{"id":121,"date":"2011-06-18T12:05:22","date_gmt":"2011-06-18T16:05:22","guid":{"rendered":"http:\/\/www.acheron-guild.com\/zosima\/?page_id=121"},"modified":"2011-06-21T16:28:48","modified_gmt":"2011-06-21T20:28:48","slug":"loot-systems-guide","status":"publish","type":"page","link":"http:\/\/www.acheron-guild.com\/zosima\/guild-relations-archive\/raiding-guides\/loot-systems-guide\/","title":{"rendered":"Loot Systems Guide"},"content":{"rendered":"<p>Copied from the original posted by Angelie:<br \/>\n.<br \/>\n.<br \/>\n.<br \/>\nHello to  Guild Leaders, Guild Members, Economists, Philosophers, but  most  importantly those who simply want a solid DKP system in your  guild&#8230;<\/p>\n<p>This  thread is meant to shine some light about the trickiness that  lie  within loot distribution systems &#8211; specifically, end game raid loot   distribution.<\/p>\n<p>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. Raiding is about progression, and a DKP system is  put  in place to help that progression along. However, different DKP  systems  do certain things better or worse than other systems.<\/p>\n<p>Loot  Systems end up thus that most everyone will be happy enough  with the  initial DKP system put into place &#8211; the problems are often the  details  which won&#8217;t reveal themselves until later on (the devil&#8217;s in  the  details). This post is meant to enlighten on just what can happen   long-term with certain DKP systems. Inflation. Disenchanting upgrades.   Items going to the &#8220;wrong&#8221; people. All sorts of &#8220;unfairness&#8221;. Not all   DKP systems can stand the test of time, eventually, and eventually a   &#8220;bad&#8221; DKP system could be the thing that kills a guild or be necessary   to be changed down the line which is certainly a tricky transition.   There have been some people who have grown so tired of all DKP systems   that they completely shun the idea. This is why rule #1 is definitely   the top priority:<\/p>\n<blockquote><p>Q u o t e:<br \/>\n#1) The Guild Loot System  should be to be something that everyone is  happy with &#8211; or at least,  happy enough with to avoid drama.<\/p>\n<p>However, hopefully, these  people can see that implemented well, a  Guild Loot System will not only  avoid drama, but also aid raid  progression and be acceptable and &#8220;fair&#8221;.<\/p>\n<p>Why&#8217;d  I put &#8220;fair&#8221; in quotation marks? Well&#8230;there&#8217;s no such thing  as a  perfect Guild Loot Distribution System, there are certainly a lot  of  philosophical questions behind fairness, but I will attempt to  remain  objective and highlight the pros and cons of each and will  continue to  by taking your feedback. Ultimately though, one must  remember when  considering any system that anything could be said to be  &#8220;fair&#8221; as long  as the entire guild&#8217;s behind it &#8211; whether that fairness  is \/random 100,  some kind of merit system under which one person  dictates where the loot  goes, or is a standard DKP system. Or anything  in between!<\/p><\/blockquote>\n<p>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. Feel free to post your constructive posts about these   current systems, or perhaps your own tweaked systems.<\/p>\n<p>Thanks and enjoy, I hope you&#8217;ll find it informative.<\/p>\n<p>-Angelie<\/p>\n<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<\/p>\n<p>Table of Contents<\/p>\n<p>1) Goals of a DKP System &#8211; What exactly should a DKP system strive to do?  Why not just \/random 100?<\/p>\n<p>2) Earning DKP &#8211; How should you reward guild members with this crazy \u201cDKP\u201d thing?<\/p>\n<p>3) DKP Systems &#8211; Systems which use DKP as a sort of currency.<\/p>\n<p>a) Fixed-Price<\/p>\n<p>b) Zero-Sum<\/p>\n<p>c) Bidding<\/p>\n<p>4) The Merit System &#8211; Systems which use assigned looting at the discretion of officers.<\/p>\n<p>a) Loot Chairman<\/p>\n<p>b) Loot Council<\/p>\n<p>5) Other Systems &#8211; Systems which generally cater to a more friendly method of spreading loot around.<\/p>\n<p>a) Ni Karma<\/p>\n<p>b) Suicide Kings<\/p>\n<p>c) Spend-All<\/p>\n<p>d) One-More<\/p>\n<p>e) Weighted Rolling<\/p>\n<p>6) Dealing with Inflation<\/p>\n<p>a) Inflation Introduction<\/p>\n<p>b) The DKP Gap<\/p>\n<p>c) DKP Taxes<\/p>\n<p>d) DKP Caps<\/p>\n<p>e) Separating Instance DKP<\/p>\n<p>7) Policies \/ Helpful Measures<\/p>\n<p>a) Class Restrictions<\/p>\n<p>b) Upgrades<\/p>\n<p>c) Alt Characters<\/p>\n<p>8) Philosophy &#8211; What is fair?<\/p>\n<p>9) More Information<\/p>\n<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<\/p>\n<div>1) Goals of a DKP System &#8211; What exactly should a DKP system strive to do?* #1) The Guild Loot System should be to be something that everyone   is happy with &#8211; or at least, happy enough with to avoid drama.<\/p>\n<p>* #2) Make sure it rewards participation in guild events \/ further  the  guild&#8217;s goal. (For raiding guilds, this would be raiding. Reward  the  act of raid participation.)<\/p>\n<p>* #3) Make sure that equipment  that is an upgrade for a person  should not be disenchanted. When items  aren&#8217;t distributed, the guild  misses a chance to strengthen.<\/p>\n<p>*  #4) Avoid point inflation. New members should not be locked out  from  ever getting loot. Old members should not have such a big lead  that they  get all the loot.<\/p>\n<p>* #5) Make sure items go to those that  would benefit most to its  use. In a raiding guild, basically aim to  assign loot in a way such  that the overall strength of the guild  strengthens most.<\/p>\n<p>* #6) Have a structured, unambigious system  in place such that  people can expect consistency in receiving items.  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.<\/p>\n<p>* #7) The Guild Loot System should be elegant, clear, and easy to be understood.<\/p>\n<p>Why not \/random 100, Need before Greed, etc?<br \/>\nThe  main purpose of a DKP system should be to convert time\/effort into  loot  for each individual member. If you are like most guilds with  varying  rates of participation, some system may be needed to &#8220;store&#8221;  this  participation and thus divide loot by taking this participation  into  account.