I can find lower level mats anytime I want. If I am on my crafter I respect to the the level I want if I am on the toon I gather mats for that level 50 percent will be at my level takes me about 20 minutes to get enough for a five piece crafted set. You guys make me laugh... and sad at the same time. Strap on the tin foil hats I just literally made level 4 armor level 18 and level 28 and level 38 armor this exact way for two people last weekend.
Practical people seek to identify the real necessities, the areas where things can improve, find manageable, cost-effective solutions with minimal risk and try to get thrm added to thr game.
lordrichter wrote: »
lordrichter wrote: »
Glad to hear it, the whole work thing that is.
But i think you will find that in reality, many people who are not employees do the things i described. happens every couple of months at least on the PTS server as well as some time in between.
So, i stand by my statement and find your "No. Employees do that." to be either misleadingly worded ot just plain wrong.
But thats fine.
You aren't limited to only expressing accurate thoughts here.
CromulentForumID wrote: »lordrichter wrote: »
Glad to hear it, the whole work thing that is.
But i think you will find that in reality, many people who are not employees do the things i described. happens every couple of months at least on the PTS server as well as some time in between.
So, i stand by my statement and find your "No. Employees do that." to be either misleadingly worded ot just plain wrong.
But thats fine.
You aren't limited to only expressing accurate thoughts here.
I'm curious. What kind of DPS do you pull with all of your Champion Points assigned to "Passive Aggressive?"
As long as type of mat is tied hatd to level of gear but location of quest is no longer tied as tightly to level of character having type of mat tied to location is broken. It takes the 1T gameplay model of anywhere anytime and throws it back to "but some wheres and some times arent worthwhile, so really only do a few.
Consider your msrvelous idea of spreading multiple node types/levels around in one zone. Now you are pretty much assured to get some of the quest content providingbless useful stuff as you go around. Some areas less worthwhile mesns they get less play.
Consider this from another resource.
How about you fight as level 35 character oppositon scaled to match you but then their drop sets from bosses and dolmens and quest rewards ALL pop out at level 19, cuz, you know, that spot on the map is fixed at level 19.
Of course, this is a wonderful thing. You need mothers sorrow at level 19 for a guildie, just go down there, kill the dolmen and grab that level 19 ring.
Sure, everybody else not at 19 running the same quest zone is stuck with 19s too but thats a small price to pay.
If every threat and risk and challenge in an area scales to a character, why shouldn'mats and other rewards?
i mean, i am sure there would be tons of folks lining up outside the world boss that fights fully scaled but who drops level 10 rewards, right, just like they will be lining up to run quests in areas where they find mats that are useless at every node andf every drop.
As long as type of mat is tied hatd to level of gear but location of quest is no longer tied as tightly to level of character having type of mat tied to location is broken. It takes the 1T gameplay model of anywhere anytime and throws it back to "but some wheres and some times arent worthwhile, so really only do a few.
Consider your msrvelous idea of spreading multiple node types/levels around in one zone. Now you are pretty much assured to get some of the quest content providingbless useful stuff as you go around. Some areas less worthwhile mesns they get less play.
Consider this from another resource.
How about you fight as level 35 character oppositon scaled to match you but then their drop sets from bosses and dolmens and quest rewards ALL pop out at level 19, cuz, you know, that spot on the map is fixed at level 19.
Of course, this is a wonderful thing. You need mothers sorrow at level 19 for a guildie, just go down there, kill the dolmen and grab that level 19 ring.
Sure, everybody else not at 19 running the same quest zone is stuck with 19s too but thats a small price to pay.
If every threat and risk and challenge in an area scales to a character, why shouldn'mats and other rewards?
i mean, i am sure there would be tons of folks lining up outside the world boss that fights fully scaled but who drops level 10 rewards, right, just like they will be lining up to run quests in areas where they find mats that are useless at every node andf every drop.
That's what I love about programming. You would be amazed at what programmers can do. Don't forget they enabled scaling via zone before 1T world wide scaling. So it (scaling the way it is now without scaling the mats) can be done if they program it that way. Remember, we are playing a program, and the program works the way it is designed to. A program can be written the way the programmer wants/allows. Now whether it happens or not remains to be see lol.
Doesn't deconning low level gear provide enough mats to make a set for your alt?
My low level alts put all the drops they find in the bank to decon and it provides enough materials for crafting.
