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News
Alternate Loot Scheme PDF Print E-mail
Written by TheSpore   
Friday, 06 January 2006

Alternative loot rules to look at and discuss for future MC/BWL runs?? - 2006/01/08 17:25
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Here's a summary of an alternative proposal Just food for thought as we finalize our plan for MC.!

The objectives of a DKP system:

1. Reward people who put forth the most effort/time/resources - people who "deserve" it
2. Equip the "hardcore" players so that the gear is sure to be used as the guild moves forward to
harder bosses / instances.

The drawbacks of a DKP system:

1. It can turn off the new players, or more casual players, who may feel that their opportunities
for loot are small to non-existent because they never "catch up".

2. It can take the fun out of Boss Drops and the anticipation of a chance to "win" uber loot.

Proposal

The objectives of this proposal are to find the best blend between a pure DKP system, and a
pure "roll" system, such as those used in UBRS or STRAT. One of the key components of this
method is that:

Everyone (qualified for item) rolls!!

The reason for this is that Rolling for Uber Loot is the single most exciting thing in WoW,
and the anticipation of "WHAT DROPPED?!!" and "HOLY CRAP I COULD WIN THAT!?!" is only superceded
by Christmas as a 5 year old for most people.

Contrast this feeling with people who head into a 4 hour MC instance KNOWING that they won't get
anything. That feeling is only slightly better than how you feel when you get in your car to
go to work or class.

The method:

1. We use CT_RaidTracker or other tools that most guilds use to track DKP in MC. DKP is posted on
the Midnight Blades sight by the DKP Officer the following day after a run.

2. DKP could be accumulated by any means deemed appropriate (guild UBRS runs, time in MC, Onyxia,
Outdoor Bosses, etc), but it is a consolidated total.

3. DKP would be used as the basis for rolling in MC as I'll outline below. The same method could be
used for Onyxia and the outdoor bosses, OR one could use a different method such as pure
random rolls or "officer's choice" for those events. Because I prefer to "refresh" the
DKP after each MC week, I would suggest non-DKP methods for these other events.

4. After loot drops in MC, each player from each ELIGIBLE class would get to roll if they are
present at the time of the drop! The amount rolled would be a minimum of /random 50 and the
maximum
rolled would be a /random 100 based on each players DKP totals BEFORE the event
that night (as posted on the website). Most players would start an MC event with /random
50
minimum or /random 60 maximum if DKP is refreshed before each event.

5. If a player wins an item, their DKP is reduced by some fixed amount, either the same for all
items (to keep it simple) or on a per item basis as determined ahead of time. People with
the item already cannot roll, and people can abstain from rolling if they so choose.
6. The amount of DKP earned and subtracted should be sorted out, but at the beginning of an MC run I would suggest that ALL DKP BE RESET to 0 with the exception of people who had a lot of DKP left over from the prior event or other non-MC activities who would be reset to a /random 60 level to start. This makes sure that over time some people don't build up an abnormally large abount of DKP. This rule is optional probably, since at most people would get a 2-1 advantage, but I still think I would refresh DKP to some extent so that everyone starts an MC week with similar chances at loot. I won't go through the trouble of recommending DKP point levels for bosses or time and the like - that part isn't critical to this recommendation. The main point is: A. EVERYONE ROLLS! B. PEOPLE WHO INVEST MORE, HAVE A BETTER CHANCE! C. HUMANS ARE NOT INVOLVED, SO IT ELIMINATES CLAIMS OF BIAS! D. EVERYONE ROLLS! (did I say that?) The only tricky part is communicating during the raid who can roll at what threshold. I personally think this is doable through a preset series of text macros that are loaded before the event, with only the following tiers available: /random 50 (default) /random 60 /random 70 /random 80 /random 90 /random 100 (max) Thus, I need only to load 5 macro buttons with the names of people in those tiers ahead of time, and then simply use those to inform people pre-raid and during loot rolls. The high roller will have his/her roll confirmed, and if they rolled the right amount it makes no difference if anyone else got theirs wrong (ie: only have to audit the high roller!). If they errored, we could either have them reroll or move to the next highest - whichever we prefer. So, if we can copy and paste names into the text macros by tier, it isn't that hard, and the benefits are great IMO.
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