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Should resource nodes be privatized or public on the Megaserver?

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Comments

  • [Deleted User][Deleted User] UncommonPosts: 0
    The user and all related content has been deleted.
  • GravargGravarg Member UncommonPosts: 3,424
    I don't mind them being public.  I found plenty in the Beta, hopefully they have some equation in the respawn that increases the amount of nodes when there are more players in an area though.
  • ShavaKaShavaKa Member UncommonPosts: 91

    I would go with public, yeah it sucks if someone gets it first, but ya know it's more realistic that way. I remember in wow being frustrated at people who would intentionally steal nodes from you. It's a competitive content and I think it's great that you will have to actually put in some work to get a feeling of value rather than taking resources for granted because they're so abundant. Kinda like capitalism, you want more, you get more, you get bored and people in another country starve for freedom and ask what a node is.

    This by far is great development, it's deeper content like back in the day and when you got it you felt like you really did achieve something rather than a flashy popup window telling you how many peanuts you ate on an airplane.

  • Bad.dogBad.dog Member UncommonPosts: 1,131
    Private nodes ....I'm well pass the stage of playing a mmo to have some asshat  ruin my day running around stealing my chests and nodes
  • sketocafesketocafe Member UncommonPosts: 950
    Originally posted by Bad.dog

    Private nodes ....I'm well pass the stage of playing a mmo to have some asshat  ruin my day running around stealing my chests and nodes

     

    What makes them yours?
  • DaveyColeDaveyCole Member Posts: 85

    I like they way the game does it right now, where there's a single resource that can be harvested by a single player, and disappears for everyone after it is collected, until it respawns.

     

    I'm not a huge fan of all this "everyone gets a castle" gameplay in MMORPG's these days. It reminds me of those participation trophies they give out to kids who lose.

     

    They way they have it now keeps things competitive and unpredictable. You have to keep searching for resources and you never know if it will be there. Maybe you discover a new one because the last time you passed an area it was gone. Of all the over-simplified things that they've added to this game to hold the player's hand, I am grateful of the way resource gathering is done.

  • FlyinDutchman87FlyinDutchman87 Member UncommonPosts: 336

    It's not a problem....

     

    It's instanced...

     

    It doesn't FEEL instanced but it is. You'll only have to compete against the people in your instance for nodes. 

     

     

  • Bad.dogBad.dog Member UncommonPosts: 1,131
    Originally posted by sketocafe
    Originally posted by Bad.dog
    Private nodes ....I'm well pass the stage of playing a mmo to have some asshat  ruin my day running around stealing my chests and nodes

     

    What makes them yours?

    You are right my bad .....All resources and chests belong to the Ming Brothers Bot Farming Corp .

  • Preacher26Preacher26 Member UncommonPosts: 381

    I would prefer private.

    you don't need to make them public to cotrol supply.... Adjusting respawn timers accomplishes the same thing IMHO and makes the experience much less frustrating 

  • TelondarielTelondariel Member Posts: 1,001
    Originally posted by SpottyGekko

    I love the node competition and winning/losing that sprint-for-the-node. It's a meta game in itself image

     

    But I'm worried about an infestation of goldseller harvesting bots. They attacked FFXIV in force at launch and seemed to be replaced instantly when banned. That probably contributed to the rash of account hackings, phishing emails and general shenanigans in the first few months after launch. The goldsellers needed a steady supply of new accounts to replace the banned ones, and they certainly weren't going to pay for them.

     

    I just don't think there is a work-around for bots.  Every game has them.  The only thing you can do, personally, is to have a lengthy and complicated password that is unique for ESO.  Then, have a similar and unique password for your ESO email account.  My gaming accounts all have 15+ character passwords and I haven't been hacked yet *knocks on wood*.

     

    As for nodes..I don't mind competition in this regard.  The world is large enough that you should be able to find preferred areas to harvest in.  I played EQ2 for years and they have contested harvest nodes.  I just went out where no one else was, preferably in a quieter period of the day, and had no problems whatsoever.

    image
  • KnotwoodKnotwood Member CommonPosts: 1,103
    Originally posted by HellCaster

    I don't see competing within your own faction as way to build camaraderie and this will be a point of contention so, while I'm fine with the nodes staying public, I have made repeated suggestion in the survey to add a decay timer to share a node.

