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Loot Add ons and "Leftovers"

  • Elsonso
    Elsonso
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    RexyCat wrote: »
    If I remember correctly we had that discussion for ages about chests being farmed selectively for items and left with items that "nobody wants" and in the end a dev explained that chests will despawn independent on if it was being farmed or not with the same countdown from when it first spawned. The only difference when a container like chests are empty if will vanish from that map until it will be triggered again with a spawn for all containers (nodes like alchemy included).

    This discussion seem to be back with Ink farming, but the solution isn't to change how fast anything spawns as that could also lead to problems like when you see an alchemy or chests in the distant and start to run towards it that it will just disappear or be replaced with another node or worse you will lose chest item if you interact and discover your inventory where full and need to clean out space and then take rest of item in chest.

    I can't say that I have noticed any extreme amount of items left in any nodes or chests that where "left overs" from other players, but then I also have both Bank, Decon and Merchant Assistant and maxed out Inventory Space on both PC and Bank. I autoloot everything and decon items that aren't worth too keep or move it to Bank, sell items with merchant that are junk items or can't be decon. Naturally I also have ESO+ with unlimited material space, so that also make it easy to decon.

    As far as I can tell as an old player in ESO (started in 2014 with breaks in between) is that nodes and chests are respawning faster then in the old days.

    Try to stand at a chest that you have made empty and see how long time it will take for it to respawn or any node. You will notice it doesn't take much time and it will respawn (even nodes that haven't been interacted with vanish to be replaced with a new node).

    The distance between nodes seem also to have been reduced, so you have several nodes in very short distance on most maps, even maps that aren't starter zone maps.

    Many moons ago, people did research on PTS and compiled dev hints, statements, and comments about how resources and chests despawn and respawn.

    As I recall...

    Resource and chest locations are fixed. They might change, but only if a dev moves them in whatever tool they use to create the game world. This is also the way that they add or remove these things. They can change the contents by editing whatever passes as a loot table for that type of resource or chest. I think they will mainly do loot tables changes and roll them out in patches, but it seems to me they hotfixed loot tables once or twice.

    PTS and Live show that a partially consumed resource node will despawn in 10 minutes. The timer is believed to start when the node is opened, not closed, whether or not anything is taken from it. Until it despawns, it will contain whatever the first person who opened it saw, and what each person thereafter left behind*. The old node will despawn before a new one appears, and the new one appears at the same location. My recollection is that the wait for the despawn delays the respawn by a short amount of time, but there are a lot of nodes in each zone and most of them will not be waiting for a despawn.

    The locked chests behave a little differently. They apparently have a cap on how many can be in the zone, and there are more possible locations than there are spawned chests. According to people who investigated, or asked ZOS, when the chest spawns, after being consumed or despawned, it will spawn in any available location, and that may not be the same place. I do not know if partially consumed chests that have not despawned count against the total number of chests when it is time to spawn new chests. My expectation is that it does.

    I have never heard how the heavy sacks work. They seem to behave like chests, though.




    * Others have noted that certain types of loot appear to be "instanced", so only the player looking will see the item. This appears to happen when they open it, not when the original player opened it. As I recall, Leads in justice containers (merchant chests in Murkmire, for example) work this way. If true, what this means is that not looting everything so that the container remains will allow others to look in it for the next 10 minutes or so. This increases their chances of getting that Lead, since they do not have to wait for the chest to respawn.

    I have never independently verified this, but I mention it because Ink might also work this way. Ink is not a universal resource. Not everyone is going to see Ink. If someone opens a container and does not take the Ink, the next person that comes along should not see that Ink if they cannot farm for Ink. This is an avenue for testing, but Ink is so rare that it is not an easy test.

    The flip side of that is that, until disproven, leaving partial resource nodes may allow Ink-authorized farmers a better chance to find Ink.
    Edited by Elsonso on July 9, 2024 12:17PM
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  • Orbital78
    Orbital78
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    https://www.esoui.com/downloads/info3367-LykeionsMuchSmarterAutoLoot.html

    This is the one I started using, it has a "Considerate mode" which clears the junk loot and destroys it for you. So not really sure it is the addon's but just the harvester doing it on purpose. If anything it seems like (at least this addon) tries to help combat the issue.
  • katanagirl1
    katanagirl1
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    LaintalAy wrote: »
    Partial looting has been going on forever. No-one cared before...

    I don't see why it should take more than one person to clear the node.

    I don't see why when I clear the half-empty node up, some other goose will come along after me to a fresh one to start the whole cycle over.

    I won't do the Psyjic skill line ever again. Portals are in the same boat.

    Moot point now. The only reason Im harvesting now is to ensure less nodes for ink-farmers. Mats are worthless.

    Playing as I like...

    This right here. Funny how everyone dismissed this as a non-issue when they weren’t farming nodes or chests but suddenly now it is a problem. I have to laugh hysterically whenever I read this, remembering how many half-looted nodes and chests I’ve run across, sometimes multiple ones in a row.
    Khajiit Stamblade main
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  • Necrotech_Master
    Necrotech_Master
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    SeaGtGruff wrote: »
    Orbital78 wrote: »
    Or give craftbag for free B) if the market value of wood items is nothing except Heartwood, this will continue.
    If they give craft bag for free I genuinely believe they will lose like 80% of their ESO+ subscribers

    Yup i myself would drop my ESO sub in a heartbeat.

    Even despite the doubled bank space and doubled housing space?

    right now the absolute largest draw for the sub is: the craftbag access, and as a secondary thing, content access (for those who dont own all of the chapters/dlcs)

    sure double bank space is fine, i personally manage to keep my bank under 150 spots used most of the time, double housing space is meaningless to me since i dont decorate much lol

    doubled transmutes is a really poor bonus to begin with, i believe an eso sub should have uncapped transmute storage and then works like the craft bag as soon as someone unsubs, it reinstitutes a cap
    plays PC/NA
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  • goboltz
    goboltz
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    Loot NEEDS to be ALL or None, They are not "Trash Cans" , the chances of Ink now As well as Leads, Motif's and more are Ruined by those crying that they can't pick up everything . . . Yes, You can, then sell or trash it yourself.
    Menu needs to read "TAKE ALL" , no options & block add-ons from touching it unless they do take all !
    [PS5] [NA] [EP] - "Cheese for Everyone" !
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