Can someone please explain to me

Why the most common ways to distribute loot in raids didn’t just go to the highest roller?

And why didso many players/guilds choose to rely on sketchy loot council/DKP systems instead?

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The answer to both of your questions is “Because Hunters exist.”

They’re greedy little loot ninjas.

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Because some people will be lucky and get all the loot while others will be unlucky and get no loot.

These systems are a way to reduce the randomness of loot distribution.

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Same as in retail, no?

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DKP is not usually sketchy, rules are laid out ahead of time.

DKP awards points when you attend raids, it gives the people who show up to raids consistently the advantage, which is why casual raiders won’t like it.

The people that show up for raids are the ones who deserve to get the loot.

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I invented my own loot system for raids for my guild. It used the basic /roll system, but points were added to roll based on how many times you showed up, ranks, and officer ranks

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I thought retail used personal loot and tokens, but I don’t play retail, so I could be mistaken.

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So basically DKP, but with added RNG?

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40 people /random, is no way to get a raid group geared up for the next challenge.

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Actually you’re correct. They had masterloot up until BfA my bad.

Kept everyone happy

Because there’s really no other way to reward raid members for non-raid related activities (donating consumables, good attendance, etc) in a way that the average mercenary-minded PvE player will care about.

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This is kind of the only semi-legit reason that went through my head, is that 40 people /rolling with only 100 numbers could get kinda confusing/ Subject to human error, e.t.c

I’d be ok with a /roll system.
+10 to the roll for guildies that haven’t received anything in the last 3 raids.
+/- 0 for the rest of the guild.
-10 to the roll for anyone joining the raid from outside of the guild.

I’ve personally always advocated for Suicide Kings, but too many raiders chafe at the thought of seeing someone else get a drop they want for it to work in most guilds, I think.

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I’m unfamiliar with the term… How would that work?

We used Suicide Kings DKP. Worked well. We did allow a bit of leeway to raid leaders to influence the picks, but not too much.

Like when someone who was at the top of the list kept passing on clear upgrades because they were hoping for a very specific drop. After too much of this, they were given a shot clock that they got their drop by X or had to take the next significant upgrade. These cases were rare because a good raid group knows that people passing on clear upgrades eventually hurts the raid.

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You have a 40 man raid team. You have Dan the tank who makes time to come to every single raid. Then you have Bob the sometimes off tank. Bob shows up maybe to one raid in a while. He doesn’t work as hard as Dan. One day, when they are both on, Terrorwing the Doomguard Dragon is taken down by the guild and the Sword of Death’s Touch drops. Everyone in the entire guild knows Dan deserves it. Bob rolls higher. Bob gets the sword.

If you think that’s how it should be, congrats, ply in a guild that is fine with rolling. But, I think guilds should be able to give better gear to those that earn and or deserve it.

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Craft a lengthy system like i did that will be the bane of loot ninjas with a master loot, need before greed hybrid with stats to class checks while taking into account players who join your guild or pug with their butt buddy to steal loot.

Because something being fair and something feeling fair aren’t the same thing. Higher roller is the fairest thing but it doesn’t feel like it.

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