Sqenix
The loot system you use for new raid content is the traditional MMO loot system. There's a table of available loot for a boss and a set number of pieces that will drop. From systems such as this, the common frustration of having useless loot hit the floor is a regular occurrence.
Last night my group killed Turn 13. We should have had it dead several nights ago but each night we went in to raid we were faced with continuous disconnections by multiple raid members due to a number of factors (which is another story entirely). That said, our loot from last night was as follows:
- Healing robe (yay!)
- Dragoon spear (wat?)
We have no Dragoon in your group. We've never had a Dragoon in our group. We have no desire to have a Dragoon in our group nor will we ever - even if you buff them. The members of our raid play the classes we play because that's what we enjoy to raid with. We have two MNK, a BLM (me), a BRD, and then the standard tank and healer setup. Why does it make sense for a Dragoon spear to drop? Yes, yes, yes - random loot is random. But why does that have to be the case? It's not enough in my mind to simply argue that it should be random because that's how it's always been. Rather, why shouldn't we improve upon that?
I'm a developer (specifically web) for a living and have worked in the gaming industry on large titles in the past. That said, I can't even imagine the amount of data you have available at all times to play with. Why not code a system such that when loot is seeded (either at instance creation time or upon boss death - I'm not 100% sure when it is you determine the loot for a turn) that you look at the jobs in the raid and set the loot tables accordingly. You could even take it a step further and check the jobs these players have leveled and limit the loot table to that instead. In fact, there are hundreds of permutations you could decide upon that all would be substantial improvements over pure "random" loot.
As an alternative to the above, why not simply adopt a loot lockout system such as is used in CT? Allow each player 1 or maybe 2 (if you're feeling generous) pieces of loot per week but allow the raids to be run as many times as desired.
Watching your very first t13 weapon hit the floor is no fun and really puts a damper on the whole experience.