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  • MMO Mechanics: Three fair ways to distribute loot

    by 
    Tina Lauro
    Tina Lauro
    12.25.2013

    I mentioned last week that players throw their precious characters into the MMO meat grinder in the pursuit of higher levels, new achievements, or shinier gear. We gladly jump on the seemingly endless PvE treadmill, cranking up the speed with each new patch in an attempt to catch the dangling carrot of character perfection. Of course, we don't just punish ourselves like this to say we overcame some previously impossible challenge; there's shiny new loot to be had! The best booty usually comes from completing group activities like dungeons and raids, but not everyone can agree on how to share the spoils of joint pursuits. Several different loot distribution methods have been devised over the years to solve the problem of fairly distributing the swag, with most methods starting life as player-made agreements that weren't officially supported by hard-coded game mechanics. Players have long since rolled for gear or took turns to claim items round-robin style, leading developers to implement the most popular methods as actual game mechanics to avoid ninja-looting and then the inevitable public pity parties associated with player-led arbitration. In this edition of MMO Mechanics, I'll break down three of the most equitable loot distribution systems used in MMOs today and look at why this age-old problem doesn't have a one-size-fits-all solution.

  • Why would a top guild not use loot council?

    by 
    Dawn Moore
    Dawn Moore
    02.01.2013

    A blog post over at World of Matticus caught my eye earlier this week. It's called Why a World Top 10 Guild Doesn't use Loot Council and tells a short story of how our own Matt Low was surprised to find out that a top guild didn't use loot council. While interviewing a potential recruit for his guild Conquest, the applicant explained that his guild used DKP for loot distribution because loot council had proven too time consuming. Matt goes on to conclude that if you're racing for a world first, you probably wouldn't want to waste your time distributing loot of all things. A fair point, seeing as top guilds often get kills within hours of each other. I myself have never been in a world top 10 guild, but having been in several competitive US guilds I've seen my fair share of loot council and DKP. Regardless of the system my guild was using, we were always expected to make (and sometimes post) a list of our best-in-slot gear before the start of a tier. For DKP, this was to reduce the amount of surprises in bidding and help us all get an idea of who needed what before we snagged an upgrade. For the more common loot council, this let the council put together a master list to decide who should get what first. But which one was more efficient?

  • The Guild Counsel: Five essentials of guild management

    by 
    Karen Bryan
    Karen Bryan
    08.16.2012

    We've seen a recent wave of new MMOs launch, and in just a few more weeks, we'll probably see the launch of one of the most anticipated titles of the year, Guild Wars 2. That, along with the upcoming launch of World of Warcraft's expansion, means there will be many new guilds springing up, some of which will be headed by brand-new guild leaders. Everyone wants a roster full of happy pandas, but sometimes that's easier said than done. There are lots of issues to deal with when it comes to running a guild, and there's a lot of nuance that factors into whether a guild is successful in the long run. We've looked at many of them in this column, but in this week's Guild Counsel, we'll highlight five of the essentials that must be considered when you're leading a guild.

  • Breakfast Topic: Is DKP starting to become obsolete?

    by 
    Allison Robert
    Allison Robert
    03.10.2012

    I was trundling through Wowpedia the other day for some background reading on loot systems (I'm writing a follow-up to Robert's not-so-original WoW miscellany) when I was struck by a sudden thought: I literally cannot remember the last time I saw a guild on my server advertising a DKP system or common variant like Suicide Kings. They advertise what level they are and what type of players they're looking for, the kind of raid content they do if they're raiders, if they do Rated Battlegrounds, and all that good stuff. But only very rarely is DKP ever mentioned, rarer still with a 10-man raiding guild. I trawled through the guild recruitment forums to see if this was actually part of a wider trend, but don't know what to think. The 25-man raiding guilds are the most likely to say they use a DKP system or variant; 10-man raiding guilds nearly all use loot councils, at least from my (admittedly brief) survey of the current advertisements. Is this also happening on your realms, or have I gotten this wrong? We all know that every DKP system has its issues and that administrating them is one of the larger headaches for guild leaders. 10-man raiding is also more popular than 25-man raiding right now, and it probably doesn't make sense for a guild to obsessively track DKP for a 10-man where most players probably aren't rolling on the same stuff. Is DKP dying, or is it just a sign of the popularity of the 10-man model?

