Except “designed” use is inconsequential to its effective use (which is as designed in only 1 out of 6 cases) and the latter is what dictates whether an item is “needed” or not. As mentioned by others in the thread, their needs weigh the same as the OP’s or anyone else’s. Therefore, basing a system (as it is currently set up) on a biased preference for a “designed use” is only leading to an imbalanced valuation of everyone’s needs, by limiting choice in this case.
A “potential reward” is not a reward. It’s an incentive, at most. Combining this with the limitations on choice gives you a compromise : you lose options (as in what class you can go in with) to get something potentially. And guess what! In my suggestion, you can still get something potentially, without the limitations.
The OP’s proposal to remove the need option from a specific group in one particular case is highly conditional and involves only the contrasts for 1 reason to need an item. My suggestion addresses all cases, with no conditions.
Skewness
Light party – left-side gear : -0.342
Light party – accessories : -0.106
Full party (1 tank) – left side gear : 0.571
Full party (1 tank) – accessories : 1.207
When I say skewed it means skewed.
For one item type, it’s a 1/7 for left-side gear and a 1/5 for accessories. Subtract the values you see on the table to get the probability of all other members obtaining the item. Add the 2 probabilities, divide by 4 (for light party) or 8 (for full party), and tell me how my suggestion is magically affecting all party members’ chance to acquire it.
My suggestion is a general solution: Unlock need button for every item and everyone, irrespective of role/job/class.
I am not addressing things on a case-by-case basis, so I am not sure where you see the “bouncing”. Perhaps you are implicitly merging my suggestion with the OP’s. This would result in a different suggestion “bouncing” between a general and specific cases if you cared to formulate it and falsely attribute it to me, and since you didn’t you have no grounds for your claim.
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!
If this is the (current) attitude towards people not getting loot why should you expect it to change with any system?
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.
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.
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.
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.
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. 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.
No, they are at the mercy of RNG, and communication with the party may reduce RNG’s contribution.
If this is the only reason dungeons drop gear, seeing it is not enforced (i.e. the items can be obtained by rolling “Need” not to be equipped but to be desynthesized or traded-in for GC seals), the current system may be already broken.
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.