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[SUGGESTION] Make looted chests despawn quickly

  • Minyassa
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    If someone gets a treasure map they already have they can't pick it up so they have to leave it.

    I always destroy the one I have to pick up the new one. I'm not losing anything and neither is someone who might see that chest and waste the time heading for it instead of moving on to a real one.
  • starkerealm
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    PizzaCat82 wrote: »
    An Urban legend? I tend to hear about them once a day in zone chat, and I've experienced them countless times when I'm farming chests.

    It's definitely not rare, and its poor manners on those that are doing it.

    @PizzaCat82, the whole thing about them blocking chest respawns is a myth.
  • AlnilamE
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    Minyassa wrote: »
    If someone gets a treasure map they already have they can't pick it up so they have to leave it.

    I always destroy the one I have to pick up the new one. I'm not losing anything and neither is someone who might see that chest and waste the time heading for it instead of moving on to a real one.

    If you're on NA, feel free to mail any duplicate treasure maps to @AlnilamE if you don't want them.

    If you DO want them, then just put "Return" or "RTS" at the beginning of the subject line and the mail will bounce back to you as soon as I look at my mailbox.
    The Moot Councillor
  • Jeffrey530
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    PizzaCat82 wrote: »
    An Urban legend? I tend to hear about them once a day in zone chat, and I've experienced them countless times when I'm farming chests.

    It's definitely not rare, and its poor manners on those that are doing it.

    @PizzaCat82, the whole thing about them blocking chest respawns is a myth.

    Yea I thought regardless of taking everything or simply picked the lock and take nothing, the node will respawn in 10 minutes, not supporting leaving things in chests since I have plus and take everything, but I dont think it is that big of deal to see chests half looted, either way someone was there before you.
  • Sanctum74
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    PizzaCat82 wrote: »
    An Urban legend? I tend to hear about them once a day in zone chat, and I've experienced them countless times when I'm farming chests.

    It's definitely not rare, and its poor manners on those that are doing it.

    @PizzaCat82, the whole thing about them blocking chest respawns is a myth.

    But wasting people’s time isn’t a myth, it’s just inconsiderate
  • starkerealm
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    Sanctum74 wrote: »
    PizzaCat82 wrote: »
    An Urban legend? I tend to hear about them once a day in zone chat, and I've experienced them countless times when I'm farming chests.

    It's definitely not rare, and its poor manners on those that are doing it.

    @PizzaCat82, the whole thing about them blocking chest respawns is a myth.

    But wasting people’s time isn’t a myth, it’s just inconsiderate

    You'll note, I said:
    It's impolite to leave a half-looted chest, but you're not breaking the system.
  • Kwoung
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    PizzaCat82 wrote: »
    An Urban legend? I tend to hear about them once a day in zone chat, and I've experienced them countless times when I'm farming chests.

    It's definitely not rare, and its poor manners on those that are doing it.

    @PizzaCat82, the whole thing about them blocking chest respawns is a myth.

    I would like to see the facts that back that statement up. From my experience/testing as long as a chest is up, no replacement for it will spawn anywhere in the zone. As soon as a chest is looted, a replacement will spawn on the next server tick, which is generally less than a minute and normally mere seconds in my experience.

    Where has it been stated that upon opening a chest its replacement will pop somewhere else in the zone?
    Edited by Kwoung on February 17, 2021 9:18PM
  • starkerealm
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    Jeffrey530 wrote: »
    PizzaCat82 wrote: »
    An Urban legend? I tend to hear about them once a day in zone chat, and I've experienced them countless times when I'm farming chests.

    It's definitely not rare, and its poor manners on those that are doing it.

    @PizzaCat82, the whole thing about them blocking chest respawns is a myth.

    Yea I thought regardless of taking everything or simply picked the lock and take nothing, the node will respawn in 10 minutes, not supporting leaving things in chests since I have plus and take everything, but I dont think it is that big of deal to see chests half looted, either way someone was there before you.

