Monsters should be removed. The other day I saw a player fighting monsters but he was obviously a bot. I think it's wrong that bots can take away the monsters I wanted to fight, and if nobody has the ability to fight monsters, because they are no longer in the game, then this problem will be solved. I await the community's praise in this matter.
Auto loot should be removed. Ran across a character that was obviously unmanned. They moved in a set pattern, jumping routinely (done to avoid obstacles) and didn't stop to fight or collect loot. They fought using a spammed AOE attack. If auto loot was not a thing, this kind of behavior in public dungeons would not be advantageous.
Maybe remove the public sales as well. Allow private one-on-one sales but not have guild stores. If there were no guild stores, then farming in the above fashion would not be as advantageous. Therefore, these non-players would not be disrupting the progress and enjoyment of actual players.
Auto loot should be removed. Ran across a character that was obviously unmanned. They moved in a set pattern, jumping routinely (done to avoid obstacles) and didn't stop to fight or collect loot. They fought using a spammed AOE attack. If auto loot was not a thing, this kind of behavior in public dungeons would not be advantageous.
Maybe remove the public sales as well. Allow private one-on-one sales but not have guild stores. If there were no guild stores, then farming in the above fashion would not be as advantageous. Therefore, these non-players would not be disrupting the progress and enjoyment of actual players.
Auto loot should be removed. Ran across a character that was obviously unmanned. They moved in a set pattern, jumping routinely (done to avoid obstacles) and didn't stop to fight or collect loot. They fought using a spammed AOE attack. If auto loot was not a thing, this kind of behavior in public dungeons would not be advantageous.
Maybe remove the public sales as well. Allow private one-on-one sales but not have guild stores. If there were no guild stores, then farming in the above fashion would not be as advantageous. Therefore, these non-players would not be disrupting the progress and enjoyment of actual players.
If the game had better instancing, those actions would not be disrupting the progress and enjoyment of players. I think expanding and improving the instancing would be more workable than removing auto loot and public sales.
Monsters should be removed. The other day I saw a player fighting monsters but he was obviously a bot. I think it's wrong that bots can take away the monsters I wanted to fight, and if nobody has the ability to fight monsters, because they are no longer in the game, then this problem will be solved. I await the community's praise in this matter.
ESO_player123 wrote: »Auto loot should be removed. Ran across a character that was obviously unmanned. They moved in a set pattern, jumping routinely (done to avoid obstacles) and didn't stop to fight or collect loot. They fought using a spammed AOE attack. If auto loot was not a thing, this kind of behavior in public dungeons would not be advantageous.
Maybe remove the public sales as well. Allow private one-on-one sales but not have guild stores. If there were no guild stores, then farming in the above fashion would not be as advantageous. Therefore, these non-players would not be disrupting the progress and enjoyment of actual players.
In there is no "public sales" two thing will happen:
1. Players who are not in a guild (like me) would farm even more for their personal use. Because no one wants to spend time spamming in the zone chat what they want to buy.
2. Players that want to trade will STILL be farming. But in addition there will be bot sellers spamming the zone chat with their wares.
I think what you are looking for at this point is a single player game.
What do either of those points even have to do with Overland content anyway? They have to be trolling considering those matters are completely off topic.
spartaxoxo wrote: »What do either of those points even have to do with Overland content anyway? They have to be trolling considering those matters are completely off topic.
I don't agree with them even a little bit, but I personally think the user has made it clear at this point that they think the devs should take actions to reduce/eliminate farming in overland content. I suspect those suggestions are about ways to achieve that. I personally think farming mobs is a normal part of the MMO experience. And obviously with current drop rates of rare items from overland content, the devs have stuff that takes the opposite approach. So, like I said, I don't agree at all. I just think from past interactions that's probably why they made those suggestions.
Technically, this thread is for all overland suggestions and not just difficulty. That said, I don't see the devs eliminating farming in overland anytime soon. Nor do I think they should. I personally feel like it's a standard part of the MMO experience and a MMO with nothing to farm in the overland would be like a fps with no sniper rifles.
