Token-based system is the best; there are few ways how to do it.
I don't mind them forcing me to do coil for months so I'm subscribed...
But at least for those MONTHS I'm putting, I want some reward!
So far I tanked coil for 2 months, and all I got is 1 drop, out of 2 that dropped in those 2 months.
that is 8 weeks of raiding, 8 x 3 x 2 = 48 drops doing t1-t4... and only 2/48 are tank drops.
Solution(s):
1- A better system is to have "token" to drop that I can exchange for gear; since a raiding group is entitled 2 drops per turn, ALLOW US to choose those drops ^_^
(downside: no need/greed, there might be bickering in between raids since anyone & everyone can always technically need, but then again this isn't much of a downside DKP is well-established)
2- A smart loot table that produces random yet something that is relevant per group.
(downside: what if you have 2 x WHM or 2 x BRD where they got 1 piece, so that means this piece will not drop again which the 2nd player needs)
3- Tokens that players get by default (no lotting) and special taken that is worth more points that is lotted. (the sum of all points is again, 6 items per 3 turns)
(while internal fighting is possible it is much less now, because at least I know I'll be getting tokens that will allow me say in 2 weeks get an allagan piece! just an example)
I'm sure there are many other creative solutions, simple solutions......
Just do something about it.. the way it is right now simply is not acceptable, given how much SE & Yoshida are preaching about:
--> NEW MMO TREAND, NEW MMO TREAND
--> Adjusting for new generations, Adjusting for new generations, Adjusting for new generations,
--> people don't have much time! people don't have much time! people don't have much time! people don't have much time!
They keep repeating it as design philosophy, so why not apply the same principle here?
PLEASE.

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