As we get closer to launch I wanted to write some guidance to retail players that shows them some of the problems with loot that were unique to vanilla.
The actual systems people used are here, and I hope to update this thread in the next few months.
https://www.mmo-champion.com/threads...ems-In-Classic
This thread is more about the problems directly as opposed to the various ways people dealt with them.
The biggest point I want to make is that vanilla loot distribution brings up a lot of situations where two conflicting viewpoints can both be perfectable reasonable and completely logical. The other point I want to make is that if you're leading or joining a guild, you should ask how the guild chooses between all these equally-rational options.
Many of these problems are handled very, very differently depending on how hardcore or cohesive the guild is.
The Armor Class (aka "Who Can Roll") Problem:
How does the loot system account for cloth caster items and leather melee items as upgrades for mail and plate classes?
The Armor Slot (aka Hoarding) Problem:
How does the loot system deal with the fact that bracers and belts are worth far less than other slots?
(One of the biggest problems with the Suicide Kings system)
The Scarcity Problem:
How does the loot system encourage attendance with fewer items dropping?
(Much more of a problem for casual guilds where people may not attend if they know it's gonna be a month before they're eligible to win anything.
The scarcity of loot relative to retail also causes differences in loot distribution for people that know they're going to be out, for example people with newborns on the way or armed forces deployments.)
The Progression / Farm Problem:
How does the loot system reward progression nights over farm nights?
(More a problem in vanilla where players can't just go get the Heroic / Normal / LFR version of that must-have trinket.)
The Incentivization Problem:
Does the loot system reward bringing consumables to raid?
The PUG Problem:
If it's not a full guild run, what incentives do PUGs have to come? If an item drops and Guildy A has it, Guildy B needs it, and PUG C needs it, does Guildy A get to roll and give it to guildy B if he wins?
The Main Tank Problem:
How does the loot system deal with the fact that in vanilla, there was both a strong incentive to give the main tank the best gear available but also an incentive to give warrior DPS the gear as well. At what point does a big upgrade to an off-tank offset a small upgrade to a main tank?
(Main tanks took much more damage because 40-man raids had 12-15 healers whereas modern 20-man raids have 4-6. However, if the main tank receives every slight upgrade there's a chance the off-tanks and DPS warriors will lose out on big upgrades. Also, recruiting warriors can be problematic if they know they're always last-in-line for loot.)
The Tryhard / Slacker Problem:
How does the loot system deal with the fact that, especially in early tiers, there are powerful BoE items available? For example, Mace of +3 smiting drops. Player A farmed gold for months to buy the BoE Mace of +2 smiting. Player B didn't farm at all and has Questing Mace of +1 smiting. Who gets the item?
The Tier Bonus Problem:
How does the loot system deal with the fact that some classes' tier bonuses are overpowered?
(Priest Tier 2 comes to mind.)
(In hardcore guilds people care quite a bit about their performance and will want to be the first to receive those bonuses. In more casual guilds, players of a class may stop showing up if they know someone else is getting all the tier items.)
The Racial Bonus and Weapon Type Problem:
Sword of +1 Slicing drops. Rogue A is human and has a bonus to swords, Rogue B is not. How does the loot system handle that?
(Although this will probably be much less of a problem in classic now that DPS can be simmed so easily.)
The Bad RNG Problem:
In vanilla with the large raid sizes, relative scarcity of items, and lack of tokens, it's very common for a few raid members to have one item slot they just can't get the drop for.
As an example, imagine a mage that just can't get a caster necklace to drop after farming Molten Core for months. Then, in BWL, a caster necklace with spirit drops that is a huge upgrade for the mage but a small upgrade for all the healers. How does the loot system handle this?
The Wonky Itemization Problem:
The equivalence of items, especially jewelry with spirit or MP5, can be very hard to judge. Is a neck with 15 spirit a bigger upgrade for a shaman with a 9 spirit necklace or a priest with a 7 MP5 necklace? Or what about that mage from the Bad RNG problem that is still wearing a blue necklace with vastly lower intellect?
Because the value of those stats depends on the length of the fight, the other gear the person is wearing, and the other tier bonuses acquired, there's no single correct answer.
The BoE / Legendary / PvP item Problem:
How does the loot system deal with BoEs and other novelty items?
(The biggest difference from retail is that many powerful PvP items dropped in PvE raids, as opposed to cosmetic mounts.)
The Alt Problem
One of the few things that's probably more problematic in retail, where a boss like Mythic Kil'Jaeden is significantly easier with two guardian druids, a blood death knight, a holy paladin, resto shaman, disc priest, resto druid, warlock, and as many rogues and preferably mages as you have after that. It might be an issue on 4 Horsemen where 6-8 tanks are helpful, but generally alts weren't as needed in vanilla.
And then there's two "Modifiers" that can affect every single other problem above.
The Upcoming Boss Modifier:
A modifier that pretty much affects every other problem above. If the loot system is set up to spread the wealth evenly, but on the guild's first Chromaggus kill an item drops that would give a priest their mana-return tier bonus for the upcoming 10+ minute Nefarian fight, is the guild going to change the loot system?
If a guild's loot system is to always give their main tank the best available, but the next progression fight requires five tanks and 2 of them are sorely undergeared, is the guild gonna change the loot system for that?
The Pain In The Butt Modifier:
How complicated is the system? How much time does it take to administer? How much arguing does it cause? How long does the raid have to stop to assign loot?
Modern systems benefit from a game design that there is generally a "correct" answer as to who will benefit most from an item. And there's less at stake because if the Mythic version hasn't dropped, chances are the Heroic / Normal / LFR version of an item has. Classic loot systems are a set of arbitrary decisions from two equally-deserving choices.
For example, modern loot systems decide which of two oranges is larger. Classic loot systems decide if your guild likes apples or oranges.
Since "perfect" is not possible, good loot systems in classic should strive for "consistently reasonable without deterring attendance or recruitment."