nobody wants to join a point based ls where the best item are basically locked by all the people that got the highest points. My einherjar ls for example the rules were: you chose 2 items you want, if they drop, you can lot. worked great.
nobody wants to join a point based ls where the best item are basically locked by all the people that got the highest points. My einherjar ls for example the rules were: you chose 2 items you want, if they drop, you can lot. worked great.
You need a system that encourages new members and keeps old members coming back. We have a capped point system where anyone who has the point value assigned to the item can lot, even new members. To the extent people want to "lock out" stuff, they can bid 2x.
In your example, what happens when someone gets both items? Did everyone stay till every last person got both items on their list? One event LS's/PUG's = no accountability, no continuity. "Worked great" for the people who win freelot against 12+ other people, sure, but does nothing to alleviate frustration when people can't make incremental progress and they have to rely on the hope that when 9/10 people get their item, they will stay till the group is 10/10.
Your system is also inapplicable to events like Prov Watcher where there are only 2 direct drop-only items. "Ok, I choose which items I want to freelot? I choose Meteor! Woops, 12 other people chose it ;;"
Multiple event LS = get your drop, and still attend event because you are accruing points for next item at next event
Last edited by Mahoro; 04-11-2012 at 12:03 AM.
An LS I was in just used gil for points. You attend an event, you get a payout shortly after. If you want an item, bids start at 50k, and you outbid the other players to win the item, then pay it to the shell leader. After the event, all gil paid to the leader is split between the attendees, evenly (with deductions for being late or whatever, and maybe bonuses for being the event coordinator). If it's a farming run, after the items are sold (such as Umbral Marrow), the gil is split between the people that attended the event to farm them. If you're mercing out to do FC EXP leech parties or get people outside the LS the items they want, than the gil is split between the people killing the mobs.
If you don't bid on items, you get rich. Then when you do have items to bid on, you have a lot of gil to do so with.
Meh, if gear drops were plentiful you could use a system like Suicide Kings instead of having to deal with point-based systems. For those not familiar, Suicide Kings is basically a list of the people in the group. Person in spot #1 gets to roll on their loot of choice, and when they do they go to the bottom of the list. Person that was #2 is now #1, they get to roll on their loot of choice, and so on. Of course, SK assumes two things: you're a static, and drops are plentiful to the point there is regular movement in the SK list. Worked well for my guild in WoW, specially in places like Ulduar that had a crapton of bosses with stuff everyone wanted or needed to some degree.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.
This is a semi-popular form of PuG raiding content in World of Warcraft and it's really successful on the servers where it's common enough for the particulars to be common knowledge among said PuG players: everybody joins the raid and bids on drops and pays the winning bids to the raid leader, and the pot's split at the end of the run. GMs intervene to prevent ninja'ing of pots (which frequently get up to the hundreds of thousands of gold these days).
tandava crackows + chocobo jig + animated flourish = prouesse ring
Ultimate DPS simulator
https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit
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