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#1
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#2
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Maybe the answer has been in front of us all along, hard-coded into the game since the very beginning: Whoever wins the click, wins the loot. We need to stop accommodating the slow fingered, goofy mouse using folks of the world and start rewarding a quick trigger-finger. Weed out the weakest players, as only those who have honed their right-click will be elevated with loot and riches!
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#3
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Last edited by Hazek; 12-28-2019 at 11:38 AM..
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#4
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In a recent group I was just reminded of some obvious and valuable lessons that are easy to overlook. And its that you can't convince morons; even worse when there's more than one who agree with each other.
So if you join a group and they're adamant about the backwards NBG then you're forced to choose between losing items or plat that you deserve (unless stuff for your class drops), or losing exp by not grouping with them, even if you try to establish it from the beginning. If they're already stuck on bad loot rules then those are your only two options. And arguing about it will always backfire. | ||
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Last edited by Hazek; 12-28-2019 at 12:42 PM..
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#5
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#6
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#7
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As an example: - Member 01 has been with the group for 05 hours. - Member 02 has been with the group for 05 hours. - Member 03 has been with the group for 03 hours. - Member 04 has been with the group for 03 hours. - Member 05 has been with the group for 01 hour. And you join this merry band. One hour later, the illustrious and highly sought after Jagged Band drops! Should every player roll just once, or should every member be able to roll per hour they were involved with the group? Thus both members 01 and 02 get 06 rolls, members 03 and 04 get 04 rolls, member 05 gets 02 rolls, and you get only one roll. Let's assume everybody is honest about their time involved with the group and their overall needs. So which route is fair to you - one roll each or weighed rolls? A major reason when I used to play this game and went the solo route was too often whenever I did group, some dumb ass would join the group and then they would do nothing except sit there. An item drops, everybody randoms, the dead weight wins, and follows up with, "Oh, my guild needs me." and drops the group. Besides leaching experience, this yahoo took off with loot everybody else could have used. Most players will at least "try" and help the overall group. But there are players that do jack and fucking shit thinking being in a group is like a government subsidy hand out - they deserve it just because they are special snowflakes. Perhaps their real life bleeds into the gaming world and these special cases just don't know any better, I don't know... | |||
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#8
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#9
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When you win an item your /ran clock resets to zero. | |||
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#10
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And lol at your example because I had someone like that in my group the other day. But the only solution for that is to replace them or let them roll if they're needed for exp and because you can't make them play better. And the loot distribution problem also exists in raids that DKP or loot council may not solve. You could potentially use this in groups but dishonesty is a problem from a lack of public records like not being able to prove who got what items before someone joined. So for the sake of practicality in groups I suggest that everyone just rolls on whatever items that dropped while they "contributed", and hope you win instead of the new guy. Its not 100% fair but there's no better solution that I can think of besides changing the way that loot is defined and obtained within the game mechanics. Or blind faith in random players. The raid loot system for no drop items: When an item drops that people want for the first time they roll for a spot in line. Highest to lowest decides those spots and its recorded on a public spreadsheet so anyone can verify. Highest roll the first drop. You could potentially cheat this if people aren't verifying it so I suggest that everyone verifies the list for the items they want and with screenshots of the rolls. When the item drops again, the next person in line on the initial list wins it. Everyone who wasn't there for the first kill rolls for the next spots after that list. Repeat until everyone gets the item. This means the people who were there for earlier kills get priority, while the rolls determine the order beyond that. Here's an example: Solmn System for Raid Loot Droppable items for raids are the exception to free roll because of the main reason that it would be impractical to list an entire raid for every droppable item since everyone would be rolling. And free roll every time without a list would create huge / undeserved imbalances in plat rewards from RNG alone along with the extreme rarity and difficulty of getting those items, unlike "normal to non-raid high tier". It may be tedious to record or have problems but I spent more time than I cared to on this already. So try it out if you want, whatever. | |||
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