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Originally Posted by
Cordie
Everything includes specific. “Specific” is a case or subset of everything. You can’t compare them in any other fashion much less declare them opposites!
Specific is exactly that. Specific. It's targetted.
Everything is not targetted and is by no means specific.
I mean do you really need me to get a dictionary out for you?.....
Everything -
every single thing or every particular of an aggregate or total; all.
Specific -
specified, precise, or particular
There is only one audience that benefits from a "Need everything" system. That audience is already skewed in favour of loot with the current Need/Greed system.
While the chances of the needs of those who "need everything" or better put - "anything" are increased by a whopping 1%, the chances of the needs of those who need specific are reduced by over 10%.
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I hope you see you are defending a system with an arbitrary and imbalanced evaluation of needs. It shows in how you must add more conditions and case-specific limitations (“targeting”) to address each of the cases for every need I am treating equally.
I see that clear as day. However the weight on the uses of each item vary considerably in terms of what each "Need" is used for..
Someone who needs items for seals just needs to turn in an item. Doesn't matter what item it is, therefore they can roll Need on their class items, and Greed on every item they cannot currently Need on. That's perfectly fine.
Someone who needs gear for their Tank has no other alternative to their Needs - and can only use Tank gear for those slots - they don't have any other option.
Allowing NEED on everything simply opens the GC seal pool to "NEED" anything, which does not have any degree of equality in terms of rewards.
Newbies that need a specific piece of gear only have 1/7th of the total pool that fit their purpose.
Players that need GC seals have 100% of the pool.
Unlocking that pool to GC seal hunters means that they have 25% chance of obtaining a piece of gear for every item that they need for seals, while that newbie who needs tank gear drops to sub-5% chance of obtaining a piece of gear they "need".
Your system is not "fair" by any means.
If you really want to use that apparent math brain of yours (which I am beginning to see through), the chance of obtaining an item that a GC seal hunter currently needs, already far outweights that an item a newbie who is levelling a Tank needs.
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Using left side only for time and simplicity sake -
There are currently 7 types of gear. Fending, Healing, Striking, Maiming, Aiming, Scouting, Casting.
Let's say for example I need gear for a tank.
Currently there is roughly 14% (or 1/7th) chance that a piece of gear will drop (left side) for the class I am on. I get 100% of that 14% chance. So my chance of obtaining something I actually need for my desired purpose is 14%.
Now let's say I need GC seals, but I queue on a tank.
I already have 14% chance (as we discovered from the previous note) to get a left side piece.
In addition to that, there is a worst case scenario of 4 potential gear sets to be claimed by people in the dungeon (including myself). This leaves me with 3/7 ADDITIONAL pieces that I have 25% chance at getting.
This means that I have an ADDITIONAL 25% chance at obtaining 42% of the extra loot that no one can NEED on. Which for your information, is roughly 10% chance of obtaining additional loot that I can potentially win.
Current system-
So guy that needs tank gear - 14% chance of getting what they need.
Guy that needs seals - 14% + 10% = 24% chance of getting what they need.
(Very rough/quick math that doesn't require a fancy equation).
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Now let's remove the entire priority system (like you are "suggesting")...
Guy needs Tank gear and queues on tank.
Everyone can Need, meaning this guy has 25% chance of 14% (as Tanks can't run around in healing gear or anything...) of what he actually NEEDS for his purpose. The whole purpose he is doing the dungeon.
That is 3.5% chance that he will get something he actually needs.
Guy is hunting for seals and queues on tank.
As his needs aren't specific, he has 25% chance at getting 100% of getting something that he needs, and is the whole purpose of doing the dungeon.
That is 25% chance that he will get something he needs.
So under your "suggestion" -
Guy needs tank gear - 3.5% chance of getting what they need.
Guy that needs seals - 25% chance of getting what they need
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If you claim it is a disadvantage and want a benefit at others’ expense you need some good reason to attribute greater value to this need than all others, which goes against what you and others have attested in needing items “just as much”. The requirement for being on the job/class/role is only a side-effect of the current system, and is eliminated in my suggestion.
