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This game makes me hate seeing other players

  • bellanca6561n
    bellanca6561n
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    kessik221 wrote: »
    Finders keepers losers weepers. It aint gotchur name on it, it ain't yours. Since 1t you can get max level items anywhere dont qq cuz someone took a node move to a dif area or outfarm them. If i see a chest and some one is dumb enough to tag the mobs ima snipe dat ***. Theres a reason why they call this a massive multiplayer online and not a massive co op online.

    It's a valid point but slamming the OP doesn't get us anywhere. True, this is a graphical DikuMUD, not a MUSH.

    And it pisses you and others off to read this stuff because you think the OP is asking for special treatment or simply doesn't get it.

    But let's be honest here. Everyone feels - EVERYONE - that the node they're about to harvest is theirs. It's just the way we're built.

    But that's not the most important point in this. What good does a game system like this do in a multiplayer environment? Does it encourage or enrich multiplayer game play? Hell no!

    All motive friction should serve a purpose just like every piece of gear you wear or hold, every skill you put on your bars, every decision you make about your build serves a purpose.

    Resources need to be limited. And players need conflict among each other for a game to work. But you can limit resources without making people fight over them in a manner that rewards avoiding other people.

    Save the fighting for combat systems, not flowers.

    Edited by bellanca6561n on November 19, 2016 11:48PM
  • Bouldercleave
    Bouldercleave
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    kessik221 wrote: »
    Finders keepers losers weepers. It aint gotchur name on it, it ain't yours. Since 1t you can get max level items anywhere dont qq cuz someone took a node move to a dif area or outfarm them. If i see a chest and some one is dumb enough to tag the mobs ima snipe dat ***. Theres a reason why they call this a massive multiplayer online and not a massive co op online.

    There is also a reason the term "*** bag" exists.
    Edited by Bouldercleave on November 20, 2016 12:18AM
  • STEVIL
    STEVIL
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    kessik221 wrote: »
    Finders keepers losers weepers. It aint gotchur name on it, it ain't yours. Since 1t you can get max level items anywhere dont qq cuz someone took a node move to a dif area or outfarm them. If i see a chest and some one is dumb enough to tag the mobs ima snipe dat ***. Theres a reason why they call this a massive multiplayer online and not a massive co op online.

    It's a valid point but slamming the OP doesn't get us anywhere. True, this is a graphical DikuMUD, not a MUSH.

    And it pisses you and others off to read this stuff because you think the OP is asking for special treatment or simply doesn't get it.

    But let's be honest here. Everyone feels - EVERYONE - that the node they're about to harvest is theirs. It's just the way we're built
    .

    But that's not the most important point in this. What good does a game system like this do in a multiplayer environment? Does it encourage or enrich multiplayer game play? Hell no!

    All motive friction should serve a purpose just like every piece of gear you wear or hold, every skill you put on your bars, every decision you make about your build serves a purpose.

    Resources need to be limited. And players need conflict among each other for a game to work. But you can limit resources without making people fight over them in a manner that rewards avoiding other people.

    Save the fighting for combat systems, not flowers.

    wrong on the bold part.

    I know nodes chests etc are not mine until I make them mine. I don't get upset at the other guy who beats me to it.

    I see it as we are in a race and they won this time. I can lose a competition and not hate the one who wins.

    Losing with grace and winning with humility - keys to sportsmanship.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Niaver
    Niaver
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    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?

    They often also destroy any immersion, when it's supposed to be a secret place but i see 20 people around me doing some chaos.
    PC EU - Daggerfall Covenant - @Niaver
    Erazar (main) - Khajit DK tank

    Proud owner of Maelstrom Sharpened Bow
  • Ethromelb14_ESO
    Ethromelb14_ESO
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    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?

    No offense but after reading your OP, I couldn't help but think that your name is extremely appropriate for you. I hope you have better luck in the future being quick on the draw with the "dash and grab".
    Motto: Make deceivers believers.

    Strength of character is not a physical thing. -E
    Walking a mile in someone else's shoes, has nothing to do with the path taken. -E

    An accusation of elitism, is an indirect recognition of one's own inferiority. -E

    The best way to prove someone wrong, is to do better yourself. -E

    I keep forgetting to remember to get a photographic memory.
  • Tia413
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    If someone runs up and jerks my chest or mat/node out from under me while I am killing the mobs I usually call them some obscene word (not in chat though) or "Jerk".

    Unless ofc the node is a Ancestor Silk , Rubidite Ore or Ruby Ash node. Then I thank them for taking it lol

    I farm because I love to and it keeps me from getting bored. I don't really need anymore of those high end mats anyhow.