<\/p>\n<p>This is where the problems start to pop up in a non-DKP  system. Lets  say [Insert good item here] drops. Everyone who wants it  simply rolls  to see who gets it. What a newbie won the item over  somebody who has  been with the raid since day 1 looking for that item?  That ain&#8217;t so  good. Especially if said newbie then doesn&#8217;t raid as  regularly as Mr.  Veteran.<\/p>\n<p>When you run a normal 5 or 10 man or  even 20 man instance it is a  one time deal and everyone contributes  equally so they should have an  equal shot of getting the loot that they  want. However, 40 man raids  are something different entirely. They  require weeks or months of time  and commitment in order to complete.  Every run is directly related to  how well you did on your previous run  and unless you have the same 40  people zoning in each time each person  contributed a different amount  to the success of that run.<\/p>\n<p>One  can argue that by virtue of core members raiding more often,  \/random 100  will get them loot more often \u2013 and raiders of equal  consistency will  get relatively equal loot &#8211; however, sometimes, it  just doesn&#8217;t. <a href=\"http:\/\/padwen.tripod.com\/\">http:\/\/padwen.tripod.com\/<\/a> is a very nice site with solid mathematical models for DKP vs \/random   100. And, a newer or more causal player probably should not have the   same power as an established core raider. Again, every run is directly   related to how well the raid did the previous run. The history of   learning raids is what separates the sufficiency of simple \/random 100   in a 5-man pick up group in Stratholme.<\/p>\n<p>Finally, if there is some  sort of DKP method, members can basically  \u201cpick and choose\u201d which  equipment they want the most rather than  \/random 100&#8217;ing on certain  things that are upgrades but they don&#8217;t  really feel so excited to take.  Different people have different play  styles, and this style is often  represented in what the people spend  their DKP on. However, with no cost  to simply \/random 100&#8217;ing, people  will random on things that they don&#8217;t  necessarily want as much as the  other guy, and the loot won&#8217;t be in  effect distributed to the person  who it benefits most.<\/p>\n<p>This is  why in the end game, some sort of loot distribution system  is  recommended to take into account this contribution to progress.<\/p>\n<\/div>\n<p>2) Earning DKP \u2013 How should you reward guild members with this crazy \u201cDKP\u201d thing?<\/p>\n<p>DKP  or Dragon Kill Points, is a point system used in online games to   distribute items among groups of players. DKP is a reward to people  who  participate in events with their guild, most commonly raids, with  DKP.  They can then use these points to &#8220;buy&#8221; loot that drops at a  future  date. This system allows more active members to receive  more\/better  rewards, whereas those who contribute less receive less in  turn.<\/p>\n<p>Generically, the methods of earning DKP are by:<\/p>\n<p>* Showing up on time<br \/>\n* Killing bosses<br \/>\n* Loot dropping<br \/>\n* Time spent in a raid<br \/>\n* Staying from start to finish<br \/>\n* Donating certain items to guild\/guild bank<\/p>\n<p>Assigning exact DKP values for each of these activities is tough and is up for individual interpretation.<\/p>\n<p>Now,  there are some systems which don&#8217;t (in my opinion) reward guild  members  with DKP correctly &#8212; for example, the standard zero-sum DKP  system and  Suicide Kings &#8212; both don&#8217;t reward raid participation when  no loot  drops. This is often when a guild is trying a harder instance  with  non-farmable bosses. This is such a huge fallacy, one of which if  you&#8217;re  using the system will inevitably pop up as members question the   philosophy of&#8230;&#8221;here, we&#8217;ll reward you for farmable bosses, but not  for  wiping repeatedly on this hard boss.&#8221; You might not even get  members to  show up for the learning days.<\/p>\n<p>A pretty solid DKP Reward system  would be to simply give each raider  X amount of DKP per hour of raiding.  This X should be balanced roughly  with the &#8220;Total DKP Spent&#8221; such that  DKP Earned is slightly over DKP  Spent so that slight inflation happens  &#8212; inflation is good when it&#8217;s  slight. Toss in a small amount of points  for on-time (to encourage  people to be on-time) and toss in a small  amount of points for finish  or staying from start to finish (to  encourage people to stay).<\/p>\n<p>Alternatively, if all your raid times  are the same, say, 4 hours per  day and 3 raids per week &#8212; just balance  each raid around an X DKP.  Say, 10 DKP. If you know your guild&#8217;s  capabilities and have a fairly  solid raid schedule, you can then assign  intelligent DKP values to each  boss kill and still give an equal (if not  more) DKP to harder raid  days. This way, you can weight certain bosses  and certain learning days  with more DKP<\/p>\n<p>But the most important  thing to do is to make sure that you try to  balance the guild&#8217;s total  DKP earned with the guild&#8217;s total DKP spent.  Slight inflation is fine.  It doesn&#8217;t have to be exact. Try to get  close, though, because if your  inflation is too high new members will  not be able to catch up to  veterans.<\/p>\n<p>Many guilds use <a href=\"http:\/\/eqdkp.com\/\">http:\/\/eqdkp.com\/<\/a> as a way to keep track of DKP. It can be adapted to nearly any DKP system.<br \/>\n<a href=\"http:\/\/www.lokorin.com\/dkplp\/about\">http:\/\/www.lokorin.com\/dkplp\/about<\/a> is an excellent tool to help with time-based DKP reward systems.<\/p>\n<div>3) DKP Systems &#8211; Systems which use DKP as a sort of currency.a) Fixed-Price<\/p>\n<p>Summary<br \/>\nEvery  piece of loot is given a set amount of DKP that it is worth. When  an  item drops, all those interested whisper the loot master. The  person  with the highest DKP wins the item and is docked that amount of  DKP.  This is a tried and true system, and the most standard and basic  DKP  system out there, thus it will be what I compare other DKP systems  to.<\/p>\n<p>The  system basically purely rewards participation. Those who  participate  most are rewarded the most with DKP, which they can use to  purchase  loot. Very simple, and very legitimate.