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06/08/06, 3:50 AM
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#1
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Bald Bull
Night Elf Rogue
Wrathbringer (EU)
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Seeing that 1.11 is on dawn and taking a look at our current DKP system, how old and flawed and unfair it has become, our leaderteam decided to take a fresh start for Naxxramas and start over with a new and fresh DKP system especially for this instance.
After some research we regard the zerosum system as the only valid option, since it rules out all the problems we currently have, such as inflation, unfair advantages of old members, etc.
We are using the EQDKP solution, for which I have added the zerosum plugin found in their forums. Yet unfortunately we have one real big issue.
This is DKP for farming and wiping.
Currently we are regarding DKP as a currency you gain for strengthening the raid, be it by farming pots/consumables or learning a new tactic with endless wiping. I still feel that brining in so much time, effort and passion should be awarded properly, and this is by DKP.
(Just as an example. Yesterday we downed C'Thun. Without such DKP for the endless process of wiping, we never ever would have been able to motivate enough members to finally down him. There are such situations where only a massive sweetener (read DKP) can help you).
Similar, the excellent explanation of a zerosum system on Curse Gaming features so called lotto RPPs, which equals the DKP earned by others purchasing items aswell as wiping/etc.
Now my question is, does any guild using this forum have a similar system, i.e. award points for wiping in a zerosum system?
I would like to hear your solution for not letting inflation into this system and especially the website solution (preferrably for eqdkp).
Thanks in advance.
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06/08/06, 4:21 AM
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#2
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Bald Bull
Night Elf Warrior
Proudmoore
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See this thread
http://forums.elitistjerks.com/viewtopic.php?id=6924
post #18, #19 by Log and Sirloin for an example of how to make a Zero sum system award *time* devoted to guild scheduled activities rather than rewarding players for kills they happened to be present for.
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06/08/06, 8:13 AM
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#3
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Piston Honda
Human Priest
Outland (EU)
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Those suggestions are really good but I can see it'd be very painful working out DKP for a raid where people are coming and going, have to leave after a certain boss for RL stuff or are on the waiting list, etc.
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06/08/06, 9:01 AM
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#4
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Bald Bull
Night Elf Rogue
Wrathbringer (EU)
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I like these solutions very much aswell, but can someone provide a web solution for such a system?
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06/08/06, 9:12 AM
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#5
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Piston Honda
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We of Magnae Mammae of Turalyon (EU) use a zero sum system which originally was purely based on drops, but has been modified to make incentive DKP (IDKP) possible for wipes on new bosses.
Here's what we do.
For bosses/instances that are on farm, we figure out what the approximate average DKP value of drops is per boss (drops that are actually given to raiders, not disenchanted). Then we give the boss a fixed dkp value which is lower than this average. This is the amount of DKP that raiders get when we kill that boss.
For example, let's say Golemagg usually drops items which are worth 120 DKP in total. We might decide to value a Golemagg kill 60 DKP.
What does this mean? On a full MC run, more DKP is paid by the winners of loot than is gained by the raid because of kills. For example, loot winners paid 1100 DKP in total for all loot, and the raid gained 700 DKP for boss kills. That means, right after the MC run, our DKP is not zero-sum: we lack DKP.
To make the system zero-sum again, we need to give people DKP while not gaining any loot. Hey look, we could wipe a few times on some new boss, give every raider present 10 DKP, and voila! We are back at zero-sum.
So, our system is not zero-sum at every point in time, but it is always "almost zero sum". Sometimes a bit above zero, sometimes a bit below.
This system works pretty well. People who don't need anything from MC can still go there to gain a bit of DKP, and people who spend time learning an encounter are rewarded as well.
Oh, next to the DKP system, we also have a Credit system. You gain credits by providing the raid with Flasks, Dark Iron Ore, Greater Nature Protection Potions, etc. You spend credits to buy certain items from the raid bank, like Fiery Cores, AQ20 class books, Obsidian Shards, etc. This way the people who invest extra time in the raid also get rewarded.
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With great power comes great responsibility.