But they aren't strictly Overland, one is a setting and the other is a game mechanic that lets people sell anything not Bound.spartaxoxo wrote: »What do either of those points even have to do with Overland content anyway? They have to be trolling considering those matters are completely off topic.
I don't agree with them even a little bit, but I personally think the user has made it clear at this point that they think the devs should take actions to reduce/eliminate farming in overland content. I suspect those suggestions are about ways to achieve that. I personally think farming mobs is a normal part of the MMO experience. And obviously with current drop rates of rare items from overland content, the devs have stuff that takes the opposite approach. So, like I said, I don't agree at all. I just think from past interactions that's probably why they made those suggestions.
Technically, this thread is for all overland suggestions and not just difficulty. That said, I don't see the devs eliminating farming in overland anytime soon. Nor do I think they should. I personally feel like it's a standard part of the MMO experience and a MMO with nothing to farm in the overland would be like a fps with no sniper rifles.
There's no way someone would genuinely think these things are Overland issues when they touch so many other parts of the game.
It's not farming itself that is the issue, but the fact that other players can strip the field bare of anything for them to farm.
spartaxoxo wrote: »
Oh I know you weren't agreeing or defending the points, I was mainly saying how I don't think anyone could genuinely see these as Overland issues when they aren't, thus off-topic. One is just a game setting that works regardless of the content and the other is a game system that lets people trade their time (or money in terms of buying CS things) for gold.spartaxoxo wrote: »There's no way someone would genuinely think these things are Overland issues when they touch so many other parts of the game.
I think it's a bad idea, some of which for the reasons you touched on. I was just explaining my interactions with the user because of the confusion. I'm used to seeing posts here about issues people run into while doing overland. I'm not defending the idea as I don't agree with it even a little.It's not farming itself that is the issue, but the fact that other players can strip the field bare of anything for them to farm.
They can't though? Mobs respawn fairly quickly and you can easily just tag them to share credit.
This is more often than not a problem during events, which isn't an Overland issue as much as it is an issue with ZOS needing to make enemies or nodes that are needed respawn immediately. In terms of normal quests, if you're finding you can't get hits in because someone is farming, you can always come back and do the quest later. Not being able to complete a quest right away doesn't block progressing, it just means you need to wait a bit.spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
Vonnegut2506 wrote: »
spartaxoxo wrote: »spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.
Can someone give me a tldr on this post?
This isn't a great argument in terms of Delves, because there are WAY better places to farm stuff than Delves most of the time. Again the only real time you're going to have people farming like this is during Events like Witches Fest or New Life. And if someone is fsr farming a Delve and it's keeping someone from completing a quest outside of an event, you could literally go do other quests or something for an hour. For quests during Events ZOS really does need to implement an auto respawn for mobs and nodes.spartaxoxo wrote: »spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.
Yes, that is how you can tag a couple near you before they are killed. With a melee single-target attack, you might be able to barely tag one near you before it is killed.
This isn't a great argument in terms of Delves, because there are WAY better places to farm stuff than Delves most of the time. Again the only real time you're going to have people farming like this is during Events like Witches Fest or New Life. And if someone is fsr farming a Delve and it's keeping someone from completing a quest outside of an event, you could literally go do other quests or something for an hour. For quests during Events ZOS really does need to implement an auto respawn for mobs and nodes.spartaxoxo wrote: »spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.
Yes, that is how you can tag a couple near you before they are killed. With a melee single-target attack, you might be able to barely tag one near you before it is killed.
Also people need to remember that people farm mobs for a NUMBER of reasons that have nothing to do with the loot. Leveling, getting Leads, or trying to get the achieves to do with killing X number of Y mob or trying to get their Collectibles are all reasons someone might be in a Delve killing mobs. You never know what someone is actually doing. Everyone is as entitled to be any given place in the game doing what they want as anyone else, so long as they aren't breaking any rules or trolling/harassing someone. Wanting to take X or Y because you don't want what you're doing interrupted isn't going to happen, especially because people might not even be doing either of those and might be doing Z instead.
With a melee single-target attack, you might be able to barely tag one near you before it is killed.
