TheDarkRuler wrote: »In the forums many users cried out for changes for the survey mechanics.
I am writing in PTS while hoping a few more ZoS devs might see it.
Please do something about the way resource surveys are handled:I really would love if one of the above mentioned features would be implemented. The current run away-run back system is annoying as hell.
- Make them respawn immediately once the last node is done
- When harvesting a node consume all surveys and increase the resource gained by an equal percentage
starkerealm wrote: »TheDarkRuler wrote: »In the forums many users cried out for changes for the survey mechanics.
I am writing in PTS while hoping a few more ZoS devs might see it.
Please do something about the way resource surveys are handled:I really would love if one of the above mentioned features would be implemented. The current run away-run back system is annoying as hell.
- Make them respawn immediately once the last node is done
- When harvesting a node consume all surveys and increase the resource gained by an equal percentage
Much as I'd like the latter, I have had a few cases where I've had a crash or DC mid survey, and if it was eating five or six surveys at once, I'd be [snip].
...
With that in mind, another thing they could do is go back to preventing us from carrying more than one of each survey. Before you flame me, consider that they could also do a smart RNG that always gave a survey the character did not have. (Heck, it's only back end database time) This way, it would only be an issue when things were so backed up on surveys that the character had them all. I suppose at that point they could just skip awarding the survey.
...
themaddaedra wrote: »The thing is, there's no real downside to making them reset after the last node is picked up.
starkerealm wrote: »themaddaedra wrote: »The thing is, there's no real downside to making them reset after the last node is picked up.
Technically, "no downside..." that we know of.
It is possible that there are some significant technical issues about instantly re-spawning surveys we're not aware of.
starkerealm wrote: »themaddaedra wrote: »The thing is, there's no real downside to making them reset after the last node is picked up.
Technically, "no downside..." that we know of.
It is possible that there are some significant technical issues about instantly re-spawning surveys we're not aware of. Though, at the same time, that would be significantly more convienent, and even if we had to wait a five or six seconds for the survey nodes to repopulate, it would be less obnoxious than what we have to deal with now.
That said, it is possible that the current system is there to address some technical issue. It requires us to move away from the survey node, but it's not measuring distance, as that is inconsistent. So, it's probably tracking when the player moves across some invisible border on the map. The same behavior is also true for treasure maps, if you pull one from your bank while standing on the site, it won't instantly appear.
It's also possible that the current system relates specifically to the old survey exploit, where someone would walk up to the nodes, bank their survey, and then loot the nodes, pull the survey back out respawning the nodes, and repeat.
starkerealm wrote: »themaddaedra wrote: »The thing is, there's no real downside to making them reset after the last node is picked up.
Technically, "no downside..." that we know of.
It is possible that there are some significant technical issues about instantly re-spawning surveys we're not aware of. Though, at the same time, that would be significantly more convienent, and even if we had to wait a five or six seconds for the survey nodes to repopulate, it would be less obnoxious than what we have to deal with now.
That said, it is possible that the current system is there to address some technical issue. It requires us to move away from the survey node, but it's not measuring distance, as that is inconsistent. So, it's probably tracking when the player moves across some invisible border on the map. The same behavior is also true for treasure maps, if you pull one from your bank while standing on the site, it won't instantly appear.
It's also possible that the current system relates specifically to the old survey exploit, where someone would walk up to the nodes, bank their survey, and then loot the nodes, pull the survey back out respawning the nodes, and repeat.
To elaborate on what you said...
My thinking is that all of this just takes advantage of systems already in place to put those nodes there, and avoids a "one-off" situation where they create a second system to put those nodes there because the player has multiple surveys.
The nodes only need to be there when the player gets close enough to see them. They don't need to be there just because they entered the zone. The game likely generates the nodes only when they get within a certain range. By running away and returning, the player exits that range and re-enters it, forcing the game to naturally regenerate the survey nodes.
Ultimately, I don't think that the problem is collecting on duplicate surveys, but that there are duplicate surveys that need to be collected. This creates an awkwardness right from the start, and the above discussion really emphasizes this.
