Yet More Loot Rule Changes!
Posted: Fri Jul 24, 2009 11:14 am
Okok, no changes yet, but since we're looking forward to 3.2, I'm starting a focused discussion on the subject. From the 3.2 patch notes:
One possibility is that we 'collect' loots from the bosses without really rolling on things, and after 1.5 hours we divvy up loots from a larger pool. Or, people could trade items around in whatever way benefits more people (spreading wealth). Also, if there are ways of abusing this new feature that go against fair and equitable sharing, we might as well figure out what those to say it's a no-no. Like, someone using their 'roll' to give loot to someone else, kinda stacks the dice unfairly, so maybe we want to prohibit this. It also means we'd be on a time limit for that trading, which adds a bit of complication about how far we can take it.
Another cool piece from the patch notes:
So, before we re-codify the loot rules, let's have some discussion of ways we can positively use these new features to help everyone get more of what they want.
This has amazing possibilities, which is why we should discuss various scenarios about using this.Players will now be able to trade soulbound items with other raid or group members that were eligible for the loot. This system will work like the Item Buy Back system and allow 2 hours for players to trade an item after it has been looted. Players who choose to enchant or add gems to the item will get one last confirmation before losing the ability to trade the item.
One possibility is that we 'collect' loots from the bosses without really rolling on things, and after 1.5 hours we divvy up loots from a larger pool. Or, people could trade items around in whatever way benefits more people (spreading wealth). Also, if there are ways of abusing this new feature that go against fair and equitable sharing, we might as well figure out what those to say it's a no-no. Like, someone using their 'roll' to give loot to someone else, kinda stacks the dice unfairly, so maybe we want to prohibit this. It also means we'd be on a time limit for that trading, which adds a bit of complication about how far we can take it.
Another cool piece from the patch notes:
As I see it, this means more full-clears, more loot, more coveted tier tokens, more end-boss loots. This could mean less 'saving' rolls, and less disappointment when we don't hit boss X that you were saving that roll for that week- because we'll hit them next week! Now, there could be the argument that we'd get more stuff by farming the first half of the instance again, but personally I think the more time we spend on full clears, the sooner we have full clear on one-night farm.# Dungeon and Raid ID Extensions
* In order to allow for parties and raids to progress through instances at their own pace, players can now extend an instance ID on an individual basis.
* Existing or recently expired IDs can be extended via the Social tab under Raid by clicking on Raid Info.
* The ID of any instance to which a player is saved can be extended. Doing so will extend the instance lock period by the same amount of time as the original lock (i.e. extending an Ulduar instance ID will add 7 days, a Heroic: Halls of Lightning instance ID will add 24 hours, and a Zul'Gurub instance ID will add 3 days to the instance lock time).
* An ID can be extended more than once.
* An extension can be reversed on an individual basis provided the player does not do anything in the instance during the extended instance lock period that would save that player to the instance.
So, before we re-codify the loot rules, let's have some discussion of ways we can positively use these new features to help everyone get more of what they want.