I had a crazy idea about the drop mechanics in dungeons (specifically CT) and how I would like to see them work. Take my opinion with a grain of salt; it's just an idea.
After the loot drops for each boss (solely in the CT instance) the interface will confirm that a particular person wins the lot (after everyone has either rolled "Need," "Greed," or "Pass.")
However, all loot received for the entire dungeon will not appear in each specific players inventory until the final boss has been completed and the player leaves the instance.
Now, this has it's own set of pro's and con's.
Pro's:
-More players are more likely to remain in the instance and see it through to completion. (You feel more compelled to stay so that others, as well as yourself, get to receive loot at the end, creating a better sense of community.)
-For the Linkshell and FC parties (and perhaps even pre-built server parties,) this helps build a sense of "we need to finish this dungeon so player-x will receive his drop." So less people will actually drop from the party and leave the dungeon.
-Also, each boss drops a single chest on a per-party basis. Therefore, there will be no "loot jealousy" over a drop that goes to a different 8-man party. Actually, unless someone actually says something, the 16 other people outside of your group will not see what is dropped from your chest.
-During the first few months after release, there will be so many people queuing up "Join Party in Progress" that replacing someone that has dropped will not be a problem if the need arises to kick someone or someone can't finish the dungeon and has to leave ASAP. (I can see this maybe becoming a problem after 3-4 months where most people have received what they wanted out of the dungeon and no longer want to queue for it. However, you do still get Tomestones, so even at that point, poeple will still want to be doing it. Will have to wait for the actual release to see what it is like before elaborating further on this point.)
Con's:
-I can still see people who join through the duty finder, getting into a party with someone of the same class, lotting against said person, losing, and then leaving the dungeon just to grief the person who got the drop. However, I feel that should the party still succeed in completing raid after this occurs, it will not be a problem. 1 person missing out of 24 is not much.
-People randomly disconnecting or getting 90k error could prevent a group from finishing the content. However, as of patch 2.1, there will also be a afk-kick timer, a disconnect timer, and a vote-to-kick put into place so this really shouldn't be a problem.
-The only other downside I can think of right now is people not being able to use the new drop they got while still in the dungeon. However, this is just part of the system and will be something to look forward to having once you have successfully completed the raid as a team.
If you think about it, in any regular RPG, you can go into a high-level dungeon and get all kinds of drops. However, if you don't actually clear the dungeon or find a save point before you die (which, as more tier's of content are added to this area, every individual "tier" where you leave and re-enter could be considered as a "Save Point,") you don't get to keep whatever you found on the way. The more I think about this, the more I like it.
Feel free to elaborate, discuss, troll, or derail all you want. Just putting this out there.![]()