Why does it shaft other players instead of just not letting them lot?
Why does it shaft other players instead of just not letting them lot?
If I remember correctly (don't hold me to it, it's been years) it was because people were unable to re-enter a fight previously after completion (Back in the coil days).
Between Second/Final coil and Alexander, they changed the rules to what it currently is to both, allow friends to run content together outside of static groups, and the chest rules were put in place to stop seven people carrying a single person for extortionate amount of gil (if they were after the loot).
Just based on mathematics, I have a good suspicion it's simply to control the rate at which loot is distributed to the public.
For every 16 players, there are at max, 4 pieces of raiding gear. 2x clears at 2 drops each.
If they ever implemented a ruleset where people who already cleared didn't affect the chest #s, just simply couldn't roll, you'd massively increase the amount of loot being distributed to the general public.
one group of 8 clears, gets 2x pieces of loot. 7 of those players then re-clear for each of the remaining 8 people in the other group, giving them each 2x pieces of loot. You've gone from 4 pieces of loot being distributed to the public to 18 pieces per 16 players. and that's just with a sample size of 16 players. In such a ruleset you could go even higher on the ratio. Obviously that's an extreme example, but FF14's systems are designed to keep the players playing as "theoretically" long as possible, and the current loot system makes sure the ratio always stays at maximum, 2 loot per 8 players.
The simplest solution is what Taika suggested, simply flash a big warning that's impossible to miss at all players when they attempt to accept the queue saying "X players have completed this instance this week. reducing coffers from a potential 2 to X".
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