When i'm farming something with a low drop rate or just naturally hard to find. Like the void mount from Warlords of Draenor, where you have to find those portals to enter. Or the Reins of the lost hippogrphy in Legion.
What drives me crazy is the level capped players in GW2 who run around the low level zones ruining things for everyone else. When there's a group event, they bull their way in with their mounts and one-shot mobs; no one else can do anything but stand and watch.
It's bad enough having to spend 10 minutes running from point A to B while you see the level 80s zooming by on their mounts, rude behavior just adds insult to injury.
Blame arenanet for that, not the players. They're just trying to get their dailies done.
The problem is not that huge: small random events don't interest high level players outside the eventual daily (one area in the entire game not always a low level one... Every other day?). World bosses or newly added content can catch other players attention, but even if they make things a little too easy for my taste (wasn't like this before ascended and elite spec) you can hardly say that new players don't get a chance to do anything
The problem is not that huge: small random events don't interest high level players outside the eventual daily (one area in the entire game not always a low level one... Every other day?). World bosses or newly added content can catch other players attention, but even if they make things a little too easy for my taste (wasn't like this before ascended and elite spec) you can hardly say that new players don't get a chance to do anything
I quit shortly after ascended gear and living world story started. World bosses and meta events were always easy due to the zerg. I'm not sure what time period you're referring to where that wasn't the case. From launch to when i quit, the zerg trivialized it all.
That's the problem with open world dungeons and content as a design choice. Imo, it's an insurmountable one.
@Sephiroso I've been there from few months after the launch. One thing is the "zerg", really hard to make a world boss engaging, and I can agree with you, they could be improved. But if a newbie is in the right spot from the start, he gets a chance to partecipate and get reward, it's not true that "you can just stand there and watch" like somebody said.
I was listening to a youtuber talking about a particular game and he shared his opinion that if you "resent" seeing other players around you in an mmorpg, this is a sign of poor game design. I wonder what people think about this.
I can understand what he's saying because I've felt it in ESO, for example, when I have to kill a mob to get a chest or a resource node and someone comes and takes it while I'm in combat. Regardless of whether the other player is "right" or "wrong," I feel resent and I wish I could do something about it, but I can't because there's no pvp combat allowed outside of Cyrodiil (probably it would be worse if I tried to kill the other player and got stomped on top of everything else).
On the other hand, in GW2, the game is designed so you never have to resent another player around you. You can get any resource since there is an individual copy of it on the map for each player. The game is designed so that you can only help others (although people do ignore you if you're in trouble sometimes).
But just from these two examples, I can't confidently say one game is designed better than another. Thoughts?
I agree that the GW2 instanced resource nodes are better design than competitive ones. I love competition when it matters, like in PVP. Competitive resource farming is just annoying.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
It's all part of the game. Players my slow your progress a little sometimes but they are also needed to complete some events. They may also help you out of a jam or provide useful information when asked.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
I quit shortly after ascended gear and living world story started. World bosses and meta events were always easy due to the zerg. I'm not sure what time period you're referring to where that wasn't the case. From launch to when i quit, the zerg trivialized it all.
That's the problem with open world dungeons and content as a design choice. Imo, it's an insurmountable one.
No, this is the problem with the so called OW content in games like GW2, which are not OW. There are many OW games, where such a problem simply does not exist, as they have no instances.
What's an example of a mmorpg that has open world pve content that you can't trivialize the content via zerg? BDO? Lol....
I quit shortly after ascended gear and living world story started. World bosses and meta events were always easy due to the zerg. I'm not sure what time period you're referring to where that wasn't the case. From launch to when i quit, the zerg trivialized it all.
That's the problem with open world dungeons and content as a design choice. Imo, it's an insurmountable one.
No, this is the problem with the so called OW content in games like GW2, which are not OW. There are many OW games, where such a problem simply does not exist, as they have no instances.
What's an example of a mmorpg that has open world pve content that you can't trivialize the content via zerg? BDO? Lol....