    A little more complicated than that. The respawn timer is closer to 5 minutes (it's been a few years since it could actually be checked with a watch.)

    The issue is that there are multiple potential chest spawn locations. There's also a population limit for chests. This means when a chest respawns, it could be on the other side of the map.

    Either way, a partially looted chest will eventually despawn (though, I suspect this is fairly rare, as players will hoover up whatever they find on the way through), and chests will respawn elsewhere in the world, even if there are unlooted chests. (Not 100% sure if respawning chests will bump partially looted chests.)
  • Kwoung
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    Jeffrey530 wrote: »
    PizzaCat82 wrote: »
    An Urban legend? I tend to hear about them once a day in zone chat, and I've experienced them countless times when I'm farming chests.

    It's definitely not rare, and its poor manners on those that are doing it.

    @PizzaCat82, the whole thing about them blocking chest respawns is a myth.

    Yea I thought regardless of taking everything or simply picked the lock and take nothing, the node will respawn in 10 minutes, not supporting leaving things in chests since I have plus and take everything, but I dont think it is that big of deal to see chests half looted, either way someone was there before you.

    A little more complicated than that. The respawn timer is closer to 5 minutes (it's been a few years since it could actually be checked with a watch.)

    The issue is that there are multiple potential chest spawn locations. There's also a population limit for chests. This means when a chest respawns, it could be on the other side of the map.

    Either way, a partially looted chest will eventually despawn (though, I suspect this is fairly rare, as players will hoover up whatever they find on the way through), and chests will respawn elsewhere in the world, even if there are unlooted chests. (Not 100% sure if respawning chests will bump partially looted chests.)

    So now I am confused, as you seem to understand how it works. Here is what I know from testing:
    1. There is a fairly set number of chests that can be up in that particular instance at any given time. (not sure what the # is, or if it is flat or variable... but it isn't many)
    2. Removing a chest from that instance will cause a replacement to pop almost immediately somewhere else in the zone, but never at that same location, which now has a timer/cooldown on a replacement popping there.
    3. A partially looted chest will stay in that instance for 5-10 minutes before despawning.

    Which is why I say that a partially looted chest is blocking a replacement from spawning until it despawns. Which part do you disagree with or I am definitely wrong about? We tested this with clams, which have a much smaller number of spawn points and were very easy to track. I assume clams work exactly the same as chests, they just have a different look/loot table, as it would be pretty dumb of the devs to create a new system for something they already have.

    Your last statement of whether a respawning chest will bump a partially looted chest I think is where we differ. My experience is no, a new chest will not even be queued for respawn until another is removed completely.
    Edited by Kwoung on February 17, 2021 10:53PM
  • Zephiran23
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    AlnilamE wrote: »
    MadNomad1 wrote: »
    It is very annoying when you go to an overland chest and find everything has been looted apart from a single trait material. It should be changed so that players either:
    1) Have to loot the entire chest or not at all;
    2) or make chests despawn 30 seconds after they are looted.

    30 seconds? So if someone opens a chest and finds that their inventory is full, they don't even have time to vendor/bank/mail some stuff to free space before the chest disappears?

    Are you sure that's what you want?

    How much time do you need? One minute? Two?

    Ten minutes for inventory management is excessive, especially since the issue is the players who don't practice inventory management, grab what they want, and run off leaving the partially looted chest to sit there.

    Maybe you like getting partially looted chests, but a faster despawn/respawn time for partially looted chests would get you more untouched chests in the long run.

    The problem with that is people are going to have different ways to react to the bags full message. Option 1 is delete a single item and move on. Option 2 is to delete all the 0 gold equipment that's also unlikely to give materials when deconstructed. Thereby freeing up several slots and avoiding the problem at the next thing you want/need to loot without needing to visit a vendor or bank.

    They could make it work like alchemy surveys, where if you move out of range you can spawn a different combination. In this case partially looted counts as "you've taken everything you want" and the chest despawns.