<\/p>\n<p>Pros<br \/>\nThe system allows flexibility with rewarding DKP: one can pick and choose which activities are more important for earning DKP.<\/p>\n<p>This  system is one of those which truly reward participation the  most &#8211; at  its core, for raiding guilds, people who show up to raids get  DKP, and  then they can spend DKP for items. It&#8217;s very simple and  elegant. This is  basically the most &#8220;pure&#8221; and simple form of DKP.  People who raid more  DKP and thus get more stuff and people who raid  less DKP and thus get  less stuff.<\/p>\n<p>Cons<br \/>\nMany who run this system unfortunately run  into the long-term problem  of inflation of points because it is so easy  to just arbitrarily assign  the amount of points per raid. Eventually, if  inflation is huge, new  members may basically become permanent  second-class citizens and never  be able to catch up to older members who  earned too much DKP. Be  vigilant and careful to avoid this by  intelligently pricing things.<\/p>\n<p>Items must also be priced  accurately. Bad pricing (pricing things  too high) will cause items to be  disenchanted. And, after the initial  tier 1 armor which is the easy  place to start since it&#8217;s your &#8220;base&#8221;  price &#8211; 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.  Similarly, minor upgrades can also  be disenchanted if they are priced  slightly higher than a similar piece  of armor which is slightly worse,  simply because it isn&#8217;t worth paying  another full item price to get a  minor upgrade. This is a major con of a  fixed price system; with no way  to lower item prices, upgrades will  inevitably be disenchanted as  members will try to hold off for bigger  ticket items.<\/p>\n<p>Fixed Price Conclusion<br \/>\nIt is definitely easier  said than done than just saying \u201cprice things  well.\u201d This is the number  one priority in a fixed-price system; if  prices are too high they&#8217;ll get  disenchanted and if they&#8217;re too low  everyone will want them which will  lead to the long-term problem of  inflation. The number two priority in a  fixed-price system is dealing  with this inflation: if left unchecked,  in the long-term veterans will  essentially get first choice of all items  with new members having  little hope of getting any shiny epic first.  But if both of these  issues are covered, this system is very legitimate  and at the core is  the ideal of a DKP system: participation leads to  shiny items. More  participation = more shiny items.<\/p>\n<\/div>\n<div>b) Zero-SumSummary<br \/>\nIn this system,  every piece of loot is assigned a DKP value. This part  is similar to a  Fixed Price DKP system. What&#8217;s different though, is the  way DKP is  distributed in a zero-sum system. 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. Like the Fixed-Price DKP  system, when an  item drops, all those interested whisper the loot  master. The person  with the highest DKP wins the item and is docked  that amount of DKP. For  example, if an item worth 40 DKP drops, and  there are 40 people in the  raid, everyone will receive one point if  that item is taken. (So, if  person A takes the item, person A will  receive -39 DKP overall, everyone  else will get +1 DKP)<\/p>\n<p>Pros<br \/>\nCompared to a fixed-price DKP  system, it is much easier to avoid  inflation in a zero-sum system  because zero-sum systems naturally  forcibly make the guild&#8217;s total DKP  equal to zero. Thus, it is much  more difficult to let inflation to get  out of hand in a zero-sum DKP  system (this is not to say, however, that  there is no &#8220;DKP Gap&#8221; in a  zero-sum system. It&#8217;s very deceptive and is  there.)<\/p>\n<p>Cons<br \/>\nCompared to a fixed-price DKP system, one unique  con is that raids in  which loot drops is the only way to reward DKP.  Thus, the method of  rewarding DKP is quite inflexible because the  zero-sum DKP system  insists on having the entire guild&#8217;s DKP equal to  zero. This turns out  to be quite fine when the guild is progressing  steadily, and bosses are  being killed; however, if faced with an  encounter or new instance  which is particularly tough, morale may drop  when people realize  they&#8217;re receiving 0 DKP for this activity while they  get quite a bit of  DKP for farming easy bosses. It makes it harder to  get people  motivated to go learn these more difficult instances.<br \/>\nThis  problem can be off-set by rewarding DKP for &#8220;learning days.&#8221;  However,  in order to maintain the purity of Zero-Sum, the DKP must then  be  deducted from farming days. It&#8217;s complex, but it can be  accomplished.<\/p>\n<p>The  other con of the fixed-price system in that you need to  intelligently  price items carries here as well, as failure to do so can  lead to a  higher DKP gap or lots of disenchanting.<\/p>\n<p>Zero-Sum Conclusion<br \/>\nThis  system is the brother of the Fixed-Price DKP system and is  therefore  very similar in sharing its pros and cons. Like the number  one priority  of the fixed-price system, one must \u201cprice things well.\u201d  If prices are  too high they&#8217;ll get disenchanted, and with the presence  of minor  upgrades as the guild progresses to Blackwing Lair and  Ahn&#8217;Qiraj, an  upgrade system is probably necessary.<\/p>\n<p>Finally, unlike the  Fixed-Price DKP system, the basic Zero-Sum DKP  system offers no  incentives to learning (as giving DKP to this would  taint the purity of  balancing the entire guild roster to total 0 DKP).  This causes a  phenomenon where raiding easy bosses is actually rewarded  more than  trying more difficult content, something that should  certainly be  addressed.<\/p>\n<\/div>\n<div>c) BiddingSummary<br \/>\nTypically, there are two types of bidding.<\/p>\n<p>Open  Bidding works like an auction, where everybody interested in a  piece of  loot will bid in raid chat, with interested members  incrementally  bidding higher. The winner is the one who bid the most  and will lose  that amount of DKP.