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  1. #11
    Player
    Tiraelina's Avatar
    Join Date
    Mar 2011
    Posts
    476
    Character
    Tiraelina Kyara
    World
    Sargatanas
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by zirkaloy View Post
    No, because this would push people to group up (8 ppl) in a 24m raid, all need on an item and decide to give all the loots to their friends.
    Do you remember what happened with tokens when LFR came out?
    Last I checked just about all the dungeon gear is U/U with a few exceptions. While next to nothing in WoW is Unique, it's all Unique-Equipped or not at all. It was already barely an issue in WoW, it's even less of one here unless they are actually giving up gear for someone else because they can't roll again if they already have it. Loot is also considerably more restricted, 1-2 classes vs 3 classes with 9 roles. Having the ability to trade gear temporarily with others that were there when the boss died is better than not being able to in either situation IMO.

    Even in WoW there's many players that will trade it to someone else that needs it more if they didn't actually need it.
    (0)

  2. #12
    Player
    Reokudo's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    427
    Character
    Ryu Gier
    World
    Balmung
    Main Class
    Lancer Lv 50
    What I'd want to see is everyone gets their own unique loot from a chest. That becomes tradeable within a small amount of time. Like player A got a heavy armor set for WAR/PLD, but isn't on said job. But the tank wanted it, and got something for that other job. Suddenly... Amagad wanna trade? And voila. Everyone's "happy" in some shape or form. (Imagine how fun that'd be with Primals?)
    (0)

  3. #13
    Player
    Alcyon_Densetsu's Avatar
    Join Date
    Aug 2013
    Posts
    331
    Character
    Alcyon Densetsu
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Raldo View Post
    All I'd like to see is

    1) The ability to move to pass after you've rolled.
    2) Another option between Greed + Pass that just means "Eh, I'll take it if nobody else wants it."
    Great ideas! I edited the OP to add these suggestions.

    It serves the same purpose as a master loot mode, but I kinda prefer the elegance of this solution of yours.
    (0)
    “Focus on the journey, not the destination.
    Joy is found not in finishing an activity but in doing it.”

  4. #14
    Player
    EzriNuru's Avatar
    Join Date
    Apr 2012
    Posts
    95
    Character
    Hawthorne Nuru
    World
    Balmung
    Main Class
    Gladiator Lv 50
    It is very important in this day and age of MMO gaming that dungeon loot has a short trade duration. Mistakes are made and people should be able to correct those mistakes when gear goes to the wrong person.
    (2)

  5. #15
    Player
    Duco's Avatar
    Join Date
    Aug 2013
    Posts
    31
    Character
    Duco San
    World
    Gilgamesh
    Main Class
    Gladiator Lv 50
    Would like a response from a Dev about this. It makes it hard to set up a solid loot distribution system for my FC when we don't have the ability to assign gear to specific members. It's going to get much worse for 24-mans.
    (1)
    Duco San, Grand Master of Asylum

    AsylumFC.Enjin.com

  6. #16
    Player Lithera's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,225
    Character
    Randolont Althoreaux
    World
    Midgardsormr
    Main Class
    Lancer Lv 60
    No No No to the Master Loot thing...there's a reason no one ever used Quartermaster in FFXI. Even in a friendly closeknit LS no one trusted the LS Leader THAT much...Dynamis was a bit of an exception as some did use quartermaster to ensure currency didn't fall on the ground due to not being able to lot them fast enough. I do agree with the other things though. Need an ability to pass after rolling or perhaps be able to see people's rolls. I liked in FFXI being able to see who passed and rolled. If no one lotted then I would lot so it wouldn't hit the floor.
    (0)

  7. #17
    Player
    Bluevann's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,377
    Character
    Jet'a Vahn
    World
    Balmung
    Main Class
    Thaumaturge Lv 60
    The main risk I can see with player-to-player trade is that many people would start greeding/needing on stuff they made don't want/need, and then when they win it, go like:

    "Trade me 20K if you want it."

    Regarding features I'd like to see, I'd like the rolls to somehow take in account the player's actual class level instead of being just random. I'd like people whose classes are of level closest to the item's level to have higher priority than those who do not.

    Example: lv15 Acolyte Robe drops.

    Lv25 Conjurer Needs.
    Lv16 Arcanist Needs.
    Lv18 Lancer Greeds. Has lv13 Thaumaturge.
    Lv17 Gladiator can Greeds. Has lv2 Conjurer and lv50 Thaumaturge

    In this case, the Arcanist would win the armor piece. Because the Conjurer has outleveled the armor. If ACN passed, it would go to the Conjurer (due Need). If both CNJ and ACN passed, it would go to LNC because lv13 THM is far closer to lv15 than the Gladiator's DoMs are. With this system, current class would still have priority, but alternate classes would still be taken into account. Whenever I lose a greeded item for a class that can equip the item (I don't Greed if I can't equip it), I can't help but wonder if the guy who won it even has the class or just likes the green icon.
    (0)

  8. #18
    Player

    Join Date
    Dec 2011
    Posts
    512
    The Op has some good points and there are some downsides but really do we need the dev's to babysit everyone, just because some disagree or dont like this option (not referring to just the ideas in this threads but all threads) dosent mean it cant make the game a better place.
    (2)

  9. #19
    Player
    Alcyon_Densetsu's Avatar
    Join Date
    Aug 2013
    Posts
    331
    Character
    Alcyon Densetsu
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Maxthunder View Post
    The Op has some good points and there are some downsides but really do we need the dev's to babysit everyone, just because some disagree or dont like this option (not referring to just the ideas in this threads but all threads) dosent mean it cant make the game a better place.
    Indeed, and as such I see all these features as "optional", simply as many ways to cater to different people's playstyles. I know in my FC most people are actually very cool about loots; it's just that we make mistakes, and are looking for ways to avoid/fix these involuntary errors. We never argue about loots, but we feel terrible when someone clicked "greed" too fast at the end of a run/boss/whatever. Also, we were very disappointed that a GM cannot (or will not) fix attribution mistakes in a pay-to-play game (really, we were not expecting such a low service, as every other sub-based MMO I played would provide such a basic service as fixing attribution mistakes), so we thought of ways to alleviate the issue —really just bringing in some features already seen working well in other MMO's.

    Thanks everyone for your answers, contributions & (constructive) criticism, please keep'em going!
    (0)
    “Focus on the journey, not the destination.
    Joy is found not in finishing an activity but in doing it.”

  10. #20
    Player
    Anakhu's Avatar
    Join Date
    Sep 2012
    Posts
    287
    Character
    Anakhu Dalmasca
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Don't try to fix what isn't broke is what I say on this. If you don't want it, Pass.. if you want it, take your chance like everyone else and hit greed. If your in a pre-made, why can you not just decide when the drop comes out if someone actually needs it, and just don't roll on it.. I don't see why there is any need for any other type of options on it.
    (0)

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