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Put a 5 minute timer on the need button please.

shamurai7shamurai7 Member, Neverwinter Beta Users Posts: 99
edited June 2013 in General Discussion (PC)
This way people will be much less inclined to hit need when they don't really 'need' the item.

People will only want to hit need when something very valuable to them drops.
Post edited by shamurai7 on
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Comments

  • healhamstahealhamsta Member, Neverwinter Beta Users Posts: 572 Bounty Hunter
    edited June 2013
    I'd prefer that items acquired through "Need" becomes bind on pickup.
    ('-')
    Delve loot murdered my TR, DC, & GWF. Nerf Plox:
    I know that it sucks to no longer get gear to sell from the Dungeon Delve chest but it was truly overpowered.
  • jaelithejaelithe Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 99
    edited June 2013
    The obvious fix is still the best fix - do what other MMOs do and don't allow classes that can't even USE an item to click that they NEED it.
  • chonir01chonir01 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 141 Bounty Hunter
    edited June 2013
    jaelithe wrote: »
    The obvious fix is still the best fix - do what other MMOs do and don't allow classes that can't even USE an item to click that they NEED it.

    May help some, but its not a true fix.

    Ran with a CW today in spider, first run he gets shadow chest piece, we all say grats and he rolls need. Nps. Second run Archmage chest drops, we all greed he again rolls need. (He was wearing one at the time). ****** move? Sure. But need by class only would'ent have fixed this. Some people are just tools.
  • ganjaman1ganjaman1 Member Posts: 792 Arc User
    edited June 2013
    That's why people don't do dungeons with randoms , there is always 1 foreign <font color="orange">HAMSTER</font> that rolls need on everything .
  • paneth48paneth48 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 36
    edited June 2013
    I'm seeing more and more MMO's that shift over to the 'if you see it drop, its your loot' mentality, rather than 'need and greed' which I might add is such an outdated function it borders on pong. For people not knowing what the system is I describe, its basicly if you see the loot fall on the floor, thats yours. there is no rolling, no ninjaing, no people complaining that everyone rolled on a belt, a ring or some stupid crafting item. Saves head aches.
  • paneth48paneth48 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 36
    edited June 2013
    healhamsta wrote: »
    I'd prefer that items acquired through "Need" becomes bind on pickup.
    ('-')

    I played a game that did that, sadly it did nothing to curb the need spam, they still hit need just to vend it.
  • clcmercyclcmercy Banned Users, Neverwinter Beta Users Posts: 308 Bounty Hunter
    edited June 2013
    Better yet, just remove the silly NGP system altogether and random drop everyone. *GASP* Logic!! Whatever shall we do??

    Occam's Razor makes the cutting clean.
  • healhamstahealhamsta Member, Neverwinter Beta Users Posts: 572 Bounty Hunter
    edited June 2013
    paneth48 wrote: »
    I played a game that did that, sadly it did nothing to curb the need spam, they still hit need just to vend it.

    Then do that & make anything acquired worth 1 copper.

    Or better yet, make it cost money to vendor.
    So that the only other free way to get rid of it is to literally destroy it after you're done using it. (Since it'll be bound anyway)
    Delve loot murdered my TR, DC, & GWF. Nerf Plox:
    I know that it sucks to no longer get gear to sell from the Dungeon Delve chest but it was truly overpowered.
  • mithrosnomoremithrosnomore Member Posts: 693 Arc User
    edited June 2013
    healhamsta wrote: »
    Then do that & make anything acquired worth 1 copper.

    Or better yet, make it cost money to vendor.
    So that the only other free way to get rid of it is to literally destroy it after you're done using it. (Since it'll be bound anyway)

    And this would stop people from needing stuff how, exactly?

    It wouldn't. And the people that think that their wizard should roll need on the rogue gear just to sell it don't care about anyone else. They could still roll need, and if the item is useless to them they will just destroy it. It still doesn't help the rogue in any way.

    Make it so that need is only an option for a class that can use the item.

    Yeah, a wizard with a certain orb can roll need on another copy of that certain orb. So what? They can't roll need on that dagger, shield, sword knot, or holy symbol, and to me that is the more important thing by far.