    Timers are adding more mechanics that won't make everyone happy - see reaction to people leaving dungeon groups the second the last boss is dead.
  • starkerealm
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    Kwoung wrote: »
    Jeffrey530 wrote: »
    PizzaCat82 wrote: »
    An Urban legend? I tend to hear about them once a day in zone chat, and I've experienced them countless times when I'm farming chests.

    It's definitely not rare, and its poor manners on those that are doing it.

    @PizzaCat82, the whole thing about them blocking chest respawns is a myth.

    Yea I thought regardless of taking everything or simply picked the lock and take nothing, the node will respawn in 10 minutes, not supporting leaving things in chests since I have plus and take everything, but I dont think it is that big of deal to see chests half looted, either way someone was there before you.

    A little more complicated than that. The respawn timer is closer to 5 minutes (it's been a few years since it could actually be checked with a watch.)

    The issue is that there are multiple potential chest spawn locations. There's also a population limit for chests. This means when a chest respawns, it could be on the other side of the map.

    Either way, a partially looted chest will eventually despawn (though, I suspect this is fairly rare, as players will hoover up whatever they find on the way through), and chests will respawn elsewhere in the world, even if there are unlooted chests. (Not 100% sure if respawning chests will bump partially looted chests.)

    So now I am confused, as you seem to understand how it works. Here is what I know from testing:
    1. There is a fairly set number of chests that can be up in that particular instance at any given time. (not sure what the # is, or if it is flat or variable... but it isn't many)
    2. Removing a chest from that instance will cause a replacement to pop almost immediately somewhere else in the zone, but never at that same location, which now has a timer/cooldown on a replacement popping there.
    3. A partially looted chest will stay in that instance for 5-10 minutes before despawning.

    Point 1 is correct. I'm not sure if it's fixed or variable either, though my suspicion is that it's fixed. This isn't based on treasure chests, but is based on a bug that affected Thieves Troves in 2016.

    Point 2 is slightly incorrect. There is a timer. I'm not sure exactly how long it lasts. It is worth knowing that there are inaccessible nodes. I only know of three inaccessible chests (one in Bangkorai, one in Spindleclutch, and one in Fungal Grotto), but I suspect there are others. (Worth noting that Dungeons and Trials do operate under different rules from overland chests. It's obvious, but I figure I should point it out just in case.)

    The previously Thieves Trove bug gave us our best look at how the respawn system works, under the critical assumption that Thieves Troves follow the same basic logic as treasure chests (which appears to be the case.) This is why I say chests are on a 5 minute respawn timer. However, there is a critical ambiguity here. It is possible that a chest cannot respawn on the same node within 5 minutes, however, once the chest is removed, any other eligible chest node can respawn almost immediately.

    Adjacent to point 1, I suspect that the population limit is fixed, because of behavior in dungeons. Most dungeons have a fixed chest spawn limit of 2, with respawning disabled. It would make sense if overland chests are limited to a fixed number. This is also supported by chest behavior observed in Silver zones, back when those were still a thing. Chests were almost comically common, and I actually learned about a number of chest spawns from wandering around silver zones that I'd never seen in their normal versions. (And, they did exist in the normal (and current) versions of those zones, they were simply getting picked off very quickly.)

    Point 3 is correct, though I'm not sure on the timer either. I think it's 10 minutes from the time you crack it, but without official confirmation... *shrug*
    Kwoung wrote: »
    Which is why I say that a partially looted chest is blocking a replacement from spawning until it despawns. Which part do you disagree with or I am definitely wrong about? We tested this with clams, which have a much smaller number of spawn points and were very easy to track. I assume clams work exactly the same as chests, they just have a different look/loot table, as it would be pretty dumb of the devs to create a new system for something they already have.

