My solution would be a little more evil.PouletRico wrote: »^ This. Just make the node disappears if at least one item has been removed, problem solved.
An even better suggestion is to just have resource nodes and chests despawn after a while. Something similar happens in dungeons and trials, which is the main reason why in an organised trial group, you either open chests before or after the fight, never during.Logaritmio wrote: »An even better suggestion is to just have resource nodes and chests despawn after a while. Something similar happens in dungeons and trials, which is the main reason why in an organised trial group, you either open chests before or after the fight, never during.
Even better, chests that have been unlocked should despawn after a minute so it can respawn. Runestones that have had at least one rune removed should also despawn shortly after.
but that's already how it works. people always suggest this but the devs have said that this system is already in place. i guess it's not as fast as a minute? instead it works in a way compatible with the rest of the system without creating glitches, bugs, and exploits. an opened container respawns after the appropriate amount of time. the people who claim that partially-looted nodes and chests somehow persist indefinitely until a willing garbageman comes to clean it up are not accurate.
Merlin13KAGL wrote: »So in the current option, you're mad because a chest/node (with items you don't want) is there.
In your suggestion, you'd be happier for chest/node that was not? (Considering it would go away and you'd effectively have to look elsewhere anyway?)
Once opened, nodes are already on a despawn/refresh timer, whether all or nothing is removed. There has never been a shortage of nodes. This is still a non-issue.
If you opted for a faster despawn rate, I could get on board with that. Though I suspect you would then be complaining about nodes that disappear just before you arrive to loot them.
It's fine the way it is.
An even better suggestion is to just have resource nodes and chests despawn after a while. Something similar happens in dungeons and trials, which is the main reason why in an organised trial group, you either open chests before or after the fight, never during.Logaritmio wrote: »An even better suggestion is to just have resource nodes and chests despawn after a while. Something similar happens in dungeons and trials, which is the main reason why in an organised trial group, you either open chests before or after the fight, never during.
Even better, chests that have been unlocked should despawn after a minute so it can respawn. Runestones that have had at least one rune removed should also despawn shortly after.
but that's already how it works. people always suggest this but the devs have said that this system is already in place. i guess it's not as fast as a minute? instead it works in a way compatible with the rest of the system without creating glitches, bugs, and exploits. an opened container respawns after the appropriate amount of time. the people who claim that partially-looted nodes and chests somehow persist indefinitely until a willing garbageman comes to clean it up are not accurate.
I have only personally checked Thieve's Troves, and I will never check another node again. The despawn time on a Thieve's Trove is 10 minutes, and has been recorded. This is unacceptable. Because it is so long most players never notice it, the mess someone caused will long have been cleaned up by another player who was trolled into thinking they were getting a full node.
So yeah the system is in place, but it is absurdly long.
This problem seems to be on the increase, people opening chests and just taking what they want and leaving the 'crap', not giving a thought to the players that follow. Not just chests but ALL crafting Nodes are cherry picked by these selfish people. There are NO excuses from this people! none, if you don't want all the items in a chest/node you can always destroy them/sell them to an NPC's.
I would like to see ZoS take away the option to NOT autoloot and instead have autoloot on as standard, that way the selfish ones amongst us will have no option but to take everything.
ConeOfSilence wrote: »Never seen this happen even once.
My solution would be a little more evil.PouletRico wrote: »^ This. Just make the node disappears if at least one item has been removed, problem solved.
Chests should be instanced to the player. This way, to each their own.
While the rest of us enjoy respawning chests, the others will run to these forums wondering why their chests no longer respawn.
wenchmore420b14_ESO wrote: »Thank You @Runs for mentioning this. I tried to find that thread, but was too many to sort through, so....
What lots of people don't realize, (and we saw during Morrowind release) is this...
With treasure chests, there are a X amount that spawn in a zone. Not all spawn at once, only a X amount.
Chest "A" has to despawn for chest "B" to appear.
Yes, there is a timer even on partial chests, but opens chest, leave stuff, it takes 10 minutes to despawn, then the timer starts again for respawn, so that is 20 minutes to respawn that one chest and that messes with the other spawn rate of other chests.
By "Cherry Picking" it upsets the rates of spawns and the farming of others.
This is a old issue and the result it always this... There are 2 kinds of players in ESO...
