Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
Yes. I would wager just about every single person here has helped their friend grind out an item in some dungeon that had nothing they needed, spent their time looking for an item at auction your guildie is looking for, crafting gear for a friend or newbie for no cost, dropped their own gameplay because someone asked for help with something else or some coaching or for directions.
These things happen irrespective of loot allocation as long as the game systems encourage a cooperative social atmosphere.
Edit: Honestly, if 90%+ of the time you don't get anything but a repair bill anyway, what you're saying isn't even noteworthy, it's the default.
There have been no complaints about the lootsystem in Elder Scrolls Online.
This looting mechanics;
Free-for-all.
Lootmaster.
Round-robin.
Need or greed
could make me quit the game
What about glint? Is that planned to be tradable at some point? If so, can you point me to where that was stated?
This comment (and thread in general) is referring to gear and materials, not currency.
That said, Glint is 'tradable' insofar as it converts to gold which can be freely exchanged.
There is a real problem with this for even players with a decent amount of available time.
A chronic imbalance of investment/burden even within an absolutely unbreakably tight-knight group still costs additional time to rectify, and depending on the people available, can reduce the playtime and effectiveness of the group in a way that is both not fun and relatively outside the game.
This also means that groups that are in the process of forming, even with the best of intentions, has to put in additional effort and time to rectify this. If time is lost, it goes against this.
As my guild's 'Treasurer' I sometimes spend more time organizing 'salaries' and item distribution and rectifying this investment->reward imbalance than I do playing the game. This is fine for me, because I naturally do that sort of thing, but whenever I don't have time to, what happens is that people end up 'enduring' it.
If you go outside a tight-knit guild situation, this puts on even more 'stress'. If you party with someone who gets lucky on all the drops, now you're doing expectation management if that person plays less and can't necessarily be around to deal with all the finance stuff.
Even in games with much cleaner systems than Ashes which don't have the specific goal of potential friction, have these issues. This is a downward pressure on new groups and spontaneous grouping of all kinds. If Ashes wants that, then it's fine, but people definitely have this experience.
I'm not gonna go into my last two months of TL experience relative to this, in this post, but this comes up constantly and that's a game with an incredibly good system for handling this within guilds and technically even groups.
You can celebrate everything about your teammate's achievement while still 'being broke', brought to an economic halt in whatever your path forward was, etc. And it's someone's (my) 'job' to fix it. That's the thing. For so many players, this is just one more 'thing that a specific person handles', they don't go near it. Inferior loot systems aren't changing a lot about regular interaction in a positive way. Big, effective guilds have people 'in charge of this'.