Should this belong into another topic of the forum I would appreciate if a moderator can move it over. Looking at the forums structure I found this place to be most befitting but if I am mistaken I deeply apologize.
Prologue
Before reading this I want to make sure to bring to your awareness that while I might quote examples from my own experience the conclusions I'll try to draw have an improvement for the entire playerbase in mind and are in no way intended to be interpreted as what's coloquially referred to as "whining". The players that raid in the recient raid contents of every patch are probably in unison that the loot system needs a workover and this is just one of a few suggestions I whipped up that could at least make the situation a bit more bearable.
An Example of what can go wrong
Our raid group works hard on clearing the current raid content (The Final Coil of Bahamut) - let it be farming crafted gear and melding it, capping on poetics every week or supplying the party with various potions and meals. Many other groups are doing the same obviously.
We've cleared T10-12 so far and are looking to work on Turn 13, outside of guaranteed drops like Carboncoat, Carbontwine and the Encrypted Tomestone we recieved 18 Dreadwyrm gear items, however...
- 5 Maiming and 2 Striking Gearpieces have dropped while we neither have a Dragoon or Monk in our group.
- 3 Gearpieces have already dropped repeatedly, including another Maiming gearpiece. While one of the two serves limited usefulness, two of the three are yet again useless to the group in any way or shape.
This already makes only 10 of 18 looted items, more than gets distributed in a week, over the course of 4 weeks, in any way useful to our partys progression.
I'm sure this has happened to other groups as well in a smaller or greater scope and the most irritating part about the situation is that the only remedy people have is to wait a whole week in which you can't enjoy these battles anymore until the next lockout only to have a slight shot at a better drop.
While I don't ask for a loot wonderland, I'd like to present a few possibilities that at least give the group a second chance or more variety to progress.
Before we dive into the suggestions
These suggestions are only really worth considering while a weekly lockout is issues on the mentioned content. My motive for bringing these suggestions to the table is that Final Fantasy XIV advertises itself with the Armory System that allows every class to be played on a single character. While you can master all crafters and gatherers it is impossible to vary much on classes you progress with in the current raid/gear tier. Raid groups very commonly require you to invest your Allagan Tomestones of Poetics into the class you're raiding with and since it can sometimes take weeks over weeks for any item to drop for some classes it often results in having to buy more Poetics items for one class than you really need, making it very hard to get poetics to spare for your other classes and also makes raid compositions very stiff as players are limited to the one class they could afford the token gear for so far even if they could bring the skill in other classes to the table as well if they only had the gear to support it.
Suggestion #1 - A Reloot System
Once per cleared turn, once the loot list has been generated, the party leader can elect one of the two gear drops for a reloot, should all party members agree with the leader's proposal, another treasure chest will appear which shares the loot table from the relooted chest and can contain anything but the item that was initially relooted. Once relooted theres no option to reloot again nor reloot the other treasure coffer as well.
The following rules would apply:
- The party leader may only select one of the two items for a reloot.
- The party needs to vote in absolute unison to accept a reloot. Should a single party member decline the proposal, the regular loot will be distributed.
- After a failed reloot, the party leader may not propose a reloot on the other item. The classic 'Need or Greed' system will then be carried out as usual.
This would give the party a second chance to obtain something that is useful for anybody while still making progression not too much faster and keeping a decent amount of RNG involved.
Suggestion #2 - A Loot Selection System
Discarded as being too similar to the above suggestion.
Once a turn has been cleared, instead of generating 2 gearitems in the loot list, 4 items get generated instead. However prior to the distribution per need and greed, the party issues 2 votes per party member on which 2 of the 4 pieces should be kept for the need and greed and which items should be discarded prior. The discarded items can not be claimed by anyone while the other two items then get distributed over the already existing system.
This way the party can select which of the items are more useful to the raid and while this might cause agony for a player or two if 4 perfectly wonderful items should appear they can rest in knowing that it shouldnt be too soon until they can issue their vote to claim the item the next time. Since most of the enhancement items usually go to DPS to meet the DPS check requirements of new turns this could serve as a system to help Healers and Tanks also get a little something every once in a while to sense progression as well.
Epilogue
First off, thanks for reading. If you have any suggestions yourself or would like to improve on what I brought to the table you are very welcome to reply to this thread and share your thoughts on the issue.