BDO is not a real OW game, neither GW2. If players compete - so FFA PvP, the PvE content cannot be simply trivialized with zerg. Let say you need a boss, for 9 people party. So you make a party, but there will be another party that also will want the boss, and another... The drop is for one party. So what you will do? You cannot have a real OW PvE without OW PvP. If you remove the competition, there is simply no need of cooperation. The people solo or zerg, but do not need to cooperate. So if you remove the PvP with rules or in some instance, you need to remove the PvE too - instanced bosses, or drop for all - no matter if they really PvE or just pass around the area. At the end you simply do not have an open world game. And that is an issue from UO times. The OW so a sandbox MMOPRG means OW multiplayer FFA PvE and OW FFA PvP both.
So from all that i get this game doesn't exist because it didn't seem like you listed even one. Let alone games where it wasn't an issue where the zerg just trivializes content.
I don't suffer dicks and arseholes in real life. In a game which I engage in to have fun I have even less tolerance for them. I do group and enjoy other activities with other players in a MMORPG so I fail to see how I am playing a single player game when I am doing all these other things with other people. Only people who want to foist their playstyle on you try to argue you're playing a single player game just because they want to negatively impact your gameplay. Not falling for that and will continue to vote with my wallet and support games that cater to me. Don't see why that's a problem after all there are many games out there.
It's a pity that others think they can dictate what I can play and how I play. Not putting up with that.
The point is if you want a sterile totally in control environment it just as well be single player with online options to group up like raids, dungeons, and coop. Not only is it cheaper it is technically easier leading to a better game.
I was listening to a youtuber talking about a particular game and he shared his opinion that if you "resent" seeing other players around you in an mmorpg, this is a sign of poor game design. I wonder what people think about this.
I can understand what he's saying because I've felt it in ESO, for example, when I have to kill a mob to get a chest or a resource node and someone comes and takes it while I'm in combat. Regardless of whether the other player is "right" or "wrong," I feel resent and I wish I could do something about it, but I can't because there's no pvp combat allowed outside of Cyrodiil (probably it would be worse if I tried to kill the other player and got stomped on top of everything else).
On the other hand, in GW2, the game is designed so you never have to resent another player around you. You can get any resource since there is an individual copy of it on the map for each player. The game is designed so that you can only help others (although people do ignore you if you're in trouble sometimes).
But just from these two examples, I can't confidently say one game is designed better than another. Thoughts?
I agree that the GW2 instanced resource nodes are better design than competitive ones. I love competition when it matters, like in PVP. Competitive resource farming is just annoying.
When I played Darkfall back in the day, I never felt annoyed or resentful because you expect it in a pvp game. There was no node stealing. It's what the game was about and you had recourse. It was fun and exciting, though yes, I did get salty sometimes, but I knew that was on me for not being prepared or good enough at pvp or out by myself. In ESO it's just annoying when that stuff happens.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
What drives me crazy is the level capped players in GW2 who run around the low level zones ruining things for everyone else. When there's a group event, they bull their way in with their mounts and one-shot mobs; no one else can do anything but stand and watch.
It's bad enough having to spend 10 minutes running from point A to B while you see the level 80s zooming by on their mounts, rude behavior just adds insult to injury.
I firmly believe Anet needs to increase the power scaling right now, but asking people not to run around in mounts just to make you feel better is dumb
That is astonishing poor design, now put this down to me being an ESO fan if you want. But ESO is having issues with its Jewellery system currently while GW2 is having issues like these. it just does not compare.
I resent being around players who have items that I do not have. I'm not talking about items that are earned in the game through hard work, but am talking about "exclusive items" given to people who purchased some $250 Kicktarter package, attended a convention, or through some cross-promotion bs (buying a totally different game in a totally different genre).
I was listening to a youtuber talking about a particular game and he shared his opinion that if you "resent" seeing other players around you in an mmorpg, this is a sign of poor game design. I wonder what people think about this.
I can understand what he's saying because I've felt it in ESO, for example, when I have to kill a mob to get a chest or a resource node and someone comes and takes it while I'm in combat. Regardless of whether the other player is "right" or "wrong," I feel resent and I wish I could do something about it, but I can't because there's no pvp combat allowed outside of Cyrodiil (probably it would be worse if I tried to kill the other player and got stomped on top of everything else).
On the other hand, in GW2, the game is designed so you never have to resent another player around you. You can get any resource since there is an individual copy of it on the map for each player. The game is designed so that you can only help others (although people do ignore you if you're in trouble sometimes).
But just from these two examples, I can't confidently say one game is designed better than another. Thoughts?
I agree that the GW2 instanced resource nodes are better design than competitive ones. I love competition when it matters, like in PVP. Competitive resource farming is just annoying.
