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BIOWARE, PLEASE READ: Change the Loot Mechanics


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Greetings,

 

Players should not be able to roll "Need" on items they cannot equip. There is literally no logical reason whatsoever why this should be enabled.

 

Some people may think it should be this way for companions, but gearing a companion should most certainly not take precedence over gearing a player. The reason why is simple: companions are less important than players because they have little use in Flashpoints, none in Warzones, and cannot even be used against world bosses. They are minor extensions of the player whose primary combat purpose is to assist throughout the leveling phase.

 

It is the same concept with "Greed" the way it works now. Yes, a player can sell an item for credits, but because doing so is deemed less important than actually equipping it, "Need" takes precedence.

 

BioWare should prevent players from rolling "Need" on items their character cannot personally equip, and then proceed to implement a "Companion Need" option that takes precedence over "Greed."

 

Needing for a companion is like a group of people shoveling a sidewalk so that some ******* can use it as a parking space. Really, if a Smuggler spends an hour in a Flashpoint and the Scattergun he wants drops, why should a Jedi Knight's companion be more deserving?

 

BioWare, please consider changing the current loot system.

 

Thank you,

 

Potfish/Turtlemilk

Edited by Potfish
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I disagree completly.

 

The need/greed/pass is fine the way it is.

 

what your proposing is making it need/need for companion/greed/greed for compantion/pass/pass for companion/

 

 

IF you want to change the way loot is distributed then they should use loot bags. Essentially everyone gets a piece of loot that can be used for their character, companion, melted for components or vendored.

 

Everyone gets something for having participated and it eliminates fighting over who gets what loot and who rolled need blah blah blah blah.

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The simple truth is that the need/greed system has been around for ages. It doesn't matter what system you implement, people will abuse it. People have been complaining about it for ages. Most veteran MMO players just ignore loot ninjas and move on. The hope is that they will eventually not be able to find groups.

 

I don't know if there are guild banks yet(not being in one myself:(), but just wait until the ninjas start emptying the guild vaults.:mad:

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I disagree completly.

 

The need/greed/pass is fine the way it is.

 

what your proposing is making it need/need for companion/greed/greed for compantion/pass/pass for companion/

 

 

IF you want to change the way loot is distributed then they should use loot bags. Essentially everyone gets a piece of loot that can be used for their character, companion, melted for components or vendored.

 

Everyone gets something for having participated and it eliminates fighting over who gets what loot and who rolled need blah blah blah blah.

Um... no? Greed for companion? Pass for companion? What would those do and what would be the purpose of those options?

Edited by Potfish
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The simple truth is that the need/greed system has been around for ages. It doesn't matter what system you implement, people will abuse it. People have been complaining about it for ages. Most veteran MMO players just ignore loot ninjas and move on. The hope is that they will eventually not be able to find groups.

 

I don't know if there are guild banks yet(not being in one myself:(), but just wait until the ninjas start emptying the guild vaults.:mad:

I don't think so. WoW had systems similar to what I'm proposing and they worked fine. For example, Warriors could not roll "Need" on leather items. In addition, the game's dungeon finder would not let, say, a Warlock select "Healer" as their role in the dungeon finder.

 

How the long the system has been around is irrelevant.

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