BartelX wrote:
Catwho wrote:
That didn't work in XI, where people had more than one job leveled. It won't work in XIV, where people will also have more than one job leveled.
If someone comes on a conjurer every raid because the group needs a healer, but their preferred class is lancer, it's not fair to tell them they can't lot on lancer stuff. Just because the group never sees them on lancer doesn't mean they don't have it leveled up and prefer to play it.
If someone comes on a conjurer every raid because the group needs a healer, but their preferred class is lancer, it's not fair to tell them they can't lot on lancer stuff. Just because the group never sees them on lancer doesn't mean they don't have it leveled up and prefer to play it.
Very simple solution: prior to the start of an event, ask what main job players would like to lot items for. When said item drops, those players who put that as their main lot on it. If no one wants it, it goes free lot to anyone who has the job leveled to use it.
This^.
I only dabbled in FFXI endgame when it was relevent, but I have always thought DKP systems were garbage. Come to every event we have for weeks on end until everyone higher up than you gets what they want and stops coming, thus making runs more difficult or impossible. It was the same, even in WoW. Unless you have a close-knit group of players going on every run this system is quite unfair, especially to newer players entering your ranks. Far too many times have been invovled in groups that work this way only to be SOL when my turn to get pimped out came around and they were tired of the content due to having everything.
I much prefer the rudimentary loot system devised out of WoW's Need/Greed system. IT is one that will most likely have to be adopted more into FFXIV as well with the lean on casual play. Having players decide what they are aloud to roll on by declaring Main Spec/ Off Spec is much more fair and allows newcomers to feel like they can be rewarded for their effort. You may not be guaranteed your item when it drops right away, but everyone has a fair chance at loot.
Issues can arise with this system, but they can be mediated by a fair and trusted leader. For instance, my ex played an Assassination Rogue whom only used daggers. a very good one dropped that she needed and a Huntard also rolled on it. It was the Huntard's Main spec technically but it was more of a side upgrade (typically 2 handers were better for hunters) so the leader decided to give the dagger to my ex.
This system works especially well with static groups, but can still easily include other members of the LS or PUGs. DKP type systems always feel like the "Good ol' Boy's Club" to me. If you aren't there from the start you have to put in a lot of work with very little rewards. Yes it might breed loyalty and commitment, but there is nothing saying you have to Raid with that flaky guy that only wants to run when he can get his loot. A lot of this only takes a strong Guild/LS leader to pull off, and the system is much more welcoming.