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	<title>Comments on: Loot Management Week: The Ultimate Solution</title>
	<atom:link href="http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/</link>
	<description>Practical advice for World of Warcraft healers and leaders</description>
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		<title>By: Crusard</title>
		<link>http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/comment-page-1/#comment-10690</link>
		<dc:creator>Crusard</dc:creator>
		<pubDate>Sun, 24 Aug 2008 15:47:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/#comment-10690</guid>
		<description>I saw this thread in a &quot;stared&quot; Google Reader feed.  I am looking at DKP in my guild and trying to get the kinks worked out of the system before we officially start Hyjal/BT.

I like the idea of a zero sum system and I am going to present that to my officers and see what they think.

Thanks Matt!

Crusards last blog post..&lt;a href=&quot;http://crusard.com/2008/04/21/lets-not-get-too-hastywow-wasnt-built-in-a-day/&quot; rel=&quot;nofollow&quot;&gt;LetÃ¢â‚¬â„¢s Not Get Too HastyÃ¢â‚¬Â¦WoW WasnÃ¢â‚¬â„¢t Built in a Day!&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>I saw this thread in a &#8220;stared&#8221; Google Reader feed.  I am looking at DKP in my guild and trying to get the kinks worked out of the system before we officially start Hyjal/BT.</p>
<p>I like the idea of a zero sum system and I am going to present that to my officers and see what they think.</p>
<p>Thanks Matt!</p>
<p>Crusards last blog post..<a href="http://crusard.com/2008/04/21/lets-not-get-too-hastywow-wasnt-built-in-a-day/" rel="nofollow">LetÃ¢â‚¬â„¢s Not Get Too HastyÃ¢â‚¬Â¦WoW WasnÃ¢â‚¬â„¢t Built in a Day!</a></p>
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		<title>By: Xiven</title>
		<link>http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/comment-page-1/#comment-3855</link>
		<dc:creator>Xiven</dc:creator>
		<pubDate>Sat, 06 Oct 2007 09:38:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/#comment-3855</guid>
		<description>Different guilds have different goals, which is why there will never be a one-size-fits-all DKP system.

That being said, there&#039;s a fundamental flaw with the &quot;discounted t2 for t1 owners&quot; approach that is hard to ignore. A raid that has a player who owns t1 and t2, and a player who owns a blue item is worse than a raid in which the t1 and t2 items are on two different players.

You say the reasoning for DKP discounting is so that players will not try to skip tiers, but it&#039;s hard to believe that this reason justifies gimping the raid in a very real way. A better way to avoid skipping is to not allow players to skip upgrades. That doesn&#039;t mean that players can&#039;t go from blue to t2 or t1 to t3, it just means that if a t1 drops and there are people in blues that can use it, one of them is taking the item AND paying for it. 

To try to skip a tier is pretty much a slap in the face of your guild, given that if you&#039;re in blues and you have reason to believe you might get t2 soon, then you&#039;re probably one of the least responsible for that t1 which dropped. Essentially a skipper is riding the efforts of his teammates and does not even have enough respect for their effort to enjoy the fruits of it. You&#039;re wasting their time. Once your guildmates realize this you&#039;ll probably be gone anyway.

I suspect that the real justification for upgrade discounting is greed. Players want to upgrade cheaply because they want more items, and the less you have to pay for them, the more you can get.


Let&#039;s look at the common misconception that DKP hoarding is a bad thing. The less DKP players spend, the better! Because the less they spend, the less items they take. The fewer items they take, the more the items are distributed amongst the raid. The greater the distribution, the fewer the sidegrades and small upgrades. The bigger the upgrades, the stronger the raid.

Saving DKP for later instances is not necessarily a bad thing. It shows confidence on the player&#039;s part that their DKP has enough value that it&#039;s worth saving. That&#039;s a really good thing! Guilds that foster this sentiment have, on average, higher lifespans. The less DKP a player has, the less investment he has in the guild.

Ultimately this point is somewhat moot because the player that under performs is going to find it harder to get into raids, and it&#039;s hard not to fall behind if everybody else is upgrading and you&#039;re not. If you&#039;re outperforming without taking loot out of the pool, then what&#039;s the problem? Maybe the loot you&#039;re skipping will help the under-performers catch up. Or you can give them a few tips.


