- March 20, 2012, 1:46 a.m.
There seems to be a fair amount of confusion about this system, so let me clarify some of what I'm seeing. Before jumping into it, just know we have plans to do a developer blog on Mists of Pandaria looting soon. We'd like to cover some of the larger questions/concerns in a more visible way, rather than further burying them in responses here.
Will the items that we win be trade-able?
You can’t trade loot if the game assigns it to you in LFR. That would defeat the whole purpose. Imagine it works like completing a quest – here is your personal, soulbound reward. If you enter with a full pre-made group, then you can use Master Looter or the loot system of your choice (just like today) and can trade items as normal.
You have a personal slot machine to play, and so do each of the other 24 raid members, and no ones personal slot machine affects the outcome of anyone ELSE'S slot machine.
This is correct. The only reason I offered that the game might decide how many players get loot in advance, is we thought it might be weird if sometimes 25 players or 0 players got loot -- that might feel broken to participants. However, for the sake of argument, just assume that other players won’t affect your loot. That is the whole point. It won’t matter whether you killed the boss with 1 player or 25 players, and it won’t matter what the spec or class is of those players. The loot is per person and not per raid.
If you are in a 25-player group, can people "pass" and increase the chance that other players will win, by reducing the number of people rolling in the group?
No. There is no concept of rolling in today’s sense (again, only when using this particular LFR looting system). A boss dies and the game says “You won this,” and gives the item to you… hopefully with a little more ceremony than that. :)
What's going to happen with bows?
In Mists of Pandaria, bows, crossbows and guns would be considered hunter-appropriate weapons. In LFR, a rogue or warrior would never be offered a bow as a loot reward. Rogues and warriors will still be able to equip ranged weapons, but they would be very sub-optimal for doing so (sort of the equivalent of a warrior wearing cloth). We left the ability to equip weapons for role-playing reasons and because some existing rogues and warriors have epic or legendary ranged weapons, and it would be mean if they could no longer equip them at all.
The way I understood it is:
Everyone rolls - after everyone rolls, the top rollers will be eligible for loot - the boss then releases its random loot and whoever the top rollers are (who are able to use the items) wins the item
The new system is more different than that. Players aren’t asked to roll. The game just “makes the roll” behind the scenes. The game then picks appropriate loot for each of the winners. This is an important distinction because you aren’t competing with other players for specific items – all of the Arms and Fury warriors could win the two-handed Strength sword, or two could win the sword and the third could win a plate Strength helm, if that were also on the boss loot table.
Can't you guys just make the obvious: Make all the drop items unique?
Sure, we could do that, but it seems like all you are really asking for is for the loot system to be more efficient so that you have to run the raid fewer times to get the items you want (since you won’t “waste” a roll on a duplicate item). If we need for raiding to be more loot-efficient, there are many ways to do that, but we don’t want players to gear up too quickly or they run out of things to do. (We also don’t want them to gear up so slowly that they could lose interest.) Also consider that some players may want more than one copy of the same item for different spec or gemming purposes.
This still doesn't really address the problem of people rolling when they really don't need anything. What if those top 4 or 5 rollers all don't need anything off the boss and just receive gold? Completely unfair to the other 20 people who could have made use of the boss drops.
There is no roll like you are describing. A boss dies, and some players in the game will receive loot. They don’t have an option to pass or to get gold instead. But that’s okay, because what they do won’t affect what happens to you. Imagine everyone entering the raid gets a lottery scratch off card for each boss, and after a boss dies, everyone scratches off a card. Some players win. Some don’t. The game then pushes loot to the winners. Then you kill the next boss and scratch off another card.
This just seems like a waste of time and energy. There has to be a better way of making it fair.
I don't have a problem with someone winning a role if they can use the item even if it is offspec. I just don't like people being inconsiderate and rolling need when they don't need it or already have it.
We don’t think it’s reasonable to expect a group of strangers who may never play together again to be considerate, especially at the pace at which most Raid Finder groups progress. Often, there is barely time to hit Need or Pass, let alone have a discussion about who gets what loot. The goal of the system isn’t really to be “more fair,” but to make a more streamlined system to match the fast pace of Raid Finder, and to cut down on the number of arguments over loot, because the game will now be making all the decisions about who gets which item instead of the players. Life may still feel unfair sometimes, in that a player who contributed less than you wins a good item, or the player running the raid for the first time gets an item that you spent weeks to get, or someone may have six trinkets to your one. We still want random loot to be random, though the bonus roll system will help a little with being terminally unlucky.
If you have additional questions or concerns we haven't already addressed here, feel free to bring them up in this thread. We'll take your posts into consideration when crafting the developer blog.