Originally Posted by
Fyce
It's not a question of me liking them or not, but here you're changing a lot of things that don't need to be changed. The goal of implementing a new loot system is to solve an issue without bringing new ones or drasically changing what's already working.
One token system that would do exactly that would be this one:
- Switch to all greed to solve the JP issue, the overflowing tanks in queues and people going in with some alt they don't know how to play (or simply don't want to play in 24-raids).
- To then fix the feeling of unfairness from players getting outrolled by others on something they want, add a special token awarded at the end of the run:
-- This token would share the weekly lockout of chests. So you cannot get both a token and a chest loot. Only one of the two.
-- 1 token to buy 1 piece of the player's choice.
-- This token wouldn't have a 100% chance of being awarded. We'd have to run some metrics to see roughly the current average chance of a player getting a specific loot, and adapt that token droprate to it. Overall, it'd probably be an increase in chances of getting something. The rate might be somewhere around 10% to 15%, I guess.
-- It would be given in the same way materials were given upon exiting a dungeon during the Zodiac Brave step of the relic (during the black screen, you'd have the "kathching!" prompt appearing... or not). So, you'd have to roll on the final chest, or not, depending on what you'd want to do: try to get something from the final chest, or try to get the token after leaving the instance.
-- A side effect of this token would be that people won't leave the instance if they didn't get what they wanted on a specific boss, because of the second chance they'd have by completing the instance.