Wish list system:
Each person gets to put their most wanted 6 items on their wish list. You cannot change the wish list once you have made it. Items on the wish list can only be changed once either A) The item drops and you don't get it, or B) the item drops and you do get it.
The order of roll allowance goes as follows:
1. Wishlist (X class/DPS/Healers) please roll:
2. Need Guild Members please roll:
3. If no one Needs, then Shard
If the person on the wish list decides to pass it, then can give up their roll to another person on the wish list. They cannot just pass it to any person, you can only give up a roll. Meaning it goes to open roll if no one has it on their wish list.
I find this system works very well with a close group of raiders. It's been much more enjoyable than DKP, and we've used it right through Nefarian.
Why I dislike DKP, is it adds to that feeling we constantly have about "Grinding". You have to grind dkp just to bid on items. In our guild, we all know the loot will come as long as everyone shows up on time and raids. The wishlist system lets you concentrate on having a good time and knowing you always have a chance to roll on the items you want,instead of thinking "well every other person has X dkp, so ill never get anything".
I find this is a very interesting endgame loot system. For one thing, I believe it is the first endgame system I've seen which is memory-less. I didn't think that this was possible or even desirable.
Secondly, it forces you to think about loot differently. Narrowing down to six items makes you think ahead, and think in terms of the larger picture. Also, you are no longer competing against everyone who can use an item, but only those who value it enough to be in the wishlist.
As well, everyone's wishlists are public, which means that you see the larger picture and goals of the entire guild. People's lists being public also allow you to meta-game, and choose items which are in less demand.
The overhead of this system is also extremely low. Tracking DKP for an entire guild can be time-consuming. This system is very easy on the officers. Additionally, wishlists are posted in advance, which allows officers some measure of time to detect and head off problems.
Of course, the system does have its flaws. For one thing, you cannot guarantee winning an item. It is entirely possible that someone will constantly lose rolls on a specific item, which may lead to feelings of unfairness. And it is probable that a raider with less time spent will occasionally beat a raider who raids a lot.
However, I think that overall this system is a very good one. For one thing, I think it promotes a healthier attitude towards loot and progression, and forces players to decide what is really valuable to them. The low overhead is a serious benefit, allowing officers to concentrate on more important things. I commend Infliction on their innovative system.