    If they vendor the item or put in on the AH, so what? It's wizard gear. Using your system any other class couldn't use it anyway. This way if the wizard decides to only roll greed because they do not actually need the item in question it might allow someone else int he party to give it to an alt wizard of theirs.
  • kyuvenkyuven Member Posts: 1 Arc User
    edited June 2013
    the obvious solution is the inability to need on items your class can't use.
    There is no easy solution for ninja looting stuff your class can use but you don't need. Other than the following:
    Each item has a numerical value associated with them. This is already in-game. If this numerical value on a given dropped piece is > the item being worn, you can need. If your item is better than what is being rolled on, you must greed.
    There are flaws to this system as well, especially where something that might have a higher item score might not have the right stats, or that people will enter dungeons with crappy gear in order to purposely ninja loot stuff...but if they're going to ninja, they're going to ninja.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited June 2013
    kyuven wrote: »
    the obvious solution is the inability to need on items your class can't use.

    This is pretty much the only thing that needs to be said.
  • fallenhawkfallenhawk Member Posts: 6 Arc User
    edited June 2013
    Play your way and I'll play my way and call it a day.
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  • b0r7b0r7 Member Posts: 60 Arc User
    edited June 2013
    1) stop rolling with random people

    2) Do you honestly think I want to spend an hour each time running a dungeon, only to have the boss drop another class of equipment every time I cannot use BUT I could possible trade it for something I can. Oh right, forgot...you do not care about other people since you are using a self justified greedy reason that only you should get it. How about this "What about me, what should I get for my time spent in a dungeon where you won the class specific item and I only walk out with a billion rings/amulets with very little ID scrolls." Oh right...its just your self justified greedy nature, you cannot have someone else be rewarded for their time. Sure is fun, being the DPS for a group only to have cleric gear drop 3 times, then warrior, then a CW, and now a rogue item drops days later.

    3) Instead of Need/Greed, just Roll/Pass. Everyone gets an even 1/5 chance for the item, nobody should be self entitled just because their class can use forgetting there is only a single piece or two that drop in the entire dungeon. At least you have a 20% chance for an item to trade for something you can use, self entitled greedy buggers with "I can use it!" regardless if they have it or not forget "What about the poor <font color="orange">HAMSTER</font> who walked away with nothing."

    4) You know, those tokens of manticore/drake/ect. Yeah, that should be the reward system. Run the dungeons, eventually you just go buy your loot from the vendor. No more petty squabbling, no more whiney threads of butt hurt trying to justify "I can use it!" forgetting someone will always be left out. By rewarding everyone equally, no one gets left out and everyone wins.
  • jaymadiv#8056 jaymadiv Member Posts: 423 Arc User
    edited June 2013
    clcmercy wrote: »
    Better yet, just remove the silly NGP system altogether and random drop everyone. *GASP* Logic!! Whatever shall we do??

    Round Robin ftw.

    or Roll/Pass like the poster above me said.
    image
  • eienryuueienryuu Member Posts: 8 Arc User
    edited June 2013
    One of the few things I actually liked about Diablo 3 was the loot system. The need/greed system is truly an outdated one, and although it was pretty effective back when it was introduced, nowadays people are just way too whiny and want to be rewarded no matter what. So it's not really that the need/greed system is flawed, it's just the new generation of gamers envious and inpatient thus making it an outdated one.
    So I think the Diablo 3 loot system(where everyone gets their separate loot) is the only solution.
  • clortbagsclortbags Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited June 2013
    healhamsta wrote: »
    I'd prefer that items acquired through "Need" becomes bind on pickup.
    ('-')

    ^ This... and remove the scrap value of items once they become bound so players don't start needing on items for 1 gold.
  • healhamstahealhamsta Member, Neverwinter Beta Users Posts: 572 Bounty Hunter
    edited June 2013
    And this would stop people from needing stuff how, exactly?

    It wouldn't. And the people that think that their wizard should roll need on the rogue gear just to sell it don't care about anyone else. They could still roll need, and if the item is useless to them they will just destroy it. It still doesn't help the rogue in any way.

    Make it so that need is only an option for a class that can use the item.

    Yeah, a wizard with a certain orb can roll need on another copy of that certain orb. So what? They can't roll need on that dagger, shield, sword knot, or holy symbol, and to me that is the more important thing by far.

    If they vendor the item or put in on the AH, so what? It's wizard gear. Using your system any other class couldn't use it anyway. This way if the wizard decides to only roll greed because they do not actually need the item in question it might allow someone else int he party to give it to an alt wizard of theirs.

    Please read before posting. If they're trying to roll Need to make monies but it ends up taking up space at best (or costing them monies at worst), those types of players will quickly lose their incentive to roll Need on everything.

    healhamsta wrote: »
    Then do that & make anything acquired worth 1 copper.

