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Old 06/01/06, 8:13 PM   #26
♦ Praetorian
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Originally Posted by Snowcrasher
The main downsides are a potential administrative hell (solved by having our eqdkp automatically deal with all of this).
How did you manage that? EQDKP is a POS in my experience -- that sounds like a fairly significant modification, since the basic version hates fixed-price zero-sum systems.

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Old 06/02/06, 12:15 PM   #27
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Originally Posted by Praetorian
How did you manage that? EQDKP is a POS in my experience -- that sounds like a fairly significant modification, since the basic version hates fixed-price zero-sum systems.
Our system is heavily modified, however not having been the person to do it (I simply do the admin work) I can't give you much more then a high level overview of what our system now does.

- Ability to import a list of item name/prices/slot
- All items are selectable from a pulldown list and thus automatically price.
- When a new item is added to a raid, the system automatically looks at that persons previous looting for that slot and applys DKP to the affected raids as I described previously.
- System handles double item slot types (hands / rings / trinkets) by applying upgrade to the least expensive of the 2 items when the 3rd is looted etc.

The person who did most of the coding lurks here, so if he feels like it you might get a more detailed answer.

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Old 06/02/06, 5:08 PM   #28
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I think Gurg mentioned something like this earlier, but we're currently batting around a formula for item pricing. Right now it's iLevel * Slot Modifier * Instance Modifier * Quality Modifier. Slot modifier is the stats modifier from the thread on R&D that explains how to calculate iLevel. Instance Modifier is currently set at 1 for BWL, 1.2 for AQ and 1.4 for Naxx. Quality Modifier is what we want to use to push caster set prices up and melee weapon prices down (so a warrior pays about as much as a mage for a set of armor plus the weapons and shield they need for tanking and DPS) as well as to adjust some less desired items down. We're planning to implement this retroactively for BWL and then count Sulfuras, Thunderfury and Tier 2 helms and legs for upgrade purposes. (We're currently working on Nef.)

I realize that this is not original, but I'm curious if other people have used a similar system for determining item values.

edit: This is in a zero sum upgrade system, in case that wasn't clear.


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Old 06/02/06, 5:18 PM   #29
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Wouldn't the 1.2 modifier for AQ loot over BWL potentially lead to more AQ loot getting D/E'd? Meaning... why spend the extra points on the AQ loot from the beginning bosses if there are comparable pieces from BWL or elsewhere?

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Old 06/02/06, 5:29 PM   #30
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Not a huge problem for us, I don't think. We have a large guild that has a fair number of mains that either don't do BWL much or are almost done with MC and could do minimal BWL before they go to AQ. But if it does turn out to be too much, it's easily changed. We're still planning the new system.


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Old 06/02/06, 5:29 PM   #31
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Originally Posted by Tahotar
Wouldn't the 1.2 modifier for AQ loot over BWL potentially lead to more AQ loot getting D/E'd? Meaning... why spend the extra points on the AQ loot from the beginning bosses if there are comparable pieces from BWL or elsewhere?
That's a good point. Hopefully the "iLvl" and "Quality" modifiers would take care of that issue all by themselves.

I've seen a lot of systems in which item pricing is based on the status of the boss "first kill, second kill, farm" for the raid. That seems like it might work better, rather than, say, placing Skeram Loot as higher than Chromaggus because of the instance modifier. with relatively similar iLvls (ie. 1.05 apart) with Skeram being an easier fight, with less-desirable gear (Breastplate of Annihilation, Cloak of Conc Hatred and two pieces of melee NR gear are the only "unique" things in his loot table.

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