
The respawn timer starts on nodes and chests the first time someone interacts with them. It doesn’t matter if they’re empty or still full, they will despawn and respawn on their own.
Find less populated areas to farm.
The respawn timer starts on nodes and chests the first time someone interacts with them. It doesn’t matter if they’re empty or still full, they will despawn and respawn on their own.
Find less populated areas to farm.
I see this argument again and again. It's a strawman. This timer is somewhere next to 10, 15 minutes as I have seen the same already opened chest sometimes two or three rounds on my farm runs and it takes plenty of time until it respawns full.
The fact that there is a respawn timer for partially looted nodes doesn't change the fact that the behaviour of cherrypicking significantly reduces other players chances of getting the precious loot that everyone hopes for.
So please stop bringing this argument up in this context. It does nothing for this issue.
and if they dont want to delete anything because nothings trash? yep, you're forcing them to miss out on something they got to before you did. Fair game buddy. Leave it as is, and just delete all the accounts of the serial whingers who demand zos do something because someone else got to a node/chest first and they got a choice of what they wanted to take and it wasnt 'all'.
the toxic behaviour comes from people like the OP of this thread. Not the people who partially loot.
Well @Slick_007 here's a idear, how about you hit a merchant during your runs and unload stuff? Or port to a bank and deposit your gains? If you have the assistants, you can do this while one the go, granted not everyone has these but if not everyone has access to wayshrines.
I'm sorry but your protest doesn't really bring to light issues with the idea. What it does do is encourage toxic behavior who DO partially loot. You KNOW this is part of the problem, not the solution. It benefits not a single living soul, there's simply no way you can justify this as being reasonable and you know this.
Again, the solution is very simple, egalitairion and simply has a measure of respect for the time of ALL and commonly available means to manage their inventory accordingly. It seems to me @Slick_007 that you're advocating partial looting, which is clearly toxic to the player base as a whole. Nothing prevents you from pausing in your run, accessing a wayshrine and hitting a banker, or summoning one if you have access to one. But what does prevent me and others from getting a fair access to a node is partial looting. THis is simply indisputable, if you take the cherry off the top and I as well as others as are left with the leftovers which we have no idea we're wasting our time on till we access the node, the only one who gets punished is the rest of us AFTER you've gotten your gain.
If all or nothing looting is implemented, you still can make a choice, you still have the means the to fully manage your inventory while you do a resource run. NOTHING about this proposal impacts you negatively, it does however prevent you from leaving the junk for others to clean up after you. I have to ask, who's being more selfish here? Me for suggesting this be all or nothing to benefit everyone, or you for catering to toxic looting practices?
The respawn timer starts on nodes and chests the first time someone interacts with them. It doesn’t matter if they’re empty or still full, they will despawn and respawn on their own.
Find less populated areas to farm.
I see this argument again and again. It's a strawman. This timer is somewhere next to 10, 15 minutes as I have seen the same already opened chest sometimes two or three rounds on my farm runs and it takes plenty of time until it respawns full.
The fact that there is a respawn timer for partially looted nodes doesn't change the fact that the behaviour of cherrypicking significantly reduces other players chances of getting the precious loot that everyone hopes for.
So please stop bringing this argument up in this context. It does nothing for this issue.
Wait a second. If you come across an empty chest, that is the fault of whoever took the stuff. If you pass the same empty chest a second and third time on your rounds, that's on you for leaving trash in it.
"Stealing" Chests from those who failed their first attempt at a picking...yeah I've been a victim of that a few times myself. Do I like it? No. Do I want ZOS to come in and fix it? No. The reason being I had a FAIR shot at it, I failed and though it's a d-bag move, its the price I pay for not being better at picking the lock to identify the right people to put on my ignore list. These days that rarely happens to me, but I never go after a chest if someone else is at it.
Wow much anger....
So Hate.....
Much not sorry....
*In the end of the day this is a game.....a game......A GAME!!!! Not life....simply if do not like it, go play something else. Simples.
MehrunesFlagon wrote: »What happens when you don't have enough space in your inventory?I am saying this with full intent on looting everything of course.
At least in my case, realisation that the last node or chest I looted didn't vanish is when I do go and decon/debag. The problem is still a left-over node I either need to find something to trash, RTS or leave.I find it hard to believe that so many people would waste their time cherry picking nodes rather than just grabbing everything and moving on.
