05/31/06, 2:30 PM
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#1
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Glass Joe
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I've been thinking lately about how DKP systems are structured and ordered. As someone said in another post, the biggest problem is differentiating between issues with the actual system itself, and just issues with people using or abusing the system.
I was thinking of a way to create a system that attempts to prevent itself from being manipulated. I would like to discuss those ideas here and get your constructive feedback, even if it means dismantling my idea down to one fundamental flaw.
This idea won't cover the scope of rules such as upgrades, or values, just the basics of how DKP are earned and spent.
Essentially, there is a upper and lower limit to your DKP score, depending on the base of your scoring system. So let us say that items are scored on a scale of 25 DKP. The upper limit would be 500dkp, the lower -500dkp.
A person who takes an item can never go below -500dkp. Any item that they pick up that would reduce equal to or below that amount, has it's value reduced to leave the looting player at -500dkp. So for two quick examples, Player A has -300dkp, and Player B has -500dkp. They both have weapons passed down to them worth 225dkp. Player A pays 200dkp for his weapon, and instantly becomes -500dkp. Player B pays 0dkp for his item as he is already at -500dkp.
For players not being able to be in excess of 500dkp, I think the easiest implementation would be a Killbank.
Every Tuesday, when the instances reset, a Killbank earns points equal the combined excess of players with more than 500dkp. So if three players are at 525dkp, and everyone else is 500dkp or below, those players are reset to 500dkp and the Killbank is now sitting on 75dkp. This Killbank can be used for motivation, inspiration, or rewards. However the Guild/Raid leader discerns it is best to use.
Now throughout the course of the week, a raider's DKP can raise above 500 until the end of the raiding week's reset. Of course if they don't spend these points, they're lost.
On a week where the Killbank is cashed in it's entirety, it wouldn't start to take "deposits" from players until the next Tuesday, instead of the first following. This allows people at 500dkp if they get a large reward from the Killbank and a week of raiding to have the chance to spend it, befor the Killbank takes it all again.
Now I'm sure there are an exceptional number of cons to this system, most of which can be voiced by players who find it unfair that they don't get to keep their points past 500dkp.
The whole purpose of the system of course, is to encourage players to NOT be sitting at 500dkp, hording points, waiting for that next big piece of loot instead of taking viable gear that they can use now to benefit the raid. Because the points just don't magically disappear, everything within the system should still be zero sum in the end, and having the caps on both ends of the spectrum prevents there ever being such a huge gap between older and newer players.
This is still a very rough idea, but I like it. And I appreciate all input from you guys, negative and positive regarding the structure of the system and the rules.
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