Doesn't deconning low level gear provide enough mats to make a set for your alt?
My low level alts put all the drops they find in the bank to decon and it provides enough materials for crafting.
Rune_Relic wrote: »Doesn't deconning low level gear provide enough mats to make a set for your alt?
My low level alts put all the drops they find in the bank to decon and it provides enough materials for crafting.Doesn't deconning low level gear provide enough mats to make a set for your alt?
My low level alts put all the drops they find in the bank to decon and it provides enough materials for crafting.
You don't drop low level gear unless you are low level.
My problem is gathering the materials for their NEXT tier. I have been having to spend a lot of time and money on the traders. The twenty CPs per tier crap is really frustrating. But if I don't upgrade then I am gimped.
What does harvesting ruby mats matter anyway... The new dropped sets FAR exceeed all but 3 crafted gear sets anyway. However, the gear still sells... not sure why...
My problem is gathering the materials for their NEXT tier. I have been having to spend a lot of time and money on the traders. The twenty CPs per tier crap is really frustrating. But if I don't upgrade then I am gimped.
Just leveled a character from 17 to 50 thru the post-1T-is-here period.
No gimping problem here.
First, i did any crafting at end-of-tier using the copious useful mats the character harvested. so i built pieces to fill in at level 24 for my lvl 26-34 run. its a minor difference but hardly noticeable even against bosses and world bosses.
Second, i gathered gear as i leveled. So that lvl 24 was quickly replaced by lvl 26 then 28 then 29 then 32 etc etc etc as drops came in. heck, at times i even just slotted dropped weapons at the higher level in place of lower tie r set pieces not because i didn't have mats but because the drop was so much better than the old and it just wasnt worth going back to the other character to go craft for a weapon that would be obsolete in a few levels.
Third, on a few occasions but not often, if i was in the other character anyway, i would craft a new piece from the flood of "current tier" mats gathered by the developing character from nodes everywhere and decons a plenty. having every drop be at your level means tons of decon mats to craft with when the itch scratches you.
All in all, like i said, mostly other than the end-of-tier transitions, it was just better off to work in drop sets and drop pieces as they came about than to keep chasing the "highest possible tier" crafting while still developing. It played out fine - no balance problems.
Now that i am at 50 and pole-vaulting to 50/capper, i am really glad i have so many cp160+ mats and set pieces to equip now that i dont have to worry about spending crafting resources on stuff that will level out in no time.
it does show a minor alteration to my previous pre-1t playstyle but one which was fun and not at all "gimping" in the overall scheme of a developing character, IMO. game worlds change and some player adapt.
never once bought mats for the progression at all or even considered it.
On the plus side, i felt amazingly free as to what i did as far as questing and regions. I spent some time in Wrothgar, Some in hews, Some in Gold Coast, did many starter islands, did several opening zones, did some of the main quests but not all, etc etc etc... basically went whereever i wanted doing whatever quests i felt like pursuing. i did not feel bound to a narrow geo-pathway of progression by the need for mats and mats being zone locked. Everywhere i went, i gathered and acquired useful stuff.
That was by far and away the bigger impact on playability and sustainability - and a positive one.
Feeling gimped? hell no, not for me, I felt free and in control of my own game.
My problem is gathering the materials for their NEXT tier. I have been having to spend a lot of time and money on the traders. The twenty CPs per tier crap is really frustrating. But if I don't upgrade then I am gimped.
Just leveled a character from 17 to 50 thru the post-1T-is-here period.
No gimping problem here.
First, i did any crafting at end-of-tier using the copious useful mats the character harvested. so i built pieces to fill in at level 24 for my lvl 26-34 run. its a minor difference but hardly noticeable even against bosses and world bosses.
Second, i gathered gear as i leveled. So that lvl 24 was quickly replaced by lvl 26 then 28 then 29 then 32 etc etc etc as drops came in. heck, at times i even just slotted dropped weapons at the higher level in place of lower tie r set pieces not because i didn't have mats but because the drop was so much better than the old and it just wasnt worth going back to the other character to go craft for a weapon that would be obsolete in a few levels.
Third, on a few occasions but not often, if i was in the other character anyway, i would craft a new piece from the flood of "current tier" mats gathered by the developing character from nodes everywhere and decons a plenty. having every drop be at your level means tons of decon mats to craft with when the itch scratches you.
