wolfwalkerEci
Banned Jerk
Any guild use DKP? (besides exodus, if they still use dkp)
Lol true enough... can easily make that 90%+ to i betno clue of the relevance but beittil be honest more then half the posts on any forum have no relevance whatsoever.
Heh, Exodus was formed because of a merit system screwing over people. And it did cause a guild to (temporarily, their pretty ok again now ) fall apart.If I can't trust the officers to be fair in loot decisions, then the guild is probably falling apart, and I'm in the wrong guild
What is the relevance of this btw?
Oh don't misinterpret me, the last thing we need is a 'uniform' SoDkP system. I'm just pointing out that unlike in WoW, there is a solid progression curve in SoD, that can't be skipped, and one could likely build a custom DKP system around it.
I believe that DKP is fair and equal. If you make X number of raids and earn the same DKP as everyone else your on equal footing to bid on whatever you want.
ive found dkp with privatized auction-style bidding works best.
i.e player 1 and player 2 want an item, they both send a whisper to the person taking bids. they dont announce how much they bid. the auctioneer calls for final bids and the person with the highest bid wins for the 2nd highest bid+1.
you can bid more than once, the latest bid is used.
In theory a good approache, but we all know that mobs in the same tier can be of quite different difficulties (Ferdolen the Farhag Elder vs. Folerit Redsun, anyone?).If I was designing a DKP system, I would base it off of tiers.
Tier 1 mob = 10 dkp
Tier 7 mob = 70 dkp
etc
True, but I personally dislike the idea of Random_Member_03 logging in for one single raid after x months of MIA and sniping loot over a regular raider who happens to be at low DKP for whatever reason.So while an old guildy may come back to "snipe" a piece, if they raided for months straight with gear below their tier and didn't find anything worthwhile to bid on, they still contributed to building the guild's gear up by quite a bit, and deserve some loot that would be worthwhile to their toon later on. They contributed, so they should get some "pay" for their work. But with the tier multiplier, if they are absent to long, their DKP isn't worth nearly as much as people that stuck with it would have.
Double DKP on 1st kill is a good idea for the mentioned reason.On guild firsts, I would do 2x dkp, since downing a new mob often requires several wipes and learning the fight. You wouldn't get to do that many mobs that night since it takes so long learning the new fight.
On key mobs like Taeshlin, or the first mob in a new tier, a 4x multiplier on first down since moving up a tier, your most likely going to take the entire night on that one fight.
Backfarming targets are likely to have low DKP values anyways, so people who don't feel like it are not missing out on many DKP anyways. Reducing this low DKP by a significant ammount will only discouragre people from necessary backfarming.While backfarming is VERY valuable to gear up new/less active toons, you don't want to reward full DKP. Backfarming every night is fine for people with the spare time or energy to do so, it will lead to burnout to the regulars. Yes, you want to encourage them to log on for backfarming, you don't want to make them feel it is mandatory. So I would reward anything that is considered off-night or backfarm a .4 multiplier. Enough that people willing to backfarm gets a decent payout for doing it, they aren't going to be so far ahead on normal nights that people that play only on raid night people are going to get shafted.
Main problem with this is, that paired with the "no -DKP" you suggest later on, new recruits will run into MAJOR issuse to bid even on rots.Each item that drops has a minimum bid of: (Tier #) * 10 (dkp/tier) * 10 (multiplier so that huge sums of dkp don't build up over time, see below),
Tier 1 item = 100 dkp
Tier 7 item = 700 dkp
This is calculated by:
18 (people) / 2 (loots/mob) = 9, round out to 10 for simplicity.
Figuring archaic/relics/ancients + chance of random 3rd drop - rots should roughly = 2 loots/mob overall.
3 nights per upgrade? *bursts into maniac laugther*If you figure all that out, if your guild is doing 3 named/raid, you will "earn" an upgrade every 3 raids (3 dkp payouts * 3 nights = 9 payouts. At tier 1, thats 90 dkp, almost enough to get you your upgrade.) You would need less then that if you help backfarm.
Over the long term, I think 3 raid nights per upgrade should roughly be average for an upgrade.
Wait... negative DKP balance per encounter, but no -DKP? (I support no -DKP btw!)Or another way of looking at it is 18 people per mob, the guild is going up 180 dkp (for tier 1) for 2 loots. That gives about 20 dkp for slack needed to be made up by raiding offnights/backfarming. So the guild is going to roughly break even per mob if only 1 person is bidding. If more people are bidding, then there is going to be a negative balance of DKP for that fight. This again is made up due to how common rots are during backfarming. So its a slight drain or even parity for overall guild dkp every fight. Large amounts of DKP won't be in a person's dkp bank unless they are ringers.
