Do what I'd do - Don't hit pass and continue through the raid, that way if your group isn't fail you'll be pushing through the bosses while the loot is still present in pool since the treasure pool can hold iirc 5? Items total, so by time you hit Xande in ST the previous loot would have fallen.
Last edited by Tupsi; 09-04-2014 at 02:27 AM.
You obviously have no clue how the loot works in ST. If you win a piece after the first boss, you are physically unable to roll on anything else. So, the other healer in group has 100% chance of successfully obtaining the next healer drop. You doing what is right, and finishing the instance you started, in no way prevents someone else from getting their weekly loo. And yes, it is "douchey" of you to leave immediately after getting your drop, leaving everyone else short-handed.
I don't understand how this really hurts anyone. The player who left has to eat a penality and the player who reps them gets a shorter run. The group they join keeps moving w/ full members. If you are after a specific item and think 'damn, my chances are lessened' well:
1. If that rep player originally started w/ you, you'd have the same odds anyway
2. Sometimes people loot and scoot because they are tired of the dungeon/need to do something in RL/have an event to attend.
3. Making people wait more than 30 minutes would effect other aspects of your gameplay more than you realize. (these folk would be unable to raid/re-queue for dungeons for longer periods of time).
4. If you really want a drop, enter w/ a premade party. THAT is your best way of managing your odds in lotting.
And no, I don't tend to leave runs early even if I win a lot early on...but I don't get mad at the people who do.
Yes, because holding people hostage is always a good idea. Just pass and move on. If they leave after getting the item, you likely didn't want them in your group anyway.
Can't make people stay all the way through a dungeon because of disconnects and abuse of the vote kick system, but I think you could add a obtain items by completing the dungeon. May vote and obtain rights to items, but you won't actually have the item in your inventory until you complete the dungeon -as- the class you queued up for on that item (so if you leave, you wont get the item until you re-queue as the same job and do the dungeon to completion). Even then, the system wouldn't stop all leaving but it would dissuade some of it.. if that work is worth it to SE.
Perhaps another suggestion would be to keep the gear dropping as is, but make the last boss from each dungeon have the chance of dropping or converting on the spot one of the items you earned from that dungeon into a +1 version. If it is an item, then meh it will probably be slightly less effective than the first idea I suggested but so long as the group isn't terrible I think will encourage most to continue through. However if it is on the spot something like "Congratulations on beating "blah"" which item would you like to infuse with "blah's essence" any item obtained during that run have an extra 30-50% higher chance to plus one. What this means is if you get an item that run, you would really want to finish the run- it would be quite advantageous, however you are not screwed out of everything if you didnt.. just may need to do the complete run a few more times. (Items earned during run say ~ 50-100% chance, items earned during other runs ~10-70%, because I am not the biggest fan of RNG I would appreciate a token each time you fail an upgrade so that you can spend those tokens to upgrade an item with certainty.. say 5 fails = 1 assured +1).
I like the last idea most because it could mean a new way to gear up without being social locked (coil) and not doing zergy swarmy content (hunts) - instead run a dungeon, earn cool gear, new way to gear up with a grind component that ensures SE didn't hand out too much free candy. My main purpose to the suggestion wasnt a new way to earn gear, just to encourage players to not leave early. Two more additions I might suggest. A. Add more than +1, so, +2,3,4 - in this way you might get Divine Armor from ilvl 90 (or whatever it is) to ilvl 109 at like +10. B. make the gear not glamour able until +1, double ensuring that players will not leave early - because I'm sure some players would just want the looks over stat possibilities. For higher + states you could add in the requirement to fight other bosses or add in weekly infusion lockouts, this way it is completely balanced on a timescale to Sol/Allied/Coil (Allied's timescale largely relates to Sol's because it doesn't have much of one itself).
So.. tl;dr - a system that highly encourages players to use the content till completion without utterly destroying players who got kicked out due to the interweb gods or vote kick abuse. And because I want to see more ways to gear up (more than social lock vs easy mode swarming please), I added that in too.. lol (just make the dungeons a little bit harder to compensate, although hunts aren't hard so I guess you could use that argument.. lol)
Last edited by Shougun; 09-04-2014 at 02:48 AM.
If 8 people are rolling then the chance of winning is 12.5%, 5 people rolling is 20% chance of winning. It isn't huge but enough to annoy the hell out of someone that just did an hour run to lose to someone who has been there 10 mins. Saw one guy join in progress, get locked out of the Xande fight then win the oil. I wasn't rolling on the oil but a few others had to be frustrated.
It doesn't hold anyone hostage, per terms you actually don't have to hit need/greed/pass at all if you don't want to.
Sometimes, but let's be real, how much more likely is it for it to be someone wanting to get their item then ditch simply to do so compared to other reasons?Sometimes people loot and scoot because they are tired of the dungeon/need to do something in RL/have an event to attend.
Especially now that you can go in with a full premade alliance.If you really want a drop, enter w/ a premade party. THAT is your best way of managing your odds in lotting.
If you ever looked at your Data Center grouping, I'm pretty sure pulling from 3-5+ servers will more than cover the people who are waiting more than 30 minutes to get back in..not that they'd be going back in after getting a weekly locked out item anyway. Not only that, but that's exactly why they made the roulette and most likely you have a LS or FC with some people willing to run stuff. So it doesn't hurt you that much in the way you're thinking. While true on rare occasions I HAVE seen a full alliance drop out when the item they wanted didn't drop or someone got it etc, but not enough to safely say you'll be hindered.Making people wait more than 30 minutes would effect other aspects of your gameplay more than you realize. (these folk would be unable to raid/re-queue for dungeons for longer periods of time).
Last edited by Tupsi; 09-04-2014 at 02:53 AM.
yes, i do know how loot works. there are 2 healers, and like i said, i had a run with 4 healer drops, so, if both healers stay in, we are preventing 2 other healers from getting their loot in a timely manner. it is not douchey to leave because you dont even need everyone. i tanked every boss in ST, so you only need 1 tank, but we have 3 out of 24 players, and i raerly see tank gear drop anyways, granted last night had 2 tank drops
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