    Now chests are another thing.... I have never stolen a chest out from under someone but I did have it done to me.

    I try to use common courtesy as much as possible. If I see someone heading for a chest or node I turn and run in another direction or run on past them.

    But If someone keeps following me and trying to race me for these things more than once, then I Bring It! That is what brings out the Hulk in me and calls for a Snickers :)

    And this one is kinda cruel but at the same time funny, it's a slap in the face to many.

    I have often tricked many into thinking I wasn't gonna get the chest opened in time, because I sat there and waited until the timer had almost ran out to finish the last lock. lol

    To me that is the Ultimate payback to those who deliberately follow you and try to out race you to the Chests.

    Just make them stand there wasting their time. After the second or third chest they usually leave. :)

    But I must say that killing mobs that are close to a node or chest, for that matter, can look deceiving. I have often seen someone doing just that, only to run off after the mobs were dead. So it can be hard to tell if they are after the Prize or not.

    So I must admit that there may have been a few times I may have jerked someones nodes from them while they were killing mobs and if I did, I apologize :)
    Edited by Tia413 on November 20, 2016 1:44AM
  • bellanca6561n
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    STEVIL wrote: »
    kessik221 wrote: »
    Finders keepers losers weepers. It aint gotchur name on it, it ain't yours. Since 1t you can get max level items anywhere dont qq cuz someone took a node move to a dif area or outfarm them. If i see a chest and some one is dumb enough to tag the mobs ima snipe dat ***. Theres a reason why they call this a massive multiplayer online and not a massive co op online.

    It's a valid point but slamming the OP doesn't get us anywhere. True, this is a graphical DikuMUD, not a MUSH.

    And it pisses you and others off to read this stuff because you think the OP is asking for special treatment or simply doesn't get it.

    But let's be honest here. Everyone feels - EVERYONE - that the node they're about to harvest is theirs. It's just the way we're built
    .

    But that's not the most important point in this. What good does a game system like this do in a multiplayer environment? Does it encourage or enrich multiplayer game play? Hell no!

    All motive friction should serve a purpose just like every piece of gear you wear or hold, every skill you put on your bars, every decision you make about your build serves a purpose.

    Resources need to be limited. And players need conflict among each other for a game to work. But you can limit resources without making people fight over them in a manner that rewards avoiding other people.

    Save the fighting for combat systems, not flowers.

    wrong on the bold part.

    I know nodes chests etc are not mine until I make them mine. I don't get upset at the other guy who beats me to it.

    I see it as we are in a race and they won this time. I can lose a competition and not hate the one who wins.

    Losing with grace and winning with humility - keys to sportsmanship.

    Sounds like a fine statement made by a headmaster at a boarding school :p

    The harvest system isn't a proper game at all. It's a clunky resource distribution scheme exacerbated by an imperfect awareness of how network games work.

    It's also poor multiplayer game design. It delivers friction unnecessarily.

    But you're right. My statement that you editorialized by putting it in bold was wrong.

    I was speaking of regular people with average ping times, not refined and elevated souls who could imagine that such a system could be a test of human virtue ;)
    Edited by bellanca6561n on November 20, 2016 1:51AM
  • bellanca6561n
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    *a few minutes later*

    Sorry...I don't think my being sarcastic is useful at all @STEVIL but it's a bit smarmy to delete a post after more than a minute or two.

    All those genuine virtues you cite are not only important but they are the essence of online games.

    It's precisely because people can't help but reveal whether they have those qualities or not when under the stress of game play in groups that people can get a very good sense of one another so quickly.

    It's also the reason why so many genuine bonds among people can be formed in online games so quickly.

    I simply feel the harvest system detracts from that is all.
  • Stopnaggin
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    Mojmir wrote: »
    This post makes me hate reading the forums,so we're even

    Then why read the post?
  • STEVIL
    STEVIL
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    Stopnaggin wrote: »
    Mojmir wrote: »
    This post makes me hate reading the forums,so we're even

    Then why read the post?

    You dont know until you read it and then its too late.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • FoolishHuman
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    STEVIL wrote: »
    Stopnaggin wrote: »
    Mojmir wrote: »
    This post makes me hate reading the forums,so we're even

    Then why read the post?

    You dont know until you read it and then its too late.