  • What type of loot system works the best?

    by 
    Dan Desmond
    Dan Desmond
    03.01.2012

    Loot drama is most often the biggest and juiciest type of drama. Lots of different guilds handle loot distribution differently, though most either do need/greed rolls or use master looter paired with some sort of external system. Sigtyr on the official forums brings up the loot council method, where a few individuals in the know get to decide who gets what piece. Sigtyr certainly feels that, despite objections from the peanut gallery, this system works the best for his group. This discussion raises a good question: Is there such a thing as the "best loot distribution model"? When Star Wars: The Old Republic launched, Bioware seemed to have gotten a whiff of loot drama in games like WoW and even EverQuest (where anyone could loot anything, anywhere), devising a new system that is in use in its normal-mode operations (the SWTOR equivalent of a raid). There, most loot is auto-assigned based on class and spec. Personally, I've found that model to be frustrating because, among other things, it doesn't select against someone's receiving the same piece over and over again. Overall, I think that system fails because it takes the option away from the players and makes gearing up through operations as frustrating as needing on a piece of gear in the Raid Finder.

  • The Guild Counsel: Does running a guild have to be so hard?

    by 
    Karen Bryan
    Karen Bryan
    01.19.2012

    When you hear people describe the role of guild leader, you often hear descriptions like "herding cats," "constantly busy," or "running the crazy house." Guild leaders are often easily identified because they're the ones running around at a frantic pace, trying to micromanage every last detail. It's no surprise that few people actually want to be guild leaders because the way the role is described, you're almost expected to take on a second job. But sometimes guild leaders make things harder than they need to be. Part of that is from a desire to take on too much, but part of that is because there have traditionally been certain things we all assume have to be done. Whether you're a brand-new guild leader or someone who's been running the show for years, it's worth stepping back and questioning whether we really need to be doing all of the things we're doing. Let's put on some Bob Marley and look at a few ways to cut down on the busy work.

  • The Guild Counsel: You might be a turkey if you...

    by 
    Karen Bryan
    Karen Bryan
    11.24.2011

    You may not be aware, but the turkey you're about to consume could actually be a danger to you and your loved ones. That's right: If you're frying them, you're rolling the dice, and you might come up with snake eyes. Now, I'm not completely familiar with the origins of the meaning of snake eyes, but I do know that you shouldn't over-fill a fryer with hot oil, and you also shouldn't shove a fryer over on its side because the oil spills and combusts. But apparently, this is what gamers call "l33t b3ta inf0z," and if you're from the Department of Homeland Security, it's your job to get the word out. That got me thinking: If Americans don't know the ins and outs of cooking a turkey safely, perhaps MMO players don't know the proper way to safely be part of a guild. In this week's Guild Counsel, let's look at a few ways to avoid being the guild turkey.

  • Ready Check: Looking into DKP loot systems

    by 
    Tyler Caraway
    Tyler Caraway
    09.23.2011

    Ready Check helps you prepare yourself and your raid for the bosses that simply require killing. Check back with Ready Check each week for the latest pointers on killing adds, not standing in fire, and hoping for loot that won't drop. Welcome back, raiders. In our last edition, we talked about the importance of having a solid loot system as a part of a solid raiding team. Loot is the end result of playing this game, no matter which sector it is that you choose to focus on. Having a great distribution system for all the shiny trinkets that your raid stumbles across insider the corpses of giant beasts helps to ensure that everything runs smoothly. As was mentioned last week, each loot system is judged based on how equally it distributes loot as well as how well it rewards player participation. This week, we'll be taking a look at one of the more common loot systems that you come across in WoW and how they all rank. Remember, loot distribution is always something that should be taken seriously, but more than that, there is no one right answer. Which system works for one raid group might not pan out for another. The ultimate goal is to avoid any and all loot problems in a raid; provided that a system avoids that, then the rest doesn't matter.

  • The Guild Counsel: Confronting our raid ghosts

    by 
    Karen Bryan
    Karen Bryan
    08.04.2011

    In last week's Guild Counsel, we looked at how parsing tools can aid in raid leading. It triggered a lively discussion on raiding in general, and it was pretty clear that it's not everyone's cup of tea. Scripts, add-ons, dps checks -- they leave some standing in shock like Theoden, muttering "how did it come to this?" Others will channel their inner-Gimli and shout, "bring your pretty face to my axe." Raiding offers both the best and worst parts of MMOs, and it's come a long way through the years. It's worth taking a step back, and spending some time with the ghosts of raiding -- past, present, and future. In this week's Guild Counsel, we'll do just that!