<\/p>\n<p>Closed Bidding has all the people interested  in a piece of loot  whisper a set master looter \/ DKP officer. Everybody  only gets one  chance to bid, and all bids are thus kept secret. Item  goes to the  highest bidder for that amount of DKP. (Alternatively, the  item can be  sent to the highest bidder for the second highest bid to  encourage a  more accurate and more thought out bid. Also, this means  that if only  one person bids, he can get the item at the minimum price,  which makes  sense. Make sure to cement which type of closed bidding  you&#8217;ll use:  your bid stands, or your bid is equal to the second highest  bid and the  highest bid wins.)<\/p>\n<p>Pros<br \/>\nCompared to a  fixed-price system, there is no need to keep the DKP  totals balanced.  Thus, the system allows extreme flexibility with  rewarding DKP: one can  pick and choose which activities are more  important for earning DKP.<\/p>\n<p>Another  big positive is that a bidding system ends up to be one of  the best  systems at keeping stuff not disenchanted because raiders  dictate their  own price &#8211; they will pay very little for minor upgrades  &amp; crappy  items, and will pay big for those big-ticket items.<\/p>\n<p>There will be  point inflation in a bidding system (obvious, because  nobody can go  negative DKP), but this is not as bad as in fixed-priced  systems because  the highest DKP does not automatically win an item \u2013  the highest bid  does. So, theoretically, the person who wants the item  the most will bid  the most and the item will thus be given to the  person who feels that  they would get the most use out of the item.<\/p>\n<p>Cons<br \/>\nThe main con  of the bidding system is that it can be said not to reward   participation but rather skill and finesse at manipulating the system.   The obvious strategy, since item prices will inevitably go down, is to   hold out to spend the least amount of DKP for all items. Those who do   this the most are rewarded, such that perhaps this skill in  manipulating  the system is rewarded more than the actual act of  participating in  raids. At best, \u201ctacit collusion\u201d happens under which  everyone realizes  that to benefit the most, they should bid low, thus  benefiting their own  class. At a worst case, open collusion can happen  in which people  deliberately whisper others on pricing. It&#8217;s hard to  tell which the case  is.<\/p>\n<p>As well, one thing that will be readily apparent are that  classes  which are not \u201cbalanced\u201d will end up being the major beneficiary  of  bidding systems. Typically, warlocks and druids get less spots in a   raid, for example \u2013 with less competition, they get their items for   lower prices.<\/p>\n<p>Bidding Conclusion<br \/>\nLike I&#8217;ve said in the two  systems above of fixed-price DKP and zero-sum  DKP, a vital part of a DKP  system is pricing items. And pricing items  is hard. A bidding system  eliminates this toughness, and its greatest  strength is its flexibility  in the sense that items go to those who bid  the most (which should  theoretically relate to those who want the item  the most). Inflation is  thus less of a problem here than it is in the  above two systems because  items are not \u201cfirst-dibbed\u201d by those with  the most DKP, but rather who  can put up enough DKP to take it. Its  flexibility in that even minor  upgrades are never disenchanted as one  can scale their bid to any bid  they want\u2026low for minor upgrades, high  for uber items.<\/p>\n<p>However,  the cost of this efficiency is that the looting becomes a  free-market.  And in any market system, those who have finesse in  \u201cworking\u201d the market  will benefit the most. Basically, one could argue  that in addition to  the raids rewarding attendance, skill in bidding is  rewarded with extra  DKP \u2013 those who bid smart and use some sort of  optimal strategy of  trying to get each piece of loot at a bargain price  will benefit. And,  to an extreme, collusion can happen under which  people agree secretly  amongst each other to bid a pre-determined price.  Bidding systems also  have some strange things that happen: for  example, the last person to  get an item (even though he may want it  quite a bit) can just spend the  minimum DKP to get it, and it ends up  that since everybody knows this  \u201cimplicit\u201d collusion can occur under  which all people try to lowball for  an item.<\/p>\n<p>A bidding system is thus elegant in rules and ends up  allocating  items pretty efficiently and flexibly, thus is the greatness  of a  free-market. The cost is that those skilled in playing a  free-market  reap the benefit, that something other than the act of  raiding is  rewarded, and in extreme cases collusion can occur.<\/p>\n<\/div>\n<div>4) The Merit SystemLoot Chairman<br \/>\nImagine that you&#8217;re playing  World of Warcraft as a typical  single-player RPG. In such a  single-player RPG setting, your strategy  is simple: choose the  characters that you use most or consider the most  powerful and stack  them up with gear. 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.)<\/p>\n<p>It  ends up that if whoever is the loot chairman is a benevolent  dictator, a  genius, and truly passes out loot based on merit alone  (give the loot  out in order of: Main Tank &gt; Consistent Raider Huge  Upgrade &gt;  Consistent Raider Small Upgrade \/ Casual Raider Huge  Upgrade &gt; Casual  Raider Small Upgrade), and this loot chairman truly  knows for which  member any item is actually a \u201chuge\u201d upgrade vs a  \u201csmall\u201d upgrade, and  the guild is completely behind this leader, then  this is probably the  most efficient way of distributing loot.<\/p>\n<p>Unfortunately, this is  not a single-player RPG, everybody has their  own agenda, nobody wants to  be that person who gets no loot or nobody  wants to be that person who  is second-string for loot all the time. It  ends up that the Loot  Chairman system is not used that often, as one  person often cannot grasp  every members&#8217; needs, wants, and status  exactly.<\/p>\n<p>And if you try to deviate from merit to appease these people by \u201cspreading out loot\u201d\u2026why not just use a DKP system, then?<\/p>\n<p>Loot Council<br \/>\nBasically,  a group of officers (perhaps one representing each class)  discuss which  person to give each piece of loot to. This ends up being  slightly more  \u201cdemocratic\u201d than the loot chairman method posed above,  with the end  result being pretty much the same.