Ensign
Join Date: Sep 2012
Posts: 2
# 1 Remove Need + Greed in loot.
10-03-2013, 04:17 PM
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.
Captain
Join Date: Sep 2012
Posts: 4,266
# 2
10-03-2013, 05:35 PM
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.
Cryptic.
Figure out and address the players path of least resistance to reward. this one thing is THE consistent factor undermining all your efforts. be that crafting, raids or starbase projects.
Captain
Join Date: Jul 2013
Posts: 694
# 3
10-03-2013, 05:41 PM
Or simply allow players to auto-select "Need" or "Greed" as we can do now with "Take All".

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.
Rihannsu
Join Date: Jun 2012
Posts: 263
# 4
10-03-2013, 07:40 PM
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.
Lieutenant
Join Date: May 2013
Posts: 83
# 5
10-03-2013, 08:41 PM
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.
Captain
Join Date: Jan 2013
Posts: 2,386
# 6
10-03-2013, 09:02 PM
i hit alt q because my fingers are over it, so i do need for ease of it.
Captain
Join Date: Jun 2012
Posts: 1,764
# 7
10-03-2013, 09:24 PM
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.
Quote:
Originally Posted by Lt. Comm. Pion
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To be able to smile and forgive everything;
That's right, if we light up the dream in our hearts without averting our eyes;
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Last edited by khayuung; 10-03-2013 at 09:27 PM.
Career Officer
Join Date: Jun 2012
Posts: 257
# 8
10-07-2013, 04:08 PM
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.
Ensign
Join Date: Oct 2012
Posts: 7
# 9
10-12-2013, 06:10 PM
thanks that really helps.
Ensign
Join Date: Jan 2013
Posts: 23
# 10
12-04-2013, 07:08 AM
Quote:
Originally Posted by skollulfr View Post
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?

It just can't be done.
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