Zendroid wrote: obsessive players who have no life and play all the time. When I show up to a boss fight, I need to have immediate reward. I dont want to be a team player and help others get gear that they need. I called dozens of dragons. DOZENS. Then i realized ... i wasn't getting anything.
The rolling system also gives non-obsessive players a reason to play because they know they have a chance of getting some drops. If you only play a couple hours a week, in most systems, you will be at the bottom of lists for armor items and drops. This gives all the participants in the boss fight an equal chance NO MATTER how many hours you play a week which i think is fair. Ive always felt that the participants of the boss fight should be able to collect in the rewards. This is, of course, more complicated now that end game bosses require so many players.
There are downsides to the rolling system, but these downsides IMO are not as bad as the downsides of other systems.
I edited your post to highlight what stood out. I can't even tell you how many dozens of necros and mords and hrungs get killed and no one gets anything. Calling something a few dozen times is just part of the game. This game isn't effort. We're sitting on our rear ends pressing buttons.
YOU like rolling because YOU think YOU should be able to put in minimal time into the game and contribute as little as possible and still have the same opportunity for gear as someone that has more time to spend in the game. Of course you disrespectfully call them "obsessive no lifers" because they have more free time to play the game. Do you also think athletes that don't go to most the practices should start in games over the athletes that attend every practice? Do you think that employees that work less should get paid the same as employees that work more? Could you imagine if your boss said, "you know these no lifers that come to work a lot, well we're going to pay everyone the same wage regardless of how many hours they work."
I've seen some good defense of rolls in an objective manner. Yours is a subjective me, me, me reason. Rolls work for some and don't work for some. A couple reason why we quit rolls-
A vit and defense mord helm dropped on our 24th mord kill. It made sense that this helm would go to the tank that had tanked every single mord up to this point. A ranger and mage wanted to roll on it so they'd have more health while lixing. To have a mage running around with this helm so they have more health while lixing seems way counter productive than it going to a tank. The mage won the roll and it was their first mord attendance. Sorry but while everyone should have the ability to have access to gear, I don't believe everyone should have equal access to the same gear. A void vit spear dropped next kill. It made sense that this would also go to a tank instead of some ranger running around lixing with a mord spear and using it to raise their ability.
Now with that being said, on Fingal, it's two clans that do all raid bosses and edl together. It's easy to do a loot distribution or order of gearing over rolls. If you're on a server where all clans just show up to all bosses, then it's always gonna be random and rolls prob work better. I don't judge a server based on how they want to do things. If it works for them, great. But players don't have to disguise rolls as the best system for all when they like rolls because they can put in minimal time and get better gear over those that are more active. And before anyone says that more rolls lead to more of a chance of getting gear. We had a player lose rolls on every helm and spear and had been to every mord and had lost to players who it was their first or second time. In this instance, rolls failed this player and he began to wonder why he even came to this boss. This isn't good when your top dps on the server says they give up.