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DKP System

Started by Voretex, August 16, 2006, 02:45:01 AM

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KreuZ

The fact that it only gives DKP when someone buys an item in the instance. This is fixed if you go over to a "Zero-sum hour" dkp system where it's divided to all the hours you used in instances that week. It still is a minor flaw.

What others might also think of as a flaw is the fact that the inflation is so low that some will indeed be in minus DKP, so the new members will be over you in DKP for a small while perhaps. Some might call this a flaw, and others might think it's good.

Voretex

The current DKP system isnt too bad.

We just need seperate ones for each instance. That would solve most of the issues.

Lucian

If so then how do you implement it?
 
Forget about dkp for MC? Let the DKP stand as it is for BWL? Start a totally fresh DKP count for AQ and Naxx?
 
To the officers: given we will be starting NAxx fairly soon, would it be possible to trial DKP for it separately to the current account? Say for the first two months of the runs there, and then decide if it was worth it or not.
AKA Bobbyus
 

Asheera

Quote from: Voretex;143570The current DKP system isnt too bad.

We just need seperate ones for each instance. That would solve most of the issues.

if we set different DKP for every instance ppl who already have everything from MC and BWL won't join anymore there tho ... many ppl don't attend MC even if they get DKP mind if they get nothing
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Menedil

random raids should mean that isnt an issue.

Luthor

Exactly Mene.
 
People that currently don't attend to MC, whatever there reason might be, will still not attend if we change the DKP system, BUT! whats the flaw with the DKP system here? i don't see how that is the system flawed.  Rather the player that are.
 
Luthor

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Nefrion

Well. They still have to attend to raids. They cant just skip MC and BWL  because then their attendance will drop too low.
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Voretex

'all' you have to do is Separate the DKP from AQ / BWL / MC

That shouldnt be so hard? It might take a bit of manual work ? if thats not possible u can easily work out the dkp earned from each individual by doing simple multiplication if theres no way to export the MC dkp to a separate DKP site.

This wont solve the inflation problems, but then again the inflation problems wont be so much of an issue if all instances are separate.

Padding

QuoteThis wont solve the inflation problems, but then again the inflation problems wont be so much of an issue if all instances are separate.

Inflation WILL happen again as soon as someone leaves the guild and a new person comes in
 
Then the new person have small chances of getting the loot fast


Zabard

Quote from: Padding;143762Inflation WILL happen again as soon as someone leaves the guild and a new person comes in
 
Then the new person have small chances of getting the loot fast

Unless it's a dungeon where most everyone got everything. Then you can get the equipment ultra fast. I bet most items in MC get DEed by RG1 now.

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TeaLeaf

Quote from: Padding;143762Then the new person have small chances of getting the loot fast
As aopposed to a zero sum/zero sum hour system whereby the new person has a better chance than 50% of the existing raid irrespective of effort or even their longevity with the guild.

That's what I love about these systems, they all have their own, beautifully unique problems.

TL.
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Bob

Quote from: TeaLeaf;143768As aopposed to a zero sum/zero sum hour system whereby the new person has a better chance than 50% of the existing raid irrespective of effort or even their longevity with the guild.
Could see that as a possible problem - but tbh, I don't think it would really be a problem:
If you look at the reason why somebody is below 0 dkp, that would be because they have gotten one or more items in the past, which means they've already gotten something "in return of" their effort.  If than a new person joins in and starts with 0 dkp, as soon as he gets one item, he'll drop like a rock on the list, and it's all "balanced" again.
There's also a pretty good chance that the first item a new guy gets, is one that everybody else have from before, which means that no "old" members loose anything when the new guy gets said item.

The result is that new members will get a first item pretty fast (which can be a nice "carrot on a stick"), and after that they will be "back in the" line as fair would be.

At least it sounds to me like one of the better systems :smile:
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TeaLeaf

Quote from: Threbrilith;143776At least it sounds ...like one of the better systems
....and at that point we start getting into the *real* detail. :laugh:

TL.
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Voretex

Inflation isnt just caused by new members leaving. DKP is horrifically complicated. And has alot to do with maths, at the moment the items are far to cheap =). But thats not zee point.

If we have separate systems  for each instance, its gonna solve alot of problems. Then we can work on the more minor ones from there.

Sinap

Lets just do FFA and fastest finger, should be alright.
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