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Old 12/21/06, 10:20 AM   #1
khaavren
Glass Joe
 
Human Rogue
 
Stormrage
Question: How will guilds handle loot in 5/10 man instances assuming they do not use DKP for loot distribution? How will it be handled in PUGs?

In my limited experience, there tends to be a server based standard that most people follow. That standard may and does differ from server to server.

One standard seems to be 1 blue, 1 set item per instance. In some PUGs members will expect items to be disenchanted if someone already has their blue and no one else can use. I have always felt that was wasteful and would rather some one get two or three items they can use instead of disenchanting items.

On my first server, pass on all bop was the general rule. Need rolls came after all passed. When I moved to a second server the standard rules were different. There people used the in-game rolling method and if no one needed, then an item was immediately disenchanted and the shard rolled on.

Our guild(the core of which had transferred) continued to use the old method on our new server. Which occasionally caused confusion among new members. People would say you are slowing down the game. We felt that discussion was still a better way. For one person an item might be a slight upgrade, for another a huge improvement.

When raiding these issues disappear, although other issues(dkp, loot distribution, etc) casue problems.

With BC small instance runs will again become prevalent. My guild does not intend to use DKP for these runs and we will probably go back to all passing on BOP.

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Old 12/21/06, 10:34 AM   #2
Morde
Glass Joe
 
Draenei Death Knight
 
<Eon>
Anachronos (EU)
Personally I expect my guild-groups will handle loot as they always have done - you roll if you need, greed if you don't on BOE's and pass on BOP's if there's an enchanter in the group. The disenchantment produce is usually distributed evenly (where possible) amongst the group, however I assume we'll be letting the enchanter(s) keep anything they need for skilling.

That's the approach my guild tends to take to 5mans, we're a Naxx raiding guild (although we're pretty much just PvPing in the run up to TBC) and as such don't really need many items from the current 5mans. This should change in the expansion with some blue upgrades or people re-rolling.

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Old 12/21/06, 10:49 AM   #3
Lamaros
King Hippo
 
Orc Warlock
 
Dreadmaul
I usually lead groups I run in 5mans. With Pugs the Frostmourne standard is usually need if you need, otherwise greed. Enchanter waits to roll last and need BoPs if no one else does. Then DE and Roll for shard. For specific instances you state certain rules at the start so everyone knows where it's at (A Pug Live Strath will Need on Orbs till you win, then pass till everyone has one, for instance). Unless it's mostly a guild group I'd just stick with this method.

With guild groups I'd expect the loot will go to those who need it most, but it's a self regulating thing. People I know are selfless enough to work out what's best w/o hard and fast rules.

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Old 12/21/06, 10:55 AM   #4
dakalro
Don Flamenco
 
Human Warlock
 
Frostmane (EU)
Best method I found in to be Need if need, pass BoPs/greed BoEs if you don't need, enchanter always greeds (everyone greeds if no enchanter). Split ench mats at the end. Common sense in a guild run should make people skip a turn if they already got an item they need and someone else wants (this for non-dkp TBC runs).

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Old 12/21/06, 10:58 AM   #5
♦ Praetorian
Mike Tyson
 
Praetorian's Avatar
 
Orc Shaman
 
Mal'Ganis
The answer to this question is the same as it has been since November 2004 when we were running SFK:

Whatever 5 people will agree to at the start of the run.

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