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BobaTed
12.29.2012 , 06:56 PM | #26
Quote: Originally Posted by TheNahash View Post
I don't understand what you mean by "how the game actually works".
What good is, for example, BH gear for a sorcerer who doesn't even have an Aim-using companion? Why would a sorc need on a BH columi or rakata piece if not to just be an a*****e because he can or to sell the gear for a few credits that he could've made with 10mins of crafting?
It's still more than he would have had if he hadn't rolled "need." A penny here and a penny there have a way of adding up. He's got something to win, and nothing substantial to lose, if he rolls "need." Even getting kicked or /ignored doesn't matter, so long as there are people who have not yet kicked or /ignored him yet... which is pretty much as long as the game attracts new players.

Quote:
Of course we'd like a different system better, but that's the one we have and we can make it work if we stop being greedy for a bit.
Yes, the world can be a wonderful place if we're all nice to each other. But that doesn't happen, does it? This thread (and all the others like it) should be evidence of that...
Quote:
So, ultimately, no matter what Bioware does to fix a system that is not working as intended (with the exception of getting rid of it and replacing it with something new) there is no guarantee that people will not act greedy, because some people are innately greedy.
See, the thing is, I think the system does work as intended. I believe the need / greed system persists because it effectively makes players grind for longer than they would have otherwise. That means more concurrent users, longer play times for current content, and overall more subs.

Think about it. An item pops up for a roll. You* can see it, you want it, but you don't get it because someone else wins it, fairly or not. You may be disappointed this time, but now you know the item is out there and is, at least in theory, attainable. You may even get a sense of how frequently it will pop up.

And here's the trick: You may imagine that the item's frequency of appearance is basically your likelihood of getting it - but that likelihood is made much, much smaller by the fact that any Joe Schmoe can roll "need" on it. You may chalk up your lost rolls to bad luck or to some jerk you'll probably never see again. So you hop back on the merry-go-round thinking that this time you stand a better chance of getting the brass ring, even though you almost certainly don't.

This is exactly what the developers want (or should want, economically). You're grinding away, attributing your "misses" to bad luck or bad players instead of the system itself, all the while paying your sub and maybe buying stuff from the market. It may be cynical of me to believe that the developers realize this, and design to it - but, really, it's just a case of "follow the money."

It's easy to see that if everyone just played "nice," we'd all get what we want a little faster, so we make up our own in-game courtesy and etiquette and try to live by it. Ironically, however, the need / greed system punishes the people (and only those people) who live by such social rules.

* "You" as in anyone - not you specifically.