<\/p>\n<p>But again, this is not a  single-player RPG, everybody has their own  agenda, nobody wants to be  that person who gets no loot or nobody wants  to be that person who is  second-string for loot all the time.<\/p>\n<p>Summary: While having a  merit system is great \u2013 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&#8217;s \u201cplaying  favorites\u201d and it&#8217;s simply stacking  certain people with gear and leaving  others in the dark. And this is  true. This is why it&#8217;s merit-based.<\/p>\n<p>Ultimately,  if you go down this path, the guild must be convinced to  put their all  behind this plan (even if they may not be high up on the  \u201cmerit\u201d), and  you&#8217;ll have to give a definition of merit to some  grumbling members who  don&#8217;t often get anything. And if you use a Loot  Council to \u201cspread loot  around\u201d that doesn&#8217;t play the strengths of a  loot council. The purpose  of a Loot Council is to forego the process of  giving everybody the same  amount of DKP per raid, but instead to truly  surpass that and award  those who have shown their merit. It&#8217;s also to  simply distribute gear in  a method that will boost the power of the  raid as a whole the most.  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. Use a DKP  system instead. But&#8230;if a  guild will accept being under this policy,  and the leadership remains  consistent in their stated methods of  distributing gear? It can be quite  effective.<\/p>\n<\/div>\n<div>5) Other SystemsThe one theme that sort of meshes all of these  systems together is  that items do not really have a price tag attached  to them \u2013 all items  are valued the same, either by being 100% worth of  your DKP, 50% of  your DKP, or some kind of combination. It ends up that  when all items  are valued the same as a %&#8217;age of DKP, the problem of  inflation is  solved thus creating a more friendly casual\/new player  environment\u2026at  the cost of not distributing items too efficiently. The  main flaw of  having all items identical in value in the sense of a  percentage of  someone&#8217;s total DKP is that an item such as Fireguard  Shoulders is  equivalent in value to Spinal Reaper. Obviously then,  people would be  more inclined to spend on Spinal Reaper, and pass on  other obvious  upgrades. The passing can lead to good items being  disenchanted or  given to relative newbies.<\/p>\n<p>Suicide Kings<\/p>\n<p>Description<br \/>\nSuicide Kings is an extremely easy loot system to understand and to run. This is its main strength.<br \/>\nThis is an excellent flash which makes Suicide Kings extremely easy to understand.<br \/>\n<a href=\"http:\/\/www.shadowlords-gorefiend.com\/web\/mods\/SuicideKings.swf\">http:\/\/www.shadowlords-gorefiend.com\/we &#8230; eKings.swf<\/a><\/p>\n<p>A  summarized description is that a loot distribution order is  initially  populated by random order. Then, whenever an item drops,  those at the  top of the list can choose to \u201cSuicide\u201d (take the item and  move to the  bottom of the list.) Then, everyone below them moves \u201cup\u201d a  slot. Those  who are not in the raid stay in the same position.<\/p>\n<p>Summary<br \/>\nCompared  to a Fixed-Price DKP system, this system is more new-player  &amp;  casual friendly, and it avoids inflation. This is accomplished by  making  every item worth basically 100% of your \u201ctotal DKP\u201d. However,  the cost  of this is that those with high on the list will pass on  several  upgrades as if you&#8217;re on the top you really want to make the  most of the  position by getting a really good item. Those on the bottom  of the list  are encouraged to pick up everything because they lose  nothing by doing  so. This system obviously caters to casual players as  your position on  the list remains the same regardless of if you attend  the raid or not.<\/p>\n<p>Spend-All<br \/>\nSpend-All  DKP is pretty easy to understand. Like a normal DKP system,  people earn  DKP by attending raids \/ participating in guild activities.  However,  whenever an item drops, the people at the top of the DKP  charts must  spend all their DKP in order to get the item and then end  up at 0 DKP.  This ends up being very similar to the Suicide Kings  system, except that  one actually earns DKP by going to raids (as  opposed to Suicide Kings&#8217;  method of earning basically being by other  people suiciding). Thus, in  Spend-All DKP, you can actually pass the  leader in DKP without them  actually taking an item.<\/p>\n<p>Summary<br \/>\nCompared to Suicide-Kings,  this system is slightly less casual friendly  since your standing is not  \u201cfrozen\u201d if you do not attend and you can  pass others in DKP by  attending more often. However, the same schpiel  applies when we compare  things to a fixed-priced DKP system.<\/p>\n<p>This system is more  new-player &amp; casual friendly, and it avoids  inflation. This is  accomplished by making every item worth basically  100% of your \u201ctotal  DKP\u201d. However, the cost of this is that those with  lots of DKP will pass  on several upgrades as if you&#8217;re on the top you  really want to make the  most of the position by getting a really good  item. Those on the bottom  of the list are encouraged to pick up  everything because they lose  nothing by doing so.<\/p>\n<p>One-More<br \/>\nThis is the same as  Spend-All DKP, but instead of spending all your DKP  when you want an  item, you spend just one more DKP than the total DKP  amount of the  second highest DKP who wants the item.<\/p>\n<p>Basically:<\/p>\n<p>Raider A: 100 DKP<br \/>\nRaider B: 50 DKP<br \/>\nRaider C: 36 DKP<\/p>\n<p>If Raider A and Raider C both want an item, Raider A loses 36+1 DKP (37) and drops to 63 DKP.<\/p>\n<p>Summary<br \/>\nCompared  to Spend-All DKP, this system is again less casual friendly  since those  who take items don&#8217;t spend all their DKP, they just spend  one-more than  the next highest. However, again, the same speech when  comparing this  system to a Fixed-Price DKP system\u2026<\/p>\n<p>This system is more  new-player &amp; casual friendly, and it avoids  inflation. This is  accomplished by making every item worth basically  100% the next highest  person who wants the item. However, the cost of  this is that those with  lots of DKP will pass on several upgrades as if  you&#8217;re on the top you  really want to make the most of the position by  getting a really good  item. Those on the bottom of the list are  encouraged to pick up  everything because they lose nothing by doing so.