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HM Ultimate Week Loot Distribution


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Posted (edited)

I am trying to find the best way to handle these Ultimate HM's. In the case of EV, 5 224 pieces drop, and 5 220 pieces drop. As well as 5 DMC's, the other gear who cares :cool:

 

I have led a few HM's this week in EV and distributed loot as such.

 

Method #1

DMC's ( Dark Matter Catalyst's) are on a separate loot table with 1 per a player, rolled at time of boss death

224 unassembled 1 per a player, rolled at time of boss death

220 unassembled held until end to be distributed to non 224 winners via roll.

(Relic and Ear 220 free roll) in this scenario.

 

Method #2

Alternatively I have seen many people go for the main hand

So adopting the first method DMC distribution same, however making the 224 and 220 main hand hilt free roll.

Limiting one unassembled per a player giving everyone 1 piece and two players would get a main hand hilt.

 

Now I did method #1 today and the worse case scenario for my fair loot distribution.

 

(DMC/220/224

P1 X/X/X

P2 X/X/X

P3 X/0/X

P4 X/0/X

P5 0/X/0

P6 0/X/0

P7 0/X/0

P8 X/0/X

(excludes the freeroll pieces)

In this scenario three players did not get a DMC nor the Ultimate 224 piece.

 

So the issue I run into is players not rolling in an attempt to get the 224 hilt, I just ran it again while typing this up and 3 people did not role until the end.

Maybe I am thinking to much into this but, if anyone has any ideas I am open to suggestions! :rak_02:

Edited by CPLnerd
Posted
If your group is good enough and you are able to clear all bosses within 2 hours, keep all loot till after last boss. Then at that point roll for all loot starting with most valuable items first, i.e. 224's MH, relics, etc. Use same rules regarding 1 piece per person and free rolls as you see fit.
Posted

The method that I recommend is distribute loot per the usual 1 pc/person rule, but make the following changes:

 

-If you win a 224 piece, you are locked out and can no longer roll.

-If you win a 220 piece, you can roll for 224 pieces but should you win, you have to give the 220 back to the raid lead for any eligible group members to roll on (as if it were a new drop).

-If your group cannot clear the raid in 2 hours you need to learn to not pug idiots.

Posted (edited)

If you're clearing each instance and gaining 224 gear, call the 220 stuff irrelevant like we do. Use a suicide loot list. People get what they want, the mats go to the guild bank, and Ive used ours to make hilts/barrels/relics for toons that dont yet have 220/224 stuff. Eventually it will get to a point where the mats wont matter as much, then i just random that stuff. Honestly I think you're putting too much thought into fair loot distribution.

 

Obviously what Ive said here applies to guild runs, if you're pugging then just master loot that stuff and everyone gets 1 224 piece each, the losers get the purples mats even distributed between them.

Edited by rreddy
Posted (edited)

Here is how i do loot in my pugs and some reasoning behind it:

 

-Not everyone will be able to get a 224 drop, 220 drop and a Dark Matter Catalyst. No matter which op.

-I want everyone in my pug to receive a token of some kind by the end, so everyone comes out with something.

 

-I do a 1 token per player rule, until everyone has gotten something. Meaning both 220 and 224 tier tokens count as your 1 piece.

 

-As each boss dies each token is posed in ops chat for rolling, starting with 224 then the 220, highest roll wins. Once you win a piece you are locked until everyone else wins a piece. Ear, implants and relics count as your token both 224 and 220.

 

- If no one roles on an item, usually the 220 drop as people are waiting for 224 drops, then the group lead holds the item until the end for those who have not won a token by then.

Note: This gives every drop a fair chance for someone to win who hasn't received loot. It is the player's choice to roll on the item of their choice, even if its a 220 token.

 

- Dark Matter Catalysts are rolled off as a separate roll after each boss kill; one per player.

 

-After the final boss is killed or if the group is going to be dissolved (for any reason) and no more attempts on future bosses will happen; any loot that was not rolled on in past fights is then rolled out to those who haven't gotten a token drop.

 

-If everyone in the group has received a token loot is now reset. Everyone can now roll for a 2nd token drop.

 

Some might say counting any token drop as your 1 piece is not the right way to do loot , however this gives all players the opportunity to choose any token drop to roll on. Being tactical with what you want to roll on is a must but some players might want an item for some reason so i give them the chance to get anything they choose.

 

This style has a few key benefits to it that previous forms of loot distribution don't have:

-Players choose any item to roll on but probably wont roll on 220 drops or even 224 left side (Ear, Implant, Relic) drops. This gives players who might just be after them an advantage on winning those drops because others will be holding out for 224 modifiable gear.

 

Perspective 1: This gives players the fairest choice on what they want to try to win. If they don't want to loose high traffic roles later on and get an ideal item with less competition they can role on a 220 drop or 224 left side drop.

Perspective 2: Bad players who are not smart might roll on 220 drops early on and lock themselves so the juicy 224 hard to get drops have less players able to roll on them.

 

A huge problem i have had in my ops is that a player who gets their item leaves because why continue and waist time after they won a drop. At the same time if master loot is on and all items are held till the end of the op (to encourage players to stay and get as far as the pug can get) those items can all be ninja's by the op lead.

 

My loot system addresses both sides of these problem the best it possibly can:

- loot is rolled on per boss so any item can be won before moving to the next loot drops.