    Or better yet, make it cost money to vendor.
    So that the only other free way to get rid of it is to literally destroy it after you're done using it. (Since it'll be bound anyway)
    Delve loot murdered my TR, DC, & GWF. Nerf Plox:
    I know that it sucks to no longer get gear to sell from the Dungeon Delve chest but it was truly overpowered.
  • rangurenranguren Member Posts: 4
    edited June 2013
    eienryuu wrote: »
    One of the few things I actually liked about Diablo 3 was the loot system. The need/greed system is truly an outdated one, and although it was pretty effective back when it was introduced, nowadays people are just way too whiny and want to be rewarded no matter what. So it's not really that the need/greed system is flawed, it's just the new generation of gamers envious and inpatient thus making it an outdated one.
    So I think the Diablo 3 loot system(where everyone gets their separate loot) is the only solution.

    agreed, the best solution is personal loot. The chest already personal, so make the loot personal is not impossible. beside, you still can trade to each other after boss battle if you really a "good guys"
  • kasuharikasuhari Member, Neverwinter Beta Users Posts: 2 Arc User
    edited June 2013
    I say the best way is to have the best item in the game bind on pickup. You can argue that Epic Gears needed to be sale in the AH to keep the Economy flowing and for people to buy AD because it's a F2P game, but make exclusive hard to drop gear Bind on Pickup. This way people can still Need on Epic Gear and sale it in AH, but it won't be the best gears in the game, this would also make people more likely to run Dungeon more when getting the gear is actually a accomplishment.
  • mithrosnomoremithrosnomore Member Posts: 693 Arc User
    edited June 2013
    healhamsta wrote: »

    Please read before posting. If they're trying to roll Need to make monies but it ends up taking up space at best (or costing them monies at worst), those types of players will quickly lose their incentive to roll Need on everything.

    I read.

    You are assuming that they actually care.

    You are assuming that the people that will screw you over to get something that they can sell for for maybe 10 AD will suddenly become great citizens if they can no longer do that.

    I am saying that some of those same people will still roll need just to laugh at you not getting the item, and will then destroy the item moments after winning it, and type some snide remark about how they know they can't use it but that they "still won the roll, lol".

    If you make it class only need, those people can not roll need. They can in no way get an item that some other character rolls need on.

    Compare a "class need only" system with what you proposed.

    Your system hopes that ninjas stop because the financial incentive is taken away, leaving only griefing and trolling as motivation, while a "class need only" system guarantees that people only roll need on gear that they can equip.

    Your system prevents the winner of a need roll on a dagger from selling that dagger, even if the need roll was legitimate. "Class need only" allows them to do whatever they wish with the dagger that they win.

    All of the people that go to the AH looking for some bit of gear or another would find less gear there under your system. "Class need only" would maintain a free flow of goods to the AH, with the only difference being that most rogue gear would be sold by rogues, most cleric gear would be sold by clerics, etc.


    So how is your idea better, exactly?

    =========================================================================

    Heck, I would be fine with a roll/pass system if that's what it came to, or if they dared to really change things up, random loot, assigned to players (mostly) randomly.

    Let the game roll for everyone behind the scenes, give someone loot, and modify their rolls upwards (+5-10) for every time they didn't get loot, resetting to normal when they finally do win a roll.

    Any of that is better than what they have now.
  • melanko0melanko0 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 20 Arc User
    edited June 2013

    Let the game roll for everyone behind the scenes, give someone loot, and modify their rolls upwards (+5-10) for every time they didn't get loot, resetting to normal when they finally do win a roll.

    I really love that idea. Even if you are really unlucky with rolls you will at least get one item every 10 or so rolls guaranteed.
  • jihancritiasjihancritias Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited June 2013
    Like the DDO system, personal loot.
    I've run Cragmire Crypts so many times, my head is going to explode. I'm trying for one thing. It dropped once. My guildy rolled need on it, because he didn't know what boe/bop meant. I ran the dungeon 20 more times yesterday. Good thing I'm a cleric. It doesn't take too long to get in groups.
    I should just go for something else, but I'm not giving up now. I just wish blue <font color="orange">HAMSTER</font> wouldn't drop from end bosses in epic dungeons, and no blue <font color="orange">HAMSTER</font> in dungeon delve chests, in epics.
    TL : DR? Then don't waste my time responding.
  • jpnolejpnole Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    shamurai7 wrote: »
    This way people will be much less inclined to hit need when they don't really 'need' the item.

