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I use the Rating Buster addon. By mousing over an item, it shows you exactly what you will gain or lose by equipping it, such as crit percentages, HP, mana etc.
We do have an exclusion system in place but I didn't want to bog the post down with details....
To the posters that commented on the speed of loot distribution I'm sorry to disillusion you but raid rolling is very fast.
...
A typical loot distribution round goes like this:
0. wait for badge spam to end (5 seconds) so raid doesn't miss items linked.
1. Roll Need for <uber item 1>
- A bunch of rolls ensue.
- <uber item 1> to Aesop in 3, 2, 1.
if no need rolls in 5 seconds.
2. Roll Greed for <uber item 1>
- bunch of rolls.
- <uber item 1> to Homer in 3, 2, 1.
if no greed rolls.
3. sharded in 3, 2, 1.
Repeat for the few items on each boss.
We're done in a minute 99% of the times.
What's your typical time for loot distribution?
How is your system that fast with all of those checks? You forgot those... If you just do the rolling you illustrate, yeah it's fast... but where's the "well Aesop, you don't have at least an iLevel 187 item in the slot so..." stuff? I mean, there are so many rules that you don't want to bog the post down, but it's fast?
Of course if everyone knows that everyone in the raid meets the baseline rules, then yeah, your system comes down to a simple /roll. But if there are new people (the OP's situation) I can't imagine it doesn't slow things down.
A lot of good info here, i'm going to post from my 6 years of MMO looting experience and tell you what has worked in that experience.
1. In 25 man raids, use dkp. This rewards the people who raid more and gears up the core players that show up.
2. In 10 man raids, use need/greed. Mains over alts, Mainspec over offspec. Main class over off class. Influence players to not need on every item that drops and hopefully you won't have to make a set of complicated rules about how many items a certain player can win.
3. Use a master looter that has a wide knowledge of what gear is good for what classes, sometimes players do not know what they need.
4. Ask players to make a wishlist on your guild forums for main and off spec of the content you are currently farming or progressing through. This is a good exercise and forces players to prioritize their needs.
Do those simple things and you won't have much issue.
The #1 most effective loot system is one that people get personal hang ups over, and that is loot council. It works best for progression, but ultimately unless the guild is very very hardcore (think SK gaming) people leave or get their feelings hurt by being passed over.
My everquest guild used loot council, it worked because we were like family and the same players logged on every night to raid.
It would not work with my WoW guild that I am in, that I have been in for 3 years simply because there are people who would feel snubbed if they didn't get an item.
Of course if everyone knows that everyone in the raid meets the baseline rules, then yeah, your system comes down to a simple /roll. But if there are new people (the OP's situation) I can't imagine it doesn't slow things down.
All you need to do is trust your raiders to follow the rules and not roll on gear if they don't qualify for it. If someone tries to pull something, it's pretty likely it would be caught by someone. I'll often keep track of "competitors" gear to decide if I want to pass an upgrade to them or something.
If you are regularly running with people that you can't trust to follow loot rules, you probably have a bigger issue than how long it takes to pass out the loot.
Agreed, but any complex system is subject to error... and for Naxx-10 it's just not worth it. Many of his rules go away once everyone is in heroic or Naxx gear, so it's really mostly just a /roll system. At the end of the day I just can't get that bent about gear - it's gear. it's not life or death.
My guild has and probably always will use Loot Council, and in the three years I've been in the guild I've never seen any big problems with it. We also use a non-binding form of DKP, meaning we maintain DKP numbers for all members but these numbers are primarily used by Loot Council to keep track of which members get what loot.
Combined, these methods basically insure an equitable distribution of loot: long time members will generally get loot over initiates and new members, main specs get loot over off specs, mains get loot over alts, someone who has gotten one piece of loot in the last month will generally get a new piece over someone who has gotten 4 pieces in the last month, ect.
To avoid any allegations of unfairness, Loot Council rotates members every month: the Raid Leader is always a member, and then another officer and a few members rotate in and out.
The system has always worked for us, but it does take a bit of time and effort to get started and quite a bit of trust towards the officers and members who will be on the loot council.
A true DKP system with some sort of decay (which, like Ammon said, prevents point hording, which is the biggest problem with DKP) is also a very fair and easy to use system.
To everyone posting loot systems, how is any of that relevant in this case? The OP is in a guild that appears to use a need/greed system and lost. He/she knew, or should have known, the loot rules in advance.
i think that's make really make people sad , peopel should get what they deserved , maybe u just need to talk to the guild leader,and tell how u are feeling ,and see what he will say ,then u can deceside stick with this guild or u just off the guild ^^