Hey, I’ve been thinking recently about other linkshells drop policies and I was wondering about some new interesting ways of dealing with various problems with the systems that I have seen.
I know in the perfect world and in the perfect linkshell drops would not been a problem and everybody would get every item they want as soon as they wanted it. Too bad this doesn’t happen right? (Look at sea drop rates...)
From my understanding there are a few "main stream" ways of splitting up loot:
Job priority- In this type of situation there is normally a pre-made list of which jobs have priority on which items. These systems normally take into account probation periods and activity of players but are normally determined my jobs alone. There are many different ways to deal with crafting items in this system such as free lot (to how needs), LS funds, randomized splitting etc.
Jobs that can use lot- In this type of system whenever an item drops any job that can use the item is allowed to lot on it. This system only seems to work in those Utopian linkshells that everyone dreams of, leaders thinking that members will of course pass to the ones who deserve or could use the item better /laugh. But then again I was surprised by the amount of linkshells that have used this system that I have come by.
Point Systems: These systems have many different branching type of ways of operation. They could be overall attendance, triggers, LS helping etc. In these systems people normally become eligible to use their points on certain item drops to get "First dibs" or surpass certain point limits to even lot on the items they want/need.
Now I know their are many other variations to the way that loot in passed around linkshells but I would just like to get an overall view of what works and what doesn’t.
Thankyou for reading this and I will checking and responding to this thread as many times as I can!