Ultimately when choosing a DKP system, guild goals are the most important thing. If the #1 goal is to clear content as fast as possible then loot council or hierarchy makes sense, but in doing so you&#039;re placing the importance of guild stability down there with the importance of defending your capital city against the other faction. Favoritism rarely fosters long term loyalty.


Worth nothing: The guild I&#039;m in has been around since WoW alpha and has lasted to this day. The DKP I earned on our first Lucifron kill can still be spent on a Leo drop. That&#039;s a major accomplishment for a WoW guild, wouldn&#039;t you agree?</description>
		<content:encoded><![CDATA[<p>Different guilds have different goals, which is why there will never be a one-size-fits-all DKP system.</p>
<p>That being said, there&#8217;s a fundamental flaw with the &#8220;discounted t2 for t1 owners&#8221; approach that is hard to ignore. A raid that has a player who owns t1 and t2, and a player who owns a blue item is worse than a raid in which the t1 and t2 items are on two different players.</p>
<p>You say the reasoning for DKP discounting is so that players will not try to skip tiers, but it&#8217;s hard to believe that this reason justifies gimping the raid in a very real way. A better way to avoid skipping is to not allow players to skip upgrades. That doesn&#8217;t mean that players can&#8217;t go from blue to t2 or t1 to t3, it just means that if a t1 drops and there are people in blues that can use it, one of them is taking the item AND paying for it. </p>
<p>To try to skip a tier is pretty much a slap in the face of your guild, given that if you&#8217;re in blues and you have reason to believe you might get t2 soon, then you&#8217;re probably one of the least responsible for that t1 which dropped. Essentially a skipper is riding the efforts of his teammates and does not even have enough respect for their effort to enjoy the fruits of it. You&#8217;re wasting their time. Once your guildmates realize this you&#8217;ll probably be gone anyway.</p>
<p>I suspect that the real justification for upgrade discounting is greed. Players want to upgrade cheaply because they want more items, and the less you have to pay for them, the more you can get.</p>
<p>Let&#8217;s look at the common misconception that DKP hoarding is a bad thing. The less DKP players spend, the better! Because the less they spend, the less items they take. The fewer items they take, the more the items are distributed amongst the raid. The greater the distribution, the fewer the sidegrades and small upgrades. The bigger the upgrades, the stronger the raid.</p>
<p>Saving DKP for later instances is not necessarily a bad thing. It shows confidence on the player&#8217;s part that their DKP has enough value that it&#8217;s worth saving. That&#8217;s a really good thing! Guilds that foster this sentiment have, on average, higher lifespans. The less DKP a player has, the less investment he has in the guild.</p>
<p>Ultimately this point is somewhat moot because the player that under performs is going to find it harder to get into raids, and it&#8217;s hard not to fall behind if everybody else is upgrading and you&#8217;re not. If you&#8217;re outperforming without taking loot out of the pool, then what&#8217;s the problem? Maybe the loot you&#8217;re skipping will help the under-performers catch up. Or you can give them a few tips.</p>
<p>Ultimately when choosing a DKP system, guild goals are the most important thing. If the #1 goal is to clear content as fast as possible then loot council or hierarchy makes sense, but in doing so you&#8217;re placing the importance of guild stability down there with the importance of defending your capital city against the other faction. Favoritism rarely fosters long term loyalty.</p>
<p>Worth nothing: The guild I&#8217;m in has been around since WoW alpha and has lasted to this day. The DKP I earned on our first Lucifron kill can still be spent on a Leo drop. That&#8217;s a major accomplishment for a WoW guild, wouldn&#8217;t you agree?</p>
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		<title>By: superfrank</title>
		<link>http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/comment-page-1/#comment-3843</link>
		<dc:creator>superfrank</dc:creator>
		<pubDate>Thu, 04 Oct 2007 10:20:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/#comment-3843</guid>
		<description>Suicide Kings is very good, it is effectively a zero-sum dkp but without DK points. Its very simple - there is a list of players and when you get some loot you go to the bottom of the list. If two people want the same loot, the higher person in the list wins it.