1. Those who think of others who play and are considerate to others and....
2. Those who don't think or care about other players and just don't give a s*** about others.
Just my 2 Drakes...
Merlin13KAGL wrote: »So in the current option, you're mad because a chest/node (with items you don't want) is there.
In your suggestion, you'd be happier for chest/node that was not? (Considering it would go away and you'd effectively have to look elsewhere anyway?)
Once opened, nodes are already on a despawn/refresh timer, whether all or nothing is removed. There has never been a shortage of nodes. This is still a non-issue.
If you opted for a faster despawn rate, I could get on board with that. Though I suspect you would then be complaining about nodes that disappear just before you arrive to loot them.
It's fine the way it is.
This.
I loot pretty much every node I find (sometimes even in Cyrodiil...) but I don't think I come across more than a couple of plants with critters left behind per day. Thieves trove without coins are somewhat more common, but still most are untouched.
I don't leave half looted nodes and I'm not fond of finding them myself, but I honestly don't see the issue, I take what's left and move on.
Elwendryll wrote: »Hey, I'm going to defend the incriminated people who don't loot everything, because it feels more challenging than defending the other point of view.
Without ESO+, the inventory management can really be a pain (even with it, a lot of people struggle).
A lot of players don't even think someone would open the chest after them, why would they care? It's not a bad intention, they consider it as their chest after all. And they wouldn't really be wrong, why?
Because once they opened the chest, it will disappear, no matter what, like ressource nodes, unless you open it, it is exactly the same as if there were no chest. There is only one thing that can reset the timer, and that's opening the chest. So when you find an unlocked chest, and you open it, you effectively increase the respawn time, by yourself. (It's been discussed and tested on a previous thread on the same subject). Ok, you might deviate from your farming path for nothing, but that's it, if it's not locked, don't open it (that's a piece of advice, I'm not saying it's not a problem or anything).
What you consider trash isn't for some players. And some would be happy to have leftovers. Why would you take and destroy items that someone else could find a use for?
An autoloot of all items would be inconsistent with the current looting mechanics.
Asking for an autoloot is restrictive, as you would have effectively less agility with your inventory management, and it would be enforcing your standards on other players, and thus restricting their gameplay options for your convenience.
Ok, just as a reminder. I still think it is bad etiquette to not get all the items from a chest. But I was just trying to find proper arguments defending it as there are already enough valid arguments against it. And I definitely understand the frustration behind this issue, it's justified.
wenchmore420b14_ESO wrote: »ckrobinson83 wrote: »It's perfectly clear that asking people NOT to do crappy things in this game (or most other places, really) simply doesn't work.
And you trying to force your playstyle onto others is even more crappy.
Asking people to be considerate of others is a lifestyle not a play style. Whether in RL or in Virtual World, being respectful and considerate is something people should practice.
If a person is a A##H#### in game, they probably are in RL too..
TL:DR... Asking people to be nice to others IS NOT pushing a playstyle, it's a reminder of what your parents should have taught.
Malacthulhu wrote: »Here is the thing, this is not a single player game. If you want perfect node farming conditions stick to single player games. You are competing with other people to farm the same area and you are playing by the wrong rule set.
Androconium wrote: »Lots of suggestions.
Force players to take the entire node content is the answer.
Regardless of it being a chest, a resource, a rune tower, whatever.
If you get to the node, all the content is yours.
What is not mentioned ever in these discussions are the people that run around taking the leftovers a) to get something; and b) the node respawns as a result.
Then these other cat-riding turds roll back in with their Merchant running behind them to a fresh node, that someone else has cleared for them. Laughing all the way to their real life job at the Bank.
redlink1979 wrote: »This is a silly discussion. There are bigger problems with this game.
Karminathevamp wrote: »
Sheezabeast wrote: »Try to be objective about this. In real life, when people leave their trash behind, it becomes someone else's problem. It's lazy, it's littering, and rude. Why is it any different in a video game?
Sheezabeast wrote: »Try to be objective about this. In real life, when people leave their trash behind, it becomes someone else's problem. It's lazy, it's littering, and rude. Why is it any different in a video game?
What? Of course it's different. Wtf.
And besides, as the saying goes: "One man's trash, is another man's treasure."
This isn't "real life". As that seems to be the only argument from the other side.
Sheezabeast wrote: »Weak excuse