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*there is separate loot for everyone (limited to random 12(?) players who made more than 10% damage).
*treasure chests are fixed number for zone and bigger number of locations where they can spam after looted on other place. they have timer fully or partially looted they respawn somewhere after 15(?) min. (people get frustrated for partially looted chests).
*no one care for containers you can loot or leave things behind. if you have TG/DB and you pickpocket, killing that person with blade of woe when his pocket is empty makes him respawn sooner with full pockets (pic-pic-stab).
*can't say about gild much - i know there are trading or social with trader without tax or with low tax (1-2k a week which is easy to make). some things is easy to sell to npc merchant not in guild. sales i think are limited to 30 active items/stacks and 10% tax (which is lost). someone was mentioning about guild sales and addons:
https://forums.elderscrollsonline.com/en/discussion/570260/ways-to-make-gold-other-than-crafting
2) Loot pool is populated individually. So no one can take the loot that's generated for you. Indeed people exchange set items after a dungeon run because they each get different items.
3) Overworld chests are generated in semi random locations. Usually once a player picks it open and takes ALL the loot, it disappears. You could've done the same if you had found it earlier. It's frowned upon to leave items in the chest since then it won't despawn and will have crappy leftover loot. The exception to this are treasure chests which only the player with the treasure map can access. Dunno if party members can access treasure chest loot too.
4) I'm not sure as to what you mean by black chest markers. but the above rules from point 3 should apply there as well.
5) Barrels,crates etc will have unique loot generated so you won't 'consume' them and leave nothing for others. Exceptions to this are 'harvestable' things like fishing racks and turnips hanging in the kitchen. However, the lockboxes and thieves' guild chests are first-come-first-loot basis. If a player loots it, it disappears.
6) Short answer : Even low tier materials can be sold. Join a smaller trade guild with no or very less weekly fees.
Long answer : How trading guilds work is, better the trading NPC location, the costlier it is for the guild to bid for them. Big guilds such as they will have weekly fees from members upto 10-15k weekly fees or 100-250k weekly sales (as in sell items worth 200k. The fees generated from such sales count towards guild funds too). Therefore as a new player you might not want to join one of the big trading guilds as they will charge huge fees for trading and you might not be making that much money to offset the cost. Best bet is join a smaller guild with no fees (their trader will be not in a major city) and then sell raw materials ,not processed, since refining them can yield upgrade materials and some crafters find it worthwhile to refine them in bulk. Even refined low tier materials can be sold because higher tier players will not have access to lower tier and mid tier materials anymore and be willing to purchase in bulk to craft lvl 30 or lvl 40 items for their alternate characters or lower level guildies.
7) Yes there is a listing price but it's static means it doesn't change due to item rarity or quantity. You get 30 slots for you individually and you can put anything in any quantity in a SINGLE slot as long as it's not equippable or furnishing items. And there is also a sales tax which is taken from any item sold. This goes to the guild. As for 160 CP, there is good market for low to mid tier materials as higher level characters can't even have them spawn for themselves anymore so you can sell mats even as a low level player.
8) You don't need to go to that specific guild trader NPC to list items. You can do so from any banker (storage) NPC in a city. However you can't do that from summonable bank NPC or from bank NPC in guild halls.
Everyone gets their own loot, as long as they did damage to the boss at least once during the fight. There are special cases for large groups (I think if more than 12 players hit a boss, then only the 12 who did the most damage can loot the boss), but it's very rare for such large groups to congregate.
Each regular map has a number of possible chest spawn locations. Presumably the number of chests that actually spawn depends on the number of players on the map, and each time a chest is looted, another one spawns at one of the possible locations (randomly chosen). The info this is based on is fairly old, so I'm not sure if it's still correct, but at least I haven't seen anything that would contradict it (would be hard to tell though).
The marker just indicates that this is a _possible_ spawn location for a chest. Depending on how frequently chests get opened on map, and how the RNG places the respawns, it is possible for a chest spawn locatio to not actually spawn a chest for hours.
Correct. Containers (excluding those locked chests) are handled separately for each player, as if it was a single player game.
Joining a trading guild early is very useful. While some resources depend on your level, even low-level resources stay in demand. Additionally, even as a level 3 character, you can harvest flowers that the highest-level players need to craft high-end potions. Those flowers are worth around 500g apiece, but only if you sell them through a guild trader.
There is a listing fee that gets refunded if your item sells, but not if it doesn't. The guild also takes a (small) cut, which is really necessary because the guild needs to get money to keep their trader. These cuts are generally negligible.
Your items will only be sold through that specific guild trader. Each guild trader only offers items from members of the guild that controls that trader.
Ugh I forgot about flowers, herbs and provisioning items in my post. And refining materials too.
But I do have to say... This games Trading post system is seriously derp.
but obviously ESO not as deep as that, especially with the existance of Tamriel Trade Center its defeat it purposes, nowadays its just as the same as public trading hub
There is one niche exception to what everyone is saying, which is:
Sometimes in instanced activity-finder dungeons, you will find a chest. EVERYONE can loot it after one person unlocks it. Everybody can and should crowd around the person doing the lock picking and do emotes to distract them. You all can and should loot the chest, which has your very own set of loot.
Chests out in the wilds are absolutely first-come-first-serve, however.
This. Finding a good deal in one of the inconveniently located traders gives me a rush of joy which can't be found if everything is listed in a single auction house. Gives you a chance to acquire some good gear cheap if you shop in lesser known locations. Of course, Tamriel Trade Centre website exists...which shows everything listed in every trader. Sort according to price and go bargain hunting.