But if they are, it would probably be because their inventory is full. So do you propose that they can't unlock a chest if they don't have X number of slots available? Or that they will be able to grab everything from the chest/node regardless of whether their inventory is full or not?
I propose that is common decency to fully loot the node.
If someone is unable to loot the entire node, maybe it is time for them to move on.Seems pretty petty if you have the time to sit and watch someone pick a lock. Are you that desperate for gear that you'd spend 10-15s waiting for someone else to see if they fail rather than continue on?MalsvirIxen wrote: »I don't think I've encountered this problem in a long while. I do however see people complain about other players stealing chests right out from under them because they either broke their lockpick or were busy fighting a mob that noticed them. I myself have been known to steal chests right out from under people (especially Master Chests) and I really couldn't care about how that affects the other person. My character is a *** 99% of the time to anyone and everything. Its just a game.
Yeah, I'll sit and watch a player picking the lock. If they fail, the chest is mine. They had their chance.Who's at fault if first person picks chest, grabs all but one item because their inventory filled up unknowingly, goes into bag to free one space, and the other person steals it from under their nose? :Plordspyder wrote: »I don't know, grabbing a chest under a person is annoying but ultimately part of the game and I can accept that. But cherry picking a chest is just a *** move.
one should learn better inventory management and the other should learn to be less of a d-bag.
If #3 was to ever be implemented there would need to be a cooldown / timeout on it hitting, as there is no reason to punish someone for backing out of a node or chest to spend a minute or two clearing out their bag / inventory to make room for remaining items. I'd also hope that it would not include any chests or sacks within any instanced delve, and also excludes any mobs, bosses or NPCs (each of the above, after all, are 'lootable nodes' in some sense).I support any ideas:
- node becomes bound to the first who picked it and disappears for anyone else
- forced autoloot together with need to have at least 3 inventory slots free before trying to pick a node/heavy sack and 5 free slots for chest (else the interaction in grayed out same as when you try to pickpocket with full inventory)
- and my absolute favourite! Jerks are free to partially loot anything they want as they do now, but... If you partially loot crafting material, next 24 hours you can't loot any crafting node at allSame for chests and heavy sacks. This would force person to be responsible - not cause of other people since he already doesn't care about those who will pick his trash - but cause he will be forced to think of his own successful farming
The choice - be a jerk and do not be able to farm for the whole next day, or be responsible and farm as much as you wish.
Maura_Neysa wrote: »Sure this is annoying, but so is going back to a city to to sell off everything or going line by line to destroy things when you dont have inventory space/portable mechant/ESO Plus.
A much better solution would be to just put a timer on it, just like in dungeons. Once "X" has been opened it will despawn in 5 minutes (or however long)
The toxicity in the game is much less resource farming by actual players and far more farming by bots, the spew that is often in zone chat, and the players who think that everyone needs to play it there way. It is just a game after all and some people do not care at all that there DPS will never be over 15k, Vet DLC dungeons will never be part of there day, and making the perfect house is the greatest accomplishment in the game.
The title is not just clickbait, but the post itself is toxicity.
A quick address to "just a game". Your time in a game, or anything for that matter, is a finite thing. We are often dismissive of this as a whole, but think on this: Every second of your life is the ONE resource you can never replenish. Anything that diminishes the worth of those seconds is a bad thing, with those seconds adding up. Don't we have enough crap in our lives adding up to poorly spent seconds that in a game they should NOT be endorsed?
In fact, because its a game, your time investment should be trivialized less and rewarded more. IMHO.
The obvious solution to this?
Player instanced nodes.
Benefits:
- If you half-loot a node, you're not harming anyone else by doing so;
- Encourages social play, with people actually sharing and helping one another out instead of being cagey and hostile around one another due to artificial scarcity which isn't helped by all the bots (which we'll never be rid of);
- People can gather wherever they want instead of having to try to find the least player congested area to 'hide out' in.
Downsides:
- It might drive the market price of mats down slightly which some greedy people care about way, way too much (it really wouldn't affect market prices that much as GW2 shows, and there are other items like recipes and traits which would still sell for plenty);
- Um... that's it.
It's a no-brainer, really. It's one of the few things about ESO that feels truly archaic.