 |
05/09/07, 1:02 PM
|
#16
|
|
Don Flamenco
Night Elf Warrior
Neptulon (EU)
|
Highly contested items can be decided easily but first picking one of each class, for the token that then leaves you 3 options or less - usually resulting in a /roll for classes who all have the same level of previous item.
|
|
|
|
|
05/09/07, 1:20 PM
|
#17
|
|
Bald Bull
Tauren Warrior
Kil'Jaeden
|
I think in the end vodka's system, posted by Zwink, matches most with what we're going for. Its almost the same as what I mentioned above, only its a bit simpler as well. Just that DKP governs the true PvE upgrades essentially... offspec, sidegrades, PvP gear, all that crap is free.
People taking PvE upgrades of any sort though are penalized through DKP so that others are now higher in priority, as per regular DKP.
The thing is though, I don't think you can say something like "A loot system should make sure that someone who receives a desired and contested item is less likely to win the next one, while those who lost out are, in turn, more likely to win the next one" - and then say "If I'm a healing shaman farming AQ40 I should dodge all loot until I'm the #1 healer so I can get the Cloak of Clarity that 15 other people want because it's the best cloak in the game for the next 10 months, and then once I have that, I can easily scoop up stuff like the Emps' belt, Gauntlets of Kalimdor, and other pieces that are pretty much uncontested."
I don't believe desire or contested should factor into pricing and priority - if two people want one item, just because player 2 gets it second doesn't change its immediate worth. This is essentially just a bid system now - people pay for what they think the item is worth.
These items don't exist in a vacuum, even if that shaman is the only person there for that particular raid. Further, the person who gets the cloak should be the person with the highest measurable balance of total loot already taken, and attendance. It shouldn't go to the shaman who got 12 rotting upgrades, vs the priest who got 3, just because the shaman's loot is less competitive. You can't measure these sorts of things without a system really. Granted, smaller raids makes things simpler, but even the most objective council like decisions are going to be met with some (hidden) animosity and distrust, even if it doesn't show.
|
|
|
|
|
05/09/07, 1:26 PM
|
#18
|
|
Von Kaiser
Draenei Shaman
Thunderlord
|
I'm assuming that you only let people pick up these off-spec items after all of those players who use those items as their main-spec have picked them up or have no longer have interest in the item? And that you use the normal DKP priority for who has first choice on these off-spec items, i.e. DPS plate drops, 2 tanking warriors present interested, top DKP holding tank warrior gets first dibs on it for the zero price of the weighted % price. If any of this is wrong so far be curious to know what you do for these situations.
Ok, now for the real issues. It seems that this is a good solution for items like DPS plate or moonkin gear when there is really only one class that would want the item. However, I think problems might occur when dealing with items that multiple classes would be interested in. Now still assuming what I said above, if say a caster DPS ring dropped, you might have Healing Priests, Healing/Feral Druids, Holy Paladins (or would you not consider them in the off-spec category for this), Prot/Ret Paladins, and Enh/Resto Shamans.
Now let's just say that there hasn't been much Feral Druid loot and Feral Druids are the highest in priority out of all these groups. They would then have first dibs on this DPS Caster Ring, and it wouldn't change their loot priority (stop me here if I'm wrong). However, most would probably agree that this item would be more useful to the Healing Priest, Resto Druid, Resto Shaman, or even Holy Paladin to be used for solo content since the stats have better synergy with their main spec. The Feral Druid is going to just put it in his bank for that time he might spec Moonkin (at least that's where all my moonkin gear has gone and rarely ever come out).
