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General : Player Perspectives: Every Man's Greed

Posted Nov 06, 2009 by Jon Wood

Jaime Skelton returns this week with a look at loot systems in MMOs and their effectiveness amongst players.

Jaime Skelton

World of Warcraft players are generally aware that the newest patch will introduce a new LFG tool, one that forces the Need Before Greed option on any pick-up groups put together through the tool. The Need Before Greed loot option is being changed accordingly to new rule sets, in which in order to roll need, it must be the primary armor type of the class (no mail for paladins, etc.) and must be appropriately statted (no spellpower gear for melee classes.) This naturally upset a portion of the player base, particularly hybrids.

In discussing the change, Ghostcrawler said, "Looting to some extent is always going to have a heavily social component. There's only so much we can do (or should do) to try and 'solve' that problem for players."

The crab is right. Ever since multi-player games have had treasure, loot has been a sensitive social issue among players. Thrust that delicate component into a massive game in which social interaction plays a huge part, and there is no denying that trouble will happen constantly. Feelings get hurt, and not only do personal reputations get hurt, but even the reputations of friends and guilds can get dragged into the mix. I doubt there's a single one of us that hasn't at one point or another been part of loot drama.

Read Player Perspectives: Every Man's Greed.

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