Wait, so you say people who stockpiled DKP, went MIA and return for a raid should be able to burn them all, while people who can not possibly get an upgrade for a long time cause they are allready geared should be limited in the ammount of DKP they can earn?Speaking of ringers... Since ringers help the guild progress much more quickly due to not needing gear and allowing fights to go smoother, they deserve the full dkp they get, so they get the best chance at getting gear that IS an upgrade for them. However, to prevent them hogging ALL the loot that is dropped, I would cap them at 80 * guild's current tier #. This gives them 8 upgrades when they feel like it, or a little bit less if people are bidding strongly.
This one I wholeheartly agree upon.No negative DKP. No loaning DKP. If you transfer to a new character, your DKP is thrown out and for the next 2 weeks worth of raiding, you receive only half DKP, unless your class transfer is by request from officers. Officers may grant a bonus for transfering to a new class if they deem it necessary.
Iffy. I personally favour the maintank not to be part of DKP system to start with, and if an item is a major upgrade to him, he gets it, no questions asked. And yes, this is not DKP and requires the guild to act reasonable.Main warrior gets .1 dkp/fight. However, when they bid, their bid is automatically free minimum bid for an item (tier 7 = 700 dkp). If the warrior gets it at that 700, he does not go back any DKP. If he bids 730 dkp, he goes back 30. They can then choose to bid up normally, with their severely lessened pool. This prevents the warrior automatically getting anything that is even a minor upgrade for tank loot. Yes, +5 hp is nice, but if its a +20 hp upgrade to pally/sk, they should have a reasonable chance to outbid the warrior. This gives a nice preference to the warrior, but allows the SK/Pally to have a say in the loot as well.
It's my belief that quest items should not be DKP, simply cause there are quift diffrent numbers of people interested in them. Example thaz gems: most raids have several clerics but just one warrior. So clerics would have to fight over their gems, while the warrior gets his "for free". As much as I like DKP, this is a thing where DKP isn't the optimal solution.Prison/thaz gems, valor quests items and other "collectable" items are minimum 10 dkp, and can be bid on normally.
Relics are rough indeed. And I wouldn't make them DKP at all, they should be distributed in a way that yields greatest benefit for the guild. And I'm fully aware that this can be a reason for some MAJOR guild drama.Relics/Archaic frags: This is rough. I would mark the most "active" of the most needed class buffs. This most active person gets all relics until they get their buff/best spell(s).
For relics, I think the most active Cleric gets all relics until he gets raego. Then shammy until rfocus, eot, eotw. Then enchanter -> jb. Then druid -> won. They pay the minimum amount for the relic(s) they used up upon getting the last of their major spell(s). This is the only time someone can go negative DKP. Those people then may not bid on relics until the average relics/toon across the guild is 2. This gets the needed buffs out there asap, then allowing the other toons to get access to relics as quickly as possible.
Oh god, tell hell! But yes, I like the idea of lessened drama that comes from this.Silent bidding - Everyone interested in bidding will /t the raid leader. The raid leader will announce the current bid. If no new bids are received within a minute, highest person wins the bid. This should help lessen the drama involved, in the case of people bidding others up, etc.
People who allready have that piece are just stupid and will notice it when they try looting, bids might have to be redone then.People that knowingly bid and already have that piece or something better receive a -50 * tier # hit to their dkp.
This are good examples for stuff that might give -DKP.People that do something decidedly stupid (harass GMs, get jailed, go AFK just before a fight and not tell anybody) gets a -dkp decided by the officer(s).
Such a tool allready exists. You just have to turn your logs on.It would be nice to have a /cm system that records dkp for you, but this would not be hard to make a log watcher program that does it for you.
Done.Feel free to point out any problems you see with this system.
Oh god, advanced tell hell plus some math. What I dislike with this suggestion is that the regular raid member can not get a feeling for how dire his fellow guildies want the loot in question.ive found dkp with privatized auction-style bidding works best.
i.e player 1 and player 2 want an item, they both send a whisper to the person taking bids. they dont announce how much they bid. the auctioneer calls for final bids and the person with the highest bid wins for the 2nd highest bid+1.
you can bid more than once, the latest bid is used.
Yes, greed is allways there. But the problem isn't the greed per se. The problem arises when the loot council gets corrupted by greed (or whatever else reason). Thats is one of the major benefits of DKP: there is no room for corruption to occure.Fusion did merit and TU does now as well. People (even on loot council!) are fallible, but not nearly as fallible as everyone is greedy.
Alot Of things!