folk dont seem to get how cupboards and dressers etc work in this game.. i would have thought by VET mode people would have worked it out.
@hamon - As noted above, all containers are instanced to each player. It's up to you to chose to make a clean sweep or not of the containers. The containers "reset" after awhile. Anyone figured out the respawn on these yet?
Nodes are not instanced to each player. Yes take the worms please folks.
folk dont seem to get how cupboards and dressers etc work in this game.. i would have thought by VET mode people would have worked it out.
Everyone looks through them for that rare motif book. However they leave stuff they dont want.. lockpicks stones etc. This is stupid cos all it does is means EVERYONE has less chance of getting the books.
the books spawn in the chests with a ceratin % possibility. so every time its looted all day the more chances of someone ( it could be you) getting a book when it re-spawns. however if everyone goes in and sees a lockpick and nobody loots it. the lockpick stays there all day and NOBODY (including you) gets a motif book from that chest.
So for common sense sake just take whatever is in the chest/cupboard and if you dont want it just trash it out your bag.
i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....
i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....
@hamon - As noted above, all containers are instanced to each player. It's up to you to chose to make a clean sweep or not of the containers. The containers "reset" after awhile. Anyone figured out the respawn on these yet?
Nodes are not instanced to each player. Yes take the worms please folks.
Maybe I am wrong here, but I am pretty sure containers are randomly "filled" for each player as they enter the instance. Containers look to be player-centric as in everybody gets their own.
If my friend and I enter a building at the same time and he loots all of the containers fully, it doesn't change which ones I can loot.
i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....
It presumably never occurred to you that the reason they did that was because they didn't want to devote the time necessary to advance their levels in those harvesting skills which had no relevance to their crafting profession.
As for this game, it's always best to learn how a system works before lecturing others on what you (mistakenly) believe to be their misuse of it.
i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....
It presumably never occurred to you that the reason they did that was because they didn't want to devote the time necessary to advance their levels in those harvesting skills which had no relevance to their crafting profession.
As for this game, it's always best to learn how a system works before lecturing others on what you (mistakenly) believe to be their misuse of it.
i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....
It presumably never occurred to you that the reason they did that was because they didn't want to devote the time necessary to advance their levels in those harvesting skills which had no relevance to their crafting profession.
As for this game, it's always best to learn how a system works before lecturing others on what you (mistakenly) believe to be their misuse of it.
you clearly misunderstand in EQ2 you could harvest everything not dependant on level or any other requirment.. so all you had to do was harvest everything and thus increase the chances of the nodes you actually wanted respawning. for example if you were going round 20 nodes on the first pass you leave 10 nodes you dont want. they respawn but 5 nodes are added to the ones you dont need. so the next pass 15 nodes are no use. then the next pass another 3 are useless . that means 18 are left next time.. till all 20 nodes are useless...
so perhaps you should be the one learning how it worked before commenting ?
Hmm... That's not how I remember it. In EQ2, you could only harvest nodes you were experienced and trained to do. I seem to recall being able to harvest ore nodes of very high levels, but wood nodes I couldn't harvest beyond the newbie zones. As well, all nodes were fixed. Harvest a metal ore node, and when it respawns, it will be the exact same type of node.i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....
It presumably never occurred to you that the reason they did that was because they didn't want to devote the time necessary to advance their levels in those harvesting skills which had no relevance to their crafting profession.
As for this game, it's always best to learn how a system works before lecturing others on what you (mistakenly) believe to be their misuse of it.
you clearly misunderstand in EQ2 you could harvest everything not dependant on level or any other requirment.. so all you had to do was harvest everything and thus increase the chances of the nodes you actually wanted respawning. for example if you were going round 20 nodes on the first pass you leave 10 nodes you dont want. they respawn but 5 nodes are added to the ones you dont need. so the next pass 15 nodes are no use. then the next pass another 3 are useless . that means 18 are left next time.. till all 20 nodes are useless...
so perhaps you should be the one learning how it worked before commenting ?
DenverRalphy wrote: »Hmm... That's not how I remember it. In EQ2, you could only harvest nodes you were experienced and trained to do. I seem to recall being able to harvest ore nodes of very high levels, but wood nodes I couldn't harvest beyond the newbie zones. As well, all nodes were fixed. Harvest a metal ore node, and when it respawns, it will be the exact same type of node.i remember in EQ2 , the amount of folk who would pick iron/wood nodes but leave herbs etc, then wonder after an hour or so why all that was left in the entire area was food nodes..... Duh....
It presumably never occurred to you that the reason they did that was because they didn't want to devote the time necessary to advance their levels in those harvesting skills which had no relevance to their crafting profession.
As for this game, it's always best to learn how a system works before lecturing others on what you (mistakenly) believe to be their misuse of it.
you clearly misunderstand in EQ2 you could harvest everything not dependant on level or any other requirment.. so all you had to do was harvest everything and thus increase the chances of the nodes you actually wanted respawning. for example if you were going round 20 nodes on the first pass you leave 10 nodes you dont want. they respawn but 5 nodes are added to the ones you dont need. so the next pass 15 nodes are no use. then the next pass another 3 are useless . that means 18 are left next time.. till all 20 nodes are useless...
so perhaps you should be the one learning how it worked before commenting ?