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))
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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.



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