bellatrixed wrote: »Okay, let me try to break it down a little more...
Right now, basically the entire ESO economy is based on harvesting mats.
For some reason people think it is "greedy" for people to want to make gold off of stuff they put time and effort into acquiring. It's not. Being greedy would be trying to drive prices higher artificially, but for example the price of Tempering Alloys has remained around 6-8k the whole time I've been playing (only rarely dropping higher or lower) so I think it's pretty safe to say that is the standard/accepted price range for that item. It's what they are worth, why? Because it's what people are willing to pay on a consistent basis and the supply never rises significantly higher than the demand.
What exactly is the replacement going to be if those items suddenly plummet in value because nodes no longer despawn and everyone can loot them, flooding the market with thousands more mats?
How are people going to make gold?
What is your proposed solution if "everyone wins" and gets mats?
I don't raid or PVP, crafting and harvesting is my endgame. I'm not screwing people over, half of what I do is actually based around teaching guildies how to make gold, where to harvest, and crafting stuff for them--on top of using the money from my gathering & crafting to buy what I want. So... What are you proposing my endgame becomes if mat harvesting no longer gives me the gold to buy the things I want?
Seriously, this is such a strange argument. Here's a tip: Stop farming in Hew's Bane or the other "best" farming spots because they're flooded. Go to a lesser used zone nobody thinks to farm in and you'll be astounded by how many nodes fall in your lap. There are already enough nodes for everyone if you aren't trying to farm where everyone else is.
Let me allow you to see a different perspective.
By continuing to make nodes once per person it allows the individual mining them to make money on the mats while the person that didn't arrive fast enough would not benefit at all. The person harvesting the mat is now able to sell it for profit while the high ping player loses out completely.
Supporting this act or being for it is by definition "greed".
bellatrixed wrote: »Okay, let me try to break it down a little more...
Right now, basically the entire ESO economy is based on harvesting mats.
For some reason people think it is "greedy" for people to want to make gold off of stuff they put time and effort into acquiring. It's not. Being greedy would be trying to drive prices higher artificially, but for example the price of Tempering Alloys has remained around 6-8k the whole time I've been playing (only rarely dropping higher or lower) so I think it's pretty safe to say that is the standard/accepted price range for that item. It's what they are worth, why? Because it's what people are willing to pay on a consistent basis and the supply never rises significantly higher than the demand.
What exactly is the replacement going to be if those items suddenly plummet in value because nodes no longer despawn and everyone can loot them, flooding the market with thousands more mats?
How are people going to make gold?
What is your proposed solution if "everyone wins" and gets mats?
I don't raid or PVP, crafting and harvesting is my endgame. I'm not screwing people over, half of what I do is actually based around teaching guildies how to make gold, where to harvest, and crafting stuff for them--on top of using the money from my gathering & crafting to buy what I want. So... What are you proposing my endgame becomes if mat harvesting no longer gives me the gold to buy the things I want?
Seriously, this is such a strange argument. Here's a tip: Stop farming in Hew's Bane or the other "best" farming spots because they're flooded. Go to a lesser used zone nobody thinks to farm in and you'll be astounded by how many nodes fall in your lap. There are already enough nodes for everyone if you aren't trying to farm where everyone else is.
Let me allow you to see a different perspective.
By continuing to make nodes once per person it allows the individual mining them to make money on the mats while the person that didn't arrive fast enough would not benefit at all. The person harvesting the mat is now able to sell it for profit while the high ping player loses out completely.
Supporting this act or being for it is by definition "greed".
I would prefer they be instanced, and appear completely randomly in location without a reliable spawn point. I'd be totally happy with having to work harder to find them if the PvP element was gone.
I agree with you wholeheartedly, Minyassa. There's no need for other players to have to fight each other over nodes or get anxious and upset. It's a game for us to have fun and there is hard content for those that want to take things a step further like Vet Trials and competitive PVP.
Lets let gathering be fun and happy.
Zorgon_The_Revenged wrote: »Don't GW2 nodes just let you harvest them more than once then despawn? I honestly can't be bothered to reinstall it a 3rd time just to check.If I'm not mistaken, GW2's instanced nodes only lets you farm from each node once and then starts a timer where you can't farm it again. I'm pretty sure it's a 23 hour timer too. Which makes it an even bigger PITA to farm materials. So no, I wouldn't want instanced nodes if they were on a 23-24 hour timer. That would suck.
Hmmm, I thought the timed rare nodes in FFXIV were a PITA, that sounds even worse.
