Generally having a great time in WAR at the moment. Seems that there is something “productive” that can be done in almost any block of playing time, especially if you are doing scenarios.
Great for learning your RvR skills (especially if you’re a recovering carebear like me), great xp, great renown and you can get geared very quickly. My lowbie Ironbreaker went from Rank 1 to Rank 6/Renown 6 last night with full Militia gear almost without doing a single quest other than the scenario turn in.
That said, while almost all the scenarios have been fun, a bit of the old asshattery has started to rear its ugly head. Random loot drops of green or better quality in scenarios will pop up a Need/Greed/Pass button. Now granted that RvR can be a bit fast and furious, and it seems that most of the green drops are crafting items or potions and the like for which I click greed and continue fighting.
With green and better gear items though, I’m starting to see people going need on stuff that character obviously can’t use– bright wizard rolling need on great axe, etc. Now, like a typical chump that I am, I’ve been generally “passing” on items that my current career couldn’t use. Even if those items would be useful for one of my alts which I am playing in good faith.
Something crazy about me says that my alt should go earn his keep and if one of my scenario team mates could use it, the good for him.
So, with a new game the old need/greed debate is revived. After the great job Mythic did with the PQ contribution system, we’re left with the same old problems in RvR scenarios where grouping is fleeting. In longer term, PvE groups, you can choose not to group with individuals who aren’t considerate, but not so in the scenarios.
So what do you think? Any point in NOT rolling need against the selfish bastards or should Mythic just loose the entire need/greed mechanic for random scenario loot?
I’m preferring the latter since it avoids the screw you or screw me problem in these transitory groups. I for one think the whole thing is a giant buzzkill in a scenario furball that is so dependent on cooperation.