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05/24/06, 3:23 PM
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#16
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Get off my lawn.
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Most DPS plate is priced slightly higher (or at best equal to) their tanking counterparts. The DPS warriors grab that stuff first, and complete their tanking sets later on -- and generally have no problem grabbing tanking upgrades along the way.
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05/24/06, 3:25 PM
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#17
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Piston Honda
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The examples used so far are comparing a new recruit in blues to someone in the guild is well-geared. I'm interested in hearing opinions about the following example:
My old guild broke up while working on Firemaw and myself and a few others joined another guild the week they killed Vaelastrasz for the first time. Gear-wise, I was at the same level (or better in some cases) than the priests in the new guild. The priests in my guild, myself included, have an incredibly high attendance, so the point difference between all of us has stayed basically constant since when I first joined (Transcendence drops were rare for them so I started off about 400-500 points behind the other four priests with set pieces priced at ~150 points each).
Now, I've put basically the same effort as any other priest in the guild into both BWL (minus the first couple weeks) and AQ, yet because of points earned in MC and Onyxia, I was consistently about 3rd to 4th on the list for any drop. As a new recruit, is that fair? Sure it is. Those guys got the guild to that point, and even though I put in my blood, sweat and tears banging my head against the same content with a different guild (as opposed to getting a free ride with the new one) this isn't really transferable.
However, is it fair to always be 3-4 drops behind the other priests just because I wasn't there for MC or Onyxia? I personally lean towards no myself as the more time that passes, the more trivial those two instances and the effort put forth therein becomes.
Because of the relatively large influx of well-geared recruits to my new guild, the officers ended up deciding that each instance should have its own point system (we started with AQ and will do so again with Naxx) to reward people with the items they helped earn in the first place.
Now with an upgrade system, I can see why having separate point systems would be unnecessary, but how would that situation be handled under EJ's point rules?
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05/24/06, 3:25 PM
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#18
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Mike Tyson
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We don't differentiate between DPS and tanking plate for slots. For example, Drake Talon Pauldrons and Pauldrons of Wrath are the same price in our system. If you get one, the other is free. (Similarly, you can upgrade from Might to Drake Talon.) But the flip-side of that is that if you get one, you move to the end of the line for the other automatically. Warriors will naturally tend to choose between the two paths, and then eventually get the other pieces once other warriors have them. It actually works out nicely that way. You're better off having a couple of warriors with full Wrath and a couple with Drake Talon, Chromatic Boots, Onslaught Girdle, Endless Rage, etc., rather than having all your warriors with a bit of wrath and a bit of DPS gear.
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05/24/06, 3:27 PM
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#19
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Mike Tyson
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If we were to invite a raid-geared player under our current system we'd probably treat his past guild history as a one-man raid, and start him out with, say, 1500 points Earned, 1500 Spent, and 0 Current, and he could upgrade and go from there.
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05/24/06, 3:27 PM
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#20
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Von Kaiser
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The problem is that incentivizing can go too far if you don't price things between the instances properly. We had tier 2 priced double tier 1, which was too little. We had so many old timers in almost full tier 2 still showing up for MC because we had to if we wanted to keep up with DKP and get the last couple pieces of tier 2 or Ashkandi. Our MC (and especially Onyxia, my god) DKP was way, way too high. We had people setting up groups to do 20-man Onxyia, which gave about as much DKP than an entire BWL clear.
As far as MC goes, linked DKP caused problems because people would show up as late as possible (one minute before MC raid time, usually) so that they'd be on the wait list, still get DKP, but not make it in the raid or have to actually do MC. They knew they weren't needed, but they still wanted DKP. It was a contest to NOT get in MC. This was compounded with the fact that we allowed alts to earn DKP for their mains. So the MC raid was half alts and it took 6 hours to clear the damn place. It was awful.
The alts were a major problem, but aside from that, I just don't think you should give incentives to go to a place that's one tier further below the one you already have on farm. It's not like you need people in full tier 2 to help out in clearing MC. New people can just skip MC, why keep running it. If you have a linked system, you have to know when to cut DKP from old instances entirely, or just set instance caps, because forcing people to go to places that are on WAY farm is just not fun at all.
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05/24/06, 3:31 PM
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#21
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Von Kaiser
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We used an upgrade based, zero-sum system with one point total for all instances for some time. We somewhat recently moved to an instance separated system (which is naturally non-upgrade, with the exception of tier 2 hats and pants which drop from bosses in our 'MC' pool).
This was a better decision for us than it would be for most raiding guilds because of the way we're structured. We're a large, friendly (tragically non-elite) guild with a ton of people who raid 'infrequently' by most raiding guilds' standards, so we have a huge turnover in raiders from week to week - it may be counter-intuitive, but recent attendance will actually make you lower priority except when we're just about on the brink of downing the next significant boss or moving a 2-night clear down to one. Point being, there is always another group of newer raiders to pull through MC - the fruits of which would be about 5x the DKP as a BWL partial clear through the drakes, which was about where we were at the time, with every set item being bought at lower prices. In order to be competitive for the latest loot, raiders were essentially required to run MC every week even though they needed no items - which is a 'feature' if you're hurting for experienced/geared ringers to pull you through, but with the numbers we have it was not only unnecessary, it was harmful in that we were potentially waitlisting people who needed that gear for progression. Additionally, since our raid groups are by design much more inclusive, if a small upgrade is a lower priority than a large one, then consistent raiders will find themselves stuck in all tier 1 while letting newer raiders take the tier 2, essentially breaking the DKP system as it's intended.
