This is a system I would really like to see implemented. I'm not going to claim that it will end loot disputes, etc, but it would be a convenient feature nonetheless.
This is a system I would really like to see implemented. I'm not going to claim that it will end loot disputes, etc, but it would be a convenient feature nonetheless.
what would help is if se just said noone can claim loot in any situation and ban players for harassing other players over loot they have all right too.
Some information about such a system might help.
Ewww.. no ty, I'll pass.
It's in fact really simple.
8 people in Coil (example) Everyone fights their own, and you win. Loot comes.
There is Need button for some, greed for others (since it's not their classes that the drop category fell into)
Everyone can click Need. Those that click greed just in case the person in which the drop fits already has it.
That is already fair for everyone.
You want a specific loot? Get into the instance as the Class you want a piece of.
Not like: I'll go as Monk, but I need this Healer piece. No, no and no.
You want the Healer piece? Roll up your sleeves and get into your WHM/SCH.
Too lazy to get all your classes to 50? Ain't my problem.But but.. the Team needed a melee dps, as others only have one job maxed.
If you have a Full FC party, be my guess, you can make whatever rules you want, and if everyone agrees, so be it.
DF PUGs? Good luck.
The only issues are from those that want a piece and aren't playing the proper class.
If you have 2 Tanks and Tank gear drops, the God of RNG hopefully will be by your side, else tough luck.
Even 2 days ago, ST run, Oil dropped. Everyone Need: FC mate rolled 91, and.. I got 92 >.< Felt bad, but that's how it is with RNG.
I don't need to be tagged with someone that will decide who takes what depending on his mood or if they have a specific application, to see who did the most DMG.
Everyone's in, everyone play their role (fumbling and having hiccups are part of the game) everyone can loot.
Working as intended.
-----------------------------------------------------------------------------------------------------------------------------
If you really insist on a solution:
Take greed out. Only Need. The Need button will appear only to those that have the same class as the drop.
Still, if there is 2 person with the same class (or more), some will still find ways to cry about how they lost to luck.
Never satisfied.
Last edited by KingOfAbyss; 08-28-2014 at 11:01 PM.
Except when I join a party as a Healer then get forced to DPS or Tank. Then healer gear drops and I have no chance at it since even if the healers pass, the others will probably greed. And they generally won't gree, much less pass just because I joined as a Healer and only switched because we needed the other role more.
Or when I join as a BLM but then our Healer or tank ditches and I have to leave, switch, and rejoin so that the party can keep going (and we passed) and then the BLM gear drops which should have been mine now goes to some bard.
This has happened multiple times.
Personally, I'd like to see a few modifications. Like the party can vote on a few alternative roll methods and if EVERYONE agrees, then it changes to that method.
Master Loot System
No Need (Greed only)
MVP System (MVP gets priority) (including buffs and secondary 'damage/heals/mitigations' but not including overkill values (ie. mantra could count for heals))
(No idea about the proper names of the below)
Weakest has priority. Example: Healer 1 has i70. Healer 2 has i90. An i80/i90 healer gear drops. Healer 1 then gets priority on the loot because they need it more. An i100 healer gear drops. Healer 1 gets a bonus to their roll (say +15) and victory if a tie because they need it more. An i60 item drops. Nobody gets any bonuses because nobody needs it on their current class-and no "need" button either.
Roll Block System. For every 'tier' of rarity, the player can't roll for that many times. So if say a green item drops, the player wouldn't be able to roll 2 times after if they roll. For a blue item, it would be 3 times. The reason for it being based on roll is so that people have to choose when to use their rolls. Obviously, if everyone rolls, then there is no penalty.
Round Robin System. Each player takes a turn receiving loot of a certain rarity or higher.
These would be additional systems
Shared Loot System (All players have a copy of the loot so they can choose to take it or not). This is generally for loot that is meant to be very common or loot that rarely shows up with only a very few select games having it as their main loot system). As an example: I get 8 diremite webs as a drop. That could've been split to 2 per player.
Need Want Greed system (Similar to what we have now, but with an extra tier (First is NEED the item, then Want the item (generally to use), then just being greedy (generally selling the item).
In-dungeon trading system (Essentially a system where any loot found in the dungeon can be traded between players while in the dungeon as long as it isn't 'bound' yet (example: equipping the item and using it in battle would make it bound)).
Participation system (If you didn't participate in the battle leading up to the loot, you don't get to roll)
Roll change system (In other words, change from need to greed to pass at will until the item is rolled (You'd keep the same roll except in the case of pass))
==
The Master Loot System is useful because instead of risking a mistake (I've made mistakes before where I rolled Need when I MEANT to pass or greed or vice versa), you assign someone to do the job who can take their time and make sure they made the right decision. I will say though that any party with a non-preformed player should not be able to choose the master loot system because the system should really only be used by people who know each other.)
Currently, we have found a workaround for the passing after a roll, but it isn't a perfect workaround because the party needs to have realized that the mistake was made and act accordingly.
If, for example, the leader is someone everyone in the party knows to be a very just player, they could delegate that player as the loot sorter.
Now, I don't mind the Need/Greed system too much except... Example: I'm looking for the healer boots for glamouring, someone else mentions that they need it to raise their healer's iLV. So I pass on them after having everyone agree to pass except for the one person. Then someone else greeds on the item.
I'd rather of have had some alternative system where we could've made sure that the person got the item. Like in-dungeon trading of the items. Then I could've rolled Need, the other healer could've rolled or passed, and then whoever got it could've given it to the person. Obviously this could work even with items that have the 1 week limit by making it so that the person can't accept the item if it would break their limit.
Master Loot system would've worked also.
Last edited by ariaandkia; 08-29-2014 at 12:05 AM.
The healer of love and justice! (Or the mad/insane/evil/berserk healer depending on who you talk to).
I've played healers for so long that I can heal in my sleep literally (People have seen me do it).
I like to do a bit of everything, but my preference is healing+support (until /that/ happens). FF14 title: Macro Queen
Since you took the time to read me and answer, I'll do the same.
For now you lost me at: Being Forced to.
No one is forcing you to play a role. It's either you want to help, or not.
an FC which would force people to get into specific roles is as bad as this masterloot idea.
brb in a few after reading further.
Ok, if you don't take into account only the damage done, but all skills included, your idea of
MVP System (MVP gets priority) _ I would agree for the rare drops like Nightmare and such. Not on the standard loot.
This one will always make me laugh. Everyone will say they Need it (true or not) those that want it, might be well to sell or get GC credits.Need Want Greed system (Similar to what we have now, but with an extra tier (First is NEED the item, then Want the item (generally to use), then just being greedy (generally selling the item).
Once you are done with the gear in this game, after one month its about overdue you get higher gear. so until they place the option to give it to another player that might need it... heck now with Desynth people need everything in the game.
Se could easily check our gear while going into an instance, and then activate the NEED button only if it's an upgrade on our current character. Else Greed for everyone.
Last edited by KingOfAbyss; 08-29-2014 at 01:25 AM.
I remember reading a forum response where they said that they would prefer that parties resolve that themselves... and if people do not act according to what they agreed upon then they could be reported.
But I find a system where you can do Greed only or something makes it easier to not have to resort to reporting people.
|
![]() |
![]() |
![]() |
|