All in all, like i said, mostly other than the end-of-tier transitions, it was just better off to work in drop sets and drop pieces as they came about than to keep chasing the "highest possible tier" crafting while still developing. It played out fine - no balance problems.
Now that i am at 50 and pole-vaulting to 50/capper, i am really glad i have so many cp160+ mats and set pieces to equip now that i dont have to worry about spending crafting resources on stuff that will level out in no time.
it does show a minor alteration to my previous pre-1t playstyle but one which was fun and not at all "gimping" in the overall scheme of a developing character, IMO. game worlds change and some player adapt.
never once bought mats for the progression at all or even considered it.
On the plus side, i felt amazingly free as to what i did as far as questing and regions. I spent some time in Wrothgar, Some in hews, Some in Gold Coast, did many starter islands, did several opening zones, did some of the main quests but not all, etc etc etc... basically went whereever i wanted doing whatever quests i felt like pursuing. i did not feel bound to a narrow geo-pathway of progression by the need for mats and mats being zone locked. Everywhere i went, i gathered and acquired useful stuff.
That was by far and away the bigger impact on playability and sustainability - and a positive one.
Feeling gimped? hell no, not for me, I felt free and in control of my own game.
Glad you're happy!
I am not. The more I receive comments like this, the less happy I become. It's probably obvious to all but me: This is no longer a game for me. Might be I am just burnt out. Might be that I really hate upscaling. Might be all these people telling me I am playing it wrong.
Glad you're happy!
I am not. The more I receive comments like this, the less happy I become. It's probably obvious to all but me: This is no longer a game for me. Might be I am just burnt out. Might be that I really hate upscaling. Might be all these people telling me I am playing it wrong.
My problem is gathering the materials for their NEXT tier. I have been having to spend a lot of time and money on the traders. The twenty CPs per tier crap is really frustrating. But if I don't upgrade then I am gimped.
Just leveled a character from 17 to 50 thru the post-1T-is-here period.
No gimping problem here.
First, i did any crafting at end-of-tier using the copious useful mats the character harvested. so i built pieces to fill in at level 24 for my lvl 26-34 run. its a minor difference but hardly noticeable even against bosses and world bosses.
Second, i gathered gear as i leveled. So that lvl 24 was quickly replaced by lvl 26 then 28 then 29 then 32 etc etc etc as drops came in. heck, at times i even just slotted dropped weapons at the higher level in place of lower tie r set pieces not because i didn't have mats but because the drop was so much better than the old and it just wasnt worth going back to the other character to go craft for a weapon that would be obsolete in a few levels.
Third, on a few occasions but not often, if i was in the other character anyway, i would craft a new piece from the flood of "current tier" mats gathered by the developing character from nodes everywhere and decons a plenty. having every drop be at your level means tons of decon mats to craft with when the itch scratches you.
All in all, like i said, mostly other than the end-of-tier transitions, it was just better off to work in drop sets and drop pieces as they came about than to keep chasing the "highest possible tier" crafting while still developing. It played out fine - no balance problems.
Now that i am at 50 and pole-vaulting to 50/capper, i am really glad i have so many cp160+ mats and set pieces to equip now that i dont have to worry about spending crafting resources on stuff that will level out in no time.
it does show a minor alteration to my previous pre-1t playstyle but one which was fun and not at all "gimping" in the overall scheme of a developing character, IMO. game worlds change and some player adapt.
never once bought mats for the progression at all or even considered it.
On the plus side, i felt amazingly free as to what i did as far as questing and regions. I spent some time in Wrothgar, Some in hews, Some in Gold Coast, did many starter islands, did several opening zones, did some of the main quests but not all, etc etc etc... basically went whereever i wanted doing whatever quests i felt like pursuing. i did not feel bound to a narrow geo-pathway of progression by the need for mats and mats being zone locked. Everywhere i went, i gathered and acquired useful stuff.
That was by far and away the bigger impact on playability and sustainability - and a positive one.
Feeling gimped? hell no, not for me, I felt free and in control of my own game.
Glad you're happy!
I am not. The more I receive comments like this, the less happy I become. It's probably obvious to all but me: This is no longer a game for me. Might be I am just burnt out. Might be that I really hate upscaling. Might be all these people telling me I am playing it wrong.