Also, I want to add in the concerns my guild has had with this off-spec gear issue. Basically the argument is that off-spec PvP gear is held in high value for those who like to PvP. They also want to help the raid succeed and get the PvE gear, but they don't want that to set them back from getting the PvP items they place higher value on. A big complaint in starting up new DKP for the expansion was seeing a loot sequence of Tank Plate to Warrior A, Tank Plate to Warrior B, Rare Uber Weapon or DPS Plate to Warrior C. The situation with off-spec or PvP items is rough and the fact that some classes have to deal with multiple gear sets while others do not will always be a problem with any loot system as you have stated. It's hard to reward those that are getting the PvE gear the guild needs them to get while still keeping an even distribution of loot. It's hard to give someone Tank Plate & DPS Plate before another person gets any items. I think your idea will solve the problem for a lot of the armor over the long run, and that's a good improvement.
|
|
|
|
|
05/09/07, 1:32 PM
|
#19
|
|
Bald Bull
Tauren Warrior
Kil'Jaeden
|
I think with all systems you're going to have to rely on your players to not have the druid take an item he may one day use in moonkin form, over the dps caster. Thats really kinda assumed - even with full purchases, only that point cost will prevent them. As Zwink mentioned, you just have to control the offspec overspending. We always just naturally have the gear go to the classes that see the direct benefit first.
As I did mention though, 0 point pricing would be competitive, and no it wouldn't change their priority. Not really an easy solution, but this was also part of the idea of splitting the cost over multiple items, that total a fixed amount.
|
|
|
|
|
05/09/07, 1:33 PM
|
#20
|
|
Observation: I am awesome
|
Originally Posted by Praetorian
Allowing people absolute priority on items based on their point totals also encourages gaming the system, even if people aren't doing it maliciously, because it's the only rational behavior. If I have a 100% chance of getting the loot I want if I'm #1 on points, and a 0% chance if I'm #2 on points, then I'm going to hoard. Systems like that are what led plenty of guilds to have three rogues running around in 5/8 Nightslayer wielding Barman Shanker while a fourth rogue with all blue armor gets the first Perdition's Blade since he saved his points (at the expense of contributing more to the raid on a week-to-week basis).
|
This is exactly the situation I saw with my previous guild's loot system, except that other factors compounded to make it impossible to even change loot priority. As a zero sum fixed price system ages over time, you'll find that the average DKP level of long time raiders raises well above zero. This is because trials who don't make it pay points and leave in the negatives, thereby increasing the standing of all people who were present when they did loot items. The same thing occurs when someone plans on leaving the guild, spending themselves into the hole. After two years, our loot priority ranking almost perfectly correlated with the duration someone had been a member of the guild and changing position was virtually impossible.
When that guild reformed, they did a revamp of the loot system since they saw the issues at least with their implementation of zero sum DKP. I won't repost my entire essay on the subject, but the core of issue came down to this:
Rare Loot vs. Common Loot
All loot fits into one of two categories, rare or common. Loot that drops often enough that everyone who wants it will get it in a reasonable amount of time is common. Loot that doesn't is rare. In general this means that stuff like Rejuvenating Gem is rare and T2 Bracers are common. Given a 10% drop rate on the gem per clear, getting 15 gems for 15 healers in a BWL raid will take almost 3 years. Two bracers per week from Razergore means your raid all gets outfitted in 20 weeks, or 4.5 months. The former is not a practical goal while the latter is. Not to mention that having a variety of other bracer upgrades means not everyone will want their T2 bracers, but a dearth of healer trinkets means all healers want the gem. A lack of suitable alternatives will make an item rare enough that not everyone who wants it can get it.
In some sense, the common items aren't worth worrying about-- everyone will get them in the long run. The fairness of a loot system is measured in its ability to distribute rare loot. Suppose raider A has double the attendance of raider B. The system is fair if A gets twice as many rare drops as B. What I've seen in a priority based loot system is that A gets all the rare loot and B gets none. If three rare pieces drop, A shouldn't get all 3. They should get 2 and B should get 1.
