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Would you support resource nodes being for everyone?

  • lygerseye
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    lygerseye wrote: »
    lygerseye wrote: »
    The only reason why people are against this is because it will ruin their capitalization on resources, believe me ive been in a lot of guilds who gets mad if the prices of flowers and motifs goes down because the majority of the playerbase can get it

    to anyone whos against it, i cannot see any downside care to enlightened me what will be the negative effect of sharing nodes? and saying that theres already alot of nodes in the game is not a great argument some player could only play during peak times due to real life reasons, what are you gonna do about places like craglorns where its the only main place to get nirn during peak times? that place is a barren wasteland during those times

    I rarely sell my mats, so I’m not really concerned about the market prices. What I do enjoy is the competition. While most of my farming is done in PVE zones, I include other players as a component of the “E” in PVE. No, there’s no combat involved, but I do enjoy the race. I’m not doing it to be “rude” or ruin some else’s day. Sometimes I get there first, sometimes someone else does. There are plenty of other nodes spawning all over Tamriel. I can’t help if others find offense in my reaching the node .5 seconds before they do. I certainly don’t hold it against them for being faster than me. It’s just more motivation for me to perform better.

    Also, instanced (aka, shared) nodes strike me as something that would make an MMO feel more like a single-player game.

    Alot of MMO like FF14 has an instanced nodes and they feel more MMO-like than this game, also racing on picking flowers is NOT a competition its just a matter of whos the luckiest or has the lowest ping between you and someone (I live in the other side of the world where even if i get to the node 3 seconds before someone else, theyll always be the one who will get it no matter how early i got there) to get it its not about skills, you cant call something worth competing if it does not involve any skill or effort to it

    Your ping should not determine how I get to play the game. I genuinely feel badly for your gaming experience, but I play the game for the competition, even if you feel it’s not a competition. I can’t help that you feel the way that you do. Maybe you can convince ZOS to change the rules for you, but given the list of bigger issues this game has, you may be waiting a while.

    In the meantime, I gotta go level my Jewelry Crafting! <whoosh!>

    Im not feeling bad about my ping and nowhere near begging for it to be fixed but some player who could only logged in during peak time cant farmed craglorn isnt not, what makes you say to those guys who cant even get the things that they want unless they want to buy it for thousands of gold on which majority of the players couldnt even earned 20k a day, if you consider a skilless content as a competition i feel bad for you

    You feel badly for someone who is capable of finding joy from something in which you are unable.

    Yep, I think this thread can be closed now.
  • AlnilamE
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    The only reason why people are against this is because it will ruin their capitalization on resources, believe me ive been in a lot of guilds who gets mad if the prices of flowers and motifs goes down because the majority of the playerbase can get it

    to anyone whos against it, i cannot see any downside care to enlightened me what will be the negative effect of sharing nodes? and saying that theres already alot of nodes in the game is not a great argument some player could only play during peak times due to real life reasons, what are you gonna do about places like craglorns where its the only main place to get nirn during peak times? that place is a barren wasteland during those times

    The problem is not the sharing nodes per se. The problem is that in order to make that change (à la GW2), then you would have to have 1/10 of the nodes we have today PLUS a far longer respawn timer.

    Nodes in ESO are plentiful and they respawn within a few minutes.

    Nodes in GW2 are much more scarce and I don't even know how long they take to respawn, but they take at least an hour.

    So the systems are different, but the end result is the same: There are enough mats to go around as along as people are willing to gather.

    The fact that someone gets to a node before you some times does not significantly affect the availability of mats. It's the willingness of people to stop and gather that does that. A lot of mats sell barely above their vendoring price. I don't know how you want them to be even cheaper than that, so that's not the issue.

    I personally like the balance that ESO has between individual/shared things. Nodes and open world chests are first come, first served, loot and containers are instanced. Chests in dungeons and trials are also instanced so each player can loot them.

    There are enough options for each play style to be happy.

    So, in ESO, I'd rather have the plethora of nodes we have now, even if sometimes someone else gets to the node faster. The node will respawn in a few minutes anyway.
    The Moot Councillor
  • Surragard
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    Wouldn’t oppose but not sure it’s an issue. Outside of events that effect the nodes I rarely run into an issue with fighting for nodes.
    I don't always drink Skooma, but when I do I go to the Southwall Corner Club. May you walk on warm sands my friends.
  • AlnilamE
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    lihentian wrote: »
    yes that would be nice.. it will also encourage group play.

    I don't think anyone has needed a healer or a tank to go gathering since Craglorn first came out and the wasps were OP.

