alchemical ingrediets, wax, tempering alloys & rosin would
just as having easier access to the set pieces that can drop in chests would
its all well and good asking for quality of life changes but people need to look at the bigger picture,
balance is an issue in this game, a far more important issue than someone 'stealing' a chest, and the devs are working on improving the balance, and righly so.
Easily dealt with by having less spawns if they're instanced. More than one way to skin a Khajiit.
as i have said before in this thread the problem is not with the system that is currently in use, but with the players, now we cant control what other players do, but its unreasonable to ask zos to divert resources to counter them when there are far more important things about the game that need to be addressed.
you do not as the OP claimed originally need to avoid the other players in this game, you just need to accept that occasionally some of those players (a really, really, really small amount) that you come across will be arse holes and either find a way to be an arse hole right back, move to a different part of the zone, move to a different zone or forget about it!
I think the goalpoast just moved...over there.
I make no comment about other player's personality traits. I was just responding to your economic obejection to instanced nodes.
Darkstorne wrote: »puffytheslayer wrote: »thing is in an open world, MMO
You definitely qualify to work at ZOS, congrats!
"It's an MMO though! There's only one possible way these mechanics can ever work, and trying to think of solutions to the issue is just a waste of time. All MMOs must adhere to exactly the same formula."puffytheslayer wrote: »if you see a player camping a chest, waiting for someone to kill the NPC's so they can swipe the chest... why do lay into tir hands & kill the NPC's? just leave them there, they'll soon get bored & stop it, hey they may even learn to play & kill the NPC's for themselves!
Frustrating workarounds don't excuse the fact that it IS a problem. Solutions aren't difficult to think of - lock the chest to whichever player enters combat with the NPCs guarding it. But because no other big MMO has implemented that, ZOS won't either. They can't think outside the box, and apparently neither can you.
FoolishHuman wrote: »They steal my resource nodes, chests, kill enemies before I can get xp, kill champions before I can get the achievement. This supposed multiplayer game is made in a way that makes you despise other players. Shouldn't the design be in a way that I actually enjoy seeing others instead of wishing they would just go away?
bellanca6561n wrote: »bellanca6561n wrote: »Wandering_Indoril wrote: »agreed, game's too easy leading to barely no cooperation between players, and no economy leads to no trading, thus this is materials war out there.
In fairness they tried to make fishing cooperative by increasing the number of rare fish if more people were fishing a given spot.
Fishing came later. This makes me think that they saw the negative aspects of material harvesting and had too many other things going on to get back to it.
I can't think of another online game development studio, frankly, that had quite so many things on their plate the first year of release than Zenimax did.
But it's time to optimize. OT was a wonderful step.
But if you see multiple threads with subject lines similar to this one....that might be something to look into too
A lack of stickiness has plagued this game all along. And that's revenue thrown away.
With the instancing technology they use throughout the game for things like questing as a story telling device, it would have been relatively simple for them to have instanced the resource nodes, chests etc. to encourage a more co-operative and less competitive environment in the PVE part of the game.
If you remember, they DID change how heavy bags and chests work inside of dungeons. Why? Because people in dungeons used to wander off to grab those things competing against the other 3 group members messing-up and slowing down dungeon runs.
I have no problem with competitive everything inside Cyrodiil - encouraging player friction is what THAT is all about. But the PVE side of ESO has always been a bit thin on the design choices that encourage player co-operation. It's not just reflected in opting for the WOW-like competitive resource, chest, heavy bag, etc., design it's also the lack of overland group events that in ESO is just confined to static dolmens and world bosses.
GW2, which came before ESO, for all its warts, reflects a design philosophy that is more encouraging of co-operation and casual group opportunities. IMO, that's a better design choice that embraces the idea that group events foster better communities in MMO worlds than solo-centric competition and questing.
Ultimately players do have the responsibility for how they behave towards their peers in an MMO. But there ARE ways to encourage more co-operative behavior at the game design level.
Nothing to add but to agree and say how much I enjoyed your post.
Well....one nit. I never assume any implementation is easy because something that seems to be similar exists already. But that's utter speculation as none of us has looked under the hood here
True enough. But I was also thinking and forgot to mention that many resource objects already are instanced. All of those barrels, bags, crates in the game that drop provisioner mats and other goodies are already instanced. So they are already using the tech for some things.
IrishGirlGamer wrote: »FoolishHuman wrote: »They aren't your nodes! They are free to all. If you cant kill the mob quick enough then im afraid its tough **** if someone comes along and grabs it.
But that is exactly the point. Why design it in a way that breeds conflict. Just make it so that there is no fighting over who got there first and all these problems and frustrations go away.
While I agree with the overall sentiment of your post, as it applies to the problem in the game, I disagree that the problem lies at the doorstep of Zenimax. Let me explain, using an example that happened to me this very morning.
I work at a museum. Today a large family group came in, including several parents and a number of children. We have an area that is specifically for children, and includes a number of small interactive engagement exhibits. One is a very popular, a computer that allows children to color shapes on a page, then find famous artworks that resemble their colors and shapes.
Two children wanted to use the computer at the same time. One was older, and pushy, and began to force the other children away, not physically but just because he was bigger. Eventually one of the parents came over to me and said, "You really need a second computer."
What? We need to spend our money (which is limited, thank you very much) on a second exhibit because you can't discipline your children?? Seriously? Now teaching your children to share is MY responsibility?
Could the game design be better? Oh yes, on any number of levels. Is this one of them? Meh. I'm not so sure.
The problem is with people, not the node design. The problem is with people, not the grouping tool. The problem is with people. Period.
Could Zenimax design their game around poor human behavior? Maybe. I'm not sure it's requirement though. Their answer to your issue with nodes is to put them everywhere!!! Seriously, I gathered 100 ore in about twenty minutes last night during the peak hours. And for the weekend, they've very clearly shortened the respawn time. That was Zenimax's design answer to your issue. Could it be better? Again, I don't see the need.
Maybe because I don't feel raising other people's kids is Zenimax's responsibility.