Of course its slightly more complicated than that but thats the gist.</description>
		<content:encoded><![CDATA[<p>Suicide Kings is very good, it is effectively a zero-sum dkp but without DK points. Its very simple &#8211; there is a list of players and when you get some loot you go to the bottom of the list. If two people want the same loot, the higher person in the list wins it.</p>
<p>Of course its slightly more complicated than that but thats the gist.</p>
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		<title>By: World of Matticus &#187; You heard it here first, and finals thoughts on Loot Distribution</title>
		<link>http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/comment-page-1/#comment-3841</link>
		<dc:creator>World of Matticus &#187; You heard it here first, and finals thoughts on Loot Distribution</dc:creator>
		<pubDate>Thu, 04 Oct 2007 06:25:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/#comment-3841</guid>
		<description>[...] the way, I got another post referenced on WoW Insider (1609 hits today). Apparently my Loot Distribution article generated a lot of views. From the responses, I could see that people were overlooking a few things [...]</description>
		<content:encoded><![CDATA[<p>[...] the way, I got another post referenced on WoW Insider (1609 hits today). Apparently my Loot Distribution article generated a lot of views. From the responses, I could see that people were overlooking a few things [...]</p>
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		<title>By: Nadiar</title>
		<link>http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/comment-page-1/#comment-3840</link>
		<dc:creator>Nadiar</dc:creator>
		<pubDate>Wed, 03 Oct 2007 21:12:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/#comment-3840</guid>
		<description>Attendance is a horrible DKP modded system.  It punishes people for having a vacation, and makes them less likely to want to come back afterwards.  It also gives people who aren&#039;t going to be sticking around, better gear whenever they have excess time to play WoW.

Lets say you have a 30 day Policy, and someone (Adam) with a normal 100% attendance policy goes on a 2 week real life vacation.  At the same time, you have winter vacation, and a college student (Brad) who normally has 50% attendance gets to hit 100% attendance for the same month starting on the same day Adam goes on vacation.  When Adam get sback, they have a 50% attendance policy, and Brad has a 75% attendance policy.  By the end of the first month, Brad has 100% Attendance rate, and Adam still has 50%.  I think punishing someone for an entire month for missing a few days to go on a honeymoon, or to a family reunion is a little bit excessive, especially if they told you well in advance, and that isn&#039;t the normal playstyle.

DKP already accounts for items vs. attendance.  If its not working for you, you&#039;re either giving out too many points, or you need to implement a DKP tax.

Zero-Sum only works if everyone equally wants loot.  If you have a large discrepancy in gear, the system won&#039;t work.</description>
		<content:encoded><![CDATA[<p>Attendance is a horrible DKP modded system.  It punishes people for having a vacation, and makes them less likely to want to come back afterwards.  It also gives people who aren&#8217;t going to be sticking around, better gear whenever they have excess time to play WoW.</p>
<p>Lets say you have a 30 day Policy, and someone (Adam) with a normal 100% attendance policy goes on a 2 week real life vacation.  At the same time, you have winter vacation, and a college student (Brad) who normally has 50% attendance gets to hit 100% attendance for the same month starting on the same day Adam goes on vacation.  When Adam get sback, they have a 50% attendance policy, and Brad has a 75% attendance policy.  By the end of the first month, Brad has 100% Attendance rate, and Adam still has 50%.  I think punishing someone for an entire month for missing a few days to go on a honeymoon, or to a family reunion is a little bit excessive, especially if they told you well in advance, and that isn&#8217;t the normal playstyle.</p>
<p>DKP already accounts for items vs. attendance.  If its not working for you, you&#8217;re either giving out too many points, or you need to implement a DKP tax.</p>
<p>Zero-Sum only works if everyone equally wants loot.  If you have a large discrepancy in gear, the system won&#8217;t work.</p>
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		<title>By: Matticus!</title>
		<link>http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/comment-page-1/#comment-3839</link>
		<dc:creator>Matticus!</dc:creator>
		<pubDate>Wed, 03 Oct 2007 20:12:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/#comment-3839</guid>
		<description>Jeni, that&#039;s a fair system to use. The only thing that stops me from recommending that is the fact that multiple tables need to be maintained (Multiple eqDKP databases? Hmm...). It&#039;s hard to find people willing to dedicate that kind of time. What happens when you drop a raid from your schedule? What happens to the points then? (Like would Gruul points carry over to Mag points which would carry over to SSC points?)</description>
		<content:encoded><![CDATA[<p>Jeni, that&#8217;s a fair system to use. The only thing that stops me from recommending that is the fact that multiple tables need to be maintained (Multiple eqDKP databases? Hmm&#8230;). It&#8217;s hard to find people willing to dedicate that kind of time. What happens when you drop a raid from your schedule? What happens to the points then? (Like would Gruul points carry over to Mag points which would carry over to SSC points?)</p>
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		<title>By: Jeni</title>
		<link>http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/comment-page-1/#comment-3838</link>
		<dc:creator>Jeni</dc:creator>
		<pubDate>Wed, 03 Oct 2007 19:22:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/#comment-3838</guid>
		<description>We keep our dungeons seperate.  What you earn in points (we call them Brownie Points) is for that dungeon you raided only.  Gruul&#039;s is seperate from Mag which is seperate from SSC.