    Gathering is a solitary activity whether the nodes are shared or not.

    And I've never hesitated to show guildies any mat or chest farm spots that I have found useful.
    The Moot Councillor
  • ZOS_JesC
    ZOS_JesC
    admin
    Greetings, we've removed some comments for baiting. This is a reminder to stay on topic and away from personal insults. Thank you for your understanding.
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  • bellatrixed
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    This sort of thing only appeals to the solo player that wants everything for themselves and doesn't want to work for anything or buy anything from other players.

    "Endgame" for me is grinding for mats, doing writs, farming, crafting and selling stuff... take that away and suddenly a big chunk of my enjoyment from the game is gone.

    It's not about me being "greedy", it's about the fact that it costs 2mill+ gold to decorate a house so we have to be able to make gold SOMEWHERE. If you remove the ability to make gold off of mats then how do we make gold to pay for the numerous gold sinks ZOS throws at us?
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  • AuldWolf
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    This sort of thing only appeals to the solo player that wants everything for themselves and doesn't want to work for anything or buy anything from other players.

    Wanting to be able to gather with other players in a large group social setting is only for solo players? That's manipulatively doublethinky.

    You'd still buy things from other players, it just wouldn't be materials. There's plenty of furniture, recipes, and other items which will sell well. The loss of materials won't kill the market.

    And not everyone wants an MMO to be a second job. Most don't.
  • AuldWolf
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    AlnilamE wrote: »
    Gathering is a solitary activity whether the nodes are shared or not.

    This is simply not true. This is the perspective of someone who's only ever played games where gathering is competitive. In Guild Wars 2, there are guilds that actually go gathering together so that they can chat whilst gathering. In Ultima Online it was commonplace to hook up with people you met while out gathering to be sociable. Then you'd go from gathering to doing content together and it was lovely.

    I'd say that gathering is actually the cornerstone of whether an MMO is more social or not. It's like it sets the mood. If, out in the world, you feel cagey about other players being around because you don't want to have to fight for resources? You're not going to want to walk with those players and do content with them later. If, however, you can walk with other people and gather? You will want to do content with them.

    Having global gathering nodes actually leads to a more antisocial MMO. If anything would help fix ESO's solo-only problem, this is it.

    Edited to fix broken quote tags. Whoops.

    Edit: Think about it, which sounds more social?

    a.) A system which encourages players to compete over resources so that players are anxious about seeing other players, resulting in a system where each player tries to find an area of the world which has the least player congestion in order to be able to get what they need.

    b.) A system which allows the player to go wherever they want to accomplish the same task; A system where players would be happy to see one another and could work together. A system where if one person sees a node, they can direct everyone else to it in a friendly way, fostering friendship and connections between people that will give the game a more positive feeling to it.

    Which sounds more social to you? I remember what Ultima Online was like. I don't know how old you are or if you ever played Ultima Online, but it was a more social experience because people could work together. If you actively stop people from working together however they want, it's going to work against the game being a social one.

    One Tamriel happened so the community wouldn't be so divided. If one person wanted to do a quest in Reaper's March, but others weren't high enough level, it couldn't happen. Now, people can group and go anywhere. This happening to resource nodes should've happened with One Tamriel, because it's in the same spirit of it.

    Resource nodes being instanced to the player is very much in the spirit of group play. Any Ultima Online player would tell you that. I remember when large fishing groups happened in Ultima Online... I just miss it. Why does it have to be this soulless competition? What do you get out of it?

    Edit 2: This is something that old MMOs actually got right. If you allow social groups to form naturally by letting the game feel social, you don't need to force them. The reason that modern MMOs have forced grouping (like trials) is because they've forced the game to be antisocial in a number of other areas. When you force people into situations like this, it only gets more toxic.

    Force people to be competitive over resource nodes? This makes them cagey and anxious, it introduces toxic behaviours. Force those people to then work together in trials? This makes them even more toxic because they're already cagey of and distrustful about other players. If you make your game feel more social in a natural way, you don't need to force grouping in trials. Then you could have trials scale down to one player, but more people would be playing them in a group because everything would feel less forced.

    I wish modern designers understood this.
    Edited by AuldWolf on May 27, 2018 5:57PM
  • Mettaricana
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    Id rather see more jewelry nodes in new locations that done eat up exsisting metal nodes making temperings even more obnoxious to find on top of jewelry mats
  • Prabooo
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    AuldWolf wrote: »
    why give everyone a participation trophy?

