[Post edited to supplement it with others' contributions that were Liked]
The ways to deal with dungeon gear loots are extremely limited in this MMORPG. Here are a few features that could give us more flexibility:Here follow various thoughts from contributors, to sum up a bit these features in the OP.
- The ability to move to pass after you've rolled…
… and another option that just means "Eh, I'll take it if nobody else wants it." (between "Greed" and "Pass")- a Leader Loot (Master Loot) setting available for pre-made groups
- allowing Player-to-player trade within the dungeon
••• The ability to move to pass after you've rolled,
and another option that just means "Eh, I'll take it if nobody else wants it."
In itself, the ability to pass after you've rolled would be a simple fix that may be useful regardless of the others being implemented. It could even be enough in itself to solve the whole issue, should players get in the habit of "not clicking" when they want an item, so as to give others enough time to change their choice.
Next, please consider this, very practical and common situation which calls for a third choice:
Smart fix (I think), it's simple and elegant: all players retain full control, yet it remains quick.
••• Leader Loot (a.k.a. "Master Loot")
Formally, this is a feature available in most MMORPG, designed to give authority to the party leader (or another player of choice) in distributing gear loots.
I'm not really sure if I consider master loot as a necessary evil or a pure comfort feature, a utility tool; I guess it all depends on how it's used and, by association, who uses it and when. In my mind, this Leader Loot feature would only be available for pre-made groups, and would perhaps require a confirmation vote by all members to be activated ("Do you agree to nominate <leader name> as loot manager?", or something equivalent), to make sure there's no abuse of authority.
••• Player-to-player trade allowance within a dungeon
This feature is not available in all MMORPG, but it's certainly neat. It allows a player who looted an item to give it to someone else in the group, should she want to, and provided they didn't equip (soulbound) the item in question.
As the previous feature, it's designed to avoid (or rather, fix) mistakes, and allows players to discuss gear loot afterwards, as long as they're still both in the dungeon. It's just quality of life, for players convenience. I realise that it's currently impossible to trade whatsoever within a dungeon, probably because we're all sitting "in another world" even if we all come from the same server; but I believe the items looted within the dungeon at hand should not be concerned by these restrictions.
A case for more flexibility
[This is the bulk of the initial post supplemented with various posters opinions, left here for reference.]
An automated loot system is OK, I guess, but I don't see why players couldn't be allowed to simply take the matter into their own hands and distribute or exchange the loots, gear and items, as they see fit. I know I'd like to be nice to others who need hippogryph skin X or mega-potion Y, and fix rolls mistakes, but I just can't as we speak.
More flexibility would help to:
1. Avoids mistakes —from players as well as developers.
People can be quick to click "greed", if only to dismiss the loot notification, and usually assuming that another player who needs the gear can always click "need": unfortunately, this isn't always the case. We recently had an example of a ring in Bahamut Coil which no one could "need" (probably made for a WAR or DRG), but the MNK could use it (and in fact he is also a fully DL/relic geared WAR). A player had already clicked "greed" and ended up winning the roll (he was a WHM and thinking of his alt job). That's too bad because "needs" choices are not a definitive authority on who could use which gear; and furthermore a player can mis-click or click a bit too fast. I know our WHM was really feeling bad when it happened.
There are a number of reasons to "make mistakes", as pointed out by several contributors to this topic. Everyone passing means the item is lost, which prompts a lot of people to rather "greed" by default, even if they don't need the item very much (for loose alt, typically). The "need" button cannot really be trusted by others (than the one actually needing), because said button isn't always available to begin with, and of course doesn't apply to all alt classes when no one technically needs it at the time of the loot.
2. Make up for GM shortcomings.
There is no possibility in this game to call for a GM afterwards on loot issues. Our WHM issued a ticket to which he received a reply saying, essentially, that "GMs can't change loot attribution" (can't, or won't, either way they don't deal with it to help players on such issues). We were quite astonished, since we assumed that a game we pay for would provide us such "high-level" service, but… well… that's how it is. So this made us realise that a Leader Loot feature would really be appreciated, even required.
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Thank you for you contribution! We may use this thread to discuss these suggestions, improve on them, and hopefully convey our desires to SE. This OP cannot reflect all opinions and controversies, please read the thread for that.![]()