#1 - will not work. If such rule sets were ever implemented (God I hope they don't), it will result in dude, who got the item he wanted, just staying in group and sitting on the floor (alternatively doing massive AoE pulls, or just doing nothing and following your healer) for next 5 minutes (or however long it takes to quit without loosing the item. It will not affect him much, since there already is 30m penalty for dropping group in certain cases. This will result in the rest of the group most likely just kicking him out.
#2 - will not work. Even thou Blizzard "designs" certain items with certain specs in mind - it doesn't work out that way really. Let me give you an example. After all the theorycrafting it was determined that protection paladins need to cap hit/exp as top priority. Therefore plate items that don't have crit on them are much better for protection paladins than say dodge/parry items. Clearly the later were designed as "tanking items". In reality - we prefer the former due to better itemization.
Simple fix, increase the deserter buff. 15/30 mins is nothing. Bring it up to over an hour, maybe even 2 and you'll see people sticking around.
For ninjas in LFG they should simply use old LFR loot system, main spec gets a +100 bonus to loot roll, as a rogue having a fist weapon ninjaed by a resto sham is not fun at all...
Last edited by Windfury; 2012-10-11 at 02:13 PM.
There already is a penalty for dropping a group that prevents you from requeueing for 30 (?) minutes.
As others have mentioned, they contributed to killing the boss and earned the right to roll on and keep loot.
Your Solution # 1 is also easily beaten by Alt-F4ing out of the game.
As for ninjas, the LFR loot system should be used for LFD as well. Problem solved.
A living Warlock = a dead everyone else
I think the issues you bring up are minor, and could easily be solved by simply modifying my ideas. I mean obviously my ideas are crude and need work before implementation, duh.
For instance, the time required between loot and leaving could be increased or removed and replaced with the demand to stay until the dungeon finishes to get any of your items that you've looted. This may seem harsh, but frankly I think it's bollocks that some people seem to feel they have the right to abandon others once they've gotten their desired loot. That's not how dungeons were intended to work, and it wastes a lot of time for everyone else involved.
As for the ninja-preventing mechanic you also criticised, Blizzard doesn't have to be specific to the extreme. It could be on a rather basic level, with priorities such as 1# the right armour type, 2# the right type of stats (on a general level, like agi vs spirit). So as long as you are a kitty or bear druid, you'll receive priority on agility leather and staves (in some cases along with rogues and certain types of monks, etc).
Imagine if people in a guild just left after each boss they needed while on a raid.
I even had one tank shoot into the fight right after I asked if anyone needed to know the fight and he responded, "Mop dungeons are tank and spank, dont need to know mechanics." and then after the wipe, "Okay smartypants, whats the mechanic to this fight?"
I wouldn't mind the 10% chance for an extra item if you finish the entire dungeon.
However if I were to want to quit after getting an item and would lose it if I did so within 5 minutes, what's to stop me from just AFK'ing after I get it and forcing the group to go on without me or boot me? So no, I don't think that would provide any solution.
Sure you could have 1 great dps that needs an item and leaves when he gets it/doesn't get it. But it could've been a bad one from the start, just be happy the first part went better :P
But the downside to that is if I get in a party of totally incompetant noobs who can't get the basic mechanics down then I am punished for trying to preserve my own sanity.
I still don't get how i'm obligated to stay through an entire dungeon with people i got randomly matched with tho, please explain.
Edit: It's not like you have to go back to Orgrimmar and yell for 45 minutes that you want someone to kill 2 more bosses in an heroic.
You just click the queue button again, and boom a new player enters your group.
I think you have a very idealised view of what dungeons are meant to be. Just because that's what they are to you, doesn't mean that's how other people see them. I think if you want that kind of experience you should probably be queuing with friends. Right now I see them as annoying lootbags, and while I'm sure there's nice people queuing randoms there's also many, many god awful players (is it just me that's noticed a large number of 15kish DPS appear? How is that even possible?) and total assholes in the mix as well, and honestly I don't want to stand still long enough to figure out what each group member is.
On thinking it over actual viable justice rewards would probably convince me to stay for more justice. The having to treat it as a loot grind and manage it as efficiently as possible thing came out of the fact that you literally need to grind like that to get the set you want in whatever time from you have. Blizz is the one who made the system. Can't blame people for adapting to it in the way they use it.