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  #1  
Old 10-03-2016, 07:08 AM
digitz80 digitz80 is offline
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Don't like /randoming but no other way in a pickup group. Much better to group with friends and make sure everyone gets a fair share. Sell everything worth selling, then split the profits evenly.
  #2  
Old 12-10-2016, 03:03 PM
Splade Splade is offline
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Quote:
Originally Posted by Sillyturtle [You must be logged in to view images. Log in or Register.]
Here's how I've handled loot distribution in other games that I see no problem working here in EQ:

You're a farming group and you're farming for Fungi Tunic at the King or for Hiero cloak or whatever big ticket items. The item drops, everyone gets to roll. You keep farming, another item drops. Everyone rolls again except the person who has already won an item. This improves the chances of everyone who didn't win. Usually when I'm doing this, it's with guildies or friends who are settled in for a long farming session.


A more fair method that only really works with guildies/friends is platinum split. This only works if people are there for profit. The items get sold and then the platinum delivered to each member after the fact. There are trust issues with this so like I said, friends/family only unless there's a person who is a known trustworthy person on the server.
Why should the person who won stay in the group if he has no chance of winning becuase he cant roll? You're essentially wasting your time at that point
  #3  
Old 12-10-2016, 03:17 PM
Jimjam Jimjam is online now
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Quote:
Originally Posted by Splade [You must be logged in to view images. Log in or Register.]
Why should the person who won stay in the group if he has no chance of winning becuase he cant roll? You're essentially wasting your time at that point
Cobalt bracers, spells, xp, goodwill to those who helped him, companionship, boredom... Fine steel maces? Okay I'm starting to run out of ideas.
  #4  
Old 12-10-2016, 03:30 PM
Splade Splade is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
Cobalt bracers, spells, xp, goodwill to those who helped him, companionship, boredom... Fine steel maces? Okay I'm starting to run out of ideas.
Yeah... screw that. If I'm camping king and can't roll on a fungi .. I'm outie 5000
  #5  
Old 10-03-2016, 07:10 AM
Swish Swish is offline
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Exactly, rinse/repeat that a few times and you can probably buy a fungi if you dodge the fat cat resellers.
  #6  
Old 10-03-2016, 09:12 AM
maskedmelon maskedmelon is offline
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Quote:
Originally Posted by Csihar [You must be logged in to view images. Log in or Register.]
There are a couple of ways in which loot is divided. I don't like them.

Need before greed. I like this as lower level with items that aren't worth much. Great for new players (much more fun to loot something than buy it) and selling the items usually isn't really worth the time you put into it. When items starting getting some real value it's not a nice rule any more. However wins it, need or not, can sell it and buy something they do need. End result: player gets item they need. Just a step in between.

The 'It's-okay-buds-we're-all-rich-so-roll-on-everything-I-don't-care-at-all-although-I-do-care-to-roll-lol. Seen it happen in Old Sebilis so many times. 8 items drop, 3 people leave with items.

I think the best way to roll for items in a group is the following:

Whatever drops, you roll for it.
If something else drops that you want, you roll for it as well. If you win, you throw the first item you won back into the group for a roll (you don't get to roll on this).

That way if 6 items drop for a group of 6 players everyone gets an item.
I like it ^^ It offers those who have little time to play the same opportunity they have with ordinary random, but also rewards those with more time to play by giving the added chance of "trading up." The only issue is the lack of incentive for players to remain in group once they win something, it encourages them to go elsewhere. Works great though for xp groups or if everyone plans to be around the same duration ^^
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  #7  
Old 10-20-2016, 04:34 AM
Cillaz Cillaz is offline
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All loot is held til the end of the group (or when someone leaves) /ran 100 and person with highest roll gets first choice of loot piece, person with 2nd highest picks 2nd and so on. Everyone leaves with loot, people with highest roll get best pick of the drops. After everyone has 1 drop, /ran 100 again for next 6 picks til loot is all shared.
Worked for me on live, works for me now. Fairest system I've found for pick up groups!
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  #8  
Old 10-21-2016, 06:53 AM
azeth azeth is offline
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Quote:
Originally Posted by Cillaz [You must be logged in to view images. Log in or Register.]
All loot is held til the end of the group (or when someone leaves) /ran 100 and person with highest roll gets first choice of loot piece, person with 2nd highest picks 2nd and so on. Everyone leaves with loot, people with highest roll get best pick of the drops. After everyone has 1 drop, /ran 100 again for next 6 picks til loot is all shared.
Worked for me on live, works for me now. Fairest system I've found for pick up groups!
This is all right but I prefer to do the rolls immediately when something drops that way if people leave or go to link dead or whatever.
  #9  
Old 10-20-2016, 09:38 PM
Varren Varren is offline
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Alpha loot order always, but youll want to stipulate whether youll be going with first names or surnames

- Aabner Aaemon
  #10  
Old 10-20-2016, 10:45 PM
karkaroth karkaroth is offline
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Those 3 people that left with all the loot have prob got more hours in seb than you and deserved to win. You prob played like a 10 hour session won nothing and are bitching about dudes that played 10 hours a day all week and won nothing till finally they got lucky and had a good day.
Random is totally fair, most of the the other suggestions are totally unfair. That said if all friends or guild-pals I am game for wtv the consensus is. I did like the uh splitting the profits suggestion that's about the only fair suggestion I actually saw in this post.

TLDR Random is best, everyone gets what they deserve.
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