There is no real need for a greed option in STO all items are BoE. You can sell anything to buy what you want later on the market.
You could just roll and give the loot to a random player in the group. In goups with difrent lvl players you can even scale to lvl.
I'd rather items are simply given out at the completion of the mission/event, as I rarely take time engage if I want an item or not in the heat of battle.
As much as I hate to say it, I do agree that the NEED/GREED needs a bit of a revamp.
Like a lot of people, I just hit NEED on everything without even looking at what the item is.
If I need it great, if I don't I just try to give it to a Fleet-mate.
No sense in hitting Greed any more unless you're in a Pre-Made (even then, most just hit need too, and just trade afterwards).
Don't see too many people hitting GREED anymore either, its either NEED or PASS.
I am not a Mod. I am just a player. You have been informed :cool:
Yes, really, just remove the Need + Greed thing. We can sell everything so what the hell, there is no sane choice in the matter. Just Ctrl + Q and be on your way.
To make it really perfect, make a drop lootable for everyone in the team, just that what drops for each person is a different random roll, and that you need to actually fly over and loot the item drop yourself. Kind of like how Diablo 3 handles loot, everyone has their own drops but you need to run over them and pick them up yourself instead of AFKing in the corner.
We'd feel very rewarded for things filling up the cargo hold, the whole team is rewarded for their efforts equally, we get the credits we need to fund our starbases, consumables and repairs, and in the end, everyone is happy.
Save the armchair doomsaying economist I suppose. :P
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
I'll say it again: Diminishing returns on 'Need' rolls.
Imagine: If a player is desperate for an item, then he or she should roll a Need. BUT, the player should choose wisely, because the next successive Need roll will be capped at a maximum roll score, less than that of the previous Need roll. Continued Need rolls will eventually cap at a low of 5. Greed rolls are already capped and will not lower with successive Greed rolls, but Passes will raise the cap placed on the maximum Need score, but not by much, so as to prevent abuse.
would be better if the reward was given via a system that could determing how efficiently the target was destroyed.
in a team setting same thing, then each person gets same item, but scales the mk level depending on their contribution, that way people get some ingame feedback metric on what their build is doing.
This is a terrible idea, you could never balance the different roles/classes/ship types.
The Escort will always do the most damage.
What about the Cruiser-captain who is tanking, drawing all the Fire so the escorts stay alive? He doesm't deal as much damage himself, but he's just a important. How would you measure his contribution?
What about the sic-captain? He's healing and buffing the teammates, debuffing enemies, controlling the battlefield with "gravity well" to draw all enemies to one place, so the escorts can hit them all at once with cannon-spread.
His own DPS is minimal, most of his skills will make the teammates more efficient.
How could you possibly measure that contribution?
Yeah--the battle is hot--there must be hundreds of warships bearing down on us. I drop in a gravity well, and a few the ships get crunched in the mess. Now, while I'm getting pummelled by that Schmitar behind me--do I need that tac console?
Yeah--ctrl-Q. I'll worry about what I'll do with it later.
There was a time... (I find myself starting more posts like this)...
When honor mattered... where if you were planning on selling the item you would roll greed... if you needed the item for your build.. .you rolled need.
When everything went to queues, you ended up having to roll need in order to get anything... because there was always that one player with the mentality that "i NEED ec" common argument when this was raged about in forums of yeteryear.
Call me old school, I still only greed... nothing drops that I need for my build, and I earn plenty of EC in other ways.
2. NONE of the drops are ever things I will use on ANY of my ships and all they will do is fill up my inventory until I turn them into (not very much) EC some way or another.
It is worth noting, if any devs happen to see this thread, that the above two points are both why 'need or greed' is silly and also why crafting is pretty much dead with the only items that people are still really crafting being the aegis set, and those are usually crafted for other, newer players.
"So my fun is wrong?"
No. Your fun makes everyone else's fun wrong by default.
A "need/greed/pass" system was first introduced in World of ******** because that game introduced the bind on pickup mechanic on random loot with classes that used certain stats more effectively than others.
STO does not use either of the above. Its need/greed/pass system was added purely because WoW did it, not because they actually sat down and thought about whether it fit the game. (just like STOs hamfisted attempt to get the Federation and Klingons to go to war, despite what happened on DS9, but thats another subject...)
At a minimum, I'd like to see a setting for the creator of a private queue to disable the "Need" option for their match.
Don't other MMOs bind an item to you if you need on it? That would solve any loot problem.
I don't know about a bind on need mechanic, definetly sounds like a good idea... perhaps Bind To Account on Need -- but it would also have to reduce its EC value to 0 to avoid the vendor sales. (i.e. they may not be able to sell it on the exchange if they choose need, but the would also need to not receive anything from a vendor (commonly referred to as vendor trash)).
I would even accept a "no loot" option if it meant the interaction button didn't pop up in the middle of my screen. Expecting me to click on loot in the middle of a battle is just stupid.
At a minimum, I'd like to see a setting for the creator of a private queue to disable the "Need" option for their match.
Don't other MMOs bind an item to you if you need on it? That would solve any loot problem.
If you disable the greed button, then you have the exact same function as if you disabled the "need" button. Whats the difference?