- almost always loot will be reset giving an opportunity for a 2nd token to be won by a few players at the end (unless an instance is not fully cleared) giving incentive for players who already won a token to stay to try to win another.

 

Worse cases:

- group lead ninjas an item from current boss

- group lead ninjas any unrolled on items that they have in their inventory that are supposed to be rolled out to those who haven't gotten loot or when loot resets. (all this loot had been passes on by those who haven't won so far, so group lead Nina's non- ideal drops).

-someone wins a Dark Matter Catalyst, a 224 token and after loot resets they win another 220 or 224 token (amusing the 2nd token win is an item that no one rolled on or loot reset before all bosses were killed and they win that new token drop).

 

Hope this helps pugs to be fairly carried out with the lease chance or ninja's both by group leads and pug members !

Edited by BeBennett
Posted (edited)

the best way (in pubs) is just to leave it to need/greed rolls, and if somebody needs on a bit they're not supposed to then you kick'em. It's unfortunate that people can be ninjas but at least this way, everybody has a shot.

 

Was in an HM EV last time it was the target and had a wonderful individual 'save all the loot until the end' and then walk off with all the 224 bits. Found him on the fleet the other day, still wearing all the gear. Learned the hard way that customer support won't do anything about it (the guy even paid for a namechange, but you can't hide from the friends list.)

 

that said, imo people should be limited to winning one 220 piece and one 224 piece; that minimizes the chance of folks bailing early, since they'll still have a shot at winning an additional upgrade.

Edited by SilencerSeven
Posted (edited)

that said, imo people should be limited to winning one 220 piece and one 224 piece; that minimizes the chance of folks bailing early, since they'll still have a shot at winning an additional upgrade.

 

 

Boss 1 is now dead: player 1 wins 224 drop, player 1 wins 220 drop, player 1 wins Dark Matter Catalysts

clearing trash to next boss player 1 D/C's never to be seen again. By your logic this can happen and technically they did not break any rules they just had a "router issue" by no means does this encourage players to stay because once they get their 224 and 220 drop they have no reason to? Or Boss 1: player 1 wins 224 drop, boss 3: player 1 wins 220 drop random D/C. <-- any combination you loose a player cause why stay? This actually happens all the time and isn't a rare occurrence or statistical anomaly. As well as this almost always results in a player not winning any tokens because players will win 2 tokens (224 and 220), do the math for yourself SNV - 7 bosses (most in game) 14 drops; 14 / 2 = 7 ... 8 players in group, yea in this case its statistically rare for 7 players to win 2 and 1 to win nothing but it is possible... in instances with 5 bosses you can see the odds increase. But wait you give them a purple material cause that's the only thing they came for...

Edited by BeBennett
Posted

while that could happen, the odds are quite low, especially since lots of people will (foolishly imo) hold out for a mainhand (or other final boss loot.) The same thing is possible with a ML anyway; the RL could just take all the loot from the first boss and vanish in a puff of smoke.

 

It's not a perfect system, but in a pub no system is perfect / invulnerable to jerks. Sticking with need/greed minimizes risk (since everyone gets a chance to roll) and makes fault clear if somebody does behave like a jerk.

Posted (edited)
while that could happen, the odds are quite low, especially since lots of people will (foolishly imo) hold out for a mainhand (or other final boss loot.) The same thing is possible with a ML anyway; the RL could just take all the loot from the first boss and vanish in a puff of smoke.

 

It's not a perfect system, but in a pub no system is perfect / invulnerable to jerks. Sticking with need/greed minimizes risk (since everyone gets a chance to roll) and makes fault clear if somebody does behave like a jerk.

 

- Like Hello ^.^ (Cat face to look at 2 posts above instead of ^^)

 

Only takes 1 player to leave:

- other might follow

- if one leaves than you usually have to go find another (assuming you don't have op players who can 7m ops)

-the group is now down boss loot, less to go around to those who stay

 

yes you've given no help in my opinion - not using master loot is asking for trouble.

For instance player 2 (now) wins 224 token drop, then on next boss roles need on another 224 token and wins then leaves now your down 2 - 224 tokens and have to replace... Yes all systems are vulnerable, but finding one that works the best to encourage fair loot distribution and the completion of the most bosses is better than one that promotes ninjas and no accountability.

Edited by BeBennett
Posted

well

 

If you are the ML, obviously you know whether or not you will behave appropriately. That's not really a help to the rest of the raid, though.

 

if another pub tries to take gear they're not entitled to roll on, in need/greed I can at least roll against them. If the ML takes stuff they're not entitled to I have no recourse.

Posted

The loot rule that I find the best I've used so far, using EV HM as an example:

 

1 piece 224 unassembled per person, regardless of the slot of the item. The item would be rolled at the time that it drops. If no one rolls, master looter would take the item.

 

220 items would be taken by the master looter.

 

DMC would be taken by the master looter.

 

At the end of the raid, or if the 2h time limit is coming up (master looter needs to be aware of the time on the looted items):

All people that did not win a 224 item would roll.

 

So say in EV HM, 5 people got 224, leaving 3 people without.

These 3 would roll. The top gets first pick out of the remaining loot including the 220 pieces, or 1 DMC.

Then the 2nd highest would get to pick.

Then the 3rd guy would get to pick.

 

If these 3 people took 3 220 items, it would leave 2 220 items and 5 DMC remaining.

 

Then everyone would roll and the same system would go again.

 

So essentially everyone would have won at least 2 items except the guy that rolled the lowest on the final round of rolling.

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