    If only people did read it.
    Just one last time; I don't think all resource nodes or chests belong to me. I don't get angry when someone kills something before me, at most I get frustrated because I have to stand around and wait out the respawn time.
    My problem is that the design encourages me to go elsewhere when I see another player when it should make me go where others are. Open world outside of Cyrodiil should be cooperation instead of competition, and even in Cyrodiil it is cooperation with your alliance.
    Instanced nodes and chest could be one solution, but I don't know if that would work. Auto-grouping and mob scaling could be another solution. Frankly, it isn't my job to find a solution to that problem. MMOs exist for ages now and game designers should be able to find a solution for this instead of just doing what every other game does.
    And we players should not defend this by saying it has always been so. Years back people were very adamant that an elder scrolls game should never have a multiplayer mode because all the other games were single player and it would ruin the franchise to change that. If everyone had listened to those people ESO would not even exist today.
  • Unsent.Soul
    Unsent.Soul
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    STEVIL wrote: »
    Stopnaggin wrote: »
    Mojmir wrote: »
    This post makes me hate reading the forums,so we're even

    Then why read the post?

    You dont know until you read it and then its too late.

    If only people did read it.
    Just one last time; I don't think all resource nodes or chests belong to me. I don't get angry when someone kills something before me, at most I get frustrated because I have to stand around and wait out the respawn time.
    My problem is that the design encourages me to go elsewhere when I see another player when it should make me go where others are. Open world outside of Cyrodiil should be cooperation instead of competition, and even in Cyrodiil it is cooperation with your alliance.
    Instanced nodes and chest could be one solution, but I don't know if that would work. Auto-grouping and mob scaling could be another solution. Frankly, it isn't my job to find a solution to that problem. MMOs exist for ages now and game designers should be able to find a solution for this instead of just doing what every other game does.
    And we players should not defend this by saying it has always been so. Years back people were very adamant that an elder scrolls game should never have a multiplayer mode because all the other games were single player and it would ruin the franchise to change that. If everyone had listened to those people ESO would not even exist today.

    Can you not grasp the simple concepts that there may be competitive gameplay and cooperative gameplay, in the same game?

    I'm sorry, your post, that's been quoted a dozen times, or more, is the main focal point of people being against you're opinions?
  • FoolishHuman
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    Fine, you all enjoy this kind of boyish competition over chests, resources and xp. I will just continue to give every other player in the game a wide berth. Case closed.
  • Mojmir
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    Fine, you all enjoy this kind of boyish competition over chests, resources and xp. I will just continue to give every other player in the game a wide berth. Case closed.

    Thanks for your compliance,resistance is futile
  • BlanketFort
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    Buffler 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.

    Or we simply don't get frustrated by losing the entitlement.
    Some people may purposely snipe the nodes, others may just be unaware of your presence because they "went deep and miles away".
    This happens to me, and in some cases, I am the one who apparently "sniped" a node or chest, unwittingly. A quick, yet genuine, "sorry" and I put it behind me. There is no point bowing down and kissing the guy's foot begging for his forgiveness. It's a node, there'll be a dozen more on his way. And the same applies when it's the other way around.

    The way I see it, it isn't mine until it's safe in my inventory. So someone took the chest I had been fighting mobs for, I shrug and move on. Plenty of chests out in the world.

    I see no difference to real life. There's competition everywhere and hard work that goes unrewarded. Can't change that so let's change our mentality and how we react to it.
    Edited by BlanketFort on November 20, 2016 2:08PM
  • BlanketFort
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    Iselin 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.

    I have to say, even though I'm fine with the current system (as is evidenced in my previous comment), your argument is quite compelling and well formulated :)
    Just wanted to send some kudos your way ;)
    I suppose ESO could adopt a similar system. At the same time, I don't mind if it never happens, but that's just me.
  • Korah_Eaglecry
    Korah_Eaglecry
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    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?

    So youre not fast enough and not powerful enough? Sounds like its a L2P issue.
    Penniless Sellsword Company
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    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
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  • Iselin
    Iselin
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    Iselin 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.

    I have to say, even though I'm fine with the current system (as is evidenced in my previous comment), your argument is quite compelling and well formulated :)
    Just wanted to send some kudos your way ;)
    I suppose ESO could adopt a similar system. At the same time, I don't mind if it never happens, but that's just me.

    Thank you. It's also not a huge deal for me. Of the things I mentioned my priority would be COH or Rift-like zone invasion events - that would be awesome.

    The competitive nodes are something that are just part of the game and I'm used to it. My suggestion is just a thing to put on a to-do list that would improve the game... when and if they get around to it.
  • MaxBat
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    Rouven wrote: »
    .
    Buffler 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.