Excellent point. Competition for resources isn't the type of competition one looks for while playing an MMORPG and it would be better if the competition is for other aspects of the game. It is especially bad after an expansion is out and the server is flooded you will be pulling your hair out looking for resources when what you should be doing is dungeons and PvP is that is your thing.
I was listening to a youtuber talking about a particular game and he shared his opinion that if you "resent" seeing other players around you in an mmorpg, this is a sign of poor game design. I wonder what people think about this.
I can understand what he's saying because I've felt it in ESO, for example, when I have to kill a mob to get a chest or a resource node and someone comes and takes it while I'm in combat. Regardless of whether the other player is "right" or "wrong," I feel resent and I wish I could do something about it, but I can't because there's no pvp combat allowed outside of Cyrodiil (probably it would be worse if I tried to kill the other player and got stomped on top of everything else).
On the other hand, in GW2, the game is designed so you never have to resent another player around you. You can get any resource since there is an individual copy of it on the map for each player. The game is designed so that you can only help others (although people do ignore you if you're in trouble sometimes).
But just from these two examples, I can't confidently say one game is designed better than another. Thoughts?
ESO is a major offender in this. Even the story gets ruined by other players' presence. "Go kill this powerful necromancer!" sounds fun right? Until you enter the "instance" and immediately get "Quest completed!" without fighting a single thing thanks to someone just killing the mob the moment you get there. And it's not exactly a rare occurrence on that game either.
On the majority of other MMOs... players getting the resources or the goddamn quest objectives that take a while to respawn. Dungeons with boss loot are another big offender. WoW has solved most of that brilliantly over the last few years though, while MMOs like Bless (and the majority of others) are still stuck with archaic 2002 game design.
GW2 also does it well IMO. I don't mind having other players around at all on that game. Well... aside from the rare few times where they finish an event just before I manage to get there. But even then it's a minor annoyance. I'll just get it next time.
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
I was listening to a youtuber talking about a particular game and he shared his opinion that if you "resent" seeing other players around you in an mmorpg, this is a sign of poor game design. I wonder what people think about this.
I can understand what he's saying because I've felt it in ESO, for example, when I have to kill a mob to get a chest or a resource node and someone comes and takes it while I'm in combat. Regardless of whether the other player is "right" or "wrong," I feel resent and I wish I could do something about it, but I can't because there's no pvp combat allowed outside of Cyrodiil (probably it would be worse if I tried to kill the other player and got stomped on top of everything else).
On the other hand, in GW2, the game is designed so you never have to resent another player around you. You can get any resource since there is an individual copy of it on the map for each player. The game is designed so that you can only help others (although people do ignore you if you're in trouble sometimes).
But just from these two examples, I can't confidently say one game is designed better than another. Thoughts?
ESO is a major offender in this. Even the story gets ruined by other players' presence. "Go kill this powerful necromancer!" sounds fun right? Until you enter the "instance" and immediately get "Quest completed!" without fighting a single thing thanks to someone just killing the mob the moment you get there. And it's not exactly a rare occurrence on that game either.
Just no. I won't even waste my time to address that lie, but no.
That's not a lie, that happens to me. I even submitted tickets because of it.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I was listening to a youtuber talking about a particular game and he shared his opinion that if you "resent" seeing other players around you in an mmorpg, this is a sign of poor game design. I wonder what people think about this.
I can understand what he's saying because I've felt it in ESO, for example, when I have to kill a mob to get a chest or a resource node and someone comes and takes it while I'm in combat. Regardless of whether the other player is "right" or "wrong," I feel resent and I wish I could do something about it, but I can't because there's no pvp combat allowed outside of Cyrodiil (probably it would be worse if I tried to kill the other player and got stomped on top of everything else).
On the other hand, in GW2, the game is designed so you never have to resent another player around you. You can get any resource since there is an individual copy of it on the map for each player. The game is designed so that you can only help others (although people do ignore you if you're in trouble sometimes).
But just from these two examples, I can't confidently say one game is designed better than another. Thoughts?
ESO is a major offender in this. Even the story gets ruined by other players' presence. "Go kill this powerful necromancer!" sounds fun right? Until you enter the "instance" and immediately get "Quest completed!" without fighting a single thing thanks to someone just killing the mob the moment you get there. And it's not exactly a rare occurrence on that game either.