    People will only want to hit need when something very valuable to them drops.

    This thread again? This is all going to be addressed in the upcoming major beta patch. It will be selectable by the group leader. Either FFA loot or class based need.
  • zeiphexzeiphex Member Posts: 1 Arc User
    edited June 2013
    Yes, I think something needs to be done about the "NEED" option as well. I've noticed a few item-hog players around and it's quite frustrating. I agree that you shouldn't be able to use "NEED" for an item your class can't use...
  • quorforgedquorforged Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    A timer is a terrible way to solve the problem.

    It prevents legitimate use of the Need button (on enchants that everyone can use, and thus legitimately "need"), while doing nothing to prevent the most significant misuse of it: on purple drops from bosses.
  • gexenngexenn Member, Neverwinter Beta Users Posts: 121 Bounty Hunter
    edited June 2013
    zeiphex wrote: »
    Yes, I think something needs to be done about the "NEED" option as well. I've noticed a few item-hog players around and it's quite frustrating. I agree that you shouldn't be able to use "NEED" for an item your class can't use...

    The problem is that people have alts... and now I expect the usual "so run the dungeon with the char you need the gear for"... yet again... some classes are not really welcome in T2s right (GF). I personally do not roll need on such items but still... I would rather eliminate "need" and let just greed/pass options and problem solved.
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  • origforumnameorigforumname Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 2 Arc User
    edited June 2013
    gexenn wrote: »
    The problem is that people have alts... and now I expect the usual "so run the dungeon with the char you need the gear for"... yet again... some classes are not really welcome in T2s right (GF). I personally do not roll need on such items but still... I would rather eliminate "need" and let just greed/pass options and problem solved.

    No, the answer here is that if a class is indeed not welcome then everyone would be rolling greed on that classes gear and can gear their alts the same as now. You will know right from the start the class makeup of the group and gear for classes not represented will not go to waste if everyone cannot roll need.

    This is simple, the change of only allowing class that can use item to roll need only means you will no longer lose gear for your class to others that cannot equip it. This is a big advantage as a lot of people don't want to gear through AH (see d3). You could still lose need rolls to another player of your class but you know that as soon as the group is formed, as I said. Second, it will lower the chance of an extremely unfair loot distribution. The current system could have one player winning every roll and getting all of the loot at the extreme. With this change that is less likely as they would first have to win the 'roll' on what class the drop is for.

    Ultimately, assuming even loot-table distribution (which if not would be a big problem in current system too) then changing to need only if useable would mean a greater chance of getting gear for your class being offset by a lesser chance of getting the gear not for your class. Most players (and any decent game designer) would agree that is a better loot distribution system for pugs. You would still be able to form your own groups\guild runs and distribute loot however you see fit.
  • walk2kwalk2k Member Posts: 928 Arc User
    edited June 2013
    paneth48 wrote: »
    I'm seeing more and more MMO's that shift over to the 'if you see it drop, its your loot' mentality, rather than 'need and greed' which I might add is such an outdated function it borders on pong. For people not knowing what the system is I describe, its basicly if you see the loot fall on the floor, thats yours. there is no rolling, no ninjaing, no people complaining that everyone rolled on a belt, a ring or some stupid crafting item. Saves head aches.
    guild wars /thread
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited June 2013
    Ooooooooooooooooooooooooooooor.

    How about we make all loot individual and private like delve chest.

    "You're a genius!"

    I know, it's hard sometimes.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited June 2013
    knoteskad wrote: »
    Ooooooooooooooooooooooooooooor.

    How about we make all loot individual and private like delve chest.

    "You're a genius!"

    I know, it's hard sometimes.

    I hope Delve chest gets removed, not everyone should get an epic end game drop everytime they run a dungeon... You run a dungeon for a CHANCE to get gear... That said, they do need to fix the loot mechanics. There really is not a great way to do it either. It all presents issues either way.

    The best option is probably like mentioned above, if its rolled need its bind on pick up. All bind on pickup gear cannot be vendor ed its bound to you, so ALL you can do is toss it away...

    We dont need a ton of rules and limitations the economy and players for the most part would handle themselves. The more you mess with the systems the more Cryptic has to get involved and the more changes they need to make to balance things out.

    The method above give NO reward for people who cant use EXCEPT to grief others in which they will quickly get a bad rep for doing that... It happened a TON in WoW, people knew who those people were...
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