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To quote him, he said: For those looking for more detail, here's what's happening behind the scenes: So let me disprove your assertion that "he didn't go 25 roll top/everyone loot there has been no fixed terms" by contradiction. Let's assume that there is a 4-item limit and only the top rolls win it. If that's the case, this statement is false: Each player has a chance to win loot, independent of the other players. Therefore, his statements indicate that there is no arbitrary item limit and that anyone (even everyone) can win loot. For more information on proofs by contradiction please see http://en.wikipedia.org/wiki/Proof_by_contradiction |
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Yeah, I mean, a robber who wants to steal from me is going to get in whether I lock the door or not so I might as well give him the option of the door being locked or unlocked ahead of time. If people are going to cheat the system, you should reward them by giving them exactly what they want. My aggravation with this issue will greatly subside with the new system since Joe Retadin can't take away my tank gear due to our rolls have nothing to do with each other. It will still bother me, though, if a player can come in and herp-a-derp dps and get tank gear without actually, ya know, having to do anything. Raids are meant to upgrade your current gear, not be the place where you start gearing. |
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Edited by Nightsbane on 3/27/12 3:12 PM (PDT)
So this individual loot system basically gives each person in the raid their own "loot table" which would be like each individual soloing the boss and hoping something drops?
Secondly could this be expanded to normal raids , etc. if it works this way . Like have an option that raid leader could turn on before everyone goes in to apply this loot system or the old school loot system. Third will the loot table include mounts and vanity items because for example since it applies to world bosses each world boss drops a mount in MoP so what I'm curious about is let's say there' 40 people in the raid would all 40 have a shot at getting their OWN mounts - for example this may be an insane scenario but lets say all 40 win a mount is that possible even though not likely in any way or at least would multiple people win a mount. Finally for this loot system the only "disadvantage" would be that you cannot trade the items otherwise it always gives you something you can use and most appropriate for your spec ? |
I'm not so worried about that, though it might be rough at the beginning when no one has gear, but that would be true if they were tanks anyway, wouldn't it? Maybe they could make the entry ilvl requirement a bit more tailored to the spec you're queuing as. Equipped AP/SP/etc barriers instead of "have this much spare gear in your bag". |
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Yeah I can imagine a lot of future wipes in LFR raids from all the under-geared or wrong-spec geared tanks or healers trying to get off spec gear. Imagine those healers trying to tank in healing gear or vice versa... ouch. |
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So let me disprove your assertion that "he didn't go 25 roll top/everyone loot there has been no fixed terms" by contradiction. Let's assume that there is a 4-item limit and only the top rolls win it. If that's the case, this statement is false:Each player has a chance to win loot, independent of the other players. Unless the system is similar to the one I described back on Page 4, where the system uses a roll 85+ individual roll to be flagged as eligible for loot, then after it does that for everyone it checks the total winners against a set range. And if necessary, wipes the results and starts anew. This concept allows for both statements to remain true, statistically. |
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I made the same suggestion in an earlier post. I think that's the best way to do it. That way I can continue to meet the system's demand for healers while gearing my DPS spec. |
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I assume Justice points are being removed in MoP. And I like the valor change, there was too much pressure to grind dungeons due to gear chasing and maxing required. So I love that change and not that it ever made sense to get loot from the vendor.
I don't like the loot change though, since you now have 1 in 25 chance of winning the loot instead of 1 in whatever people have roll bonus. I am on the fence about that but yea.. |
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This is a tough one for me. I raid with a guild on my server as a guest, and as a guest if a piece of gear drops that is main spec for someone else, I dont even think about it. I let the people in the guild gear up and I do my thing on the side to try and still be useful to them. Once their main raiders no longer need that item, THEN I take it. Your loot you won is completely independent of other people's chances to win. Your choice to pass or not would not affect anyone else's chance on winning anything. The amount of loot that drops could be few or could be many depending on who wins. Think of it as everyone 1v1 rolling against the system for something, or anyone who rolls above a certain number wins. |
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I think everyone needs to remember that this is only being implemented for LFR so far, nothing else. And that the "roll" will be utterly random and independent of factors like damage/healing done, how well you mitigated damage, etc.
Personally? I think this is going to be fun :D I'm excited to try out the new system once it's live. |
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Edited by Ronduwil on 3/27/12 3:16 PM (PDT)
Unless the system is similar to the one I described back on Page 4, where the system uses a roll 85+ individual roll to be flagged as eligible for loot, then after it does that for everyone it checks the total winners against a set range. And if necessary, wipes the results and starts anew. This concept allows for both statements to remain true, statistically.Here we go again. Let's assume that the system checks the total winners against the set range and if necessary wipes the result and starts anew. If it did that, this statement would become false: Each player has a chance to win loot, independent of the other players. Because other players are now causing your winning roll to be re-evaluated. Therefore, again by contradiction, your statement cannot be true. Everyone is rolling individually. Why do you guys have to make this so complicated? |
It's extremely unlikely, but not impossible, that all 25 players would each win a piece of gear. |
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Valor will come primarily from dungeons (including challenge modes) and scenarios. You might earn a little from daily quests and raiding as well, but that won't be as efficient. If you create a situation where I must grind 5-mans to be a competitive raider, then I will be sorely tempted to simply stop playing. I raid in a very strong 2-night guild for a reason: I like taking on hard mode raids but still having free time. We've cleared everything in a timely manner. Sinestra and Rag before the next tier was out, we are 8/8HM now. If you gate my gear upgrades that I need for raiding behind grinding anything non-raid, I'm probably done with the game. |
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Its not a 1 in 25 chance of winning. There's not a set number of loot to distribute. Everyone's chance of winning is independent of other people's "rolls". From the Blog: This is why it’s so important to us that the size of the group shouldn’t matter. We don’t want guilds to try to kill a world boss with the smallest number of players necessary in order to maximize loot per player. When everyone has their own chance at loot, why not make the group as large as you can? |
[Because other players are now causing your winning roll to be re-evaluated. Therefore, again by contradiction, your statement cannot be true. Everyone is rolling individually. Why do you guys have to make this so complicated? Because we have faith that there is a system set in place that would prevent situations where exactly 0 loot is distributed upon a boss dying, in which case we'd like to know how the winners are determined in the event everyone in the raid rolls a hidden 1. |
Blizzard has not stated that there will be any kind of limit. Blizzard has stated that loot is individual. Other people cannot affect your loot reward in any way. It is unlikely that there is any sort of an item limit. |
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So is there a filter involved so I don't constantly win the same piece of gear over and over again?
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I don't like the sound of the Valour change. Unless it only affects the primary stats of an item, that'll be a huge hassle reforging to my hit and expertise caps again every time I raise the ilvl of a piece of gear by a tiny amount.
I suppose it won't be too terrible if you code it properly so it doesn't lose its gems and enchants when upgraded, unlike when you upgrade from one item to another on a legendary chain or when we bought heroic items with Firestones in t12. Can each item only be upgraded once by the 8 or so ilvls, or is it more incremental? |
