Greed is the root of failure

From my modest experience I can say that the team often fails because it splits up to collect plaster and diamantine, there are those who stay to fight and there are those who go around greedily collecting loot.

And honestly this type of situation discourages the player who is focused on the mission, and on wanting to win. Instead it becomes a race to see who can loot more, and lose the game.

A good solution to this problem would be:

  1. If you lose the game, all loot collected is lost.
  2. The loot must always be divided equally between players

furthermore, loot behavior increases the toxicity of the game, because losing games due to greed leads the player to a situation of stress, not fun. Furthermore, toxicity increases as even the looter thinks that the aim of the game is looting, and not winning the game.

Then you must be happy that the solution to this problem has been present since the beta of the game and has never been patched out.

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As far as I know the loot isn’t divided among players but everyone gets the same amount. Same as the loot die from v2. I remember this being a problem in v2 where new players though loot die were individual and would get mad at someone else for taking them.
Correct me if I’m wrong about the loot being only for whoever picks it up though.

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i would love to have an official reply to this from a @Developer to understand how loot works inside the game, as i said in the first post, greed lead to failure, people think to loot instead to win the game

People loot because the crafting is so bad and grindy that they feel forced to look around and gather the materials in game because it may be quicker to grab it all to be able to upgrade their weapon just for it to have a stat that’s terrible.

Blame the game not the player for this design, because we didn’t want or ask for it.

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in reality you can get a lot more plaster and diamonds if you win the game, and you only win the game if you stick together, if you have a common goal, if the goal becomes loot as much as possible, it completely changes the gaming experience

The average player doesn’t know this. They just see you can pick stuff up in game and see how long it takes to upgrade and think I have to do this to progress.

then should be made clear in the reward page what is happening, there is enough space for developer to make it clear

Can the problem be that you run ahead while the others are looting already cleared areas?

this is already the case

can you give me a link that says this officially? Because that not seems the case to me

what are you talking about? official link? why would there be a official link to a game mechanic you got wrong? all you need to do is, test with a buddy if you get identical loot at the end.

reward, not loot, are two different things

im done talking to you, if you want to be hung up about a thing you got wrong, be my guest

Plasteel and diamantine amounts have always been shared for every player in the mission. Doesnt matter who picks up the material, as long as it is picked up, it counts for everyone.

Always has been this way.

There is a simple 3 step way to figure this out yourself.

  1. Write down the exact value of resources you want to check for.
  2. Play a mission and note how much resources the game told you you got vs how many you collected yourself. If this is too hard for you or you don’t have the scoreboard mod to check, simply collect 0.
  3. Compare your old values to the new ones.

My kid brother could’ve come up with that and he’s 11.

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  1. install the scoreboard mod.
  2. Check how much pasteel and diamantine everyone picked up at the end.
  3. Compare that to how much you received.

From there you can get a general idea for how resource collection works.

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The only time it didn’t was when contracts only progressed based on what you took yourself, but everyone still got what everyone collected.

Where is your proof or official link that materials are not shared?

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