katanagirl1 wrote: »If you leave it too long to buy them, however, that trend can start to reverse and you can occasionally end up having to pay more for them, if you have missed a specific one, than you would have had to earlier.
I guess I'm thinking primarily as a consumer of furnishings plans, not so much as a farmer and seller.
Selling laundered items, motifs, and furnishing plans is my primary source of income, has been for years. But I also learn the first of every new plan I find on my crafter, so any duplicates are pure profit.
I have noticed that the longer plans have been available from the writ voucher lottery, the more valuable green and blue plans become. Because people invest vouchers primarily in purple quality envelopes, and as people move on to newer hunting grounds the lower quality blueprints go unfarmed and become more scarce. For example, blue quality Summerset plans are selling for around twice as much as purples in guild stores.... if you can find them at all.
Since I gave up farming Murkmire plans, even though I have a Khajiit main character that is perfect for all my farming needs, I have been looking to buy the Dragonfruit plan. I have checked guild traders in capital cities for months and no one has it for sale.
I think it is a green plan but I am not sure.
Other green Murkmire plans are still sometimes going for ridiculous prices.
As far as furnishing plans go, Murkmire is the most bizarre zone in the game. For some reason the drop rate for purple plans there is higher (was that way since the beginning IIRC) than that of green ones.
Adding the Murkmire envelopes to the writ vendor, instead of alleviating a problem, made it worse because there was already enough blues and purples on the market and the green ones were harder to find due to fewer people trying to farm the place*.
*And it is a terrible place to farm since there are no locations with a decent amount of lootable containers. Farming in Murkmire means crossing a map that is hard to navigate, full of enemies that camouflage well with the background, with way too few wayshrines, while doing less damage than normal or having to carry a spare set of gear, weapons and jewelry in your inventory to swap between looting a couple of containers and fighting bugs (mosquitoes and the like).
For Murkmire, I did a bunch of farming for green plans. What worked for me was this: Park a few characters in the crafting area in Lilmoth, check all containers there, then relog. Could reliably pull green recipes there when I spent enough time doing it, most chars were level 3-5. No combat or running, just a matter of how long the loading screens between characters took. This was after the blue/purple ones were made available from the master writ vendor. Managed to get all green ones, looted some and bought others.
We're definitely gonna have another Murkmire situation with Greymoor where the green plans will be far more expensive than the blue/purple ones unless ZOS does something about drop rates. Green is far more rare than blue at traders atm.
Well, if you enjoy it, other than the droprate maybe, then it wouldn't be a chore to do it, would it?
I just meant, if someone doesn't enjoy the process, especially if they aren't getting many drops either, it would probably make more sense to do something else to make gold, rather than making themself miserable.
I agree there aren't many plans in the stores (or weren't when I last looked on PC/EU, anyway) and I'm certainly not trying to say they shouldn't put the droprate up.
I'm just saying don't torture yourself doing something (anything), if you view it as a chore.
Ah.... look....Tiger. Putting aside what Katanagirl is saying for a moment.
What I meant to say is, they made this chapter's furnishing plan gathering a complete chore compared to Elsweyr. With Elsweyr, it was much MUCH easier to get at least a few plans just by hunting dragons.
But not Greymoor. With Greymoor, it USED to be easy to get furnishing plans just by going through the Public Dungeon. After the patch? No longer.
My original comment was merely bemoaning the lack of ways you can get new furnishings in a relatively easy way like Elsweyr furnishings.
You tell me I should go and do something else, and I appreciate that you were trying to give me helpful advice, but that wasn't ultimately the point I was making. The point I was making is that they made it hard to get the new furnishing plans and it's disappointing that they did that. The price is only going to go up for them, at least until they release plans in the writ voucher shop, and that's disappointing.
Just to give an example of what I am eluding to, above:
Player A is keen furnisher, ESO+ subscriber (for the housing slots, not just the craft bag!) and is an occasional buyer of Crowns, via real money, for furnishing packs and/or the occasional house. They learn every furnishing plan they find, unless it is a duplicate, as they love to craft their own furniture. They have no Radiant Apex mounts, despite having spent plenty of money on the game.
Player B, on the other hand, has zero interest in housing, or furnishing, they do not sub to ESO+ and never buy Crowns via real money. They never learn the furnishing plans they find, or only when they are next to worthless to sell. They own Radiant Apex mounts, because they convert the gold paid to them for furnishing plans, by Player A (and similar players) to Crowns and then buy crates with them.
What financial motivation is there for ZOS to enable Player B, at the expense of Player A?
Especially if Player B then ends up riding around on Radiant Apex Mounts (while Player A does not), due to all the gold they have accrued, even though they have contributed only the original purchase price to the game.