I was among those who felt that this was an issue that could be solved by more intelligently picking raid groups each week and reevaluated upgrade prices, but in the end just splitting the pools stopped incentivizing gaming the system. As a result we only do one MC run a week now instead of two, but it saved our core raiding community some burnout and refocused them on new content.
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05/24/06, 3:33 PM
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#22
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Mike Tyson
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We had tier 2 priced double tier 1, which was too little. We had so many old timers in almost full tier 2 still showing up for MC because we had to if we wanted to keep up with DKP and get the last couple pieces of tier 2 or Ashkandi. Our MC (and especially Onyxia, my god) DKP was way, way too high. We had people setting up groups to do 20-man Onxyia, which gave about as much DKP than an entire BWL clear.
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What you described is why we implemented caps on earning points from zones. When we capped MC last August, there were maybe 15 people over the cap. Now, there are probably 90.
That stops people from feeling obligated to keep running MC in order to keep up in BWL, but only once they've really put in their time. Under our system, buying a full kit of MC gear -- every item you might want -- probably costs around 1250 or 1300 points total. The MC cap is 1500. By the time people hit that cap, they've run MC a lot, and helped gear a ton of people up. Our runs these days usually consist of 15 or so nubs who still need the loot on their mains and get points, a bunch of vets looking to compete for DPS and enjoy a relaxing speed-clear, and people scooping up rots for their alts.
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05/25/06, 12:15 AM
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#23
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Glass Joe
Murloc Rogue
Dragonblight
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People mention selecting the correct time to make MC a non-dkp instance, I think we're fast approching this time.
The post above about a "contest to NOT get into MC" is starting to emerge for us but there's a few problems I personally can see with suddenly pulling the DKP out from MC and allowing future runs to be casual/non-dkp.
People may ask "<player a> won <item> this week, I won it last week, how come he gets it for free?" and rightfully so. Cutting the DKP from MC will allow people that gain MC gear in future to be ahead of others in DKP as they spend nothing. I know the theory with zero-sum is that everyone will balance out as zero over each encounter but for us MC loot is awarded to one or two newer people that require the items. These people will jump ahead of others in their class as the new member that collected his set last MC will be in a DKP hole compared to the new member that collects his set next week.
The question: How do you go about removing the DKP from a single raid instance without causing overly much trouble within your system?
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05/25/06, 6:36 AM
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#24
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Glass Joe
Tauren Shaman
Kazzak (EU)
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If they dident pay dkp for their tier 1 set, they'll pay that much more for their tier 2 set. Problem solved.
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05/25/06, 11:20 AM
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#25
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Glass Joe
Murloc Rogue
Dragonblight
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True but we don't have a full discount system, we use a half discount. Ie. If you upgrade from T1 to T2 you will gain a rebate of half the DKP cost of the T1 piece.
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05/25/06, 11:49 AM
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#26
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Von Kaiser
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If people are showing up late in order to not go to MC but still get DKP... then its not the DKP system at fault, its horrible leading. People who show up late solely to be considered overflow really shouldn't get DKP, especially if its on a consistent basis
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http://ctprofiles.net/1604639
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05/25/06, 12:08 PM
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#27
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King Hippo
Malorum
Undead Priest
No WoW Account
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Originally Posted by Bigman397
If people are showing up late in order to not go to MC but still get DKP... then its not the DKP system at fault, its horrible leading. People who show up late solely to be considered overflow really shouldn't get DKP, especially if its on a consistent basis
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Thats pretty much how we run it for every raid. If your not on time then you dont get the DKP for that run. The only time you do is if you sub in for someone else during the run and the subsequent kills thereafter.
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Originally Posted by JamesVZ
Anyway. Badges suck, bring back 40 mans.
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05/25/06, 12:24 PM
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#28
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Von Kaiser
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I didn't know anyone gave DKP for not raiding under a zero-sum system. How does that work, and really, why?
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05/25/06, 12:28 PM
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#29
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Von Kaiser
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Because in order to raid successfully on a frequent basis, you need more people on your roster than 40. This allows for people to miss a night or 2 and for the guild to continue to pogress and raid at a constant schedule. If 43 people show up to a raid, 3 aren't going to get to go. Why should those 3 not get DKP when they showed up on time, and it was just arbitrary decision or luck of the draw that prevented from actually getting to go on the raid. You are punishing people for an in-game mechanic that none of us can control. Which would be stupid.
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05/25/06, 12:32 PM
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#30
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KINDOFABIGDEAL
Night Elf Hunter
Ner'zhul
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just as a disclaimer - our system is not zero sum and has experienced our share of inflation problems (which we have attempted to correct in various ways, but ultimately we're shifting to new dkp for naxx). we give DKP for 'sit outs' on raids where we have more people who want to raid than legitimately can. it both helps keep people happy and raiding and in the guild and lets you gear up more than 40 people when gear would otherwise rot.
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