    This is a good method to test respawning. It's a little suspect, because not all nodes operate off the same logic. In particular, because of their rarity, I would not have recommended using Clams. (This is also the weakness of any respawn timer information based off the Thieves Troves.)
    Kwoung wrote: »
    Your last statement of whether a respawning chest will bump a partially looted chest I think is where we differ. My experience is no, a new chest will not even be queued for respawn until another is removed completely.

    I know that partially looted chests can be despawned and replaced. I've only seen this happen twice. In both cases, the animation that played was that the chest briefly phased out and was replaced by animation of an open chest closing. I had confirmed that the chest was partially emptied before, and confirmed that it was relocked after the animation played. Like I speculated, I suspect this event is extremely rare, simply because, "see chest, loot it," behavior from players. (If you want to witness this chest animation occurring, there are locations, The Rift has one I can think of off hand, where there is a quest phased area with a chest visible from outside the phase line. If both versions of the chest are up, the animation will play when crossing the phase.) What I cannot confirm with these chests was that they hadn't reached their own despawn timer, as I found them partially looted, didn't empty them, and (in both cases) was distracted by something else.

    If it was just my experience, I could chalk those up to anomalies, however, we have had developers state that chest respawns are not blocked by partially looted chests. There was a heated thread back in '15 or '16 where a developer weighed in. WIthout seeing the text, it's possible that they meant the chest would respawn elsewhere, and that partially emptied chests will block respawns in a situation where a group of players have deliberately left partially looted chests on every possible node. You might be able to test this on the PTS's Artaeum, "off-season." If you've 12-15 players, you should be able to have enough manpower to effectively lockdown the entire map, and keep an eye on all entrances (to make sure no one's wandering around.) If you want to test treasure chests, that would be my recommendation.
  • Kwoung
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    Kwoung wrote: »
    Jeffrey530 wrote: »
    PizzaCat82 wrote: »
    An Urban legend? I tend to hear about them once a day in zone chat, and I've experienced them countless times when I'm farming chests.

    It's definitely not rare, and its poor manners on those that are doing it.

    @PizzaCat82, the whole thing about them blocking chest respawns is a myth.

    Yea I thought regardless of taking everything or simply picked the lock and take nothing, the node will respawn in 10 minutes, not supporting leaving things in chests since I have plus and take everything, but I dont think it is that big of deal to see chests half looted, either way someone was there before you.

    A little more complicated than that. The respawn timer is closer to 5 minutes (it's been a few years since it could actually be checked with a watch.)

    The issue is that there are multiple potential chest spawn locations. There's also a population limit for chests. This means when a chest respawns, it could be on the other side of the map.

    Either way, a partially looted chest will eventually despawn (though, I suspect this is fairly rare, as players will hoover up whatever they find on the way through), and chests will respawn elsewhere in the world, even if there are unlooted chests. (Not 100% sure if respawning chests will bump partially looted chests.)

    So now I am confused, as you seem to understand how it works. Here is what I know from testing:
    1. There is a fairly set number of chests that can be up in that particular instance at any given time. (not sure what the # is, or if it is flat or variable... but it isn't many)
    2. Removing a chest from that instance will cause a replacement to pop almost immediately somewhere else in the zone, but never at that same location, which now has a timer/cooldown on a replacement popping there.
    3. A partially looted chest will stay in that instance for 5-10 minutes before despawning.

    Point 1 is correct. I'm not sure if it's fixed or variable either, though my suspicion is that it's fixed. This isn't based on treasure chests, but is based on a bug that affected Thieves Troves in 2016.

    Point 2 is slightly incorrect. There is a timer. I'm not sure exactly how long it lasts. It is worth knowing that there are inaccessible nodes. I only know of three inaccessible chests (one in Bangkorai, one in Spindleclutch, and one in Fungal Grotto), but I suspect there are others. (Worth noting that Dungeons and Trials do operate under different rules from overland chests. It's obvious, but I figure I should point it out just in case.)