    I'm genuinely concerned by the selfishness and antisocial thinking I see on these forums.

    Why is it bad that everyone has fun? Why is it bad that everyone gets a chance? What do you have against that? Why are you specifically against people enjoying themselves? Why should it be only the person who gets there first, or the person who has the best addon to plot out the best route, that gets the resources?

    It absolutely would be better if the nodes were instanced to the player, instead of globally, so that everyone could have their own nodes to loot. There's no good reason to not do that. It would reduce social anxiety, which would make the game more inviting to even more people. Nodes introduce conflict. I know I don't feel comfortable being around other people when I'm gathering so I try to find the most out of the place spot for resource gathering. It nurtures a paranoia that blossoms into an actively antisocial gaming experience.

    Back in Ultima Online, everyone could loot nodes. So you could go gathering with other people, imagine that. You could actually hang around with gatherers and chat it up. It was lovely. Then... I don't know if it was Everquest or FF XI that started it, but I first saw it in FF XI. My friends and I noticed everyone diving on nodes and being competitive. Suddenly, the welcoming, lovely experience of gathering became something more akin to League of Legends with people being hostile to one another, distrusting one another.

    That's fine, if you're antisocial.

    I'm not.

    I'm asocial sometimes, which means I can be nervous around people and I can occasionally be shy and choose not to interact, but sometimes I do like to interact. ESO doesn't give me (or others) that opportunity. It creates a hostile environment of competition. That's never a good thing in PvE. Perhaps nodes in PvP should be like that, but not PvE.

    In my opinion, ESO would be more welcoming to more kinds of people if gathering was fun. People who actually play crafting games would get involved, then, if they felt like they could gather in a social way.

    Which is better:

    a.) You can gather with other people. If you meet someone on the road you can actually hang out with them. You can invite them to come along with you, you can show them the best spots, and you can share with them your route for the best mining results. You can talk about different things, even roleplay, whilst gathering nodes. You can feel comfortable and at ease with other players around, fostering the more social experience ZOS seems to want.

    b.) You can have harvesting be a paranoid, antisocial experience where you have to hide from other players because there are only so many resources to go around. This artificial scarcity creates a sort of enforced tribalism where you have players being actively hostile in order to guard what they believe is theirs, you have people trying to avoid one another and getting very anxious and aggressive when others are around as everyone struggles for the same resources.

    Which sounds better to you? I pick option a.

    no
  • Beardimus
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    Knowledge wrote: »
    lygerseye wrote: »
    The only reason why people are against this is because it will ruin their capitalization on resources, believe me ive been in a lot of guilds who gets mad if the prices of flowers and motifs goes down because the majority of the playerbase can get it

    to anyone whos against it, i cannot see any downside care to enlightened me what will be the negative effect of sharing nodes? and saying that theres already alot of nodes in the game is not a great argument some player could only play during peak times due to real life reasons, what are you gonna do about places like craglorns where its the only main place to get nirn during peak times? that place is a barren wasteland during those times

    I rarely sell my mats, so I’m not really concerned about the market prices. What I do enjoy is the competition. While most of my farming is done in PVE zones, I include other players as a component of the “E” in PVE. No, there’s no combat involved, but I do enjoy the race. I’m not doing it to be “rude” or ruin some else’s day. Sometimes I get there first, sometimes someone else does. There are plenty of other nodes spawning all over Tamriel. I can’t help if others find offense in my reaching the node .5 seconds before they do. I certainly don’t hold it against them for being faster than me. It’s just more motivation for me to perform better.

    Also, instanced (aka, shared) nodes strike me as something that would make an MMO feel more like a single-player game.

    Why would you enjoy hurting someones feelings or stressing someone out that may only have an hour or two to play due to work obligations or children.

    Weird straw man argument response...
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  • BretonMage
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    I don't see how it will drive down prices by anything more than a trivial amount. People who buy mats, generally do so because they have more gold than time. As others have said, there are lots of nodes everywhere, so people who want to farm, WILL farm. Having nodes instanced will just reduce the stress and frustration.

    So yes, I support it.
  • starkerealm
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    runagate wrote: »
    should this really be allowed to continue?

    Yeah, he says interesting things sometimes. Not sure if the signal to noise ratio really works out, but no real reason to actually squelch him.
  • firedrgn
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    It would make it too easy to farm nodes. I think a few things should get more drops like plants. One per node sucks.
  • Beardimus
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    My play time is very limited, very casual compared to most. I harvest enough as is. There's no need for this change apart from people being greedy.