We net points for showing up ontime whether you get to go or not.  This equals people always showing up!  Yay!  You get points for how many hours (per hour) you spend in the dungeon learning fights.  And you get points for each baddie you take down.

We then use our points to secretly bid on an item.  Each item has a cost in points.  Say:  Cool sword costs 10 points.  Person A bids 15 points.  Person B bids 20.  No one else bids.  Person B wins the cool sword, but only pays 16 points (what she would have had to pay to win).

Think of it as ebay for WoW!  Only...it&#039;s faster...and you get the stuff in the condition you expect it in.</description>
		<content:encoded><![CDATA[<p>We keep our dungeons seperate.  What you earn in points (we call them Brownie Points) is for that dungeon you raided only.  Gruul&#8217;s is seperate from Mag which is seperate from SSC.</p>
<p>We net points for showing up ontime whether you get to go or not.  This equals people always showing up!  Yay!  You get points for how many hours (per hour) you spend in the dungeon learning fights.  And you get points for each baddie you take down.</p>
<p>We then use our points to secretly bid on an item.  Each item has a cost in points.  Say:  Cool sword costs 10 points.  Person A bids 15 points.  Person B bids 20.  No one else bids.  Person B wins the cool sword, but only pays 16 points (what she would have had to pay to win).</p>
<p>Think of it as ebay for WoW!  Only&#8230;it&#8217;s faster&#8230;and you get the stuff in the condition you expect it in.</p>
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		<title>By: World of Warcraft Gold, WoW Gold, Accounts &#38; Powerleveling &#187; The ultimate loot distribution system?</title>
		<link>http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/comment-page-1/#comment-3836</link>
		<dc:creator>World of Warcraft Gold, WoW Gold, Accounts &#38; Powerleveling &#187; The ultimate loot distribution system?</dc:creator>
		<pubDate>Wed, 03 Oct 2007 18:36:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/#comment-3836</guid>
		<description>[...] been toying with the idea of putting together my own Kara raid, so when I saw the World of Matticus suggestions for loot distribution I read through them with eager interest. If you are unfamiliar with the concept of DKP, or Dragon [...]</description>
		<content:encoded><![CDATA[<p>[...] been toying with the idea of putting together my own Kara raid, so when I saw the World of Matticus suggestions for loot distribution I read through them with eager interest. If you are unfamiliar with the concept of DKP, or Dragon [...]</p>
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		<title>By: The ultimate loot distribution system? &#124; Warcraft-News.com</title>
		<link>http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/comment-page-1/#comment-3835</link>
		<dc:creator>The ultimate loot distribution system? &#124; Warcraft-News.com</dc:creator>
		<pubDate>Wed, 03 Oct 2007 18:15:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/2007/10/01/loot-management-week-the-ultimate-solution/#comment-3835</guid>
		<description>[...] toying with the concept of putting together my own Kara raid, so when I saw the World of Matticus suggestions for loot distribution I read through them with eager interest. whether you are unfamiliar with the concept of DKP, or [...]</description>
		<content:encoded><![CDATA[<p>[...] toying with the concept of putting together my own Kara raid, so when I saw the World of Matticus suggestions for loot distribution I read through them with eager interest. whether you are unfamiliar with the concept of DKP, or [...]</p>
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