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06/08/06, 9:24 AM
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#6
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Bald Bull
Undead Mage
Bloodhoof (EU)
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The othe roption is to do what we do, and spread the DKP awarded over the full weeks raiding, and only update the DKP earned once a week.
Effectively, you treat the entire weeks raiding as one big raid, run it through a spreadsheet to get the accurate numbers, and then deduct the penalties as appropriate.
It means your still zero sum, but rather than rewarding for a particular night, you're rewarding for the entire week - it's not perfect, but it does vastly spread the DKp out more. It also fixes the problem of a fast 4 hour BWL run being worth far more than 2 AQ practcie nights - doing this turns a weeks raiding into purely "dkp per hour", so the longer you raid, the more dkp you get.
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06/08/06, 9:28 AM
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#7
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Don Flamenco
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Originally Posted by Whiteknight
See this thread
http://forums.elitistjerks.com/viewtopic.php?id=6924
post #18, #19 by Log and Sirloin for an example of how to make a Zero sum system award *time* devoted to guild scheduled activities rather than rewarding players for kills they happened to be present for.
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Thanks for pointing that one out, my guild has been discussing the possibilty of doing something just like that, so it's good to hear that some other people have done it and are happy with the results.
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06/08/06, 12:08 PM
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#8
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Don Flamenco
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Originally Posted by sp00n
I like these solutions very much aswell, but can someone provide a web solution for such a system?
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Here's the web solution I designed for my "weekly null" system. It looks extremely plain (read: bad; making it look good is last on my todo list), but its highly functional and extremely easy for me to add my raids, and view DKP. You can see it at http://www.wowtrauma.com/dkp/standings.html
I never intended to distribute it, but if its something a lot of people are interested, I may be persuaded to release the source and the db schema.
A list of some highlight features in no particular order:
Automated raid import from EQDKP Raidtracker XML. It takes me less than a minute to add a complete raid.
New items are automatically looked up on thott and allakazam, and priced according to my guilds pricing policy
Easy-to-use player DKP comparison
Simple to weight raids, audit raids, and finalize weeks (finalizing a week takes one click)
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06/08/06, 12:46 PM
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#9
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Von Kaiser
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My guild had a similar issue when we went to a zero sum system. Similar to many guilds, we incent our members with DKP to attend learning attempts. Unfortunately this rapidly became an issue because we started noticing a significant amount of inflation. Our soution is as follows:
Each learning attempt is worth 2 DKP. That is, everyone in the raid receives 2 DKP. So, if you are learning C'Thun and you make 5 attmpts at him, you receive 10 DKP. Assuming 40 people are in the raid, that's 400 DKP worth of inflation into your system. In order to get rid of the inflation, we take the total number of points awarded to the raid (in this case 400) and divide it by the number of people on the DKP roster. (For us, ~50). The result is then deducted from every person on the raid roster. That math works out like this:
Inflation
40 people attending the raid at 10 DKP each = 400 DKP inflation.
10 people not attending the raid receive nothing = 0 DKP inflation
Removing Inflation
50 people lose 8 DKP
40 people attending the raid still gain 2 DKP
10 people not attending the raid lost 8 DKP
This allows us to keep our zero sum system in place while still rewarding for learning attempts. While your actual DKP total does not really go up that much from the learning attempts, your relation in DKP to people that do not attend will improve rather rapidly. Note it improves at the same rate (10 DKP) as if there had been no DKP subtraction.
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06/08/06, 6:48 PM
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#10
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Tank Wannabe
Night Elf Warrior
Baelgun
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Originally Posted by Sirloin
Here's the web solution I designed for my "weekly null" system. It looks extremely plain (read: bad; making it look good is last on my todo list), but its highly functional and extremely easy for me to add my raids, and view DKP. You can see it at http://www.wowtrauma.com/dkp/standings.html
I never intended to distribute it, but if its something a lot of people are interested, I may be persuaded to release the source and the db schema.
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That's pretty hot. EQDKP is killing us and it's really hard to find anything on the web because everyone is coding stuff for their own guild and rarely releasing. I'm after something fairly simple, just does zero-sum DKP and allows people to enter/leave raids in progress (or maybe imports from raidtracker somehow). I for one would be interested in some source for this, even if it's just a "here's a zip, figure it out yourself" kind of deal.
