Quote from bradstrt;51150:
Whoever picks it up gets it.
That gives players an incentive to rush boss monsters, at the cost of casual play, safety, and teamwork.
Quote from Andy-Buddy;51158:
A pre-agreed system of:
Whomever works the hardest gets the most. If they contributed anything from amazing healing and saving you when you need it, to tanking rooms and wiping everything, that(those) person(people) should be rewarded the most. It requires honesty, so you're gonna need a reliable party.
I agree, but how to quantify this? How to implement in practice?
Quote from Yogurticecream;51181:
If it isn't worth a lot, person in guild gets to keep it or decide what he/she wants to do with it.
It's more about the fun rather than what you get.
Though when it comes to me, if I get high-end loot that is sellable, I'll split it. If it's something I want to keep (e.g. Viper ES), I'll request and see what the rest has to say.
I agree, I play casually and don't care that much about drops. However, your last statement begins Zatrox's thread. What to do when someone wants something?
Quote from Aubog007;51187:
Guild leader decides what to do with it before the run is made.
That's how i did it and it was fair.
Thread creator is my guild leader, not an option.
Quote from Yah;51190:
You sell the item and split the profit. If a person in guild who was in the party wants the item dropped then you need to determine a price before you start running. Depending by the amount of people that person divides the market price (or guild discount) between the remaining members of the party. This basicaly makes everyone in the party is an equal beneficiary. If someone isn't pulling their weight it i your own fault for allowing them into the party. Next time don't let them join you on your endeavor.
This is what almost everyone does. I did it all the time before. But what if there's a better system? This does not take care of players giving different amounts of effort, as you noted.
from:
Suicide Kings - WoWWiki - Your guide to the World of Warcraft
Suicide Kings is a loot distribution system for guild raiding. Suicide Kings was designed to be a system that distributes loot in decently fair manner, and nothing else. If you choose SK as your loot system, that means you are going to have to find some other way to get players to perform well and show up when no loot drops. This emphasizes the point that SK works better in casual and friendly environments where people show up to play first and foremost, and loot is but a happy consequence. If loot is the main (or only!) reason people show up, SK is not the right system for you.
The basics of the system are as follows:
1. Players are put in an ordered list, usually based on a random roll (although some have made attempts to translate the order from a pre-existing loot system). Multiple lists may be used (see below for discussion).
2. When a new player needs to be added to the list, it is possible to let him "roll in," or simply insert him at the bottom of the list(s).
3. When loot is dropped, the person who wants it and is nearest the top of the list wins the loot and goes to the bottom of the list.
4. Players who are not currently in the raid do not move up or down in the lists.
5. If no-one wants the item, it is up to the guild to decide what to do with it.
Before today I didn't even know they had loot distribution systems. This requires keeping a simple list of guildies on a website. This distributes loot without requiring that money change hands. It seems to handle cheap and expensive loot well too, as those shooting for expensive stuff will have to save up and hold off, while others can settle for more cheap stuff.
Doesn't help with half-ass players though.
I think it's important, if we do use a loot system, that we keep it simple. The usual cut and sell method is easy. This should be easy to do as well. The website notes that it's a very "transparent" system. Even youngin's should understand it. It would be hard to tamper with SK's list without someone noticing.
A system that rewards punctuality, frequent playing, and high level play will also tend to be complicated and annoying. I haven't read up on what I'm sure are at least hundreds of other loot systems, so I wouldn't know where to draw the line.