    Buying mats is a better time/gold conversion now ive traded a bit and have more gold. But i still like a Craglorn run for mats'N'nirn lol

    I'm actually unsure how much of a game we would have left if all the short cutting measures lazy people suggest got put in. We'd start day 1, buy end game and have everything. Lol
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  • KingJ
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    No because they will break something else
  • Grendel_at_ESO
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    to anyone whos against it, i cannot see any downside care to enlightened me what will be the negative effect of sharing nodes? and saying that theres already alot of nodes in the game is not a great argument some player could only play during peak times due to real life reasons, what are you gonna do about places like craglorns where its the only main place to get nirn during peak times? that place is a barren wasteland during those times

    The thing is there's so many now and they respawn so fast I've never had a problem regardless of what time it is being able to farm them to my hearts content. Yeah there are aholes who snipe them from you from time to time but other than their pathetic behavior it doesn't effect me I just move on to the next one.
    What I'd worry about is if they changed it so that nodes are all available to everyone they are going to have to change something in regards to how often they spawn or how many are available, this could make farming nodes much more time intensive which may not be game breaking but why fix something that's not broke?
  • DoctorESO
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    AuldWolf wrote: »
    AlnilamE wrote: »
    Gathering is a solitary activity whether the nodes are shared or not.

    This is simply not true. This is the perspective of someone who's only ever played games where gathering is competitive. In Guild Wars 2, there are guilds that actually go gathering together so that they can chat whilst gathering. In Ultima Online it was commonplace to hook up with people you met while out gathering to be sociable. Then you'd go from gathering to doing content together and it was lovely.

    I'd say that gathering is actually the cornerstone of whether an MMO is more social or not. It's like it sets the mood. If, out in the world, you feel cagey about other players being around because you don't want to have to fight for resources? You're not going to want to walk with those players and do content with them later. If, however, you can walk with other people and gather? You will want to do content with them.

    Having global gathering nodes actually leads to a more antisocial MMO. If anything would help fix ESO's solo-only problem, this is it.

    Edited to fix broken quote tags. Whoops.

    Edit: Think about it, which sounds more social?

    a.) A system which encourages players to compete over resources so that players are anxious about seeing other players, resulting in a system where each player tries to find an area of the world which has the least player congestion in order to be able to get what they need.

    b.) A system which allows the player to go wherever they want to accomplish the same task; A system where players would be happy to see one another and could work together. A system where if one person sees a node, they can direct everyone else to it in a friendly way, fostering friendship and connections between people that will give the game a more positive feeling to it.

    Which sounds more social to you? I remember what Ultima Online was like. I don't know how old you are or if you ever played Ultima Online, but it was a more social experience because people could work together. If you actively stop people from working together however they want, it's going to work against the game being a social one.

    One Tamriel happened so the community wouldn't be so divided. If one person wanted to do a quest in Reaper's March, but others weren't high enough level, it couldn't happen. Now, people can group and go anywhere. This happening to resource nodes should've happened with One Tamriel, because it's in the same spirit of it.

    Resource nodes being instanced to the player is very much in the spirit of group play. Any Ultima Online player would tell you that. I remember when large fishing groups happened in Ultima Online... I just miss it. Why does it have to be this soulless competition? What do you get out of it?

    Edit 2: This is something that old MMOs actually got right. If you allow social groups to form naturally by letting the game feel social, you don't need to force them. The reason that modern MMOs have forced grouping (like trials) is because they've forced the game to be antisocial in a number of other areas. When you force people into situations like this, it only gets more toxic.

    Force people to be competitive over resource nodes? This makes them cagey and anxious, it introduces toxic behaviours. Force those people to then work together in trials? This makes them even more toxic because they're already cagey of and distrustful about other players. If you make your game feel more social in a natural way, you don't need to force grouping in trials. Then you could have trials scale down to one player, but more people would be playing them in a group because everything would feel less forced.

    I wish modern designers understood this.

    Option B is clearly better. That's why Guild Wars 2 is so successful.
  • Cously
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    I support that. The loot already is individual. I'm a farmer for trader guilds and because I want to make money so I tailor my entire gear and build for movement speed, sprint and stamina. People just quit when they see me arriving in Coldharbour. And I swap all nodes from newbies. You know I do because I'm greedy but I bet that newbie will have a hard time getting ***.
  • Knowledge
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    I am all for competition but running to a node and mining it before someone else is not really a competition. You could both press the key at the same time and the player with a lower ping will win.