It would make more sense for them to curtail Player B's activities, at least to an extent, by reducing the droprate of plans; either in general, or to players who do not learn and/or buy plans, themselves.
...and then, make up for any shortfall of plans, on traders, by sticking any missing (or overpriced) plans on there, themselves.
Again, not saying they are doing this, but you get my point.
What really bothers me is that they care enough to nerf things weeks after launch, like they did with Summerset and now Greymoor too. Like, what the heck, ZOS, why? They take drop rates that happened to be 'halfway decent' (let's not pretend that being able to get 1 Purple schematic in 1 hour was some game-breakingly high bugged ratio, loot cooldowns already prevent people from getting purples in a row) and nerf them to 'almost non-existent'.I think the reason drop rates are so inconsistent between different zones is due to lack of attention to the problem and or lack of time to deal with the problem.
Additionally, Greymoor has a number of lootable furniture that are not interactable (like, it's clearly a Cabinet on the wall, or clearly a desk, but it's not interactable)
Yep, that's exactly what I noticed too. Especially in Graymoor Keep, but there are a few in Solitude too. I've been desperate enough for Greymoor schematics to rush an alt through Western Skyrim story just so they can access the main Graymoor Keep, and I left Gwendis's side quest unfinished too, so I can go back inside the building. And exactly as you say, it's really infuriating. Desk with some stuff on top of it, lootable. Identical Desk next to it, unlootable. Argh!The living quarters have the same issue. There is a hallway/room with several beds, a few vampires and a vampire lord. Only one of the chests in there can be looted even though there are 2 or 3 that look exactly the same, and one of the wardrobes (on the right side if memory serves) that you cannot interact with.Additionally, Greymoor has a number of lootable furniture that are not interactable (like, it's clearly a Cabinet on the wall, or clearly a desk, but it's not interactable)
katanagirl1 wrote: »You don't have to bet. I'm telling you. It's a fact. There's no point in guess-work when everything is well-documented, not sure how else to tell you. Containers like Urns, Dressers, Backpacks, Wardrobes, etc. are not shared. They are permanent fixtures in the world that are always there, and their Empty/non-Empty status and their loot are allocated randomly for each player on an individual basis.katanagirl1 wrote: »You might each see different things, but I bet as soon as one of you takes what’s in there, the others will see the container as empty. They may be instanced, but they could also be shared. Like nodes, a player with rank 1 in ore will see iron but my character with rank 10 sees rubedite. When someone else farms a node, it vanishes for me.Other instances can't interact with yours. So simpler? Maybe. But wrong. Try it, really, if you don't believe mekatanagirl1 wrote: »A simpler explanation is that other players that are not in your instance are farming them.Yeah. I'm also pretty sure that this is normal and was always like this, especially if you open several containers in the same area. It's probably to reduce server load, rather than keeping personal loot data for every player from hundreds of checked containers.ApostateHobo wrote: »Nah containers just kind of empty themselves a little while after you search them. No idea why, but it's been that way as long as I've played the game.katanagirl1 wrote: »I have opened an urn in a location and not taken it, then abruptly changed my mind, and with no other visible players in the are, the urn suddenly was empty before I could pick it up again.
I don’t believe the ”personal instance” theory anymore.
I have a video on my YouTube channel that shows this at Dreloth Tomb.
There might also be a timer on them that determines when the container will reset to an Empty state from the moment of opening it (regardless of whether or not you open any new ones in the instance), but it is definitely affected by opening other containers.
When I was powerleveling Legerdemain at the Daggerfall ships, you could literally see this happening live. Look inside Crates or Dressers without looting the item, then keep moving on to some other containers and as you look inside your (around 5th) new containers, the old ones across the room will magically pop their lid/drawers and change into their 'Empty' container state. I liked to pretend that a friendly thieving poltergeist was accompanying me on my heists, and they were happily taking the stuff I left behind, lol.
Take 2 friends with you, or even just one into an instance with you. Have them take a look and point out which containers are marked 'Empty' for them from the start. They will be different. You can have a person see all Empty containers while others are looting them afterwards. Then have all 3 of you look inside a same on-empty container and tell each other what's inside. The contents of the container will be different for each of you.
I don’t really have any people left on my friends list that play at the same time as I do try it out.
I do see other players in my instance interact with containers and I see them as empty afterward as well.
Crafting nodes, Treasure Chests, Thieves Troves, Safeboxes and Heavy Sacks in the world are shared, they can be looted by any player, they are competitive. Unlike containers, they aren't permanent fixtures in the world but spawn randomly and may not always be there. They are a completely different type of loot system.
Which server do you play on? Cause you really should have taken all our word for it when we're telling you how it works, but I volunteer to make a char on your server and try it out if you still don't believe it.
Where is this info documented?
I have trouble believing things found on forums when my observations indicate otherwise.