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.
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.
bellanca6561n 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.
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?
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: »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.
Stopnaggin wrote: »
Stopnaggin wrote: »
You dont know until you read it and then its too late.
FoolishHuman wrote: »Stopnaggin wrote: »
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.
FoolishHuman wrote: »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.
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.
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.
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?
BlanketFort 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.
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.
.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.
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?
.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.
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.
Korah_Eaglecry wrote: »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.
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!
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.
bellanca6561n wrote: »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.
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?
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.