If posts about other people hsving positive experiences and being happy in playing the game make you less happy, yeah, maybe there is an issue not really about the game.
My problem is gathering the materials for their NEXT tier. I have been having to spend a lot of time and money on the traders. The twenty CPs per tier crap is really frustrating. But if I don't upgrade then I am gimped.
Just leveled a character from 17 to 50 thru the post-1T-is-here period.
No gimping problem here.
First, i did any crafting at end-of-tier using the copious useful mats the character harvested. so i built pieces to fill in at level 24 for my lvl 26-34 run. its a minor difference but hardly noticeable even against bosses and world bosses.
Second, i gathered gear as i leveled. So that lvl 24 was quickly replaced by lvl 26 then 28 then 29 then 32 etc etc etc as drops came in. heck, at times i even just slotted dropped weapons at the higher level in place of lower tie r set pieces not because i didn't have mats but because the drop was so much better than the old and it just wasnt worth going back to the other character to go craft for a weapon that would be obsolete in a few levels.
Third, on a few occasions but not often, if i was in the other character anyway, i would craft a new piece from the flood of "current tier" mats gathered by the developing character from nodes everywhere and decons a plenty. having every drop be at your level means tons of decon mats to craft with when the itch scratches you.
All in all, like i said, mostly other than the end-of-tier transitions, it was just better off to work in drop sets and drop pieces as they came about than to keep chasing the "highest possible tier" crafting while still developing. It played out fine - no balance problems.
Now that i am at 50 and pole-vaulting to 50/capper, i am really glad i have so many cp160+ mats and set pieces to equip now that i dont have to worry about spending crafting resources on stuff that will level out in no time.
it does show a minor alteration to my previous pre-1t playstyle but one which was fun and not at all "gimping" in the overall scheme of a developing character, IMO. game worlds change and some player adapt.
never once bought mats for the progression at all or even considered it.
On the plus side, i felt amazingly free as to what i did as far as questing and regions. I spent some time in Wrothgar, Some in hews, Some in Gold Coast, did many starter islands, did several opening zones, did some of the main quests but not all, etc etc etc... basically went whereever i wanted doing whatever quests i felt like pursuing. i did not feel bound to a narrow geo-pathway of progression by the need for mats and mats being zone locked. Everywhere i went, i gathered and acquired useful stuff.
That was by far and away the bigger impact on playability and sustainability - and a positive one.
Feeling gimped? hell no, not for me, I felt free and in control of my own game.
Glad you're happy!
I am not. The more I receive comments like this, the less happy I become. It's probably obvious to all but me: This is no longer a game for me. Might be I am just burnt out. Might be that I really hate upscaling. Might be all these people telling me I am playing it wrong.
If posts about other people hsving positive experiences and being happy in playing the game make you less happy, yeah, maybe there is an issue not really about the game.
~laughs~
Wow, way to read my point. I am truly glad that so many are happy. I apologize for even implying that no one should enjoy the game because I am not. I am frustrated with so many implying to me that I am not enjoying this game because I am playing it wrong.
I guess I am just a heartbroken whiner.
My problem is gathering the materials for their NEXT tier. I have been having to spend a lot of time and money on the traders. The twenty CPs per tier crap is really frustrating. But if I don't upgrade then I am gimped.
Just leveled a character from 17 to 50 thru the post-1T-is-here period.
No gimping problem here.
First, i did any crafting at end-of-tier using the copious useful mats the character harvested. so i built pieces to fill in at level 24 for my lvl 26-34 run. its a minor difference but hardly noticeable even against bosses and world bosses.
Second, i gathered gear as i leveled. So that lvl 24 was quickly replaced by lvl 26 then 28 then 29 then 32 etc etc etc as drops came in. heck, at times i even just slotted dropped weapons at the higher level in place of lower tie r set pieces not because i didn't have mats but because the drop was so much better than the old and it just wasnt worth going back to the other character to go craft for a weapon that would be obsolete in a few levels.
Third, on a few occasions but not often, if i was in the other character anyway, i would craft a new piece from the flood of "current tier" mats gathered by the developing character from nodes everywhere and decons a plenty. having every drop be at your level means tons of decon mats to craft with when the itch scratches you.
All in all, like i said, mostly other than the end-of-tier transitions, it was just better off to work in drop sets and drop pieces as they came about than to keep chasing the "highest possible tier" crafting while still developing. It played out fine - no balance problems.