This isn't a great argument in terms of Delves, because there are WAY better places to farm stuff than Delves most of the time. Again the only real time you're going to have people farming like this is during Events like Witches Fest or New Life. And if someone is fsr farming a Delve and it's keeping someone from completing a quest outside of an event, you could literally go do other quests or something for an hour. For quests during Events ZOS really does need to implement an auto respawn for mobs and nodes.spartaxoxo wrote: »spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.
Yes, that is how you can tag a couple near you before they are killed. With a melee single-target attack, you might be able to barely tag one near you before it is killed.
Also people need to remember that people farm mobs for a NUMBER of reasons that have nothing to do with the loot. Leveling, getting Leads, or trying to get the achieves to do with killing X number of Y mob or trying to get their Collectibles are all reasons someone might be in a Delve killing mobs. You never know what someone is actually doing. Everyone is as entitled to be any given place in the game doing what they want as anyone else, so long as they aren't breaking any rules or trolling/harassing someone. Wanting to take X or Y because you don't want what you're doing interrupted isn't going to happen, especially because people might not even be doing either of those and might be doing Z instead.
Agreed, but also,With a melee single-target attack, you might be able to barely tag one near you before it is killed.
So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.
This is such a non-issue and I don't understand why people are making it out to be a bigger deal than it is. Honestly, given this information regarding builds it seems to me that some people just need to use a little more common sense when in overland, and bring appropriate skills, rather than coming to the forums to complain that their build isn't serving them.
spartaxoxo wrote: »spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.
With a melee single-target attack, you might be able to barely tag one near you before it is killed.
So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.
spartaxoxo wrote: »spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.
With a melee single-target attack, you might be able to barely tag one near you before it is killed.
So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.
You’re leaving off a significant chunk of both what I said in that post as well as the previous quotes that it is a reply to.
To recap: I had said that a new/unoptimized/casual player might, when there is another player whirwinding through the area, might be able to barely tag a couple mobs near them before they are killed, and not be able to catch up to the whirlwind to tag any more than that. To which a response was to use a ranged aoe. To which I responded that a ranged aoe was already what I had calculated, and if I was talking about a melee single target attack, I would have instead said that player might be able to barely tag one mob near them instead of a couple.
ESO_player123 wrote: »spartaxoxo wrote: »spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.
With a melee single-target attack, you might be able to barely tag one near you before it is killed.
So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.
You’re leaving off a significant chunk of both what I said in that post as well as the previous quotes that it is a reply to.
To recap: I had said that a new/unoptimized/casual player might, when there is another player whirwinding through the area, might be able to barely tag a couple mobs near them before they are killed, and not be able to catch up to the whirlwind to tag any more than that. To which a response was to use a ranged aoe. To which I responded that a ranged aoe was already what I had calculated, and if I was talking about a melee single target attack, I would have instead said that player might be able to barely tag one mob near them instead of a couple.
Since we are talking about the need to tag, I have a question. What is a new/unoptimized/casual player doing in a delve in this scenario?
Are they on a quest? If so, they do not need to tag everything. Most quests in delves/public dungeons (to my knowledge) require only retrieving items/killing a boss/bosses. So, outside of events or situations when people are farming a boss for a lead when the delve is very new the bosses are deserted. Sure, you might need to wait for a boss to respawn.
ESO_player123 wrote: »spartaxoxo wrote: »spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.
With a melee single-target attack, you might be able to barely tag one near you before it is killed.
So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.
You’re leaving off a significant chunk of both what I said in that post as well as the previous quotes that it is a reply to.
To recap: I had said that a new/unoptimized/casual player might, when there is another player whirwinding through the area, might be able to barely tag a couple mobs near them before they are killed, and not be able to catch up to the whirlwind to tag any more than that. To which a response was to use a ranged aoe. To which I responded that a ranged aoe was already what I had calculated, and if I was talking about a melee single target attack, I would have instead said that player might be able to barely tag one mob near them instead of a couple.
Since we are talking about the need to tag, I have a question. What is a new/unoptimized/casual player doing in a delve in this scenario?
