W
wyleia
Guest
haha, seems like every other realm has this thread, so might as well do one here too
Post if you have a good idea of how to handle the loot split after the hunt, might give raid organizers some ideas/options of how to fairly decide on this matter.
The TDS raid last night was very nicely done, so my suggestion will include most of what they decided on last nite with a few minor tweaks I thought about this morning while making the 3 hour drive back to school )
My Suggestion:
Groups are represented in the lotto by the group leader, or if a guild attended with more than one group, a representative from the guild represents all the groups his guild brought.
(smaller guilds/unguilded people who form up with other smaller guilds/unguilded people to make one full group decide on who will represent and handle their loot they get from the main draw amongst themselves)
Every full group gets their even share of stones. (Less than 25 grps, each grp gets 2 stones.. more than 25 grps, each grp gets one stone)
the 4x 100% dragon drops and the remaining stones that could not be evenly split go into the lotto.
Each grp leader or guild rep rolls once for each group they represent. I suggest /random 1000 so less chance of a tie for highest place. All rolls are recorded and ranked. Then you start with the highest number rolled and give that grp leader or guild rep first choice of the loot, they can pick one of the remaining stones or one of the 100% drops, then go down the list of the highest rolls doing the same for each until all the stones/100% drops are distrubuted. Restart the list if you have more drops than grps left. Each roll counts, if you roll twice for the two groups you represent you would be put into the list twice and get two choices if your rolls were high enough to win choices.
This makes it so we only have to do one set of randoms, instead of random for every item, or random for extra stones then another random for loot.
If ties occur, you have a tiebreaker roll between the two who tied to determine their position in the picking order.
This would guarantee that each group would receive their share of stones plus have a chance at an extra one or two items (two if they roll high and there are more extra drops than groups)
This would also guarantee that guilds that field a lot of full groups get a chance at a fair share.
F.ex LoE brought 6 groups to the hunt last nite, with the rules we had last nite they got 6 stones + 1 extra from the roll. Which means they got 7 stones for 48 people (one stone for every 6.8 people they brought) . My guild (t30) only brought 2 groups, and we received 2 stones + 1 extra from the roll, which means we got 3 stones for 16 people (one stone for every 5.3 people we brought). A guild that only brought one group walked away with 1 stone + 1 extra if they won the lottery for an extra one, which means that guild got 1 stone for every 4 people they brought.
This gives the same chance to guilds that bring more than one group, as guilds that only bring one grp, to walk away with the same amount of loot per person attending.
Also, I would make the suggestion, that the common Dartmoor drops that the dragon drops (those that can be gotten by simply farming in dartmoor on yellow/orange/red con mobs) be kept by the guild that organizes the hunt, as a reward for the work and effort they put into organizing the hunt.
And finally., another suggestion, since the people who are highest in the lotto draw get their choice of a stone OR a 100% drop that the 'loot master' make a macro with the drop stats.
Ex. /macro sword /ch Drag Sword - 15 con 15 str 7% body resist 7% cold resist 80 cold dd proc
one macro for each 100% drop, so that way when the 'loot master' says /ch "Ok the first pick goes to Bob's Group, would you like a stone or "
then he can hit his 4 macros to display the 100% drops remaining to be chosen and their stats so we dont spend ages while grp leaders ask on their turn "What were the stats on the sword again?" or "Which 100% drops are left?"
Just remove the macro from your quickbar after the drop has been chosen and no longer available.
Anyways, these are just a few of my suggestions for quickly and fairly sorting out the 50 stones + 4 dragon 100% drops at the end of the raid..
Post if you have a good idea of how to handle the loot split after the hunt, might give raid organizers some ideas/options of how to fairly decide on this matter.
The TDS raid last night was very nicely done, so my suggestion will include most of what they decided on last nite with a few minor tweaks I thought about this morning while making the 3 hour drive back to school )
My Suggestion:
Groups are represented in the lotto by the group leader, or if a guild attended with more than one group, a representative from the guild represents all the groups his guild brought.
(smaller guilds/unguilded people who form up with other smaller guilds/unguilded people to make one full group decide on who will represent and handle their loot they get from the main draw amongst themselves)
Every full group gets their even share of stones. (Less than 25 grps, each grp gets 2 stones.. more than 25 grps, each grp gets one stone)
the 4x 100% dragon drops and the remaining stones that could not be evenly split go into the lotto.
Each grp leader or guild rep rolls once for each group they represent. I suggest /random 1000 so less chance of a tie for highest place. All rolls are recorded and ranked. Then you start with the highest number rolled and give that grp leader or guild rep first choice of the loot, they can pick one of the remaining stones or one of the 100% drops, then go down the list of the highest rolls doing the same for each until all the stones/100% drops are distrubuted. Restart the list if you have more drops than grps left. Each roll counts, if you roll twice for the two groups you represent you would be put into the list twice and get two choices if your rolls were high enough to win choices.
This makes it so we only have to do one set of randoms, instead of random for every item, or random for extra stones then another random for loot.
If ties occur, you have a tiebreaker roll between the two who tied to determine their position in the picking order.
This would guarantee that each group would receive their share of stones plus have a chance at an extra one or two items (two if they roll high and there are more extra drops than groups)
This would also guarantee that guilds that field a lot of full groups get a chance at a fair share.
F.ex LoE brought 6 groups to the hunt last nite, with the rules we had last nite they got 6 stones + 1 extra from the roll. Which means they got 7 stones for 48 people (one stone for every 6.8 people they brought) . My guild (t30) only brought 2 groups, and we received 2 stones + 1 extra from the roll, which means we got 3 stones for 16 people (one stone for every 5.3 people we brought). A guild that only brought one group walked away with 1 stone + 1 extra if they won the lottery for an extra one, which means that guild got 1 stone for every 4 people they brought.
This gives the same chance to guilds that bring more than one group, as guilds that only bring one grp, to walk away with the same amount of loot per person attending.
Also, I would make the suggestion, that the common Dartmoor drops that the dragon drops (those that can be gotten by simply farming in dartmoor on yellow/orange/red con mobs) be kept by the guild that organizes the hunt, as a reward for the work and effort they put into organizing the hunt.
And finally., another suggestion, since the people who are highest in the lotto draw get their choice of a stone OR a 100% drop that the 'loot master' make a macro with the drop stats.
Ex. /macro sword /ch Drag Sword - 15 con 15 str 7% body resist 7% cold resist 80 cold dd proc
one macro for each 100% drop, so that way when the 'loot master' says /ch "Ok the first pick goes to Bob's Group, would you like a stone or "
then he can hit his 4 macros to display the 100% drops remaining to be chosen and their stats so we dont spend ages while grp leaders ask on their turn "What were the stats on the sword again?" or "Which 100% drops are left?"
Just remove the macro from your quickbar after the drop has been chosen and no longer available.
Anyways, these are just a few of my suggestions for quickly and fairly sorting out the 50 stones + 4 dragon 100% drops at the end of the raid..