There is already a benefit to those that don't need that gear for a particular slot, as I have already shown you multiple times, with super simple math and no fancy equation necessary..
In addition to this - they already have just as much freedom to roll NEED on an item that gives them priority, just like the others in the party can do for their class..
I need GC seals however the loot table already benenefits this, as these options are far greater than those of a specific class. I am quite happy, just like everyone else who laughs at your "suggestion" to have a gaurentee at 1/7th of the loot table (with NEED for the class I am playing) in addition to 25% chance of the 3/7ths (worst case) of the gear that is not NEED claimed by classes that aren't in the dungeon..
GC seals hunters already have the advantage. No need to give them a bigger lead.
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Rubbish sub-5% is what everyone gets currently too: for every person that can roll need and get an item there are 3 or 7 ppl who don’t get it. Except now it’s also skewed, favouring specific classes/jobs at the expense of others, pushing ppl in the class/job they should be playing if they want more loot (not just specific items). It’s only an illusion of choice; the choice itself is rigged.
Again, see above. *Yawn*
Your "math" is really failing your point.
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If anything, I wouldn’t expect “asking politely in the dungeon if people are willing to give them specific pieces” to become more of a burden compared to what it is now, especially if it was expected.
As has been said time and time again - you are then forced to be at the mercy of the other players in your party, and cannot do anything to increase your priority on the certain pieces you want.
You once again, are going round in a gigantic circle with absolutely no tangible way of rebuttling this argument.
You can ask, but that doesn't mean that guy that wants to be an a-hole/loot whore and lot on everything anyway. The current system at least allows you to prevent that, by prioritizing gear that is can only be equipped by a certain class - to that very class that can equip it.
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And this would be the case if:
(a) I had not written that it benefits everyone to the same extent :
See the “to the same extent” part there in bold? It’s on the first line. See the “It is exactly the same for everyone.”? It’s on the last line.
AND
(b) This statement (“I see no problem with that. It's the same as when a piece doesn't correspond to anyone's class/job in the current system.”) indicates a need-case specific predilect outcome of asking the party to roll greed/pass.
It is NOT the same. It is already skewed in favour of someone who doesn't need specific pieces of gear. Just becacuse they have 25% chance on everything, does not mean that their chance of fulfilling their needs are equal. All you are suggesting is to dramatically skew it in favour of people who do not need specific items, which is literally only the people who are turning in items for GC seals.
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And it so happens that the aforementioned statement does not influence whether others will roll greed/pass when requested.
Sorry to inform you that there is no contradiction there.
This only further harms your point.
The people who PASS on items primarily benefit people who are seeking non-specific items. Those of which are already have a skewed favour for obtaining loot for their needed purpose.
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No, they are at the mercy of RNG, and communication with the party may reduce RNG’s contribution.
They are already at the mercy of RNG, in the case that a piece of gear that they need for their current role drops. You're just double dipping RNG here, and adding a further layer to the loot system with the "good of the community" and the kindness of strangers. Which again, I am not willing to trust the community on this one.
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Needing loot is legitimate for all its uses (gearing classes/jobs, glamours, desynth, seals) and is valued the same for every case (there are quite a few references to this by others just in this thread). You can’t preferentially treat some as greed. And my suggestion treats all equally.
Yes it is, however the ability to use the gear is limited based on role, and the only person that benefits from unrestriction of loot priority are those that hunt for seals.
- Jobs can only equip specific gear (for glamour or stats).
- Crafts can only desynth certain gear.
GC seals? Yeah that can be anything...
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Originally Posted by
Alleo
Normally I love discussions with people but maybe it would be better to just ignore her? I mean I read through the argument and I just cant understand how this system would benefit anyone..yet even though many people already posted counter arguments, its still a never ending story. Better to just not answer I think?
But it is so fun and entertaining !