    For example: if you and your party members all happen past a node you all want you all have 5 seconds from the time the first hit lands to start gathering and everyone get's a cut before it despawns so it helps avoid ninja'ing during fights and whatnot.

     

    I really like this idea and think this is how next gen nodes should work.  I also think this should be with chests also, as Ive been able to stand next to a chest someone has failed to unlock only to be able to claim it on them.  I of course let them have it back, but the fact I could claim it on a new beginner whos skill was just starting to develop, stealing a chest would have just been wrong in my opinion. 

     

    I also worry about the Zerg Effect on these nodes when the game launches which might turn them into Dark Anchors or Public Dungeons because of the mass amounts of people hitting them.   Past beta there was no probable, but this very last beta, you could definatly feel the increase of population.   I think now, after finding out how great crafting is, your going to have a massive population increase on those nodes on top of players at launch.

     

    I don't know what they plan on doing if nodes are going to be zerged nonstop on launch, but I have a feeling some people who like public nodes might get frustrated a bit if they see 8 hours of zergs on their nodes.   I don't mind public nodes, but anytime something is a zerg fest it really kills the enjoyment and hope that will not be the case on launch.

  • KabonKabon Member UncommonPosts: 78

    PUBLIC NODES cause its a mmorpg

    you already have your private instances (wich is in some ways bad)

    if everything in a mmorpg is a timesink to ppls and you want to be max lvl right at the start  and be able to solo everything without competition why play a mmorpg at all. You could as well go n play a Single Player Game. The fun part in a mmorpg is competition and triyng to be the best. What makes todays Mmorpgs extremely unfun after awhile is the lack of competition instances everyone can get everything solo (Casual boredom). But thats something you see after playing awhile only.

    If Gold sellers come with theyre bots fine go ban them its competition as well.

    Why should the guy who plays 30 mins a week have the same stuff like the guy who plays 50 hours a week. Just cause it is a game doesnt mean you should get everything for free cause todays generation says its a waste of time otherwise. Why play games at all if you want to have it solved in 5 mins. The Bad thing is Game Developers even listen to such ideas at times instead of having a clear vision how theyre game should be. But at the moment it seems the leading guy of Elder Scrolls or lets say the  leading Team is on a good way with theyre Vision. Ideas are a good thing as long as they fit the Vision.

  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    Originally posted by Knotwood
    Originally posted by HellCaster

    I don't see competing within your own faction as way to build camaraderie and this will be a point of contention so, while I'm fine with the nodes staying public, I have made repeated suggestion in the survey to add a decay timer to share a node.

    For example: if you and your party members all happen past a node you all want you all have 5 seconds from the time the first hit lands to start gathering and everyone get's a cut before it despawns so it helps avoid ninja'ing during fights and whatnot.

     

    I really like this idea and think this is how next gen nodes should work.  I also think this should be with chests also, as Ive been able to stand next to a chest someone has failed to unlock only to be able to claim it on them.  I of course let them have it back, but the fact I could claim it on a new beginner whos skill was just starting to develop, stealing a chest would have just been wrong in my opinion. 

     

    I also worry about the Zerg Effect on these nodes when the game launches which might turn them into Dark Anchors or Public Dungeons because of the mass amounts of people hitting them.   Past beta there was no probable, but this very last beta, you could definatly feel the increase of population.   I think now, after finding out how great crafting is, your going to have a massive population increase on those nodes on top of players at launch.

     

    I don't know what they plan on doing if nodes are going to be zerged nonstop on launch, but I have a feeling some people who like public nodes might get frustrated a bit if they see 8 hours of zergs on their nodes.   I don't mind public nodes, but anytime something is a zerg fest it really kills the enjoyment and hope that will not be the case on launch.

    You're assuming that the instance populations are going to rise dramatically during the first few weeks after launch, but will they ? Or will ZOS just spawn more instances ?

