Bbsample197 wrote: »Bbsample197 wrote: »Bbsample197 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
Bbsample197 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
yes that would be nice.. it will also encourage group play.
bellatrixed wrote: »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.
Gathering is a solitary activity whether the nodes are shared or not.
Sheezabeast 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.
Bbsample197 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.
Bbsample197 wrote: »
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
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.
VaranisArano wrote: »DuskMarine 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?
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.