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06/09/06, 3:57 AM
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#11
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Bald Bull
Night Elf Rogue
Wrathbringer (EU)
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Originally Posted by fivehundred
My guild had a similar issue when we went to a zero sum system. Similar to many guilds, we incent our members with DKP to attend learning attempts. Unfortunately this rapidly became an issue because we started noticing a significant amount of inflation. Our soution is as follows:
Each learning attempt is worth 2 DKP. That is, everyone in the raid receives 2 DKP. So, if you are learning C'Thun and you make 5 attmpts at him, you receive 10 DKP. Assuming 40 people are in the raid, that's 400 DKP worth of inflation into your system. In order to get rid of the inflation, we take the total number of points awarded to the raid (in this case 400) and divide it by the number of people on the DKP roster. (For us, ~50). The result is then deducted from every person on the raid roster. That math works out like this:
Inflation
40 people attending the raid at 10 DKP each = 400 DKP inflation.
10 people not attending the raid receive nothing = 0 DKP inflation
Removing Inflation
50 people lose 8 DKP
40 people attending the raid still gain 2 DKP
10 people not attending the raid lost 8 DKP
This allows us to keep our zero sum system in place while still rewarding for learning attempts. While your actual DKP total does not really go up that much from the learning attempts, your relation in DKP to people that do not attend will improve rather rapidly. Note it improves at the same rate (10 DKP) as if there had been no DKP subtraction.
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Meanwhile this is my favourite solution aswell, as I have read this mutliple times now on different forums where I asked.
BTW, since some drops are known in Naxxramas now, has anyone already thought of the scale for DKP on those?
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06/09/06, 5:47 AM
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#12
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Solution complicated; Dispense enlightening graph.
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Originally Posted by sp00n
BTW, since some drops are known in Naxxramas now, has anyone already thought of the scale for DKP on those?
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We price our Zero Sum system based on the ilvl of the item, it's quality, and it's slot. If that sounds interesting to you, I could c/p our system here.
It's an excellent system for pricing, and has saved us a huge amount of headaches.
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First star to the right, and straight on till morning.
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06/10/06, 10:56 AM
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#13
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Bald Bull
Night Elf Rogue
Wrathbringer (EU)
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Sure, bring it on!
Sounds like a conversion of Hyz' formula, which I'm very interested in.
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06/10/06, 10:59 AM
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#14
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Mike Tyson
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Originally Posted by Anias
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Originally Posted by sp00n
BTW, since some drops are known in Naxxramas now, has anyone already thought of the scale for DKP on those?
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We price our Zero Sum system based on the ilvl of the item, it's quality, and it's slot. If that sounds interesting to you, I could c/p our system here.
It's an excellent system for pricing, and has saved us a huge amount of headaches.
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Yes, I'd be interested in hearing this as well, as we were looking to standardize our post-expansion pricing in a very similar manner.
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06/10/06, 3:12 PM
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#15
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Founder of the Chalonverse
Chalon
Night Elf Rogue
No WoW Account
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We are also actually going to be changing to an ilvl-based pricing system. Basically what we'll be doing is taking the ilvl of the item, multiply it by a slot multiplier, and bam that's the price. The ratios for armor are pretty much directly the ratios from the Hyz itemization thread. For instance legs/helm/chest have a 0.1 multiplier, while wrists have a 0.054 multiplier. The weapon ratios had to get adjusted though, since 1h weapons are like 0.04 or some such in the Hyz thread, which is way too low.
Then we just have an additional multiplier that can get applied to the item, based on the quality. For instance resist items will be 25% whatever the ilvl*slot result is....legendaries probably 150% (that's what we're discussing atm). Previously we used a pricing system which was based on item stats, which worked fine for the most part, but the main issues were figuring out how to price new stat mods that got added, and also we never quite correctly got shield and weapon pricing. The new system should also help get an exact parity in cost...since for instance an ilvl 81 cloth bracer costs just as much as an ilvl 81 leather one.
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