randomkeyhits wrote: »not so much nodes but chests I can find frustrating.
I autoloot everything as my crafting bag is way too empty but I do hate it when I open a chest and there is a treasure map there that I already have and can't take.
Please either allow players to hold multiple of the same treasure map or make it so duplicates don't spawn in the chest.
Open chest, sigh, go to inven, scroll to treasure map, delete, go to chest, take map, be annoyed.
randomkeyhits wrote: »not so much nodes but chests I can find frustrating.
I autoloot everything as my crafting bag is way too empty but I do hate it when I open a chest and there is a treasure map there that I already have and can't take.
Please either allow players to hold multiple of the same treasure map or make it so duplicates don't spawn in the chest.
Open chest, sigh, go to inven, scroll to treasure map, delete, go to chest, take map, be annoyed.
True altruism would be saying, 'Getting this would be nice, but it's equally nice if somebody else gets to it before I do.'
But really, who's more toxic?...
was hoping this was gonna be a thread about the naming shaming forum rules...
somebody, anybody - make that thread please...
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.
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.
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?
it also takes far FAR longer for nodes to respawn if they haven't been fully looted
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.
But still wastes peoples time which is a stupid move on ZoS's part, I liked my idea where a node would get locked to you till you fully loot it or it despawns before you can harvest another, including chest nodes.
SaintSubwayy wrote: »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.
But still wastes peoples time which is a stupid move on ZoS's part, I liked my idea where a node would get locked to you till you fully loot it or it despawns before you can harvest another, including chest nodes.
I would actually go even further
Nodes and chests should be account instance based.
So when i harvest a node and i dont empty it, it will remain uncleared forever, until i clear it myself. Other players have their own instanced nodes, and are unaffected by this.
So if I dont gather everything inside, it will remain in this stat till I do...forcing me to empty everything.
Who is pretty much how it work in open world to, once you access an node it will start an countdown to reset.Maura_Neysa wrote: »SaintSubwayy wrote: »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.
But still wastes peoples time which is a stupid move on ZoS's part, I liked my idea where a node would get locked to you till you fully loot it or it despawns before you can harvest another, including chest nodes.
I would actually go even further
Nodes and chests should be account instance based.
So when i harvest a node and i dont empty it, it will remain uncleared forever, until i clear it myself. Other players have their own instanced nodes, and are unaffected by this.
So if I dont gather everything inside, it will remain in this stat till I do...forcing me to empty everything.
OMG you're just in love with crashes and lag eh? Account bound and tracked forever, talk about a waste of server space.
Just make them the same as dungeons. Once accessed it will despawn in 5 mintues
But still wastes peoples time which is a stupid move on ZoS's part, I liked my idea where a node would get locked to you till you fully loot it or it despawns before you can harvest another, including chest nodes.
nobody else likes your selfish idea and no way in hell should your idea ever be implemented.
Selfish yet you want people to pick up after you, kind of ironic don't you think pick up your own trash, this is what you want the world to become?
Me too, but not problem solved. Its problem intentionally created to force people to subscribe. The whole BS about this being a buy to play without a sub is the core of all this. If inventory wasn't such crap, there wouldn't be nearly as much of this. You can't even come close to fitting all the mats on an alt with 200 bag spaces. It's not about management it's just the straight bait and switch on the sale.I have ESO+ so I just always loot all. Problem solved.