brandonv516 wrote: »You ask ZoS to only put desirable items in nodes and I'll take everything.
Until then I'm not subscribing again so no crafting bag for me, which means less inventory space, which means I'm not taking a Ta, which means more frustration for other players.
I am doing it intentionally but not because I care about whether it pisses someone off or not.
brandonv516 wrote: »You ask ZoS to only put desirable items in nodes and I'll take everything.
Until then I'm not subscribing again so no crafting bag for me, which means less inventory space, which means I'm not taking a Ta, which means more frustration for other players.
I am doing it intentionally but not because I care about whether it pisses someone off or not.
worms/crawlers etc all have a marketable value, crappy trait blue and green items can be vendor trash, crafting levelling for alt's or deconned for upgrade mats.. You make it sound like every node should have a BiS item in it just for YOU, so while you are having your protest you are:
1) pissing other players off.
and
2) not proving anything because ZOS ain't bothered.
I liked my idea of looting nodes/chests the node or chest gets locked to your account and you cannot loot another until either looting it completely or it despawns.
Also to remove Unique from Tmaps I still don't know why these are unique.
Bucky Balls wrote: »Finding opened chests or partially harvested resources is not an in-game annoyance for me. But perhaps zos could implement some sort of audio/visual cue that indicates a chest/node has been opened or partially looted/harvested? At least that way those who may be irked by such could make some sort of informed choice about whether to check it out or not. Maybe link it to the keen-eye passive (if they get around to restoring the proper keen-eye graphic; the current/ancient miasmal resource camouflage wolf-turd steam effect is a personal annoyance).
Devs have confirmed that the respawn timer starts when someone opens the node and exits out, not when the node is empty. You're complaining about a problem that doesn't exist. If people leave crawlers in a node, or a sword in a chest, or whatever, the node/chest will respawn just as quickly as it would if they emptied it.
Wrong. Nodes and chests respawn just as quick if left with items in them. The trigger for the respawn timer is the opening of the chest/node, it has nothing to do with how many items you remove.It's always been a pain that idiots deliberately left items in a node so that it doesn't despawn and so won't respawn
As others have pointed out this is a non-issue and a change is not needed.
We also do not need a whole new crop of conspiracy theory threads about ZOS pressuring people to subscribe by forcing them to auto loot against their will.
Just no to both.
It does not matter, it's still a *** move. Loot the whole chest. I bet those who do this don't exactly have a happy feeling when it's done to them.
I agree it should be forced to auto loot.
MehrunesFlagon wrote: »
You do realize some people don't have eso plus right?Hell on some of my toons my inventory fill up rather quickly espicially if I have to kill mobs.Besides, this also takes away the chance to actually see what is there rather than having to fish through your inventory to see.I don't intentionally leave stuff behind,but if my inventory is full.What choice do I have?
disintegr8 wrote: »Agree with the OP - not hard for you to destroy something once it is in your inventory if you have space issues. Why should others be penalized.
brandonv516 wrote: »You ask ZoS to only put desirable items in nodes and I'll take everything.
Until then I'm not subscribing again so no crafting bag for me, which means less inventory space, which means I'm not taking a Ta, which means more frustration for other players.
I am doing it intentionally but not because I care about whether it pisses someone off or not.
[Edit to remove mention of petition]
MehrunesFlagon wrote: »As others have pointed out this is a non-issue and a change is not needed.
We also do not need a whole new crop of conspiracy theory threads about ZOS pressuring people to subscribe by forcing them to auto loot against their will.
Just no to both.
It does not matter, it's still a *** move. Loot the whole chest. I bet those who do this don't exactly have a happy feeling when it's done to them.
I agree it should be forced to auto loot.
You do realize some people don't have eso plus right?Hell on some of my toons my inventory fill up rather quickly espicially if I have to kill mobs.Besides, this also takes away the chance to actually see what is there rather than having to fish through your inventory to see.I don't intentionally leave stuff behind,but if my inventory is full.What choice do I have?
thatlaurachick wrote: »Wrong. Nodes and chests respawn just as quick if left with items in them. The trigger for the respawn timer is the opening of the chest/node, it has nothing to do with how many items you remove.It's always been a pain that idiots deliberately left items in a node so that it doesn't despawn and so won't respawn
And this lie has been disproven time and time again! Why would I as a 660 with 50 in all crafting find level 10 materials? Usually because some farmer in Craglorn took the nirn and left the rest. If chests *really* respawned then we should never find *** sitting around would we?
Really, if you leave *** around, it does NOT respawn until cleared. BTW - if you think you "see" it do so... probably someone who is below map for you. Yes, that's still an issue.
MehrunesFlagon wrote: »
NewBlacksmurf wrote: »Agreed but if their inventory is full it should disappear after 60 seconds
Chests are now vital to get housing recipes and the number of unlocked and partially looted chests has skyrocketed in recent times.
disintegr8 wrote: »Agree with the OP - not hard for you to destroy something once it is in your inventory if you have space issues. Why should others be penalized.
I'm beyond sick of finding partially-looted resource nodes, chests, thieves troves, etc.
It's always been a pain that idiots deliberately left items in a node so that it doesn't despawn and so won't respawn for other players and the old argument was 'full inventories', however when the 'mat bag' came into being that argument ceased to be valid yet people still leave a 'ta' in a rune node just to be a jerk it would seem as there's no possible reason to leave it there otherwise .. no, it isn't being 'generous' and leaving it there because you don't need it, NO ONE NEEDS IT if you don't because you won't leave anything of value behind even IF you don't need it!
Chests are now vital to get housing recipes and the number of unlocked and partially looted chests has skyrocketed in recent times.
Every game resource that is shared should be made forced auto-loot so that they don't get left in a non-despawning state and thus prevent a respawn for other players.
[Deleted User] wrote: »The user and all related content has been deleted.
I'm a new player with no ESO plus, my inventory space is severely limited, and I am not picking up things I consider trash just to waste more time deleting said trash in my inventory for other people's convenience.
I'm a new player with no ESO plus, my inventory space is severely limited, and I am not picking up things I consider trash just to waste more time deleting said trash in my inventory for other people's convenience.So you don't waste your precious time and let other people waste their time - they pick your trash and (if they also don't have ESO+) delete it from their inventory same way you would have to do. When you leave Ta in a rune, it's not because lack of ESO+
I would force "all or nothing" when taking nodes/troves/chests/sacks. The most simple solution. Probably the easiest to implement
Also I really liked suggestion "if person partially loots node etc. they can't farm anything else (can't even press "E" to see what's inside the next node) until they go back and pick their trash"This is my fav suggestion, I would make it 24 hours penalty per account
Can't relog to "fix" it! This would make everyone responsible for their actions - not because they care about other players (cause they already don't as we see), but they would care about their own successful farming.
Or the worst, but still viable solution - to visually mark nodes etc. as already used. Same as keen eye passive lets us see nodes from 40m away, there should be option in game settings to mark "bad" nodes/troves/sacks/chests from great distance - so we don't have to run, dismount, fight mobs nearby just to find out that the resource was already cherrypicked.