<\/p>\n<\/div>\n<div>\n<div>Weighted Rolling<br \/>\nThere are several variations  of weighted rolling, I&#8217;ll just outline one  of them. In summary, this  system embraces the \/random 100 for raids,  but \u201cweights\u201d rolls more  towards those who have raided more.For example:<\/p>\n<p>Raider A: 100 DKP<br \/>\nRaider B: 50 DKP<br \/>\nRaider C: 36 DKP<\/p>\n<p>When  an item that both A and C want, raider A will \/random 100, and  raider C  will \/random 36. Whoever wins will lose half their DKP.<\/p>\n<p>This  system is very similar to the Ni Karma system outlined above,  except  that there is no way to get an item for free. Same pros and same  cons as  Ni Karma, except a further con is that without a way to get  items for  free, upgrades will get disenchanted when they could help the  raid.<\/p>\n<p>As  well, this system introduces randomness, which in my opinion is  not  good simply because it is my belief that systems should have  predictable  results so members know what to expect when going on raids.<\/p>\n<p>Ni Karma<\/p>\n<p>Description<br \/>\nThe guild \u201cKnights who say Ni\u201d have popularized a system called the \u201cNi Karma System.\u201d<\/p>\n<p>For more information: <a href=\"http:\/\/www.curse-gaming.com\/en\/wow\/addons-3624-1-ni-karma-system.html\">http:\/\/www.curse-gaming.com\/en\/wow\/addo &#8230; ystem.html<\/a><\/p>\n<p>Q u o t e:<\/p>\n<p>* The system is officially called the Ni Karma System (or KWSN Karma   System), to distinguish it from DKP, zero-sum DKP, and other loot   distribution systems. (Karma can be thought as &#8220;favor of the loot gods&#8221;   as the more you have, the more it skews loot towards you. It should not   be equated to currency or DKP.)<br \/>\n* New raiders start with 0 karma.<br \/>\n* +5 karma for showing up for raid on-time.<br \/>\n* +5 karma per boss kill (see notes below on mandatory adjustments required to preserve system integrity)<br \/>\n* Standard \/roll is used to determine the winner of an item.  However,  you may choose to add your karma bonus to this roll. Use all of  your  bonus, or use none&#8211;no partial amounts. (I may refer to karma  bonus as  &#8220;bonus&#8221; below.)<br \/>\n* 50% of the karma used for your roll is  lost on all wins, and your  karma is rounded down to nearest multiple of  5. There is no loss if you  don&#8217;t choose to use any karma (except for  class items &#8211; see next).<br \/>\n* Class items have a min\/max loss, but  you cannot go negative. You will  lose at least 25 points (even if you  don&#8217;t use your bonus), but no  more than 100 (if your bonus is over 200).<br \/>\n* There is no min\/max loss cap on multi-class items. .<br \/>\n* Sliding tier window. People can only roll if their karma bonus is   within 50 points of the person who&#8217;s using the highest bonus. (This cuts   out the lowest 12.5% from &#8220;getting extremely lucky&#8221;.) If the highest   karma used is 50 or lower, anyone eligible may roll with or without   karma. (example below)<br \/>\n* Ties are decided by a straight \/roll with no bonuses.<br \/>\n* Anyone rolling with karma bonus who is uncontested (i.e., only one   person wants an item) may get the item as if declared &#8220;no bonus&#8221;.<br \/>\n* Karma is kept separately for each character and cannot be  transferred  (except when you are requested to bring an alt character,  you may  apply that karma to your main character).<br \/>\n* Losses for  wins are immediate. Karma is added at the end of the  night, or after  loot distribution of each boss kill, if feasible. We  use a plugin to  track this continually.<br \/>\n* If you are told not to compete for an  item by an officer, you may not  roll. (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 &#8220;unfair&#8221;.  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.)<br \/>\n*  Possible bonuses given by raid leader to the entire raid, if a raid   spends significant time to progress\/learn how to defeat a new boss.   Karma may also be individually granted to those filling in empty slots   to help the raid.<\/p>\n<p>Summary<br \/>\nCompared to a Fixed-Price  DKP system, this system is more new-player  &amp; casual friendly, and it  avoids inflation. This is accomplished by  making every item worth 50%  of your total karma. 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.<\/p>\n<\/div>\n<\/div>\n<div>\n<div>6) Dealing with InflationInflation Introduction<br \/>\nInflation  really isn&#8217;t the evil thing that everyone should try to avoid  like the  plague. Nearly all the \u201cother systems\u201d listed in section 5  are primarily  in existence as an extreme counter to inflation. And of  course, by  trying to counter inflation in such an extreme manner, each  system shows  a vulnerability which comes from the attempt to try to  stamp out  inflation.<\/p>\n<p>Why do people hate inflation? Well\u2026simply put, if  you&#8217;re a member in  a guild (usually as a new or causal person), and you  look at the top  person on the DKP having something like 1,000 DKP when  \u201cgood items\u201d are  priced around 100 DKP each\u2026you&#8217;ll hate it. Often, this  is the thing  that those vocal people who cry out &#8220;I hate DKP!&#8221; are  worried about.  And yeah, inflation is to blame for this but perhaps what  you really  should blame is The DKP gap listed below.<\/p>\n<p>What allows  inflation? Well, in a zero-sum DKP system, no inflation  is present at  all because DKP is only given out when items drop, which  seems perfectly  logical, right? But\u2026what if you want to reward raids  when no items  drop, usually when you&#8217;re learning a new boss? Then you  have to give out  DKP when no items drop, which means that inflation  will happen. But  giving out DKP when no items drop is good because it  should be that  raiding harder bosses and pushing the raid is rewarded  more than farming  an easy boss.