But to echo what Gurgthock said, it's easier to tear down than build up, and I concede that other systems have other issues.
|
|
|
|
|
05/09/07, 1:37 PM
|
#21
|
|
Bald Bull
Tauren Warrior
Kil'Jaeden
|
What you mentioned tedv is accumulation, and its a reality of zero sum due to people essentially leaving the game. I think there was some post in the previous large DKP thread here where people suggested using a decay system to counter this. If everyone starts at the same place in zero sum, player B gets his 1 rare every time.
|
|
|
|
|
05/09/07, 1:49 PM
|
#22
|
|
Terrible Terry Tate, Forum Linebacker.
|
I just don't see that using DKP in TBC solves more problems than it creates.
As Gurgthock has already stated: There's just not that many approriate places for any given peices of loot in a TBC raid to go.
And a bit of common sense can be used to handle most of the problematic "rarer" items that have a broader appeal - stuff like trinkets that may appeal to warriors, rogues, hunters and feral druids.
|
|
|
|
|
05/09/07, 1:52 PM
|
#23
|
|
Observation: I am awesome
|
Originally Posted by Quigon
What you mentioned tedv is accumulation, and its a reality of zero sum due to people essentially leaving the game. I think there was some post in the previous large DKP thread here where people suggested using a decay system to counter this. If everyone starts at the same place in zero sum, player B gets his 1 rare every time.
|
The decay system makes it more likely that new players will enter at the current average point holding, but it's not sufficient to guarantee a good distribution of players looting rare items. My old guild had something similar to decay, where people with more DKP paid more points for items. The problem is that the optimal of an item is not based on stat increase alone, but also the difficulty of obtaining a similar stat increase for that slot from another item.
Suppose you get the same stat increase from either Ring of the Martyr or your T2.5 shoulders. Most guilds would give these items the same price. The problem is that looting your shoulders generally drops you low enough on points that you won't be able to get Ring of the Martyr again (because who knows when it will drop), but the reverse is not true. You can loot the ring, go lower on points, and just grab the shoulders when everyone else has their stuff.
This is essentially the example Gurgthock had of three rogues in 5/8 nightslayers and barman shanker but one rogue in blues and a perdition's blade. And it's worth noting that technically the problem isn't even the priority based system (although that contributes). It's pricing that only takes stats into account, not rate of item supply. To me, rarity of drops is the hardest part of determining a fair price for an item. You can't determine the value of an item from the stats alone.
|
|
|
|
|
05/09/07, 1:56 PM
|
#24
|
|
Mike Tyson
|
Originally Posted by Quigon
What you mentioned tedv is accumulation, and its a reality of zero sum due to people essentially leaving the game. I think there was some post in the previous large DKP thread here where people suggested using a decay system to counter this. If everyone starts at the same place in zero sum, player B gets his 1 rare every time.
|
If I had the means to design software for handling zero-sum DKP, I'd include a feature that would, when you flagged a player Inactive, immediately, retroactively, and dynamically go back and discount them from the point calculations for any raids in which they participated, both removing points earned by them and divvying them up among the other attendees, and removing any points awarded for items purchased by them.
The system would thus remain perpetually truly zero-sum with respect to all active raiders.
And if the inactive guy came back you could just toggle him back to Active and it'd recalculate everything.
|
|
|
|
|
05/09/07, 1:56 PM
|
#25
|
|
I prefer the term treasure hunting
Orc Death Knight
Mal'Ganis
|
|
As Gurgthock has already stated: There's just not that many approriate places for any given peices of loot in a TBC raid to go.
|
If you have the same 25 people showing up every night this is certainly the case, but for guilds like mine that have a huge variance in attendance consistency the question of who gets what can get messy in a big, big hurry.
|
|
|
|
|
05/09/07, 2:00 PM
|
#26
|
|
Mike Tyson
|
Originally Posted by Nite_Moogle
If you have the same 25 people showing up every night this is certainly the case, but for guilds like mine that have a huge variance in attendance consistency the question of who gets what can get messy in a big, big hurry.