  • The Guild Counsel: DKP will set you free

    by 
    Karen Bryan
    Karen Bryan
    02.03.2011

    There are many questions in life that have been debated for eternity. The chicken or the egg? Pie or cake? Fish or cut bait? Pirates or ninjas? Yankees or Red Sox? Democrats or Republicans? Add to this list another age-old question -- merit or DKP? Although there are several systems for awarding loot, these two have traditionally been the most popular with guilds. I've used both extensively, and while each system is time-tested and works well, I've slowly become a DKP convert. In this week's Guild Counsel, it's time to take a look at the hot-button issue of what to do with loot.

  • The Game Archaeologist and the NeverEnding Quest: A cozy chit-chat with Thom Terrazas

    by 
    Justin Olivetti
    Justin Olivetti
    01.18.2011

    Welcome back to the Game Archaeologist's third week of our EverQuest expedition! So, OK, we lost a few valued members of our team crossing the wilds of Norrath, but who would ever think that 10 rats could be so vicious when out for vengeance? It comes with the territory, and really, it's well worth the loss of human life if we can educate just one soul on one of the most influential MMOs of all time. Their mothers will understand their sacrifice. We've already taken a look at the highlights of EverQuest and the perspectives of several veterans of the game, which means this week we must be gearing up for an inside look into the machinations of grinding, hell levels, alternative advancement and DKP. For this, we struggled through the Swamp of Sony to find the ramshackle hut of Thom Terrazas -- and he was expecting us. A fight ensued, with many a chicken flung in anger, not to mention a few pokes in the eye, Three Stooges-style. But in the end, Terrazas capitulated and told us everything we wanted to know. Thom Terrazas almost has all his SOE merit badges, having worked on Planetside, Vanguard and now EverQuest in various roles. I was curious -- what was it like to be handed the keys to not just a game, but a veritable institution? Hit the jump to see what Terrazas has to say about his favorite memories, the future of the game, and why EQ hit it out of the park in 1999.

  • The Game Archaeologist and the NeverEnding Quest: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    01.04.2011

    To many veteran MMO players, the opening horns of EverQuest's score are enough to trigger vivid memories, violent hallucinations, and an unstoppable desire to leap through the computer screen to return to Norrath. It all depends, of course, on which MMO you first cut your teeth, and while many gamers would claim titles like World of Warcraft as their first, there is a large contingent who will confess that EQ was their first MMO lover. In fact, before WoW came on the scene in 2004, EverQuest was the gold standard of MMOs for a half-decade -- it was insanely popular, perfectly addictive, and absolutely revolutionary. It was a giant that roamed the virtual lands of those days, a giant that continues to forge new grounds well over a decade from its inception. It was 1995 when John Smedley realized the potential for online gaming and roped in Brad McQuaid and Steve Clover to start putting together an online RPG for SOE. What began as a small project ballooned into a crazy endeavor as the growing team created a monster RPG the likes the world had never seen before -- a game that would forever shape the MMO genre. This month, the Game Archaeologist is going after one of the biggest treasures of recorded history as we unearth the secrets to EverQuest's popularity, legacy, and longevity. The first step on our journey is to look at some of the highlights that made EQ what it is today.

  • Nonstandard loot systems in WoW

    by 
    Tyler Caraway
    Tyler Caraway
    07.18.2010

    No matter what the reason that you play World of Warcraft, there is one singular topic that all players must come across at one point or another: loot. Whether it be in dungeons, raids or PvP, loot is going to drop. When it comes to the end-game PvE side of things, you are more than likely going to run into various loot systems. There are really only four basic types of loot systems out there: DKP, loot council, open rolls or GDKP; the reality is that virtually every loot system created does fall into one of those four categories. Players are probably familiar with more traditional DKP loot systems or modified variants thereof, while loot council and open roll systems pretty much speak for themselves. GDKP is a somewhat newer phenomenon that's been sweeping the PUG scene these days. But really, I don't want to talk about those systems. The debate over which of these is the best option has been done to death. Instead, I'd like to introduce three off-the-wall loot systems that I've seen in my day that I've personally found to be highly interesting. Are they "better" than others out there? Who can say? It's all a matter of opinion, really, but -- I think, at least -- they are worth taking a look at.