<\/p>\n<p>A traditional zero-sum DKP system deals with  inflation by making  sure that all of the guild&#8217;s total DKP points sum up  to zero. It does  so by only giving out DKP whenever items drop. It  doesn&#8217;t give DKP to  learning new bosses. And while this effectively  stops \u201cinflation\u201d\u2026it  still misses out on what the real issue is\u2026the DKP  gap. The fact that  perhaps it will never be possible to catch up with  the person at the  top. That&#8217;s what people blame inflation for, but no,  not really,  because a zero-sum DKP system has the same problem..<\/p>\n<p>The DKP Gap<br \/>\nThe  DKP Gap is simply the \u201cGap\u201d between somebody and the person on the  top  DKP, assuming equal gear. If you&#8217;ve got full transcendence and have  200  DKP, and the top DKP person has full transcendence and has 500  DKP, the  gap is 300 DKP. If you&#8217;ve got 7\/8 pieces of transcendence gear  and need  the last piece which costs 50 DKP, then the gap is arguably  actually 350  DKP since you \u2013need- to get that final piece to be equal  and thus  you&#8217;ll end at 150 DKP to the top person&#8217;s 500 DKP.<\/p>\n<p>In a normal  fixed price system, this is a permanent gap if both  raiders raid with  the same amount of consistency. You earn DKP at the  same rate, perhaps  you&#8217;re after the same items so you basically will  lose DKP at the same  rate (albeit at a different order). But where&#8217;s  the gap come from and  widen? It starts whenever the people at the top  of the DKP charts start  earning more DKP than they&#8217;re spending.  Basically, it means that in an  instance which they almost have all the  gear from \/ do have all the gear  from, they&#8217;re building up lots of DKP.  Why do you have less? Probably  because you joined the guild at a later  time.<\/p>\n<\/div>\n<\/div>\n<div>DKP Taxes<br \/>\nThis is one way to slowly close the gap. Every so often  (weekly or  monthly) tax a certain % off of everyone&#8217;s current DKP. This %  should  equal the amount of inflation if you&#8217;re setting up a new DKP  system  (basically, tax away the extra DKP introduced into the system  each  time.) If your system is currently heavily inflated and has a huge  DKP  gap and you&#8217;re looking for a way to counter this, a one-time heavy  tax  may be the way to go.How does it close the gap? The people  with more DKP get taxed more  than the people with less DKP, even though  it&#8217;s the same percentage.  This means that over time, an equally  consistent raider will eventually  be able to someday catch up to the  leader in DKP and will someday be  able to get first pick of loot.<\/p>\n<p>Of  course, this can be tedious for the administrator, but code can  be  written to automate this, and it&#8217;s a pretty elegant way to slow   inflation.<\/p>\n<p>DKP Caps<br \/>\nThis is another method to stop  inflation. Place a DKP Cap on either  total Earned DKP or on Current DKP.  Meaning, once you surpass X DKP,  you cannot earn anymore until you  spend it. However, this has the nasty  side effect of having your most  geared people at the DKP Cap who need  nothing from an instance to stop  doing that instance as they will no  longer get any DKP from it.<\/p>\n<p>Separating Instance DKP<br \/>\nThis  is another method to stop inflation. Have a MC DKP pool, have a  BWL DKP  pool, etc etc such that DKP earned in an instance stays in that   instance. However, this has the nasty side effect similar to a DKP Cap  \u2013  once a person gets everything they want from an instance, they will  no  longer have any incentive to go to that instance, meaning your most   geared and experienced people might not help the guild through MC   anymore. (Who can blame them? MC is boring.) And that&#8217;s not good for the   success of the raid, as these are the people who contribute most to   raids through their experience and gear.<\/p>\n<p>However, it&#8217;s still  possible to make this work &#8211; give a full run of  the previous instance a  DKP bonus into the current instance. (Example:  full run of MC gives you 2  BWL DKP.)<\/p>\n<\/div>\n<div>7) Policies \/ Helpful MeasuresClass Restrictions<br \/>\nClass  Restrictions \u2013 simply, it&#8217;s a policy put into place to ensure  that items  get the most use in a PvE raid setting. For example, one  could restrict  Staff of Dominance to only mage\/warlocks and not a  priest because a  priest benefits less from the spell damage stat (not  to mention they can  get Benediction). Having class restrictions allows  classes who would  benefit most from the item in PvE get it first.  However, it can cause  die-hard PvPers to cry when priests are locked  out of +damage gear, and  paladins don&#8217;t get those big 2-handed weapons.  Your guild outlook on  just how much you want to emphasize PvE should  dictate whether or not  you want to restrict items.<\/p>\n<p>Upgrades<br \/>\nIn a fixed-price system,  sometimes items are only slightly better than  their lesser counterpart.  This means that priests with Robes of  Transcendence (who may have paid  100 DKP for it) may not be willing to  buy the Robes of the Guardian  Saint for 125 DKP even though it&#8217;s  better. However, with a 100% refund  upgrade system, the priest could  upgrade from Robes of Transcendence to  Robes of the Guardian Saint for  just 25 DKP (and get refunded the price  on the Robes of Transcendence.)  Having upgrades allows players to get  fair deals on getting slightly  better equipment and will prevent  disenchanting. You can play around  with the % of DKP to actually refund &#8211;  having a 100% refund may not be  great because it gives no penalty to  taking lesser items and one can  then just hop from tier 1 robes -&gt;  tier 2 robes -&gt; AQ robes -&gt;  nax robes for just the nax robes  price. In the Robes of Transcendence  (100 DKP) to Robes of the Guardian  Saint (125 DKP), with a 50% upgrade  you would just get 50 DKP back for  your Robes of Transcendence. 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.<\/p>\n<p>The downside of  upgrades is that, if poorly executed, those at the  top of the DKP can  just take several upgrades and take a minimal DKP  hit and thus not lose  their place at the top.