Need is Greed?

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.

10 thoughts on “Need is Greed?”

  1. The salvage skill explains this: If you ever want talismans for your char’s equipment you need to melt green items – and obviously you’d prefer not to melt equipment you can actually use – therefor you “need” stuff you can’t use.

  2. I could be wrong, but something tells me that it might be more than salvagers.

    And if it is, then it just reinforces my point that scenario loot rules should be random or round robin.

  3. This is a tough one, I see it all the time. Sometimes I have done it on mistake to get rid of the window. Round robin may be the way to go, but I always hit need if I see Warrior Priest gear. Then i sort through it later if I win it. Sometimes I have actually mailed a piece of gear I have won to someone in the PQ that is not of my class.

    This is a tough call. The loot discussion goes on and on

  4. Well rolling ‘need’ yourself won’t exactly help that, right?

    Odd though, I’ve noticed almost the opposite. I roll ‘greed’ on anything I can’t use, and I’ve been surprised when I end up with the item at the end, meaning everyone else also rolled ‘greed’. All that said, the green gear, and even the blues, are not exactly ‘zomg must have’ stuff, but rather nice little perks. Nothing to really get super worried about when RR gear is as cheap and easy to get.

  5. They should probably just change it to automatically roll for everyone. It’s very annoying to see people roll need on the fairly rare class set pieces when they can’t use them, and screws over the people who reasonably rolled greed instead. Just remove the option, put everyone on equal footing.

    In the meantime, maintain the moral high ground and roll greed. If you roll need you only contribute to the problem, and eventually you’ll hit the situation where you’re the only one who rolled need who couldn’t use the item, and you won, making you the asshat.

  6. @Hud: /applaud. That’s a very cool thing to do.

    @Syn: The alternative of always going need is just the mutually assured destruction approach and I only mention it because as a tactic, it only assures that I wont lose, not that i will win, which is a bad place to be in a cooperative environment. ESPECIALLY, when as you say, renown gear is easily available. And I agree that its nothing to get worried about other than that it seems to create a greater potential for badness than the goodness that might potentially result. I’ve just noticed it with greater frequency as the pop has increased.

    @Grak: I agree and generally always try to take the high road. The exception being when someone else is consistently rolling need on everything and I feel the need to call them on it. That and “no heals for you! NEXT!” ;)

  7. The solution here is amazingly simple. You only have access to the “Need” button if said item is usable by your class.

    If you are not of the appropriate class, then you only have “Greed” and “Pass” options.

    Problem solved.

    Oh and make loot auto in Scenarios. We shouldn’t have to look around for sparkling bodies and cut our tactical awareness during a fight.

    Better still, put all the loot rolls at the end of the fight so we can focus without distraction.

    Now back to the slaughter.

  8. @Galaji: I like the end of the fight scenario for all the reasons you mention. Why not use the PQ-type contribution system to allocate the spoils of war?

    The loot could still be random, but much less distracting that loot boxes popping in battle etc.

  9. I’ve also noticed this problem. I pass on most items. I need on BW upgrades, seeds on occasion & a healing potion of I’m out of them. I’m not in the group for the random dropped loot.

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