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Suvega's DKP

Yesterday we talked about various loot-distribution systems. This prompted Suvega to write in and show us the DKP system he uses as guildmaster for his guild (Anarchy on Archimonde). I think it's very clever, so I'd like to tell you all about it. My own guild uses a standard zero-sum DKP, which I've been happy with so far, but I think this might be better.

DKP is awarded to each member as follows:

  • One point for showing up on time

  • One point per boss kill (one more point if the boss goes down on the first try of the night)

  • One point for staying to the end of the raid

  • Triple points are earned if this is a "learning raid" on which many wipes will probably occur

Each item has a fixed price (generally between 25 and 35 DKP). When an item drops, everyone who wants it whispers "bid" to the loot distributor (who I think is the GM, but it wouldn't have to be). The person who has the most DKP wins the item, and the item's price is deducted from her DKP.



The other important piece of this DKP system is a tax. Every week at server reset, everyone with positive DKP gets their DKP normalized: calculated what percent you'd have to take off the person with the most DKP to get them down to 65 DKP, and take that percent off everyone. For instance, if the person with the most DKP had 100, you'd reduce the DKP of everyone who was in the positive by 35%. This serves to curb inflation. If there was no tax, the people who had been around the longest would tend to be hopelessly ahead, and new raiders wouldn't get anything until the old raiders had gotten everything they wanted.

Suvega foresees a few objections someone might have to the system, and helpfully answers them; I'll just quote him directly here:

  • DKP Tax -- You're stealing my hard work
    By design. If you don't stay raiding, you'll lose your spot. Effort of last month is not as valuable as effort of this week.

  • Skipping non-useful raids -- why show up to Gruul?
    Easily solved. If you want loot from them, you have to show up. If you want T5, you have to have enough gear to go to those raids (we aren't taking nubs to SSC), and finally if this becomes a problem, then we reduce the difference between progression and non-progression raids from 3x to 2x. Now farming raids are more valuable: problem solved.

  • This loot system is entirely unfair, I never get the items I want!
    From my calculations, then you aren't helping the guild as much as the people who are getting the loot.

Finally, this system is open, automatic, and dynamic. Everyone can see how the DKP is calculated on the guild website, due to the use of EQDKP. In-game mods like CT_RaidTracker, modded for EQDKP, allow easy tracking of what's going on in-game. And parameters of the system are able to be tweaked in case that's needed, like the example above where the progression bonus could be lowered to incentivize farming raids.

So, what do you guys think? Does this look like a good system?

P.S. since someone usually asks: the mod that makes loot windows look like the one in the screenshot is XLoot.