Hi everyone!
Since the developers have expressed before that loot rules are meant to be determined by the group before an event (and can be a bannable offense if not followed), I wanted to go over the rules I've set up with my group, existing rules, and maybe get some feedback on what other people do. I'll start with some basic breakdowns of what I know personally. This is not a complete list. There may be some intricacies I miss, but this is for brevity's sake.
Existing Rules I Know Of:
Need/Greed - The basic rule laid out by the game. If a player is on a job that is able to use the item, the Need button is un-ghosted. Otherwise, everyone has the option to Greed or Pass.
Pros: A player who is able to use an item has the ability to take priority over someone who can't in the immediate dungeon.
Cons: Doesn't take into account people who use multiple jobs and may "need" an item for another job.
DKP (Dragon Kill Points) or Point System - As members participate in group events, they earn "points", which is usually tallied by the leader. When an item drops, a player may spend their points to bid on the ability to lot on an item. This system can be used by almost any in-game loot system.
Pros - A fair system that allows people to get the things they want, based on the amount of time they put into the game. Allows for multi-class lotting, as you can pick any item you want.
Cons - Puts a lot of control in the leader's hands, so you have to trust them. Also, increases motivation to go to events, which can be alienating for a lot of people.
FFXI's Lot System - I'm not sure what else to call this, but the base lot system FFXI uses. An item drops, and everyone is able to lot or pass on it, and everyone is able to see who lotted what for how much.
Pros - Multi-job, and group adaptable.
Cons - Large risk of ninja looting, able to kick while loots occur (good and bad I suppose)
My Lot Rules for FFXIV
Reasoning - After looking at existing systems, I tried to find a way to balance a few different ideas. Firstly, it has to be fair. This can be defined in terms of play-time, amount of usable jobs, and overall gameplay. Secondly, it has to account for multiple jobs. This game encourages having multiple jobs at 50 and using them in different content. The need arises where a member wants loot for their "main" job, but are not needed on that job in a given week/event. I try to account for this. Finally, it has to not feel like you are pushing a player too much to get on. You want to have members participate, but you don't want this to turn into a job. That is not fun for a lot of people.
The rules - At the beginning of an event, everyone picks 1 Job. For the duration of the event, that is the one job you are able to primarily lot on. This can be the job you are currently using, or a job you need gear for but we don't need for that event. When a drop occurs, the following order is triggered:
1. Everyone who picked the job that applies to item is announced.
2. Those players confirm or deny that they want the item. This is to account for duplicate drops, or better alternatives (i.e. myth piece happens to be > allagan)
3. All primary looters that confirm, Greed against each other (unless it happens to be both are able to Need).
4. If all the primary looters deny the drop, everyone who has that job at 50 is able to Greed.
5. Free lot if none of the above are met.
This has been working fairly well for us for a few months. We've had to tweak here and there as we go along, but I've received pretty positive feedback for it. Some people find it too complicated for pickups, but that is the trade-off for fairness. I would like to hear some other systems people have come up with, and see if it would apply to ours, or if there are criticisms of this to help us improve.
Thank you for reading!