Eso quick node respawn 201512/29/2023 gpl movehere : Moves current active grinspot to your location. Rate values can be either 1, 2, 3, 4 or 5. gpl rate : Rates the currect active grindspot. ![]() gpl dismiss : Dismisses current active grindspot. gpl add : Adds a grind spot at your current location. The commands will then generate a local database entry in your saved variables that you have to upload to my website so it can be taken care with and added to the global map. You can use all the commands on other people's nodes too. Closest node will automatically be set active and show as a white pin instead of a black pin on your map. The maximum interaction radius for nodes is set to 50 meters. gpl dismiss : Deletes current active node. gpl movehere : Current active node will be moved to your current location. gpl lvl : Gives the current active node a level from 1 to 50. gpl rate : Rates the current active grindspot quality from 1 to 5. gpl add : This will add a grindspot map pin to your current location. To install the most recent map, click the link above (direct download) and save the map.lua file inside the addon folder (under GPL/Include) to overwrite the older one. Download the latest map to be able to discover and interact with other user's nodes. There is a server-side part to the project where you can upload your data so it becomes visible to all other users. GrindSpot Locations (GPL) is a collaborative map add-on for the Elder Scrolls Online that lets you tag, move, remove, and rate grindspot locations all across Tamriel. Its not easy to say, given the wanton attributes of Pseudorandom Number Generators, whether the respective herbs spawn in those nodes in equal amounts over the course of time.Share your grind spots and discover new ones! After yet more complaints, apparently, ZOS changed the same nodes to spawn either Water Hyacinth or Nirnroot. (Other nodes near water that spawned Nirnroot were unaffected by the change.) Then I suppose that ZOS had so many complaints about it that they changed them to spawn Nirnroot instead. Since I began actively playing TESO in late January 2014, ZOS has evidently made various and sundry changes to the locations of nodes, and probably to the outcomes of pseudorandom events, any of which might or might not have had an effect upon how often any specific resource is available for harvesting.įor example, originally, the nodes in The Hollow City (Cold Harbour) which spawned Water Hyacinth were changed to spawn Pure Water instead. Only two or three players can easily "scour" a route which they follow from node-to-node. In my experience, the higher the number of player characters which are competing for the resource(s), the faster that they become scarce ( duh!), and the amount of time before they are replenished is not affected by how quickly they are harvested. not just a particular type.Īnyway, I don't know if this is true or not, it's just some odd bit of information I read a few years ago on the forums that stuck with me. It's also my understanding that for the 'bump-up' to occur, all nodes in a given area need to be 'frequently harvested'. Conversely, less frequent harvesting = fewer players in the area and the respawn timer goes back to normal. the assumption being that frequent harvesting means more players in the area, so the respawn timer automatically bumps up a notch. I remember reading that 'how fast' nodes respawned was partly due to how often they were harvested. ![]() ( I harvest all nodes along my route, not just the ore nodes).Ī few years ago there was some talk on the forums about the node respawn rate. Been doing the same route for a few years now and have the timing down to where I get to the 'next node' just before it respawns (lol!) I'm NA-PC if that makes a difference. I have absolutely no problem farming ore.
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