DuskMarine wrote: »Why stop with universal nodes? Just give everyone unlimited materials!
well what alot of people that are for some reason against this arent noticing are your not just in competition with other normal players. theres hundreds of bots per zone that farm as well, and now there are legit invisible people running around collecting mats as well and the only thing you can see is their pet rolling from node to node with them(also the one disguise isnt the cause either as there is complete and utterly nothing there at all not even a disguise animation). so honestly we need our own nodes now so legit players can get back into the market of mats and even for their own usage.
those invisible *** have been with us for years.
i used to think it was some kind of a glitch.
DuskMarine wrote: »wenchmore420b14_ESO wrote: »No. Just no...
Can we please stop trying to change ESO to be like other games? It's not. Please go play those games.
As far as the "Invisible" players, another cause can be a "Phased" player who is actually in another instance of the zone.
At launch this was VERY common and could be the situation here.
its not an instanced zone as craglorn doesnt have instanced zones where all the main farming routes are
I would for sure. Bring down mat prices, and crafted gear prices (not that I buy crafted gear).
lordrichter wrote: »I would for sure. Bring down mat prices, and crafted gear prices (not that I buy crafted gear).
Unlikely. If anything, prices would go up.
Are they, now? It has been too long since I played. When did they change that?
lordrichter wrote: »
How would an influx in the number of Mars make the price go up? More of a product, coming from more sources, in any market, decreases value of said product. There is always someone looking to undercut another. If you have more people undercutting...
lordrichter wrote: ».lordrichter wrote: »
How would an influx in the number of Mars make the price go up? More of a product, coming from more sources, in any market, decreases value of said product. There is always someone looking to undercut another. If you have more people undercutting...
The game designers would not make it so that there would be more of the product coming from more sources, if I read ZOS correctly. They would attempt to come up with a mechanism that provided the same amount of product, and that would mean fewer sources. This would likely result in players not coming across nodes as frequently, which means that there would be fewer items available for sale and crafting, which would cause prices to increase.
starkerealm wrote: »Okay, so, short answer, @Knowledge, no. I don't support this.
I could see a design, from the ground up, where crafting mats are handled as more of a collectable. You find and mark nodes on your map, and then craft based on the discovered resources. Ex: You need 3 iron for this item? Then you need to have discovered three iron ore locations, and those persist even if you've already interacted with them.
Is this a good system for ESO? Well, no. It's not. It is a legitimate crafting system you could implement for your game, if you were designing it from the ground up. Where things like treasure or crafting nodes, were collectibles that you used to upgrade your character in various ways.
However, this is a ground level, fundamental design choice. Arguably it's not a good fit for an MMO in general, because it's a minimal grind system. Need stuff from a dungeon? Run it once, get the unlocks, and then you can make the gear from it. Need more crafting mats? Find them once, and you're able to craft and upgrade gear, with just some gold (or some other currency.)
So far as it goes, you could design a game where all of your gear selection functioned on unlocks like this. Collect treasure, buy unlocks from a character upgrade screen, pick your loadout, and scamper off. While streamlining the entire practice of actually selling treasure, and shopping for gear into a single currency/progression system. Not something that would fit with ESO, and probably not something ZOS is interested in (at least not for this), but the possibility exists.
Zorgon_The_Revenged wrote: »Maybe they could add it as a "feature" of a future chapter, like Craglorn has nirn and Summerset has some of its own nodes unavailable in the base game, this chapter has group gathering with gathering quests and a "gatherers motif" only available as a rare drop from the nodes in the new chapter.
Zorgon_The_Revenged wrote: »Maybe they could add it as a "feature" of a future chapter, like Craglorn has nirn and Summerset has some of its own nodes unavailable in the base game, this chapter has group gathering with gathering quests and a "gatherers motif" only available as a rare drop from the nodes in the new chapter.
Lets all be honest, besides this issue there are a lot of things that could be changed about the game to make the game more MMO-like.
Look at some of the DLC quest lines for example. It wouldn't hurt for their to be an instance that required you to get a buddy every few quests like a two man or three man+.
We need things to encourage group play like universal nodes.
Vote against the bots. Vote for instanced nodes.
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?
As soon as I saw the title, an idea popped into my head.
What if ZOS added a "super node" that has a random chance the spawn? Like a huge tree branch, or a large deposit of ore. Perhaps this node could be mined by 20 or so people before it despawns.
I feel it would be a cool addition to encourage community interaction. Even people saying "Hey, there's a huge branch outside this town, go check it out!" in zone chat could be a neat way to encourage interaction.
If you're getting your feelings hurt or stressing because someone beat you to picking a virtual flower, you seriously need to step away.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.