Guild Master's Guide: Part 4 - Sharing the Loot

Congratulations! Your brotherhood now has a rules, statutes and policies prepared and your website it should be working. Even if you are not raiding yet, your next step is to decide what to do with the fun purple ones that you will find when you defeat a boss.

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When I was recruiting for the guild and doing some interviews, a lot of people asked me how my guild shared the loot.

Basic delivery systems

Most gang-making guilds use some variation between one or two loot distribution systems. The first is the Booty Council, in which the officers or other members chosen for this role decide who gets what piece of the booty based on a complex index of need and merit. The second is the DKP system. This system allows members of a gang to earn points for killing bosses (or whatever the gang leader decides just) and spend it when buying loot. There are numerous pros and cons to each system and now we are going to take a look at them.

How do I choose?

Before making your choice between the DKP or the Loot Council system, you must decide what goal you want to achieve. We are going to reel them.

1. Booty Council

This type of system is designed to optimize the loot to give it to the person who will use it best. This may sound like the best players receive all the items but in practice that is not true. A properly functioning Council uses loot both to reward players for excellent attitude (and aptitude) and to help players maintain a proper average. Sometimes the Council will reward the weakest player in their class and / or role. All decisions are made for the good of the group. Each member of the Council You must be knowledgeable about the loot that can fall from each boss, the needs, desires and abilities of each player. If a Council player is interested in some of the loot he or she will stand aside from the discussion about the item in question.

2.DKP

DKP systems empower players to purchase items and players must decide what is most important to them. In these types of systems, players tend to save to be able to acquire the best equipment assuming that they can identify this object themselves. The DKP reward system is based on raid attendance and boss defeat. This is a good way to "affiliate" players as they can make better profits by continuing to raid. This system can be considered "fair" since it does not distinguish the skill of a player even if the object does not always fall into the right hands.

Cons

Neither system is perfect. Assuming people are "honest" and there will be no ill will in any of these systems, here are the cons of each system.

Council:

1. We only see our own navel

Human nature dictates that each player will be more aware of his own abilities and contributions than the others. This type of "virtual blindness" means that some players will not be happy with any decision other than to give them the loot.

2. Inefficient use of band time

The Loot Council will have to discuss most of the loot that falls. This may cost raid game time, probably about 5 minutes after each boss dies, which will unnecessarily lengthen the waiting time and cause boredom for many.

3. Inaccurate history

Unless the guild uses some Add-on to save a cast history, it can be said that memory is an inaccurate instrument. With no attendance or loot delivery numbers, the Loot Council may (unintentionally) deliver loot the wrong way.

4. Subjectivity

Human error plays an important role in this sharing system. Things around us affect our thoughts and decisions even without realizing it. I'm not talking about acting malicious, I'm talking about making unconscious concessions that can occur. It is almost impossible for a Council to be completely neutral with all guild players.

5. Complex structure

If you choose the Council as the distribution system, you will have to establish some rules. You will need to determine how the loot is shared, who is on the council, and how long a decision can be debated.

DKP:

1. Some players don't know what is best for them

Your players will spend the DKPs however they want and some will use them for no reason or concert. You cannot force players to choose items. Some players will spend the points correctly and others will not, even some objects will end up disenchanted because nobody wants them.

2. It will not end the mosqueos

Surely there are fewer "moral" problems than with the Council, but people will still be angry if they don't get what they want. The complaints will be more intense as the value of the object grows. Remember that Party Loot is random and the DKP system is not.

3. Inaccurate history

If you are going to use a pen and paper system, mistakes will occur. I always suggest using an Add-on to keep track of the points if you can. If it's impossible, be sure to delegate an officer to update this system.

4. Demotivation

This system, which has a couple of main variants, can be demotivating for many players. I'll give an example, if your guild uses the 0-sum system, points are only earned when a player gets loot. For some players this can be annoying as if only wipes have been played one night, they do not "get" their prize. On the other hand, if your guild uses a positive sum of DKP, you will have the members motivated during the progress but totally unmotivated when the content is in farming mode.

5. You must choose carefully

People have been playing MMOs for many years and there are many loot sharing systems. To choose a specific DKP system you should do a little research among all the sites whereas in Council mode you should not research as much.

DKP system types

If you have already made your decision and have decided that the DKP is the best, here is a small guide of each type. They have the same base, democratic distribution, and rewards that increase for attendance, but they manifest themselves differently. Each of these systems assumes that the person with the highest number of DKPs will be able to choose first when choosing an object.

Add 0 DKP

This system is designed for those who are not good at math. The basis of this system is that the total DKP of the band is equal to 0. Points are earned by obtaining a piece of equipment. For example, if I get Distressed Spellblade from Faerlina, its value in DKP points is subtracted from my DKP points. Let's say I lose 90 points, the other 9 players in the band get one point each or 10 points. This system strongly requires an addon to carry the calculation because you must re-calculate the amount of DKP after delivering each piece. The guild must decide how many points each type of item is worth.

Positive Sum of DKP: Additional

This system is similar to Sum 0 but allows the guild to add points to anyone for any reason, including attendance and progression. This system tends to inflate a lot and the difference between the one that has the most and the one that has the least can be crazy.

Positive Sum of DKP: Relational

The basis of this system is Effort Points / Team Points and I can say that it is without a doubt my favorite. A player's DKPs are calculated by dividing his Effort Points by Team Points. Effort points are earned for killing bosses or for minutes of participation, punctuality, etc. The index is always kept above 0. The system can be reduced, reducing Effort Points and Equipment points by a certain percentage at certain times. The system designers indicate a 10% reduction per band as a good limit. The purpose of doing this is to reduce the gap between the first and last to make new players score points quickly. This process, in combination with the reduction, tends to eliminate unnecessary accumulation of points. Also this system has its own program. The value of objects is implicit in the SCHEDULE And anyone with the necessary skills can update this during the band. The only downside is that you have to make backup copies because sometimes the data is lost.

Suicide Kings

To use the Suicide Kings, have everyone roll the dice and arrange the members in positions by placing the person who rolls a 1 on the number one spot. Regardless of attendance, skill or anything. In this way that person will get the next object they want. When that person gets something, that person moves to the bottom of the list. This system is very easy to control even with a pen and paper.

Other rules

Any system will work properly if everyone agrees. I have seen great sororities simply using a dice to roll when someone wants something. Regardless of which system you choose, it is good that the officials, or the bandleader himself, advise the players which team to choose or if they are wasting DKP points uselessly. Sometimes you will even have to violate the rules, I have been given cases of a paladin for example who had blue gloves and some epic cloth falls that improve him, I have not allowed that paladin to acquire that object but it is up to you to decide to do.

Finally, good luck. You will need patience, a lot of coffee and put up with insults, comments and even exits from the brotherhood but the important thing is to establish a system that is as fair as possible for the vast majority of players.


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  1.   cease said

    dkps