Just no. I won't even waste my time to address that lie, but no.
He's not wrong. There _are_ cases where this still happens. There's one in Auridon near Vulkhel Guard for example where some Veiled Heritance have taken over a manor. There's an NPC downstairs you need to talk to and then go upstairs and kill the leader. You can be downstairs and if someone upstairs kills that leader you do get the quest completion. It happens in a few other places too.
OTOH, this is still a much better system than the way most MMOs used to do it in the old days when only the first to hit an NPC got credit for the kill and you would have a bunch of players spawn camping a quest NPC to get that first hit. I'm glad most MMOs got rid of that "competitive NPC kill" system.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I said this in games a decade or more ago. If there are monsters tagged to guard a resource or chest, and they are in combat with someone. The chest or resource should be flagged for the person they are in combat.
Alternatively anyone who comes closer to what they are protecting should immediately draw aggro.
There are two kinds of people like this: the opportunist who sees an easy loot they don't need to work for and steals one chest from you, and the kind of person who will follow you around to their own detriment (since they aren't fighting anything) and just wait for you to get into combats and take your loot all day.
I was listening to a youtuber talking about a particular game and he shared his opinion that if you "resent" seeing other players around you in an mmorpg, this is a sign of poor game design. I wonder what people think about this.
I can understand what he's saying because I've felt it in ESO, for example, when I have to kill a mob to get a chest or a resource node and someone comes and takes it while I'm in combat. Regardless of whether the other player is "right" or "wrong," I feel resent and I wish I could do something about it, but I can't because there's no pvp combat allowed outside of Cyrodiil (probably it would be worse if I tried to kill the other player and got stomped on top of everything else).
On the other hand, in GW2, the game is designed so you never have to resent another player around you. You can get any resource since there is an individual copy of it on the map for each player. The game is designed so that you can only help others (although people do ignore you if you're in trouble sometimes).
But just from these two examples, I can't confidently say one game is designed better than another. Thoughts?
ESO is a major offender in this. Even the story gets ruined by other players' presence. "Go kill this powerful necromancer!" sounds fun right? Until you enter the "instance" and immediately get "Quest completed!" without fighting a single thing thanks to someone just killing the mob the moment you get there. And it's not exactly a rare occurrence on that game either.
Just no. I won't even waste my time to address that lie, but no.
He's not wrong. There _are_ cases where this still happens. There's one in Auridon near Vulkhel Guard for example where some Veiled Heritance have taken over a manor. There's an NPC downstairs you need to talk to and then go upstairs and kill the leader. You can be downstairs and if someone upstairs kills that leader you do get the quest completion. It happens in a few other places too.
OTOH, this is still a much better system than the way most MMOs used to do it in the old days when only the first to hit an NPC got credit for the kill and you would have a bunch of players spawn camping a quest NPC to get that first hit. I'm glad most MMOs got rid of that "competitive NPC kill" system.
The lie is that he presents it like something common, and sorry, my experience doesn't agree with that.
It's the end than in AC1, WoW, and many other games, sometimes you have several players for a single objective. Two things are wrong in his post though:
1) That you can get credit by doing nothing. In ESO, you have to wait for the respawn of the quest boss that just got killed. You don't get credit just for being there without doing a thing.
2) That it's common. I must have been very (un)lucky? but that doesn't agree with my experience.
Then you are much luckier than I have been, JLP.
It happens to me pretty much within a few hours of returning to the game every time I come back.
Maybe it becomes less common at the higher levels? I do seem to recall it happening less frequent once I hit the 30+ range.
As for 1) Unless they changed it recently, you most definitely DO get credit once you've entered the appropriate instance. You don't need to "tag" the mob unlike on some MMO's. I'm OCD about these things too, so several times I just abandoned and restarted the entire thing just to be able to do it "properly".
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
I was listening to a youtuber talking about a particular game and he shared his opinion that if you "resent" seeing other players around you in an mmorpg, this is a sign of poor game design. I wonder what people think about this.
I can understand what he's saying because I've felt it in ESO, for example, when I have to kill a mob to get a chest or a resource node and someone comes and takes it while I'm in combat. Regardless of whether the other player is "right" or "wrong," I feel resent and I wish I could do something about it, but I can't because there's no pvp combat allowed outside of Cyrodiil (probably it would be worse if I tried to kill the other player and got stomped on top of everything else).