    The previously Thieves Trove bug gave us our best look at how the respawn system works, under the critical assumption that Thieves Troves follow the same basic logic as treasure chests (which appears to be the case.) This is why I say chests are on a 5 minute respawn timer. However, there is a critical ambiguity here. It is possible that a chest cannot respawn on the same node within 5 minutes, however, once the chest is removed, any other eligible chest node can respawn almost immediately.

    Adjacent to point 1, I suspect that the population limit is fixed, because of behavior in dungeons. Most dungeons have a fixed chest spawn limit of 2, with respawning disabled. It would make sense if overland chests are limited to a fixed number. This is also supported by chest behavior observed in Silver zones, back when those were still a thing. Chests were almost comically common, and I actually learned about a number of chest spawns from wandering around silver zones that I'd never seen in their normal versions. (And, they did exist in the normal (and current) versions of those zones, they were simply getting picked off very quickly.)

    Point 3 is correct, though I'm not sure on the timer either. I think it's 10 minutes from the time you crack it, but without official confirmation... *shrug*
    Kwoung wrote: »
    Which is why I say that a partially looted chest is blocking a replacement from spawning until it despawns. Which part do you disagree with or I am definitely wrong about? We tested this with clams, which have a much smaller number of spawn points and were very easy to track. I assume clams work exactly the same as chests, they just have a different look/loot table, as it would be pretty dumb of the devs to create a new system for something they already have.

    This is a good method to test respawning. It's a little suspect, because not all nodes operate off the same logic. In particular, because of their rarity, I would not have recommended using Clams. (This is also the weakness of any respawn timer information based off the Thieves Troves.)
    Kwoung wrote: »
    Your last statement of whether a respawning chest will bump a partially looted chest I think is where we differ. My experience is no, a new chest will not even be queued for respawn until another is removed completely.

    I know that partially looted chests can be despawned and replaced. I've only seen this happen twice. In both cases, the animation that played was that the chest briefly phased out and was replaced by animation of an open chest closing. I had confirmed that the chest was partially emptied before, and confirmed that it was relocked after the animation played. Like I speculated, I suspect this event is extremely rare, simply because, "see chest, loot it," behavior from players. (If you want to witness this chest animation occurring, there are locations, The Rift has one I can think of off hand, where there is a quest phased area with a chest visible from outside the phase line. If both versions of the chest are up, the animation will play when crossing the phase.) What I cannot confirm with these chests was that they hadn't reached their own despawn timer, as I found them partially looted, didn't empty them, and (in both cases) was distracted by something else.

    If it was just my experience, I could chalk those up to anomalies, however, we have had developers state that chest respawns are not blocked by partially looted chests. There was a heated thread back in '15 or '16 where a developer weighed in. WIthout seeing the text, it's possible that they meant the chest would respawn elsewhere, and that partially emptied chests will block respawns in a situation where a group of players have deliberately left partially looted chests on every possible node. You might be able to test this on the PTS's Artaeum, "off-season." If you've 12-15 players, you should be able to have enough manpower to effectively lockdown the entire map, and keep an eye on all entrances (to make sure no one's wandering around.) If you want to test treasure chests, that would be my recommendation.

    The Artaeum idea is a good one, I will see if I can cobble together enough folks to test it. We chose clams, well because we also wanted to get as much clam gall as possible for the guild and I had my theory about the spawns, which proved correct. Everytime we looted a node, a new clam would pop, generally within seconds. I chalked this up a a server "tick" being what controlled the timing, the once a minute or whatever that the code cycles to check these things and make them happen. During the test we had eyes on pretty much every clam spawn point in the zone, some people covered numerous nodes, some just one remote one. From what I saw, it took a clam being removed from the instance for a new one to spawn.

    Anyhow, this discussion is near and dear to my heart, because I like figuring these things out. I did the same with how rare harvests worked back in EQ, it took a slew of testing, but we figured it out finally and we never had issues with finding rares again. From my observations, I think Psijic Portals work similarly to how the rares worked in EQ.
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