    Not really a fan of analogies but let's try it:

    You work for the museum? Is it your responsibility to ensure a safe/fun environment for your visitors?
    Would you get rid of sharp edges so they don't hurt themselves or tell them it's not your fault they don't watch themselves?
    Do you make sure the visitors can't touch every exhibit? Because surely they should be civilized enough not to touch old artifacts? Not the museums responsibility to teach them manners, right?
    If your visitor numbers drop and someone reads feedback on your website that parents don't want to go there because there is only one computer ...
    If people start fighting in the museum, not your responsibility? I guess no need for those metal detectors in schools, right?

    I've worked as an attorney for over 20 years and I have to say thank you to this poster.

    This attitude right here is why attorneys make money and why every Preparation H container now comes with a warning.

    Keep up the good work!

    "Funny that magic doesn't work when a mace caves in your skull."

    Playing on a PC, NA Server, since that very first day ...
  • Korah_Eaglecry
    Korah_Eaglecry
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    Rouven wrote: »
    .
    Buffler 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.

    Not really a fan of analogies but let's try it:

    You work for the museum? Is it your responsibility to ensure a safe/fun environment for your visitors?
    Would you get rid of sharp edges so they don't hurt themselves or tell them it's not your fault they don't watch themselves?
    Do you make sure the visitors can't touch every exhibit? Because surely they should be civilized enough not to touch old artifacts? Not the museums responsibility to teach them manners, right?
    If your visitor numbers drop and someone reads feedback on your website that parents don't want to go there because there is only one computer ...
    If people start fighting in the museum, not your responsibility? I guess no need for those metal detectors in schools, right?

    Yes, I absolutely agree with you that people have to take responsibility for their own actions, no doubt. But don't ignore the fact that game design does exactly that, create fun/safe environments.

    Think corpse looting, think trading, heck best example is they did not go forward with the crime design here.

    Is it a big problem? I don't know. But compared to traditional MMO's thanks to One Tamriel I think what we are dealing with is that it's spread over the complete map(s). It's not contained to certain areas or levels - kind of a unique problem.

    What the hell does sharp objects and fighting have to do with sharing nodes and getting enough damage to get XP off of a mob?

    Youre not a fan of analogies? Well Im not a fan of your poor analogies.
    Penniless Sellsword Company
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  • Rouven
    Rouven
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    What the hell does sharp objects and fighting have to do with sharing nodes and getting enough damage to get XP off of a mob?

    Youre not a fan of analogies? Well Im not a fan of your poor analogies.

    Nothing and you know it. The analogy is about that the Museum the same as ZOS has an interest in keeping their customers happy and that their employees in general (should) don't think "this is not my business".
    The original point of kids fighting and parents asking the museum to provide more "distraction" - aka forming an environment to encourage the kids not to fight. While I agree with the sentiment that that really is the parents job, this has to be your personal opinion and not the opinion of an employee of the place.

    Trust me, I'm in the retail industry I see a lot of ... things that make you lose faith in humanity firsthand.
    MaxBat wrote: »
    I've worked as an attorney for over 20 years and I have to say thank you to this poster.

    This attitude right here is why attorneys make money and why every Preparation H container now comes with a warning.

    Keep up the good work!

    Hey, I've seen warning on cigarette lighters that they are flammable!

    I did not say sue the place (museum) same as I did not say sue ZOS for mental damages (I'm sure you know the correct term) - but I can see why you think that.

    It is your business as soon as a customer enters your space. That doesn't mean you have to change the elevator music just because one person doesn't like it.

    Well, hopefully I was able to relay the initial sentiment in regards to the original analogy. Sorry if someone cut himself on a sharp object, at least I found an attorney real fast. :D
    Real stupidity beats artificial intelligence every time. ~ Terry Pratchett
  • lagrue
    lagrue
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    Buffler 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.

    Even if you kill the mobs quick enough there is often a 5-10 second delay after combat before you can interact with objects - if you have the ability that fills a Soul Gem this becomes particularly true on attempts that fail due to lack of Empty Soul Gems - for some reason the game won't let you interact with something while it's updating you that you need an empty soul gem - until that disclaimer on the top of your screen disappears, you're stuck in limbo - often just long enough for a player to swoop in and swipe - and sure there's no "ownership" on nodes - but clearly this has made people mad since launch - maybe ZOS should just stop placing trash mobs in front of every node and chest or fix the interaction delay.

    This actually happens when accepting quests too sometimes or progressing quests - your character can get locked into not being able to walk or interact with anything else for a few second while it says "X mission has been accepted". Doesn't happen often in this instance - but I have had it.

    My problem with swiping is almost always because of the delay - not the fact I had to fight trash mobs.