On the other hand, in GW2, the game is designed so you never have to resent another player around you. You can get any resource since there is an individual copy of it on the map for each player. The game is designed so that you can only help others (although people do ignore you if you're in trouble sometimes).
But just from these two examples, I can't confidently say one game is designed better than another. Thoughts?
ESO is a major offender in this. Even the story gets ruined by other players' presence. "Go kill this powerful necromancer!" sounds fun right? Until you enter the "instance" and immediately get "Quest completed!" without fighting a single thing thanks to someone just killing the mob the moment you get there. And it's not exactly a rare occurrence on that game either.
Just no. I won't even waste my time to address that lie, but no.
He's not wrong. There _are_ cases where this still happens. There's one in Auridon near Vulkhel Guard for example where some Veiled Heritance have taken over a manor. There's an NPC downstairs you need to talk to and then go upstairs and kill the leader. You can be downstairs and if someone upstairs kills that leader you do get the quest completion. It happens in a few other places too.
OTOH, this is still a much better system than the way most MMOs used to do it in the old days when only the first to hit an NPC got credit for the kill and you would have a bunch of players spawn camping a quest NPC to get that first hit. I'm glad most MMOs got rid of that "competitive NPC kill" system.
The lie is that he presents it like something common, and sorry, my experience doesn't agree with that.
It's the end than in AC1, WoW, and many other games, sometimes you have several players for a single objective. Two things are wrong in his post though:
1) That you can get credit by doing nothing. In ESO, you have to wait for the respawn of the quest boss that just got killed. You don't get credit just for being there without doing a thing.
2) That it's common. I must have been very (un)lucky? but that doesn't agree with my experience.
Then you are much luckier than I have been, JLP.
It happens to me pretty much within a few hours of returning to the game every time I come back.
Maybe it becomes less common at the higher levels? I do seem to recall it happening less frequent once I hit the 30+ range.
As for 1) Unless they changed it recently, you most definitely DO get credit once you've entered the appropriate instance. You don't need to "tag" the mob unlike on some MMO's. I'm OCD about these things too, so several times I just abandoned and restarted the entire thing just to be able to do it "properly".
This happened to me, I would not say it is common or uncommon. The region you are in does matter, I would guess the latest zone is the one that has the most players so happens there the most. I never thought of it as a big issue, but I can see how for some people it could be quite frustrating.
I was listening to a youtuber talking about a particular game and he shared his opinion that if you "resent" seeing other players around you in an mmorpg, this is a sign of poor game design. I wonder what people think about this.
I can understand what he's saying because I've felt it in ESO, for example, when I have to kill a mob to get a chest or a resource node and someone comes and takes it while I'm in combat. Regardless of whether the other player is "right" or "wrong," I feel resent and I wish I could do something about it, but I can't because there's no pvp combat allowed outside of Cyrodiil (probably it would be worse if I tried to kill the other player and got stomped on top of everything else).
On the other hand, in GW2, the game is designed so you never have to resent another player around you. You can get any resource since there is an individual copy of it on the map for each player. The game is designed so that you can only help others (although people do ignore you if you're in trouble sometimes).
But just from these two examples, I can't confidently say one game is designed better than another. Thoughts?
Yes, TESO bothered me when i only started to play the game. But mostly because quest related stuff. (Kill some mob to gather some stuff from it, but it was so much ppl around so all mobs were killed. )
Chests are not worth it, low xp, low gold and some equips; plus i play mostly at "night" time and i find alot of em. Anchors are way better, if you need xp, gold equips etc, so usually if theres somebody (not even fighting but just standing) near chest i just pass by.
Yeah its kinda sux that nodes arent personal, but then again, when i play i see and ignore alot of em.
"People do ignore you if you're in trouble ALL THE TIME". Thats what GW2 was for me when i played ~12hrs/day for a year to collect mats for legendary. Most of the ppl that i met ignore combat, they just use you as distraction and easily pass or gather resources.
I think these games have weirdest design decisions - put mob on/near node or chest. And this is why there are teleporting bots, because its very stupid how designers forcing you to waste your (precious) time. Just look how much stuff you need to collect in first place, thats insane. Now add to that stupid distracting mobs. And worst part is that you cannot get what you want while in combat. (I kinda forgot, but I think you can gather in combat in GW2, but they put some nodes near champion (some veterans also really OP for new ppl/low lvl char). Why? First you need to find it, then you need find help to kill it... Centaurs were right - NOT WORTH THE EFFORT! ).