    Think about it for a second, what is wrong with letting everyone mine the nodes? It's not going to hurt anyone.
  • BrightOblivion
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    I mean, I wouldn't mind if node/chest farming stopped turning into "pistols at dawn," or I wasn't driven to keep farming routes secret like they're launch codes, but I'm not sure we'd like the balancing aftermath. After what's happened with jewel crafting (for which nodes are already rare enough, thanks), I'm not willing to ask them for anything else, lest they screw it up.

    But I agree that node competition is incredibly anti-social. The clearest example I have is mining vs fishing in Runescape (I know, I know. Oh, god, another game. But hear me out.) In fishing, anyone can go after any pool. They move occasionally, but people don't affect it or how many fish you catch. So you're on the dock, you're chilling out, joking around and having a good time. When someone comes up while you're alone, awesome. It's someone to talk to. But in mining, it's competition. One person gets the node and it goes on cooldown. Doesn't matter how long you're working at it. If they win, you get nothing. More people show up? Fewer resources for you. So it's just more aggressive. People try to take nodes from others. No one talks. And you actively hope the other people just go away and leave you alone. Which makes it far less fun and far less sociable.

    But, as I said, this is ZOS. So be careful what you ask for.
  • Aragorn79
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    No. As in real life, some level of competition is necessary for healthy development. So no.
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  • lygerseye
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    This is a genuine question, but I can’t think of a way to ask that doesn’t sound condescending, so please allow some leeway... To those that want shared nodes (everyone wins), do you truly believe that the person who got the node before you could was actively waiting for someone to come by so they could take it away from you?

    I ask this because a lot of the responses above read that way. Talk of hurt feelings, unfair ping, sniping, stealing... It all sounds as if you believe every player out there is actively trying to ruin your day, when I can say for myself, I usually don’t even notice there are other players even in the area until someone beat me to a node. When that happens, I don’t stop running, I just keep going.

    And why does it matter to me? Accomplishment. Having materials served to me does not give me any satisfaction. Actively researching builds for the purpose of harvesting my own materials in a competitive environment, leveling up my own crafting skills, and being self-sufficient is an entire meta-game for me, and I suspect a large number of players. I value the competition.

    If nodes are player instanced, why even bother having them? Complaints about sniping will be replaced with complaints about spawn rates, distance between nodes. Just make all the mats available for sale in the stores (oh, they already are!).

    As it is, I feel like there are more than enough nodes... But apparently I thrive in scarcity. Fewer nodes? More players? Bring it on.
  • D0PAMINE
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    DuskMarine wrote: »
    Knowledge wrote: »
    In other titles like Guild Wars 2 the crafting nodes are shared similarly to how we share locked chests in dungeons. Would you support the nodes being adjusted to be universal and for everyone to loot?

    yes please because you litterally have invisble people mining them now(ive seen pets following litterally no one node to node). so yes itd make like alot better.

    You mean people using the Kollopi Essence disguise? Or actually not visible players?

    There have been actual invisible bots. I noticed one who would turn visible just while picking up the node. I personally only saw this once.
  • D0PAMINE
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    I would support maybe up to 5 nodes being available randomly but not to the same person obviously.
  • ValandarTheRed
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    I could honestly care less if they're shared or not. I have been sniped MAYBE 4 - 5 times in about two years of play.

    Why even bother worrying about this, when there's still aspects of the game people are still complaining about that have far greater impact?
  • Cpt_Teemo
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    Aragorn79 wrote: »
    No. As in real life, some level of competition is necessary for healthy development. So no.

    Yeah "Competition" to be the worlds biggest lamer that leaves crap in the nodes.
  • Tabbycat
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    I think the nodes have a fast enough respawn timer that shared nodes isn't necessary. For example, I mined an ore node, started fishing and before the fishing hole dried out, the node had already respawned.
    Founder and Co-GM of The Psijic Order Guild (NA)
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  • Knowledge
    Knowledge
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    Tabbycat wrote: »
    I think the nodes have a fast enough respawn timer that shared nodes isn't necessary. For example, I mined an ore node, started fishing and before the fishing hole dried out, the node had already respawned.

    Tabby, it also depends on how "hard" you're farming. If someone is just casually grabbing nodes then it doesn't become an issue. It's when you start to run a route and constantly hit the nodes with add-ons marking their location that the real pseudo competition begins.

    And it's really not a competition. As some OCE players have stated they lose regardless of reaction time due to ping so how is that real competition?
  • Axoinus
    Axoinus
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    Why stop with universal nodes? Just give everyone unlimited materials!
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