With that in mind, another thing they could do is go back to preventing us from carrying more than one of each survey. Before you flame me, consider that they could also do a smart RNG that always gave a survey the character did not have. (Heck, it's only back end database time) This way, it would only be an issue when things were so backed up on surveys that the character had them all. I suppose at that point they could just skip awarding the survey.
As a player, I very rarely "run away-run back" when I have a duplicate. I usually go get other surveys and come back later, or just come back next time I am going through surveys. As I said at the top, I see the problem in that I am getting duplicates in the first place.
Ultimately, I don't think that the problem is collecting on duplicate surveys, but that there are duplicate surveys that need to be collected. This creates an awkwardness right from the start, and the above discussion really emphasizes this.
With that in mind, another thing they could do is go back to preventing us from carrying more than one of each survey. Before you flame me, consider that they could also do a smart RNG that always gave a survey the character did not have. (Heck, it's only back end database time) This way, it would only be an issue when things were so backed up on surveys that the character had them all. I suppose at that point they could just skip awarding the survey.
As a player, I very rarely "run away-run back" when I have a duplicate. I usually go get other surveys and come back later, or just come back next time I am going through surveys. As I said at the top, I see the problem in that I am getting duplicates in the first place.
It might be immersion breaking for some, but spawning the resources upon consuming the survey would work for me.
'Nom' the survey, nodes pop up. Happy days.
TheDarkRuler wrote: »starkerealm wrote: »themaddaedra wrote: »The thing is, there's no real downside to making them reset after the last node is picked up.
Technically, "no downside..." that we know of.
It is possible that there are some significant technical issues about instantly re-spawning surveys we're not aware of. Though, at the same time, that would be significantly more convienent, and even if we had to wait a five or six seconds for the survey nodes to repopulate, it would be less obnoxious than what we have to deal with now.
That said, it is possible that the current system is there to address some technical issue. It requires us to move away from the survey node, but it's not measuring distance, as that is inconsistent. So, it's probably tracking when the player moves across some invisible border on the map. The same behavior is also true for treasure maps, if you pull one from your bank while standing on the site, it won't instantly appear.
It's also possible that the current system relates specifically to the old survey exploit, where someone would walk up to the nodes, bank their survey, and then loot the nodes, pull the survey back out respawning the nodes, and repeat.
To elaborate on what you said...
My thinking is that all of this just takes advantage of systems already in place to put those nodes there, and avoids a "one-off" situation where they create a second system to put those nodes there because the player has multiple surveys.
The nodes only need to be there when the player gets close enough to see them. They don't need to be there just because they entered the zone. The game likely generates the nodes only when they get within a certain range. By running away and returning, the player exits that range and re-enters it, forcing the game to naturally regenerate the survey nodes.
I dont think there is such a thing as "taking advantage" of speeding up the looting process. If you have five Survey writs you are allowed to obtain 5 times the resources from it. So why is speeding it up not an allowed thing? There might be technical things that are not immediately allowing it but such is the thing of software development... you find a way eventually. Right now the system is a cripple, it could be much better.
MashmalloMan wrote: »It might be immersion breaking for some, but spawning the resources upon consuming the survey would work for me.
'Nom' the survey, nodes pop up. Happy days.
There is literally 0 arguement for RP here. The current system respawns a huge deposit of metal ores by simply walking away a minutes distance then coming back.
Ultimately, I don't think that the problem is collecting on duplicate surveys, but that there are duplicate surveys that need to be collected. This creates an awkwardness right from the start, and the above discussion really emphasizes this.
With that in mind, another thing they could do is go back to preventing us from carrying more than one of each survey. Before you flame me, consider that they could also do a smart RNG that always gave a survey the character did not have. (Heck, it's only back end database time) This way, it would only be an issue when things were so backed up on surveys that the character had them all. I suppose at that point they could just skip awarding the survey.
As a player, I very rarely "run away-run back" when I have a duplicate. I usually go get other surveys and come back later, or just come back next time I am going through surveys. As I said at the top, I see the problem in that I am getting duplicates in the first place.
Sordidfairytale wrote: »I maintain the idea that we should be allowed to trade the survey's in to an NPC for a reduced reward. Convenience VS effort.