|
Right, this is also a big part of it for us. We have a smaller, higher-attendance raiding core than we did pre-TBC, which simplifies these issues. When you have 7 players of class X rotating through 3 slots evenly, I agree that you definitely need a more elaborate system to ensure fairness.
|
|
|
|
|
05/09/07, 2:07 PM
|
#27
|
|
Bald Bull
Tauren Warrior
Kil'Jaeden
|
Yeah, obviously dkp systems are guild specific. Ours is pretty tight knit - but I do want those who have nothing to gain by coming to a particular instance some form of reward there for showing up later, and a trackable one - so we'll probably stick to DKP. I've also been a part of some relatively tight knit loot councils in the past, and it was fairly unnerving at times; as it felt as if favorites were played, especially with veterans. (Again apologies for the judicious use of the term loot council, but when the highly competitive items do drop, decisions will have to be made).
There is certainly an extremely strong case for loot council in BC, we all see how the distribution goes. There are just issues that I can't look past with it; just as you clearly see issues with zero sum that you moved past in BC. It comes down to what works for you.
In the end I kind I'm glad I posted this as the system vodka uses seems fairly apt for where we're at now, and simplifies things... sorta.
|
|
|
|
|
05/09/07, 2:18 PM
|
#28
|
|
<Druid Trainer>
|
Originally Posted by Praetorian
If I had the means to design software for handling zero-sum DKP, I'd include a feature that would, when you flagged a player Inactive, immediately, retroactively, and dynamically go back and discount them from the point calculations for any raids in which they participated, both removing points earned by them and divvying them up among the other attendees, and removing any points awarded for items purchased by them.
The system would thus remain perpetually truly zero-sum with respect to all active raiders.
And if the inactive guy came back you could just toggle him back to Active and it'd recalculate everything.
|
I just periodically rebalance to 0 with uniform subtraction. I actually used to have the spreadsheet automatically enforce a 0-balance, and it would auto-adjust anytime I flagged somebody as "inactive," but that confused people too much.
|
|
|
|
05/09/07, 2:19 PM
|
#29
|
|
Terrible Terry Tate, Forum Linebacker.
|
Originally Posted by Nite_Moogle
If you have the same 25 people showing up every night this is certainly the case, but for guilds like mine that have a huge variance in attendance consistency the question of who gets what can get messy in a big, big hurry.
|
DKP simply puts things in a quantitative system. Loot councils, atleast the fair ones, don't really do any different, it's just that everything is not out there in plain view for everyone to see.
My guild uses a loot council and we consider several factors when determining loot - not unlike a DKP system, it's just not out there for everyone to see. Attendance, skill, what helps the guild most, who's put the most work into thier character outside of raids, other contributions to the guild, etc... are all valid factors.
We've actually had a loot decision come down to "well player A contributes about 7 to 8 stacks of herbs a week to the guild bank but I've yet to see any ore come in to the guild bank from player B who is a miner" as the deciding factor.
I guess part of it is my philosphy is that there is more to it than just showing up for every raid and not screwing up/off during the raid. The rogues, warriors and hunters who ran countless Mechanaars to all get Abbacus of the Violent Odds (which improved their characters and our early raid performance overall) deserve to be rewarded for that by having it be one of the factors considered when they are going up against someone who didn't for a piece of loot.
Sure you can come up with a DKP system that encompasses all that but it would be a nightmare of administrative overhead to maintain. When a bit of common sense would do jsut as well 99% of the time it's just hard to justify doing it.
|
|
|
|
|
05/09/07, 2:25 PM
|
#30
|
|
Bald Bull
Tauren Warrior
Kil'Jaeden
|
Thats part of the problem with councils though - because it isn't out there for all to see, people will sometimes assume certain items are being given unfairly, even if they are not - and even in tight groups this can play out... competitiveness of the item changes your mileage on this. The problem is the perfect loot system doesn't exist - basically due to the human element.
|
|
|
|
|
|