Try to get close, though, because if your inflation is too high new members will not be able to catch up to veterans. More participation = more shiny items. However, the cost of this is that those with high karma will pass on minor upgrades (and, at very high karma, they will even pass on some pretty decent upgrades) and that those with low karma are encouraged to pick everything up since 50% of their low amount of karma is nothing. Compared to Suicide-Kings, this system is slightly less casual friendly since your standing is not “frozen” if you do not attend and you can pass others in DKP by attending more often. The spectrum among the more popular loot distribution systems is: Random rolling, Suicide Kings, Weighted Rolling, Ni Karma, DKP Bidding, Fixed DKP, Loot Council, Loot Chairman. Finally, if there is some sort of DKP method, members can basically “pick and choose” which equipment they want the most rather than /random 100'ing on certain things that are upgrades but they don't really feel so excited to take. (For raiding guilds, this would be raiding. Like a normal DKP system, people earn DKP by attending raids / participating in guild activities. Time spent in a raid When this piece of loot drops, its value is divided by the number of people in the raid, and everyone receives that amount of points. Holy Bologna: What the Light Won't Tell You, Rhok'delar, Longbow of the Ancient Keepers, Thunderfury, Blessed Blade of the Windseeker. However, it can cause die-hard PvPers to cry when priests are locked out of +damage gear, and paladins don't get those big 2-handed weapons. I hope ER can make some addon for it soon. This is accomplished by making every item worth basically 100% of your “total DKP”. All sorts of "unfairness". Systems which use DKP as a sort of currency. This problem can be off-set by rewarding DKP for "learning days." Simply type the URL of the video in the form below. +5 karma per boss kill (see notes below on mandatory adjustments required to preserve system integrity), Standard /roll is used to determine the winner of an item. Opens automatically when reserves are started. Although the visible difference in DKP between the two is -100, and the newbie seems to have a point lead over the veteran, the real gap is actually 360 points. And, after the initial tier 1 armor which is the easy place to start since it's your "base" price - you must price tier 2 in the future and if they are priced too high people will simply not take them and they will be disenchanted. Introducing the Soft Reserve MS > OS Loot System! by Connelly » Fri May 29, 2020 11:23 pm, Post Simply browse for your screenshot using the form below. Avoid point inflation. The top person (either through top DKP, top attendance, top merit, whatever) will always get the item, there is no gray area, there is no rolling. Generically, the methods of earning DKP are by: Showing up on time If Raider A and Raider C both want an item, Raider A loses 36+1 DKP (37) and drops to 63 DKP. Your IP: 220.127.116.11 Assume that in a zero-sum, fixed-price system some veteran has (after maybe 30 MC runs) luckily won his full Tier 1 set, and now a current score of -100. However, the cost of this is that those with lots of DKP will pass on several upgrades as if you're on the top you really want to make the most of the position by getting a really good item. One can play around with any %, but an upgrade system will make those minor upgrades much more appealing to take and avoid being turned into a nexus crystal. Also, this means that if only one person bids, he can get the item at the minimum price, which makes sense. (This may be invoked in cases of multiple defaulted/free items being won by one person who then tries to roll on other things, or other situations that seem highly "unfair". It makes it harder to get people motivated to go learn these more difficult instances. Aggro is defined as the condition of a particular mob attacking a particular player, whereas threat is defined as the numerical value that each player generates through items, spells, damage, casting beneficial buffs and removing harmful debuffs during an encounter which the mob(s) will use to determine which player(s) to attack. And if you use a Loot Council to “spread loot around” that doesn't play the strengths of a loot council. WoW Raid Loot. At the same time, the willingness to spend DKP is increased, thus collusion is less interesting. This is an excellent flash which makes Suicide Kings extremely easy to understand. WoW Guild Relations Wiki is a FANDOM Games Community. Alternative plusroll mode implementing soft-reserve, mainspec +1 > offspec loot system; Mode can be switched from the minimap /LDB icon or with /bepgp mode chat command. DKP Log Parser is an excellent tool to help with time-based DKP reward systems. Ultimately, if the guild is not fully behind this kind of policy of placing certain people above others, there will be far too much drama upon use of dictatorship of loot. Well said. There's also implicit collusion, for example if by chance some item drops many times, or if one class is all alone (e.g. Members are expected to not be greedy, but they are also expected to not collude, and to use their karma for items they actually want.). (Karma can be thought as "favor of the loot gods" as the more you have, the more it skews loot towards you. This thread is meant to shine some light about the trickiness that lie within loot distribution systems - specifically, end game raid loot distribution. I will keep this thread updated as more feedback and criticism occurs on current guild loot systems, or new guild loot systems rise in popularity. But perhaps what's most important in the end is that your entire guild believes in the system and likes the system. This DKP reset is actually a rather crude form of tax, and also leads to longterm members losing their points. You yourself can balance and dictate which item goes where to provide the greatest group benefit, whether that benefit be giving the group the greatest upgrade in stats, or whether it be giving the equipment to those who take the most hits (stack the MT with tanking gear), or whether it be giving the equipment priorities to those who are most consistent (give the gear to those who will use it the most.). This part is similar to a Fixed Price DKP system. This is another method to stop inflation. Choosing the path your guild is going to take in terms of distributing loot in end game raids is one of the big decisions your guild will make. by Hejtr » Wed May 27, 2020 11:23 pm, Post Inflation is thus less of a problem here than it is in the above two systems because items are not “first-dibbed” by those with the most DKP, but rather who can put up enough DKP to take it. Bad pricing (pricing things too high) will cause items to be disenchanted. While having a merit system is great – items are allocated the most efficiently possible (the biggest upgrades are given to the most consistent raiders, ensuring that gear gets the most use possible), this kind of system does not really work in reality as one can argue that it's “playing favorites” and it's simply stacking certain people with gear and leaving others in the dark. Two fundamental system-inherent issues pester any formal loot system: the DKP Gap and Collusion. When an item that both A and C want, raider A will /random 100, and raider C will /random 36. If the highest karma used is 50 or lower, anyone eligible may roll with or without karma. (example below).