Automagica posted about the Great DKP Divide, and gosh darn it I ranted so hard that I think it deserves publication here too. Go read, and then bookmark him.
Keep in mind too that loot discussions bring out the best and worst of people, so while I don’t expect to see flames, I do expect that every person will have a different opinion; and that its all relative and all personal.
As a casual I hate dkp. If you like it, skip this post and stay happy. Also as a casual I’ve seen many systems and none really will cater to get gear for casuals; but then that is perfectly fair. No regular attendance = no regular loot. Simple. Many moons ago I was more hardcore, and this comment is based upon both experiences, but I was never a true “wow is life” player.
What DKP means to me: It is sign that the guild has gotten mature enough to see the need to reward the long staying and regular members. Its also a sign that they are not mature enough, or close knit enough to use another system that has subtle but powerfully different aspects (see alternatives below). And there are a plethora of alternatives, tweaks, and special rules.
If the guild uses a straight DKP model for loot, then they need to consider two things:
A – separate dkp tables for different raids.
B – moving raids off dkp when they are “farmed out”.
A – You do this so that the guys who regularly attend can see a point of differentiation between Class Drops, drops from specific instances, and general drops.
It could be that you have the extra tables for Tier Tokens (t4, t5, t6), could be by Class (warlock, druid, etc), or by Instance – or even a combo.
Consider the Karazhan runs where a range of toons attends each with different gear needs. If you have a general table and a class table the distribution of Tier items becomes easier to track, and one member will not always be at the mercy of the entire raid, but will only need to compete with those of the same valid classes in the run.
B – Moving a run to open roll / off-farm
When a guild is good enough, and the majority of the players have all that they need, you place the loot on officer assigned (or even open roll). This means that the regulars will still get items, but the loot from that instance is no longer a priority. In affect the guild is saying that the gear that drops there is now made redundant by other items that are now on farm. This is usually a death knell for the instance runs for that place as well. As a progression guild will not waste a night running where no items can by be gained.
Might also be useful to create a Toon gear wish-list for the farmed items. Make people nominate what they want publicly ahead of time, and then there are less hassles.
So what are the loot alternatives? (you’ll need wowwiki or google to read all the details folks)
– Zero sum DKP is better than straight DKP, and zero sum is one of the most popular dkp systems used.
– Suicide Kings is better than a DKP system. Go read about the different SK systems in depth, and you’ll see that it is just as viable for the regulars, but allows the semi-regulars to still get rewards.
– Class lists are a must, and INstance lists are handy.
– a method of rolls: major upgrade, minor upgrade, offset, then open roll will work if you play with the same set of players each week. The roll priority is given to the toon that will get the most benefit, with the raid leader having final say. I think this suits 10 mans particularly well, but doubt it would work in the old 40 man days, and suspect even 25s would get ugly.
– Officer assigned. The guys running the show decide all loot, and you get loot by attending, contributing, and not screwing up. I like this method, but it does not work in “political” guilds, or any pug run.
In the end players need to do their homework on the system being used, and perhaps leave or discuss this in guild. Keep you self happy, ignore your “internal loot whore” who wants everything first, and be honnest with what you are seeking, and what is reasonable for the guild to use.
– Blessing of Kings has a comment about the Loot-Council, and Loot in general.
BoK talks about loot being for either Reward or Investment. In general terms the Loot-Council looks at loot as an investment, and DKP looks to be a reward system. SK is certainly a reward system. My preference would be for an investment system, but again this would actually disadvantage me as a casual.