Are they on a quest? If so, they do not need to tag everything. Most quests in delves/public dungeons (to my knowledge) require only retrieving items/killing a boss/bosses. So, outside of events or situations when people are farming a boss for a lead when the delve is very new the bosses are deserted. Sure, you might need to wait for a boss to respawn.
That is true for most. Two that come to mind are the repeatable daily quests "Culinary Justice in Greenshade" and "Veiled Darkness in Auridon", which require killing mobs and bosses. That requires waiting on a respawn for every 2-3 mobs, and then waiting on a respawn for the boss. With each respawn timer being 5 minutes, that could mean 30 minutes of waiting.
ESO_player123 wrote: »ESO_player123 wrote: »spartaxoxo wrote: »spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.
With a melee single-target attack, you might be able to barely tag one near you before it is killed.
So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.
You’re leaving off a significant chunk of both what I said in that post as well as the previous quotes that it is a reply to.
To recap: I had said that a new/unoptimized/casual player might, when there is another player whirwinding through the area, might be able to barely tag a couple mobs near them before they are killed, and not be able to catch up to the whirlwind to tag any more than that. To which a response was to use a ranged aoe. To which I responded that a ranged aoe was already what I had calculated, and if I was talking about a melee single target attack, I would have instead said that player might be able to barely tag one mob near them instead of a couple.
Since we are talking about the need to tag, I have a question. What is a new/unoptimized/casual player doing in a delve in this scenario?
Are they on a quest? If so, they do not need to tag everything. Most quests in delves/public dungeons (to my knowledge) require only retrieving items/killing a boss/bosses. So, outside of events or situations when people are farming a boss for a lead when the delve is very new the bosses are deserted. Sure, you might need to wait for a boss to respawn.
That is true for most. Two that come to mind are the repeatable daily quests "Culinary Justice in Greenshade" and "Veiled Darkness in Auridon", which require killing mobs and bosses. That requires waiting on a respawn for every 2-3 mobs, and then waiting on a respawn for the boss. With each respawn timer being 5 minutes, that could mean 30 minutes of waiting.
30 mins? I'm sorry, but that is math that is not backed by practice. I've done these on multiple new characters (both melee and ranged) multiple times while leveling the Undaunted skill line/getting scripts (as I'm sure most of the players did at some point). And also rather recently on PC EU where I created my first toon in the Fall. Yes, you need to wait for the boss most of the time in these delves. That is a given and not just for new players. But I've never had to wait for the regular mobs to respawn on any of my toons new or not even if there were multiple people in there.
Edit: Yes, YMMV, but I would like to see if anyone had to actually wait in one of those delves for 30 mins.
spartaxoxo wrote: »spartaxoxo wrote: »
They can.
5 minutes isn't quick when you need to tag multiple types of mobs in a delve to complete a quest, while at least one other player is moving through the mobs at triple your speed while instantly killing all mobs in a large radius around them. You might be able to barely tag a couple near you before the whirlwind kills them and moves on, leaving you without a chance to catch up to any other mobs that the whirlwind is going after, and so you have to stay where you are to wait for a respawn that happens just as the whirlwind is circling around to get the freshly respawned mobs.
Just use a ranged aoe and tag the mobs. Staff has wall of elements, assault has caltrops, bow has poison spray....so there are non-class specific options as well.
With a melee single-target attack, you might be able to barely tag one near you before it is killed.
So bring a ranged skill? With all of the freedom we now have in build customization, who in the world is exclusively using melee skills? You have two bars of five regular skills and two ults, surely at least one of those could (and absolutely should) be set aside for a ranged attack, or a gap closer that can help you move in and tag more quickly when you need to.
You’re leaving off a significant chunk of both what I said in that post as well as the previous quotes that it is a reply to.
To recap: I had said that a new/unoptimized/casual player might, when there is another player whirwinding through the area, might be able to barely tag a couple mobs near them before they are killed, and not be able to catch up to the whirlwind to tag any more than that. To which a response was to use a ranged aoe. To which I responded that a ranged aoe was already what I had calculated, and if I was talking about a melee single target attack, I would have instead said that player might be able to barely tag one mob near them instead of a couple.