Hi, i must say playing PUG is a bad thing sometimes, cause many people are ninjas (even guilds). So my suggestions are:
1. You will not have the choice to kick someone, if you entered the boss fight (make it disable until you leave dungeon instance).
2. Party leader can change the loot system of the group to Greed only. Now there are 4 choices. Please make them 5. Simple add greed only.
I think this will solve many issues.
Hope that you find my ideas good
Comments
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To be fair though, I wouldn't PuG anything other then PK anyway, I like to actually finish dungeons ^^
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Disabling kicking depends. Most times, people get kicked because of "need", that wouldn't happen anymore, so there is less reason to kick. At the same time, i rarely see people kick someone when it was not "need", so it isn't like it gets abused much either, and sometimes there is a reason, like, trolling people, not doing any work, flamebaiting or whatever.
I am all about more loot modes, and certainly don't have any issues with locking out kicks once a fight starts to until after all of the loot has been split.
But the loot modes should require a unanimous vote to change.
If the group leader can switch from "greed only" to "master looter" during the big boss fight when people are going to be likely to notice because they are fighting, then it doesn't matter.
A PUG is me and three other people deciding to give something a shot. None of us should have so much power as to make it a bad experience for the other three.
So, if the final boss drops that rare class item you want, and it's BoP... BAM! you will probably lose it, and someone else will have no use for it except salvaging it for 5k AD!!
Classic game theory.
If that's what everyone agrees to, though, then that's what they agree to, right?
I support giving the players the tools to enforce whatever agreement they come to when it comes to splitting loot. If they want greed only then it's a good thing if the game can give them an option to enforce greed only.
I think that needing on what you can use and greeding or passing on the rest is fine, but a lot of people here on the forums don't seem to agree.
Where in a regular D&D game you would want the fighter to get the magic sword and the wizard to get the magic robes, here the fighter hopes to get the magic robes because they sell for more and the wizard will eagerly claim the magic sword as a way to enrich themselves.
Every other player is an obstacle in their quest to get geared up.
To have someone think that just because their class can use an item, that just because an item is an upgrade, that they should have first shot at the item is "unfair" because gear for one class may sell for more than gear for another (and especially if it's their own class that is at the lower level of AH demand). The fact that they can sell an item for AD gives them just as much claim as a character for whom that item would be an actual upgrade that they would use immediately.
Not my way of thinking, but for many around here it seems to be.
So let them set up the system so that no one can choose need (whether accidentally or "accidentally") and cause a lot of drama.
But they could set up a "need restricted" (only usable if you can use the gear) option, too.
Okay, the players may be needing on all of the gear that they are allowed to, even if it's not an upgrade, but it works both ways.
I don't care if something drops for someone else. I don't care if some other class gear is worth more than my class gear on the AH. I run a dungeon, I am not looking to make a billion AD out of it; I am hoping for a drop or two, sure, but more importantly I am hoping to have some fun. I am playing a game, after all.
If I don't get what I want, I will line up again later and do it again. If I do get what I want, but had fun in the process, I may line up again anyway.