The problem with the need/greed/pass system is that people take the words literally. If you "need" something because you believe you can use it effectively for whatever reason, then so can everyone else on the team for whatever reason. Hence, the "need" button is a complete wash. This is not an MMO where only certain classes can use melee weapons or wear chainmail or whatever.
Agreed with consolidating Need and Greed into one button. When players rationalize "Need" into I "need" more energy credits for stuff I want, you basically have everyone sans those that don't know how other people behave always pushing need.
if the item is bind on equip then just make it auto roll for everyone... they can donate it or vendor it or sell via auction if they dont want to use. If the item has zero ec value and is bind on acquire... then make it so you have options to need/greed/pass. I try to look at the item in general and decide if I really need it even in pugs... but most folks just hit need on everything... I guess technically I need it too since I am not at my EC Cap.
The one improvement I think they could make is to have an optional setting for automatically needing/greeding/passing on loot. I'd just set mine to always pass and never have the UI element show up, because 99% of that stuff is vendor trash that I don't need filling my inventory (I'll take freebies like batteries, sure, but the rest of it is junk).
Comments
Honestly, in the middle of an engagement, I don't bother looking at what the item is. I just hit "Need" every time the question pops up.
Like a lot of people, I just hit NEED on everything without even looking at what the item is.
If I need it great, if I don't I just try to give it to a Fleet-mate.
No sense in hitting Greed any more unless you're in a Pre-Made (even then, most just hit need too, and just trade afterwards).
Don't see too many people hitting GREED anymore either, its either NEED or PASS.
To make it really perfect, make a drop lootable for everyone in the team, just that what drops for each person is a different random roll, and that you need to actually fly over and loot the item drop yourself. Kind of like how Diablo 3 handles loot, everyone has their own drops but you need to run over them and pick them up yourself instead of AFKing in the corner.
We'd feel very rewarded for things filling up the cargo hold, the whole team is rewarded for their efforts equally, we get the credits we need to fund our starbases, consumables and repairs, and in the end, everyone is happy.
Save the armchair doomsaying economist I suppose. :P
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
Support the "Armored Unicorn" vehicle initiative today!
Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
Imagine: If a player is desperate for an item, then he or she should roll a Need. BUT, the player should choose wisely, because the next successive Need roll will be capped at a maximum roll score, less than that of the previous Need roll. Continued Need rolls will eventually cap at a low of 5. Greed rolls are already capped and will not lower with successive Greed rolls, but Passes will raise the cap placed on the maximum Need score, but not by much, so as to prevent abuse.
This is a terrible idea, you could never balance the different roles/classes/ship types.
The Escort will always do the most damage.
What about the Cruiser-captain who is tanking, drawing all the Fire so the escorts stay alive? He doesm't deal as much damage himself, but he's just a important. How would you measure his contribution?
What about the sic-captain? He's healing and buffing the teammates, debuffing enemies, controlling the battlefield with "gravity well" to draw all enemies to one place, so the escorts can hit them all at once with cannon-spread.
His own DPS is minimal, most of his skills will make the teammates more efficient.
How could you possibly measure that contribution?
It just can't be done.
Originally Posted by pwlaughingtrendy
Network engineers are not ship designers.
Nor should they be. Their ships would look weird.
Yeah--ctrl-Q. I'll worry about what I'll do with it later.
When honor mattered... where if you were planning on selling the item you would roll greed... if you needed the item for your build.. .you rolled need.
When everything went to queues, you ended up having to roll need in order to get anything... because there was always that one player with the mentality that "i NEED ec" common argument when this was raged about in forums of yeteryear.
Call me old school, I still only greed... nothing drops that I need for my build, and I earn plenty of EC in other ways.
Star Trek Online, Now with out the Trek....
1. I don't have a problem getting EC.
2. NONE of the drops are ever things I will use on ANY of my ships and all they will do is fill up my inventory until I turn them into (not very much) EC some way or another.
It is worth noting, if any devs happen to see this thread, that the above two points are both why 'need or greed' is silly and also why crafting is pretty much dead with the only items that people are still really crafting being the aegis set, and those are usually crafted for other, newer players.
No. Your fun makes everyone else's fun wrong by default.
STO does not use either of the above. Its need/greed/pass system was added purely because WoW did it, not because they actually sat down and thought about whether it fit the game. (just like STOs hamfisted attempt to get the Federation and Klingons to go to war, despite what happened on DS9, but thats another subject...)
Don't other MMOs bind an item to you if you need on it? That would solve any loot problem.
I don't know about a bind on need mechanic, definetly sounds like a good idea... perhaps Bind To Account on Need -- but it would also have to reduce its EC value to 0 to avoid the vendor sales. (i.e. they may not be able to sell it on the exchange if they choose need, but the would also need to not receive anything from a vendor (commonly referred to as vendor trash)).
Star Trek Online, Now with out the Trek....
If you disable the greed button, then you have the exact same function as if you disabled the "need" button. Whats the difference?
The problem with the need/greed/pass system is that people take the words literally. If you "need" something because you believe you can use it effectively for whatever reason, then so can everyone else on the team for whatever reason. Hence, the "need" button is a complete wash. This is not an MMO where only certain classes can use melee weapons or wear chainmail or whatever.