  • Gold Capped: GDKP raiding for fun and profit

    by 
    Basil Berntsen
    Basil Berntsen
    06.14.2010

    Want to get Gold Capped? Every week, Basil "Euripides" Berntsen takes a short break from building a raiding guild on Drenden (US-A) to write up a guide that will help you make or spend gold. Check out the Call to Auction podcast, and feel free to email Basil any comments, questions or hate mail! A very interesting form of raiding has been gaining popularity. GDKP stands, literally, for "gold dragon kill points." It's a badly named system, but essentially, it means that instead of some effort-based DKP system, people participating in the raid use real currency: gold. So what is this GDKP thing, anyway? In a GDKP raid, all items of value, whether they're BoP gear, Primordial Saronite, BoE drops, Precious's Ribbon or quest items, are auctioned off in an open bidding system to all participants. The person willing to pay the most for it will get the item in exchange for gold, and at the end of the night, all the gold that was collected is divided out among the raiders.

  • Officers' Quarters: PUGs are people too

    by 
    Scott Andrews
    Scott Andrews
    03.22.2010

    Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. As Wrath of the Lich King winds down, interest in the current raiding scene will wane. Members will play less, attend less, or even quit the game until the next expansion draws them back in. More and more guilds will have no choice but to invite PUG players to fill their remaining slots. When PUGs join your raid, loot can become an even more sensitive issue. This week, one player is fed up watching PUGs win loot over fellow guildies. /salute I'm writing to you Scott to request assistance or advice with an issue i seem to be having. I'm the offtank for my 10 man ICC guild, we only have 1 wing down, but we are extremely casual. Usually during our runs we will take 1-3 pugs with us as not everyone who signs up for a raid makes it. Here is where my issue comes in. The pug's get to roll on the gear that we guildies have been bashing our heads into a wall to get for the last month, and they WIN!! The GL/RL just hands it right on over like it's a piece of candy. I'm tired of it Scott and I don't know when to put my foot down as an officer and say "enough is enough" and "It's time for a change".

  • The sudden popularity of GDKP

    by 
    Mike Schramm
    Mike Schramm
    11.22.2009

    We've been seeing this GDKP thing sneak up on the forums and elsewhere a lot lately, and while Scott has mentioned it (in a somewhat disparaging way, in fact), we haven't really taken a good look at it yet. So let's do so. GDKP stands for Gold DKP, which is kind of a mishmash of acronyms. DKP, or Dragon Kill Points, are a very popular way of determining loot division in a raid -- the concept dates back to earlier MMOs, and involves players earning points per boss kill that they can then spend on gear. We've talked about other DKP systems before. But rather than awarding loot based on arbitrary points, Gold DKP, as you may have guessed, instead gives loot to the player willing to pay the most gold... to the other players in the raid. The way it works is this: You go into an instance, say Naxx, and everyone knows ahead of time that it is a "GDKP run," or a "gold run," or a "cash run." You down the first boss, and Webbed Death drops. The master looter then takes bids of gold on the item (this can be done via public chat or via an addon), and whoever bids the most gold gets the item. The person who wins then pays that amount of gold (some raids have minimum bids of, say, 100g) to "the pot," and the raid moves on. Another boss drops, another item drops -- usually all items, including recipes and mats, are auctioned off -- and another high bid goes into "the pot." Then, at the end of the raid, the pot is evenly split among all members. Everybody who joined in on the raid gets an even share of the bidded gold, including people who got no items, or the Mr. Moneybags who won them all.

  • The ins and outs of the Shroud Loot System

    by 
    Mike Schramm
    Mike Schramm
    06.11.2009

    Both Blessing of Kings and Unbearably HoT have posts up talking about the Shroud Loot System, a looting system designed to serve as an alternative to the standard DKP setups. The main point of SLS is that unlike DKP, it rewards points not just for downing content, but for just attending content, so that the focus is more on attendance and participation rather than progress (which, you'd assume, would eventually come if people are constantly showing up). Instead of kills, points are awarded at the beginning and the end of raids (no matter how much progress is made), and then when an item drops, players can bid points either by "Shrouding," spending half of their DKP (whoever spends the most gets the item), or by bidding a low fixed cost (and then they roll off for the item, with whoever wins paying the low fixed cost). BoK has a great example of how it works: either you spend half your points (if you have the most overall DKP, you're guaranteed to win) or you take your chances against a dice roll.