    Edited by lagrue on November 21, 2016 2:53AM
    "You must defeat me every time. I need defeat you only once"
  • bellanca6561n
    bellanca6561n
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    It's the delay after fighting while you're standing over a node you had to fight for.

    It's the fact that two players can begin to harvest the same node unaware of each other's existence until one is told that somebody else is using that.

    It's the fact that some nodes linger after they've been harvested but you don't know that until you harvest them.

    It's the fact that the node remains but as a node of worms after someone has harvest what the node says it is and left the worms behind.

    It's not about entitlement. It's not about anyone thinking every node is theirs by right, or any malfunction of character or basic human virtue.

    It's about a system that too often delivers friction among players that does nothing to advance the game.

    We can't even discuss it without generating superfluous friction and personal attacks. It provokes negative emotion with no redeeming benefit. It can bring out the worst in people.....not always but too damned often.

    This is what I call a system design that needs revision.

  • Mojmir
    Mojmir
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    GgDrrDu.jpg
  • STEVIL
    STEVIL
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    It's the delay after fighting while you're standing over a node you had to fight for.

    It's the fact that two players can begin to harvest the same node unaware of each other's existence until one is told that somebody else is using that.

    It's the fact that some nodes linger after they've been harvested but you don't know that until you harvest them.

    It's the fact that the node remains but as a node of worms after someone has harvest what the node says it is and left the worms behind.

    It's not about entitlement. It's not about anyone thinking every node is theirs by right, or any malfunction of character or basic human virtue.

    It's about a system that too often delivers friction among players that does nothing to advance the game.

    We can't even discuss it without generating superfluous friction and personal attacks. It provokes negative emotion with no redeeming benefit. It can bring out the worst in people.....not always but too damned often.

    This is what I call a system design that needs revision.

    Actually I disagree with the bold.

    You could dis cuss it without personal attacks. Could... if the discussing does not start with phrases about hating the players or THEM stealing YOUR nodes.

    For me, I see nodes chests as a resource not tied to combat directly but where combat can occur. For non-chests it's about spwed -first gets. For non mission non map chests it's speed plus picks.

    In both speed may be replaced by stealth and/or planning as in wait for troll to walk left or crouch from the north.

    The problem in the convo imo comes when it's open season from almost post one on name calling and maligning.

    Rude, stealing, and other worse descriptors of others do not lend for constructive analysis of mwchanics.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
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  • Drummerx04
    Drummerx04
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    So... am I like the only one who doesn't get super pissed when someone takes a node I was looking at taking?

    Entire hordes of mobs die in like 2 seconds in the overworld, so it's not like clearing them was some monumental task. I mean really though, so some guy walked over and took one of your nodes, or swiped that simple chest from you or killed that world boss that respawns literally every 5 minutes or so. The several second pause to get out of combat and loot a node is only annoying because it takes longer to get out of combat then the combat itself.

    I actually had someone duel me over a mountain flower once. He died swiftly, and after he sent me a quick threat of death, he disappeared and was never seen or heard from again. And thus all competition for nodes basically ends even more swiftly than even that. This is a non-issue.

    If the game worked in such a way that only the first person to loot the boss in a dungeon got loot... then we'd have a problem.
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  • UntrustedExistenz
    UntrustedExistenz
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    Drummerx04 wrote: »
    So... am I like the only one who doesn't get super pissed when someone takes a node I was looking at taking?

    You're not alone :) Author of this post seems to be a victim of cruel, dark world where ppl stole HIS/HERS nodes. I didn't see any rule of "don't take my node becouse I saw it first" lol.
    Edited by UntrustedExistenz on November 21, 2016 1:00PM
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  • eaton68_ESO
    eaton68_ESO
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    Worst part of an mmo...all the damn people.
  • Flynch
    Flynch
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    All mobs placed around chests or nodes should have a primary first-slot AoE skills that draws any and all players on top of, or extremely close to, the resource, into combat while they are alive.

  • lagrue
    lagrue
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    Flynch wrote: »
    All mobs placed around chests or nodes should have a primary first-slot AoE skills that draws any and all players on top of, or extremely close to, the resource, into combat while they are alive.

    This is pretty agreeable.

    It's funny because I learned over time that in some cases that this actually works already. Pyromancer standing in front of your node/chest? See another player sneaking up? Stand beside the chest and allow yourself to be serenaded with AoE damage - if the other player walks in, they're forced into combat as well.

    It's just unfortunate not enemies will do this. If you find a resource node guarded by wolves you can kiss any possibility of AoE goodbye :(
    Edited by lagrue on November 21, 2016 3:15PM
    "You must defeat me every time. I need defeat you only once"
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