Quote Originally Posted by Nynja View Post
Its the right idea, but implemented very poorly. I've used this example three times allready, and because you clearly dont read the thread, I'll post it again.

You're in salvage...You kill Qiqirn Treasure Hunter...Macha's Coat drops.
Instead of casting lots, so the person who you want to get that rare item that finally dropped after going 0/100...the game randomly assigns it to someone. The person who gets it doesnt even have any mage jobs leveled. The group forces them to hold the macha's coat in storage instead of tossing or storing it.

40 runs later...
You defeat the Qiqirn Treasure Hunter.
You find a Macha's Coat on the Qiqirn Treasure Hunter.
The Macha's Coat was lost...because the game decided to auto-lot it to that person who allready had it.
I totally understand your point, not sure how reading the rest of the thread would make a difference to be honest. You'd assume they'd be adjusting drop rates upwards to compensate for that 1/6 (or w/e your group size is) chance you might be subjected to with an individual pool in an event like Salvage. Seems they haven't done it quite right in the case of Voidwatch from what I'm reading. So again, the main issue seems to be drop rates, If you can manage to dissociate other people's loot pools from your own wants (hard concept after years of shared loot pools I know). People do make an interesting point about R/E items dropping to the same people mutliple times though, what happened to the Abyssea system where R/E items don't drop if everyone in the group (in voidwatch just yourself) already has them? I'm guessing it was a bit of a pain to implement in Voidwatch for individual pools.