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News : Thanks for stopping by the forum! Look around and make yourself at home! September 08, 2010, 07:20:41 PM
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Sticky Topic Topic: Loot Rules  (Read 405 times)
Oberonthor
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« on: January 07, 2008, 09:30:38 PM »

As we start to work towards more regular runs, and more regular alliance events with our partner guilds, it strikes me that the easiest way to have a run become not fun for participants is arguments over loot strategies. We may need to develop more complicated rules / scoring as / when we get the higher level instances on farm and start to acquire a stockpile of desirable items. Having said that, I think we can start with a few simple rules we all agree on.

Here's my attempt at compiling a few common-sense rules to derail common complaints, suggestions and comments are welcome, these are generally in line with the full RoW loot rules, found here, but are simplified a bit for clarity and ease of understanding.

1. Need rolls can only be for upgrades, for the current character.

2. BOP items should be PASSED on by ALL, unless someone needs it. Even if you need it, it is polite to ask if anyone minds if you need roll, as passing on BOP is a common practice, someone else may need it and assume you'll roll afterwards. If more than one person needs, need roll, or roll after passing, whichever is agreed to. If no-one needs, everyone passes, group will roll for DE or sale, as applicable.

3. For all Need rolls.... If it's a multi-spec character, i.e. Druid, and you're playing a healing role, and it's a DPS piece... well, check with the group. Common sense says if it's not applicable to your current role, you can probably need it if no-one else wants it, but you'll have to pass if someone else can use immediately. Ask first.

4. Nobody complains about what they didn't win, or what anyone else won. Rolls are random. If it's really that big of a problem for you.... ask for help to run the instance again!
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Galfough
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« Reply #1 on: January 08, 2008, 07:48:01 PM »

From what I've seen these are pretty much standard throughout the game, but a startling amount of people don't seem to know them. Also, I did some browsing on other guilds websites and this is the general idea behind them all. Of course we will probably edit this as time goes on, that is inevitable but to me it seems a solid starting point.
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« Reply #2 on: January 15, 2008, 01:51:28 PM »

It is also an excellent idea to quickly review the loot rules before entering the instance or begining the journey to the instance entrance. This, in my humble opinion, goes along with discussing and agreeing on everyones role and duty on the mission. There simply MUST be ONE person in charge, leading the group. Typically that would be highest level member, but when there are multiple people of the same level and expierence, I think only one person should call the shots so there is a clear chain of command and clear responsibilities outlined. This is obvious for expierenced players, but may not be so clear for those that have not grouped very often. Communication is KEY.  As a hunter, I know my typical role is ranged DPS, but somtimes I may be called to protect the priest (which should be on everyones mind) or take out additional mobs that appear after the boss is attacked. Loot rules, protection duties, pull duties, target selection and order of attack are all topics that need to be reviewed and clarified before we go charging in like Leroy Jenkins.
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Oberonthor
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« Reply #3 on: January 15, 2008, 08:28:22 PM »

I may be called to protect the priest (which should be on everyones mind) or take out additional mobs that appear after the boss is attacked. Loot rules, protection duties, pull duties, target selection and order of attack are all topics that need to be reviewed and clarified before we go charging in like Leroy Jenkins.

Poor Leroy. He's never going to live that down.
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