Now that i am at 50 and pole-vaulting to 50/capper, i am really glad i have so many cp160+ mats and set pieces to equip now that i dont have to worry about spending crafting resources on stuff that will level out in no time.
it does show a minor alteration to my previous pre-1t playstyle but one which was fun and not at all "gimping" in the overall scheme of a developing character, IMO. game worlds change and some player adapt.
never once bought mats for the progression at all or even considered it.
On the plus side, i felt amazingly free as to what i did as far as questing and regions. I spent some time in Wrothgar, Some in hews, Some in Gold Coast, did many starter islands, did several opening zones, did some of the main quests but not all, etc etc etc... basically went whereever i wanted doing whatever quests i felt like pursuing. i did not feel bound to a narrow geo-pathway of progression by the need for mats and mats being zone locked. Everywhere i went, i gathered and acquired useful stuff.
That was by far and away the bigger impact on playability and sustainability - and a positive one.
Feeling gimped? hell no, not for me, I felt free and in control of my own game.
Glad you're happy!
I am not. The more I receive comments like this, the less happy I become. It's probably obvious to all but me: This is no longer a game for me. Might be I am just burnt out. Might be that I really hate upscaling. Might be all these people telling me I am playing it wrong.
If posts about other people hsving positive experiences and being happy in playing the game make you less happy, yeah, maybe there is an issue not really about the game.
~laughs~
Wow, way to read my point. I am truly glad that so many are happy. I apologize for even implying that no one should enjoy the game because I am not. I am frustrated with so many implying to me that I am not enjoying this game because I am playing it wrong.
I guess I am just a heartbroken whiner.
I cant speak to what you should or shouldnt do to make things more enjoyable but as a general rule for me if i am doing something supposed to be fun and i am not having fun i look to my choices mainly cuz they are what i control. The first choice is never HOW i am playing, thats the second. The first is WHY to determine if i am playing the right game.
But thats me.
Not you.
So may not be applicable.
Not wanting to ruin the fun..but ive found iron, dwarven and orichalcum ores with my maxed out blacksmith...
I cant speak to what you should or shouldnt do to make things more enjoyable but as a general rule for me if i am doing something supposed to be fun and i am not having fun i look to my choices mainly cuz they are what i control. The first choice is never HOW i am playing, thats the second. The first is WHY to determine if i am playing the right game.
But thats me.
Not you.
So may not be applicable.
I hear you. I am slowly reaching the conclusion that this is no longer the right game for me. It had some features that were fun for me. It had some features that were frustrating too. With the latest changes, the frustrating outweighs the fun. I am procrastinating on cancelling my subscription because I put a lot of time and money into the game. I guess I got my money's worth. ~shrugs~
Holycannoli wrote: »I cant speak to what you should or shouldnt do to make things more enjoyable but as a general rule for me if i am doing something supposed to be fun and i am not having fun i look to my choices mainly cuz they are what i control. The first choice is never HOW i am playing, thats the second. The first is WHY to determine if i am playing the right game.
But thats me.
Not you.
So may not be applicable.I hear you. I am slowly reaching the conclusion that this is no longer the right game for me. It had some features that were fun for me. It had some features that were frustrating too. With the latest changes, the frustrating outweighs the fun. I am procrastinating on cancelling my subscription because I put a lot of time and money into the game. I guess I got my money's worth. ~shrugs~
I reached that conclusion a while ago. This game is no longer the game I enjoyed. It has changed way too much and no longer resembles the game I enjoyed during beta and the past two years. One Tamriel is not the kind of MMORPG I want to play. Old ESO is. I know a lot of people really seem to like the forced scaling but to me it's the single worst change they could have made. Maybe I'm just too set in my ways, having played MMORPGs the classic way since 1999.
To me a large part of the appeal of an MMORPG is moving on to higher and higher level areas as my character levels, being able to outlevel content when needed. It's why I loved classic Everquest so much. I'm not even so interested in the social aspect of an MMORPG, I like advancing my character and the areas he can safely adventure in.
I don't even like Oblivion's level scaling which is why it's the TES game I skipped.
