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9-07-2009 @ 4:50PM
As a guild officer in a rather smallish guild (40-ish members, close to 100 counting alts), I'm often the "referee" called in to deal with disputes or drama, whether I'm in a given raid or not. These situations are RARE, because we don't make loot or raiding uber complicated to start with, and because we expect reasonable behavior at ALL TIMES. Our guild has an extremely simple loot system. We keep a "loot count", to avoid one person with extremely lucky dice walking away with everything. If someone shows up to the raid and is doing what we've asked of them, we feel they should have a crack at gear during that raid. Beyond that it's simple need rolls for main spec/off spec in that order. Off spec rolls, should no one want an item for main spec do not go against your loot count. Rolls on pattern and orb drops also do not go against your loot count. Pattern drop rolls are restricted to people who actually have the profession. If you spent a fortune leveling your profession we feel you should be the one getting the pattern drop. If the people in question already have the pattern or whatnot, it's a free-for-all roll, same as we do on any BOE drops that aren't main spec upgrades. Shards go to the GB. We inspect all of our guild members, so that we know what content they should be gearing in, and so that we know when an upgrade is an upgrade. It's not that hard to tell. It's a pretty basic and straightforward set of rules that we've always followed, much of which are basic common sense.Using a simple loot count helps quell much of the nerd rage that is all too common in my experience with more complicated loot systems, such as all the variations of DKP, a system I find needlessly complex and counterproductive.If you need a complex system to keep track of who in your raids sucks and doesn't suck, then it's stopped being a game, and turned into junior high school roll call in homeroom. That stuff is pretty obvious without the need for all of that. If we were a more hardcore guild, perhaps we'd invest the time into complex loot systems, but we've not found the need. Even as casual as we are, most of our core officers and raiders are all geared within the top 50 players of their class on our server. And I can honestly say only two or three of our core group are super hardcore daily grinders with little else to do in their spare time.It's not friggin complicated to distribute loot fairly and gear your raids nowadays. Between using a set of sane loot rules, badge items, crafted items, and pugging into higher progression content, it's CHILDS PLAY to gear yourself to the teeth if that's your bag. And our small core group is keeping up with the hardcore-no-lifers on our realm, without all the stress or drama. It *IS* a game after all and your supposed to do this for fun right?Perhaps complex loot systems do make sense if your in the top 5% of guilds in progression, but for the 95% who aren't there (which would constitute the overwhelming majority of readers here I'd imagine), you've simply got a superiority complex and are just making things harder on yourself, your officers, and your raiders. To me complex loot systems are merely an excuse to not have to know your raiders, and have reasonable expectations of them. In any event, communicate your rules clearly, and stick to them no matter what they are. Drama is usually a result of a lack of clarity, or more often in my experience by a lack of reasonable behavior. No amount of clarity or reasoned discussion can make a jack*ss not be a jack*ss. And it's not just a "maturity" issue. My kids are budding raiders barely in their teens, and are far more level headed than many adults I've met in this game. Expecting people to have a basic grasp of how to work in a social setting is something we begin to expect out of people in early grade school. People that can't progress beyond playground politics should not be playing an MMO, and won't be raiding with us! I suggest Minesweeper for them. :)
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