    Sure, they can't keep on creating instances indefinitely (they should be so lucky to have to face THAT problem !), but I'm sure they will have a lot of reserve power. As long as their scaling holds up, it shouldn't be too bad.

     

    The first week or two may be a bit rough as they figure out a suitable respawn rate for nodes, but it will settle down. Competition will be brutal, I don't doubt that for a second. I'll be playing on the EU server, so competition may be 2% less than on the NA server... image

     

  • SetzerSetzer Member UncommonPosts: 261
    Public!

    Like someone mentioned earlier, I like to be able to make money off of gathering resources. If all nodes are private then the market gets flooded and there's no money to be made.
  • DaveyColeDaveyCole Member Posts: 85
    Originally posted by Setzer
    Public!

    Like someone mentioned earlier, I like to be able to make money off of gathering resources. If all nodes are private then the market gets flooded and there's no money to be made.

    Agreed, and then people just make a bunch of alts to do "resource runs" while the respawn timer resets on their last character. I'm actually for more competitive PVE, like non-instanced housing, non-phased bosses, public resources, etc. It's not very rewarding to own something everyone else has or can get easily.

  • CouganCougan Member UncommonPosts: 422

    Its one of those things where I'd like it public because of the reasons people mentioned - rarer materials and rewarding to collect them.

     

    On the other hand I can imagine top tier maps where the resources are rarer anyway and some bot or guild farm them all day, leading to you never actually having any materials lol

  • ReklawReklaw Member UncommonPosts: 6,495

    I actually like the challenge/hunt for resources. Making them private would make one hell of a boring experiance for me.

     

  • BoojumBoojum Member Posts: 16


    Public -- but they need to respect phasing.  Gathering can be annoying, it is more annoying when competing with an out-of-phase player for the same set of nodes.  Watching a node disappear with no one around moments before clicking on it breaks immersion, and is extremely annoying.

    When out gathering if I see someone else gathering I can go the other way.

    Not sure yet if I like how the PvP area gathering works with top tier nodes available, when I am skilling up on lowest tier nodes.

  • DeddmeatDeddmeat Member UncommonPosts: 387

    Wouldn't private nodes mean that the bots could then either flood the market with mats or sell them to npc and get a ton of money to then gold sell?

    So in fact not really helping at all

    image

  • IselinIselin Member LegendaryPosts: 18,719

    In instances? I'd like chests and nodes (if any) to be instanced. Chests in there are a distraction and an irritant anyway, especially in PUGs.

     

    Anywhere else, public.

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  • timidobservertimidobserver Member UncommonPosts: 246
    I guess that threads requesting that ESO be basically turned into an online single player game are to be expected. After all, it is based on a primarily single player franchise. 
  • VelocinoxVelocinox Member UncommonPosts: 1,010

    Public nodes.

     

    If they were private everyone would waste them leveling up a crafter and create a stupidly diverse and competitive craft goods market.

     

    With them being public they go to barely feeding a number of gold farming families, and making one gold farm owner extremely rich.

     

    What's better, playing a fake game, or barely feeding the hungry in the real world and supporting an exploitative nouveau riche?

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  • KhajimKhajim Member Posts: 20
    this is a moot point since there is no reason to gather resources. Crafting anything at end game is a waste of time and points. Just collect upgrade mats from breaking down items and use crafting to upgrade your dropped purples. I repeat, MOOT POINT BC CRAFTING ANYTHING IS BAD.
  • YaevinduskYaevindusk Member RarePosts: 2,094

     

    Have always hated resource nodes and how every game seems to have it.  There is an older and much better mechanic / system that was used in Ultima Online whereby everything was a resource.  Pick a side of a mountain or a rock, hit it with a pickaxe, you get ore or chunks of rock.  See a tree?  Grab an axe to get wood or use a dagger to get kindling.  Want some flowers or herbs?  They're all over the place.  No need for freakin' nodes.

     

    xD

     

    The only game that seems to be going that direction is Everquest... which is kind've ironic since they've made a complete 180 and started to make the game much like Ultima online was back in the day, but with the technology of today.  Though this is a hate on ESO, but rather just a comment on resource nodes as a whole and every game that uses them.

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