They dont have to reduce loot timer.The current loot timer is WAY too long and always has been. There is no reason for it to be as long as it is. I'm getting tired of people abusing it to avoid being kicked in dungeons because they know if they don't roll, you have to waste half the dungeon time just sitting there to remove them or you have people that sit there after a Trial or Raid and hope you don't notice you didn't get the roll yet and leave or just sit there out of spite and hope you would rather leave than waste all the time sitting there. This has always been a bad system and should have been changed a long, long time ago. It doesn't take that much time to decide on loot.
If people are doing that on purpose to delay kicking as much as possible, they can be reported since its part of the newer actionable offenses.
Wouldn't a static decide who gets what piece before going in? I mean, pre-planning it, with it actually written down somewhere that everyone can see(i.e. Discord server), would save loads of time. Unless it's more randomized drops than what normal does where you are guaranteed X amount of each piece...I don't do savage, so I honestly don't know how the chests work.
As for the time...I say cutting it down to at most 3min would be ideal. As it is, you can get those trolls/people who refuse to roll so that they can get carried through content and have the loot auto distribute during the boss fights. Would be nice to be able to remove those people before the next boss. Though, that still requires not having every chest opened between bosses.
Generally, yes. Most statics I’ve been in have a spreadsheet/loot table and a loot priority set up for determining pieces to allocate to members depending on what that person’s job/role is and what is in their BiS. This goes for both the gear piece coffers and the upgrade items. Each floor guarantees certain coffer types—there’s some randomness, but generally first floor is accessories only (3 chests randomized between the four accessory types), second floor is head, gloves, boots plus accessory upgrade and weapon tomestome (two chests randomized between those left side pieces). Third can be head, gloves, boots (random between the three) and legs (guaranteed at least one, but you can get double legs), plus twine and weapon upgrade. And fourth floor is one random weapon, one weapon coffer, chest coffer, mount, and minion.Wouldn't a static decide who gets what piece before going in? I mean, pre-planning it, with it actually written down somewhere that everyone can see(i.e. Discord server), would save loads of time. Unless it's more randomized drops than what normal does where you are guaranteed X amount of each piece...I don't do savage, so I honestly don't know how the chests work.
2-minute loot timer is already perfect. Allows for disconnects to resolve the loot. I remember I d/c'd right right when we cleared a savage floor years ago and it was my turn to get the helmet at the time so the window allowed me to restart the client. It's not just about you being cranky over a dungeon kick.
Additionally, as annoying as it is at the end of an alliance roulette when folks won't roll on the final chest, I've also seen first-timers to an alliance raid stuck in some pretty dang long cutscenes there. Especially on the final dungeon of an alliance raid series. Lowering that loot timer to one minute would mean if you watched the cutscene, the loot timer could've expired by the time you're out of said cutscene. That seems what I'd term "not ideal design", as it would be pretty harshly unfriendly to first-timers.
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
this is a pretty good point. it would be hilarious to watch the absolute crapstorm that would go down if they ever did lower loot timer but also made it so chests can't be open until all players have finished their cutscenes.Additionally, as annoying as it is at the end of an alliance roulette when folks won't roll on the final chest, I've also seen first-timers to an alliance raid stuck in some pretty dang long cutscenes there. Especially on the final dungeon of an alliance raid series. Lowering that loot timer to one minute would mean if you watched the cutscene, the loot timer could've expired by the time you're out of said cutscene. That seems what I'd term "not ideal design", as it would be pretty harshly unfriendly to first-timers.
This seems like more of a request to unlink the loot timer from the ability to kick than it is to reduce the loot timer itself.
Because of the cutscenes at the end of fights, 1 minute could be too short... Unless you want to disable opening the loot chests while people in the group are viewing cutscenes...
Last edited by CaptainLagbeard; 02-03-2022 at 04:28 AM.
This is OP intention, bu t as i've mentioned before, if people do so with intentions to "grief" or prevent/delay kicks, all they can do is report and wait for a GM to deal with the offending players.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.