  • The drama of DKP

    by 
    Mike Schramm
    Mike Schramm
    03.18.2009

    Donnyman is going through an issue with his guild that many a guild has faced before: the drama of going to DKP. Especially lately, it seems like lots of guilds are aiming to make the jump to DKP: because the endgame is relatively easier lately, lots of folks are getting into raiding seriously, and unless your guild is the closest of friends, you can really only go so long without people starting to wonder why the other guy got that roll when he's only been to two raids in the last month when they've been to five. At that point, the guild either breaks up due to loot drama -- or you decide to settle on a system like DKP.The good news is that lots of guilds have been through this before, and there's a lot of great guidance out there about how to switch to DKP and what kinds of systems you might use if you do. I've only been in one guild that decided to go from a free-for-all roll to a loot system -- they chose Suicide Kings, everyone agreed it was fair, and they've never looked back. Donnyman's having an issue with his guild leadership's decision to put a little erosion on the DKP, and it's true -- if the whole guild isn't behind a disagreement like that, there could be some breakup. There's lots of great discussion in the LJ thread about how decay actually affects people who can't raid from time to time, and Donny ends up with two choices: be OK with it, or find another guild (there's plenty of them around).It's not impossible to pull off a switch to DKP from a free-for-all system, but you need to a) make it clear that it's in everyone's best interest (if loot drama is starting to sneak up, it probably is), and b) make sure it's as fair as can be. Consider what your guildies want (more loot, just to have a good time raiding, or to reward people who do well or people who need the gear), and then go with a system that meets those needs.

  • Officers' Quarters: Dual spec, double loot?

    by 
    Scott Andrews
    Scott Andrews
    02.16.2009

    Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.Ever since Ghostcrawler's Q&A session last week, it seems like everyone wants to talk about dual specs, so I might as well give in. A few readers have written me to ask how I will handle loot distribution in this crazy double-speccing future. Does having two easily switchable specs entitle a player to double the loot? One reader details his struggle to formulate a fair and effective system:Dear Scott, As I'm sure you're aware by now, Blizzard recently stated that dual specs are definitely in the foreseeable future. This brings a huge dilemma on raid loot distribution. How do I distribute loot when everyone can use it now? The issue was brought up on our guild's forum recently, and I had not even thought about the possible ramifications til now. Is there any good solution? Let me give a little run down of my thoughts so far.[. . .]One officer suggested that we up the amount of DKP people can earn on a boss and let everyone bid on the item if they could use it in their dual specs. My thoughts were that this would highly inflate the DKP of the "pure" classes seeing as they only need one set of gear so would be bidding on only half as many times as "hybrid" classes. And that would not be fair to those who play hybrid classes but for the sole purpose of DPS. Also, it would open up the floodgates on tier tokens. If everyone had the right to roll on whatever they could use, they'd be bidding on more than one tier token, possibly alienating the newcomers who could afford said token but just didn't have enough DKP to outroll the weekly raider who already has that tier item for another spec essentially making loot distribution less even across the board.

  • DKP pitfalls and how to jump them

    by 
    Mike Schramm
    Mike Schramm
    01.22.2009

    Kree's got a nice set of posts about some of the more advanced problems with a DKP system in his guild (he calls them pitfalls, which works very well as a metaphor). I've never been part of a really serious DKP system, but just like with any other economy, DKP can lead itself to imbalances if you aren't careful with how people are getting and spending points.Inflation is definitely a problem I've seen in other guilds -- usually, with DKP, you have a few very consistent raiders, and everyone else can fall behind. And eventually you get a few folks with tons of DKP, so much so that they can outspend everyone else and basically dictate how gear drops. Kree's solutions are good, though -- he offers up "point rot" (points devalue over time, so you can't save up tons of them at once), and a point cap (though even that can cause problems, as people are forced to spend DKP on gear they don't need rather than losing them). The other issues, collusion and upbidding, don't happen quite so often (both of those require players to be rather malicious, and in guilds where everyone knows which gear they should and shouldn't use, you don't usually have an issue), but he's got some good solutions there as well.DKP was designed to make sure passing out drops is fair, and Blizzard has put all sorts of rules and restrictions in the game to try and get raiders the gear they need without a lot of fighting. As long as your guild remembers that there's always more gear to go around and that no one piece is worth stealing or causing trouble over, a good, balanced DKP system can help you avoid these alligator-filled pitfalls pretty easily.