<\/p>\n<p>Alt Characters<br \/>\nAlt characters  contribute less than mains (they don&#8217;t attend your  toughest raids,  usually, as they are less geared), therefore common  policy is that alt  characters can only attend raid content that the  guild has on \u201cfarm  status.\u201d And there, the alts can only pick up  equipment that would  otherwise be disenchanted (perhaps for DKP, or  perhaps for a donation of  Nexus Crystals). Alt characters can share the  same DKP as the main  character in both earning and spending.<\/p>\n<\/div>\n<div>8) Philosophy &#8211; What is fair?What is fair? Ethel of the  Resurrection Guild in Skywall make a nice  philosophical point which I  couldn&#8217;t have made better myself. So I&#8217;ll  just quote.<\/p>\n<p>Q u o t e:<br \/>\nAt the core, DKP systems are political\/economic systems. Sadly, no   matter how hard we try, nobody has ever found a system that works for   everyone. Marx and Engels tried desparately, but in every implementation   of their system, there will always be rich and poor. You can attempt  to  minimize the disparity, but disparity will still exist.<\/p>\n<p>The  other point I&#8217;m making is that it doesn&#8217;t matter as long as it  works for  the guild. It&#8217;s interesting too that every approach is rooted  in  real-life political philosophies, even if people don&#8217;t realize it,  or  care.<\/p>\n<p>The &#8220;Absolute Monarch&#8221; approach is either Hobbes (the  GM assigns all  loot at his own discretion) or Plato&#8217;s Republic (the  philosopher kings  &#8212; the officers &#8212; decide who gets what). That works  great if your GM  is a benevolent dictator. It sucks if your GM is a  14-year-old  Pinochet.<\/p>\n<p>What I call &#8220;Adam Smith&#8217;s wet dream&#8221; is  the hard-core capitalist  approach; the supply-demand bidding zero-sum  system, in which vast  inequalities will appear and people are perfectly  happy about that.<\/p>\n<p>Most guilds I know of go with the &#8220;Liberal  Socialist&#8221; approach &#8212;  price controls set the absolute price on the  item, so there&#8217;s no  bidding involved, and the fundamental goal is  &#8220;fairness&#8221;. This usually  ends up descending into an administrative  nightmare (as some of the  systems you&#8217;ve reviewed have demonstrated,  with complicated calculus  required to determine who wins what, with  taxes, point decays, etc to  prevent inflation) and it ends up looking  very much like your modern  Western European government, bloated with  inefficient bureaucracies.<\/p>\n<p>But no matter what  your system, as long as your members subscribe to  it, and are fine with  it, then it&#8217;s all good. If the members of your  guild *want* to set up a  rolling system, and they all agree to that,  then it&#8217;s fine. That&#8217;s the  social contract they make with themselves,  and they&#8217;re free to do that,  as long as they are willing to live with  those consequences.<\/p>\n<p>No system is perfect, though, and no system will work for anyone. I   can spend a lifetime crafting a complicated system that does everything   *I* want it to do, and it probably not a single guild would adopt it. <img decoding=\"async\" title=\"Smile\" src=\"..\/forum\/images\/smilies\/icon_e_smile.gif\" alt=\":)\" \/> Not that my ideas are bad (which is debatable) but that there&#8217;s not one single right answer that works for everyone.<\/p>\n<p>If there was, we&#8217;d all be living in Utopia&#8230;<\/p>\n<p>Well  said. One could say that Theres a spectrum in loot systems. It  goes  from caring the least about gear going to the right people to  caring the  most.<\/p>\n<p>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.<\/p>\n<p>But perhaps what&#8217;s most important in the end is that your entire guild believes in the system and likes the system.<\/p>\n<\/div>\n<div>9) More InformationFor more information on DKP Systems and tools :<\/p>\n<p><a href=\"http:\/\/eqdkp.com\/\">http:\/\/eqdkp.com\/<\/a> &#8211; The main DKP System which many guilds use.<br \/>\n<a href=\"http:\/\/www.lokorin.com\/dkplp\/about\">http:\/\/www.lokorin.com\/dkplp\/about<\/a> &#8211; A tool to help with time-based DKP reward systems.<br \/>\n<a href=\"http:\/\/en.wikipedia.org\/wiki\/DKP_%28Point_System%29\">http:\/\/en.wikipedia.org\/wiki\/DKP_%28Point_System%29<\/a> \u2013 A solid reference for the very meaning of DKP.<br \/>\n<a href=\"http:\/\/padwen.tripod.com\/\">http:\/\/padwen.tripod.com\/<\/a> &#8211; A solid mathematical demonstration of the value of DKP vs \/random 100.<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Copied from the original posted by Angelie: . . . Hello to Guild Leaders, Guild Members, Economists, Philosophers, but most importantly those who simply want a solid DKP system in your guild&#8230; This thread is meant to shine some light &hellip; <a href=\"http:\/\/www.acheron-guild.com\/zosima\/guild-relations-archive\/raiding-guides\/loot-systems-guide\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":111,"menu_order":0,"comment_status":"open","ping_status":"closed","template":"","meta":{"jetpack_post_was_ever_published":false,"footnotes":""},"class_list":["post-121","page","type-page","status-publish","hentry"],"jetpack_shortlink":"https:\/\/wp.me\/P1BWJo-1X","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/www.acheron-guild.com\/zosima\/wp-json\/wp\/v2\/pages\/121","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.acheron-guild.com\/zosima\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/www.acheron-guild.com\/zosima\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/www.acheron-guild.com\/zosima\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.acheron-guild.com\/zosima\/wp-json\/wp\/v2\/comments?post=121"}],"version-history":[{"count":3,"href":"http:\/\/www.acheron-guild.com\/zosima\/wp-json\/wp\/v2\/pages\/121\/revisions"}],"predecessor-version":[{"id":228,"href":"http:\/\/www.acheron-guild.com\/zosima\/wp-json\/wp\/v2\/pages\/121\/revisions\/228"}],"up":[{"embeddable":true,"href":"http:\/\/www.acheron-guild.com\/zosima\/wp-json\/wp\/v2\/pages\/111"}],"wp:attachment":[{"href":"http:\/\/www.acheron-guild.com\/zosima\/wp-json\/wp\/v2\/media?parent=121"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}