1. Personal Loot
- Items are handed out on an individual basis, and are independent of other people in the group.
- Items cannot be traded.
- Aimed at eliminating loot drama entirely, as you get what the system gives you.
- Is the fixed loot system for any group activity where you queue for a group.
2. Master Loot
- The group leader gets full control over who gets which items.
- Items can be traded with other people in the same group.
- Aimed at guild groups who want to use their own system, be it Loot Council, DKP, etc, to distribute loot.
3. Need/Greed with WinCount
- 3 buttons on an item popup: Main-spec, Off-spec, Greed.
- Main-spec beats Off-spec beats Greed.
- Each button has a WinCount associated with it for each player.
- WinCount starts at zero for the instance
- When you win an item, the WinCount for the button you chose is incremented by 1.
- Lower WinCount beats higher WinCount.
- If choice and WinCount are tied, random roll for winner.
- Items can be traded with other people in the same group. This does not affect WinCount.
- No Disenchant option, so mistakes with loot are always recoverable.
- Aimed at pre-made groups who want a reasonably fair loot system that distributes loot widely with minimal administrative overhead.
- Someone who rolls Main-spec all the time is expected to be dealt with by the group leaders. If people insist on gaming the system, then Personal Loot or Master Loot is a better option.
- Basically requires more trust, in exchange for more speed and less overhead.
- 2 button on an item popup: Bid, Pass, with a short timer.
- Bidding starts at 1000 gold.
- Bid increases the current bid by 10%.
- If the timer runs out, the item goes to the highest bidder.
- Gold is taken from winning bidder and divided evenly among other players in the group.
- Items cannot be traded.
- If no one bids, the item is given to someone at random.
- Aimed at pre-made groups which want to sell items to people, rewarding geared players who help carry the group.
- This type of system is popular in Asia, so may as well build it in for them.
There would be some other restrictions. Like when you make a group in the group finder, you have to choose a loot system, which is clearly displayed. Once you've chosen a loot system and listed your group, you cannot change it.
This is the type of loot system suite I would like. Each system is very different from the others, and has specific places in the game, or specific audiences, where it is better suited. I think that is a better way to go than four systems which only differ from each other slightly.