I'm not sure why I still visit this forum. It's not often that I do now but I guess it's habit.
brought game 2 weeks ago
idk why, but rushed to lvl 50+, now i ch60, my crafting smith\cloth\wood are 6/7/6, with items\mats that drops are tier8 (iron smth), and how i supposed now to do writs, when i asked to craft using t6/7/6 mats, without even slight chance to get them outside of the traders? (which often not cheap for new character), and rewards? t2 mats and map with nodes (that obv are my t8+ level) ? On average single writ require ~60 refined mats to be completed, without any chance to restore some in process
so yeah, while leveling are fun and all, crafting become totally awfull, as my craft exp in 90% limited to things i deconstruct
As long as type of mat is tied hatd to level of gear but location of quest is no longer tied as tightly to level of character having type of mat tied to location is broken. It takes the 1T gameplay model of anywhere anytime and throws it back to "but some wheres and some times arent worthwhile, so really only do a few.
Consider your msrvelous idea of spreading multiple node types/levels around in one zone. Now you are pretty much assured to get some of the quest content providingbless useful stuff as you go around. Some areas less worthwhile mesns they get less play.
Consider this from another resource.
How about you fight as level 35 character oppositon scaled to match you but then their drop sets from bosses and dolmens and quest rewards ALL pop out at level 19, cuz, you know, that spot on the map is fixed at level 19.
Of course, this is a wonderful thing. You need mothers sorrow at level 19 for a guildie, just go down there, kill the dolmen and grab that level 19 ring.
Sure, everybody else not at 19 running the same quest zone is stuck with 19s too but thats a small price to pay.
If every threat and risk and challenge in an area scales to a character, why shouldn'mats and other rewards?
i mean, i am sure there would be tons of folks lining up outside the world boss that fights fully scaled but who drops level 10 rewards, right, just like they will be lining up to run quests in areas where they find mats that are useless at every node andf every drop.
That's what I love about programming. You would be amazed at what programmers can do. Don't forget they enabled scaling via zone before 1T world wide scaling. So it (scaling the way it is now without scaling the mats) can be done if they program it that way. Remember, we are playing a program, and the program works the way it is designed to. A program can be written the way the programmer wants/allows. Now whether it happens or not remains to be see lol.
Really? We are playing a program? i thought it was a cantelope. We are all so glad you pointed that out to us.
Just to be clear, i dont think i have said any of this is beyond programming capability.
Thats never been the issue so... just dont see where your it can be what they want has to do with anything here.
The key points basically boil down to how well do the pieces fit together... and non-scaled resources and scaled zones do not work as well as either both scaled or both geo-locked as far as characters gathering useful materials in routine play sufficient to serve their needs. Now, hey, i get that maybe we can argue where in a scaled threat world-wide game zone-locked mats is a dumber idea than alliance locked mats as far as serving the needs but i dont see any real question that scled resources world wide and scaled threat worldwide is better than the other two for the vast majority of the players in the game. I admit there needs to be some tweaks provided to let the Ima-crafter-no-change-me-nots be less upset that this update changed how the stuff they do works but since there are several ways to do that without shafting the vast majority of others (remove lower cap on mats, allow a toggle if they really get aroused when inventory shows many different mats types) etc.
As for "but the whole crafting could be something else totally" as i said sure it could. Could be btter, could be worse, dont know. Doesn't matter to me what it might be if the game were totally different... what matters is what it is and what it needs to be and what it can be.
Anybody thinking that after they just did the major 1T changeover for drop sets, scaled resources etc etc etc that means a complete disposal of how sets work how crafting and resources work and a "One itemization" total rewaork is at all in the works or likely... they have different thought processes than i do.
But the idea of spreading resource levels geographically around zones so that irrespective of character traits the old "this area/quests less desirable" problem is no longer something easily avoidable (zone sized) but is now spotted around like a metastasized cancer is maybe even worse than the ignore character just zone lock them or based it off alliance scaled ideas are for a world wide play 1T types model. (Except that it would likely keep a high demand for developing character to buy mats from dedicated harvesters so if it didn't just drive them to drop sets it would serve a few gold harvesters quite well.)
Again, the needs of Ima-crafter-no-change-me-nots can be met with options that increase their options better than they can be served by slamming other characters capabilities - except for the "if the other characters can get what they need without me i cant make gold off them" part.
So we dont need to once again take character-linked resources away from the vast majority to serve the few.
To quote Spock "The greeds of the few do not outweigh the needs of the many." or something like that. its close.