I simply don’t have the time to attend for a sport to get good. While it’s smart from a business perspective, when you look at it from a gameplay and “is this fun?” perspective, I’m not sure there’s a lot of justification for Master Loot given the other ways they could implement things.Earlier than you assault me, I do know FF14 apparently will get actually, actually good whenever you get to the expansions. Also, the more you run the same content over and over the less they have to actually work to earn your money.
Since ultra rare drop rates begat Master Loot, the real question is why are the loot rates so rare? Hmm… how about the developer has a crappy/low content pipeline and they need a way to force you to run the same content over and over again. If you’re worried about players getting the item they want and bailing on the raid mid run simply change all the loot to come from a big treasure chest after you beat the last boss. People can simply run the raid and everyone, regardless of if they’re a regular or a pick up, can have fun. If you simply altered your drops to be more frequent and changed the loot model to be instanced per individual so it’s based on their class and possibly spec such that everyone got something decent after a raid then suddenly the need to “put in dues” goes away. However, the only reason there are “dues” to be “put in” is the crappy drop rate on the items people want. The idea behind it is you want to make sure people “put in their dues” before they get rewarded for running a raid. Logically Master Loot should never have been necessary, and if it was never implemented you wouldn’t have people all butt hurt when it was taken away.
A full list of patch notes can be found on Monday, here.
We will be taking the servers offline on Augfrom 8:00AM – 11:00AM CT (13:00 – 16:00 UTC) to deploy Game Update 6.3.2. Patch 6.3.2 will be the next step along that path as we move towards our 10th anniversary.” This has worked well, promoted a healthy player experience, and we want to continue building upon this system. We took a first step towards Personal Loot during the Onslaught expansion where gear was given based on your discipline. We want to reassure you that with these changes gear will still remain tradeable within your group for 2 hours and chat logs will still record who gear was given to. We know there are groups who used the Master Loot system to distribute gear. Part of our modernization efforts include improving the loot experience for all players. No more rolling, no more choosing who wins items. This means that gear you get will go directly into your inventory. In order to achieve this, we will be removing the Master Loot system to bring us closer to what we are calling the Personal Loot system. This has led to unwanted friction during the loot process, so we are working to build an efficient process that removes this type of negative player experience and potentially harmful behaviors. “Currently, SWTOR has a Master Loot option which allows the party leader to choose who receives each gear piece and a Group Loot option where gear must be rolled on by members of the party and highest roll wins.
Plus we know everyone was clamoring for this: “The reading lamp in the Organa Castle on Alderaan is no longer floating above the bedside table.” The overhaul of group loot might be the most interesting thing in the list: Players should comb the patch notes there’s a long list of bug fixes and general quality-of-life fixes, touching on currency changes, world boss drops, guild flagship hooks, and flashpoint improvements. It’s not the most exciting patch ever, but then you probably didn’t expect it would be, given that the Legacy of the Sith expansion is still coming later this year. It’s patch day over in the galaxy of Star Wars The Old Republic, with GU 6.3.2 on deck.