In the end Its just REALLY boring... to play mmo solo >.>
"People do ignore you if you're in trouble ALL THE TIME". Thats what GW2 was for me when i played ~12hrs/day for a year to collect mats for legendary. Most of the ppl that i met ignore combat, they just use you as distraction and easily pass or gather resources.
I think these games have weirdest design decisions - put mob on/near node or chest. And this is why there are teleporting bots, because its very stupid how designers forcing you to waste your (precious) time. Just look how much stuff you need to collect in first place, thats insane. Now add to that stupid distracting mobs. And worst part is that you cannot get what you want while in combat. (I kinda forgot, but I think you can gather in combat in GW2, but they put some nodes near champion (some veterans also really OP for new ppl/low lvl char). Why? First you need to find it, then you need find help to kill it... Centaurs were right - NOT WORTH THE EFFORT! ).
In the end Its just REALLY boring... to play mmo solo >.>
I agree on this subject, the whole "node grinding" is plain stupid. In Gw2 I rarely gather nodes, I get more than enough money without it, only do it when it's in the daily and I skip, in fact, all the mobs to get directly on the node. Wouldn't say I use other players as "distraction", I simply pass by and ignore them (unless they're downed, in that case I stop and help). Other than that, I find Gw2 a very cooperative game where people help each other more often than not.
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Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!
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“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!
Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
On the majority of other MMOs... players getting the resources or the goddamn quest objectives that take a while to respawn. Dungeons with boss loot are another big offender. WoW has solved most of that brilliantly over the last few years though, while MMOs like Bless (and the majority of others) are still stuck with archaic 2002 game design.
GW2 also does it well IMO. I don't mind having other players around at all on that game. Well... aside from the rare few times where they finish an event just before I manage to get there. But even then it's a minor annoyance. I'll just get it next time.
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
https://www.ashesofcreation.com/ref/Callaron/
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
OTOH, this is still a much better system than the way most MMOs used to do it in the old days when only the first to hit an NPC got credit for the kill and you would have a bunch of players spawn camping a quest NPC to get that first hit. I'm glad most MMOs got rid of that "competitive NPC kill" system.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Alternatively anyone who comes closer to what they are protecting should immediately draw aggro.
There are two kinds of people like this: the opportunist who sees an easy loot they don't need to work for and steals one chest from you, and the kind of person who will follow you around to their own detriment (since they aren't fighting anything) and just wait for you to get into combats and take your loot all day.
It happens to me pretty much within a few hours of returning to the game every time I come back.
Maybe it becomes less common at the higher levels? I do seem to recall it happening less frequent once I hit the 30+ range.
As for 1) Unless they changed it recently, you most definitely DO get credit once you've entered the appropriate instance. You don't need to "tag" the mob unlike on some MMO's. I'm OCD about these things too, so several times I just abandoned and restarted the entire thing just to be able to do it "properly".
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
https://www.ashesofcreation.com/ref/Callaron/
Chests are not worth it, low xp, low gold and some equips; plus i play mostly at "night" time and i find alot of em. Anchors are way better, if you need xp, gold equips etc, so usually if theres somebody (not even fighting but just standing) near chest i just pass by.
Yeah its kinda sux that nodes arent personal, but then again, when i play i see and ignore alot of em.
"People do ignore you if you're in trouble ALL THE TIME".
Thats what GW2 was for me when i played ~12hrs/day for a year to collect mats for legendary. Most of the ppl that i met ignore combat, they just use you as distraction and easily pass or gather resources.
I think these games have weirdest design decisions - put mob on/near node or chest.
And this is why there are teleporting bots, because its very stupid how designers forcing you to waste your (precious) time. Just look how much stuff you need to collect in first place, thats insane. Now add to that stupid distracting mobs.
And worst part is that you cannot get what you want while in combat. (I kinda forgot, but I think you can gather in combat in GW2, but they put some nodes near champion (some veterans also really OP for new ppl/low lvl char). Why? First you need to find it, then you need find help to kill it... Centaurs were right - NOT WORTH THE EFFORT! ).
In the end Its just REALLY boring... to play mmo solo >.>