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Old 08/18/06, 10:21 AM   #76
 Nemesis
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Nemmie
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doing the same effort in a boss kill system would yield the same dkp every run, while doing it in a zero sum system differes.
theres 2 ways to approach this
Work = time spent
or
Work = % the raid got upgraded by

Boss kill systems simply reward for the time spent (or the amount of bosses killed)
Simply put, if you do your job and the boss goes down, you get your points regardless of the impact on your group

Zero sum reward people for progression
cool we killed this boss, did someone get an upgrade? yes, ok, good work guys, heres some points
what? noone gets better from killing this boss? then you dont get points either, i'm not paying you for something that doesnt benefit our raid

So why is a boss kill system wrong?
Its a linear point gain while your raid progression is not linear, at a certain point it curves out

zero sum follows that curve so the points you gain keep reflecting how much it benefits the raid group

personally i feel much better getting 2 points for rag if that means someone got his T2 pants than i'd feel if everything got disenchanted and we got another bunch of nexus shards


yes this inherently means that some people, in the very short term could get lucky and be in a raid that drops 'phat lewtz' and thus gain more points, but thats cool since that means our raid group got upgraded alot, which means we can move on to harder bosses and from a progression point of view thats great
boss kill systems put the emphasis on the player 'hey i want my 2 points for killing this boss!!!', zero-sum put its on the raid 'great job guys, heres 2 points for making us better'

Originally Posted by Zyla
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Old 08/18/06, 10:39 AM   #77
Kaubel
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Mal'Ganis
Originally Posted by Ghork
however, it beeing based on kills instead of drops, means its more fair, since a certain effort will always entail the same reward
You're just not seeing it. But since I ultimately don't care what other guilds do as long as it doesn't affect EJ, I'm done discussing the matter.

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I've been trying to concentrate on studying for my Proof Methods test tomorrow, and all I can think of is your hotness, radiating out from the pixels on my monitor, seared straight into my neurons.

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Old 08/18/06, 11:46 AM   #78
Avair
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One of the traditional criticism of Zero Sum DKP is that it does not reward 'wipes', but rather farm status. This incentivizes waiting until content is learned, and then showing up for farm status content. While there are other administrative solutions to that (i.e. raid slot awarding), it would be nice to have it all in one quantitative system, i.e. DKP.

Incentivizing Learning
The traditional solution has been learning points, where each wipe gives 1 point. You might cap it at 5 points a night. Two problems, A) they inflate the zero sum system. B) They are a perverse incentive to not succeed. I.e. its more effecient to show up, get your wipes in, or keep wiping. A night of 12 wipes could be more rewarding than a boss kill.

Incentivize First Kills
I think what you really want to reward is the goal everybody wants, the first boss kill. The first kill is far more valuable to a guild than the 2nd or 3rd kill. Make the first kill award double or triple points. Players still pay the normal cost, but you create an "Inflation" character in your EqDKP system who buys the rest. This is to keep the system at a net zero sum. However, those points are really just a subtle form of inflation, which needs to be removed.

Removing Inflation
After the first kill, you start taxing the rewards earned until the sytem returns to a zero sum. Drops on 2nd and subsequent kills would still cost players the same amount, but you tax what players earn. Something like 25-50% of the earning would go to pay down the inflation.

Example
Normal Instructor Raviunous Kill - 100 DKP
First Kill - 200 DKP awarded to players (5 pt each), -100 DKP to "Inflation" account
2nd-5th Kills - 75 DKP awarded to players (1.8 pt each), +25 DKP to "Inflation"

You could play with detail here (i.e. 200/300% for first kill, -25-50% off subsequent), but the general principle is the same.

What do you guys think? Good idea?

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Old 08/18/06, 12:24 PM   #79
 Nemesis
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Nemmie
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i'd make sure i'm there for the first kill and miss at least the next 2 :p

Originally Posted by Zyla
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Old 08/18/06, 12:49 PM   #80
Avair
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i'd make sure i'm there for the first kill and miss at least the next 2 :p
Technically, there is an incentive for that, but I think the desire to spend your DKP on the drops from the boss would outweight that. With a 25% tax, i don't think the DKP penalty would be large enough to notice.

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Old 08/18/06, 1:05 PM   #81
Exewut
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edit: nevermind this post I read yours wrong, this is exactly the same as your idea

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Old 08/18/06, 1:12 PM   #82
 Shalas
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Originally Posted by Nemesis
Originally Posted by Shalas
Giving items to the people they're the biggest upgrade for is a terrible idea due to that it punishes taking small upgrades. In the Mish'undare example, the obvious winning loot whore strategy when you have T1 is to avoid looting the T2 hat so that you have priority on Mish. Another great example is with the Green Dragon NR gear -- a lot of guilds gave the epic NR peices to people with no NR items in that slot, as that's the biggest upgrade. The problem with this is the end result is the people who wne tout and farmed NR gear on thier own ended up with worse gear than those who didn't. Rewarding having bad gear is the type of thing that leads to people trying to skip tiers of gear.
except you stop giving a raid spot to the mage that keeps passing on T2 for no good reason, or the people who have 0 NR even tho its been on your guild forums for 2 weeks now that they have to farm maraudon
people who want to "play the system" shouldn't be in your raid, make that very clear to them and you will weed out the problems
Ideally you would use DKP to create the biggest net upgrades for your raid and use raid slots to make sure the right people get those upgrades (aka those who deserve it are in the raid and get a chance to be rewarded, those just riding your coattails sit on the the bench)
Until a few weeks ago, I had 3/8 Transcendence, with 4 8/8 Trans people in the guild. If I hadn't spent signficant dkp on non-healing items, I would have been able to have looted the first drop of every healing item we've seen in AQ40. To the best of my knowledge, we've never disenchanted a priest set drop, and I had a very good reason for passing: I don't consider the trans pieces an upgrade over the non-trans items I use (I'm now at 7/8 and still using the same 3 for fights where 5/8 isn't useful).

Prior to the changes, a mage joining a guild starting on BWL could easily justify passing on T1, as most of the pieces weren't upgrades.

For the NR situation, I was mostly talking about what happened before AQ came out. When it was first mentioned that NR would be useful in AQ, there are some who immediatly started farming NR. A lot more waited until the guild decided to start farming NR, and those are the ones that often got the epic NR pieces.

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Old 08/18/06, 3:32 PM   #83
 Nemesis
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Nemmie
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Picking up non-set pieces that are just as good as transcendence is obviously a GOOD reason to pass on your T2, why would anyone be mad about that? Passing on clear upgrades to get priority on certain items however is frowned upon and thats what i mentioned in my post

For the NR situation, I was mostly talking about what happened before AQ came out. When it was first mentioned that NR would be useful in AQ, there are some who immediatly started farming NR. A lot more waited until the guild decided to start farming NR, and those are the ones that often got the epic NR pieces.
not much you can do about that, i mean yes, its cool those people immediately went and farmed NR but you can't blame the others for waiting for the guild. It would be a different story if everyone in the guild was putting in some effort and you had a few slackers. You can punish those, but its really hard to reward early birds.
One thing, those that got green dragon NR gear paid DKP right? so i guess in one way the maraudon crew might have gotten inferior gear but at least they got it for free :p

Originally Posted by Zyla
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Old 08/18/06, 5:39 PM   #84
Crimsonjade
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Originally Posted by Nemesis
i'd make sure i'm there for the first kill and miss at least the next 2 :p
That really does not make sense though. If you miss the next 2 you are probably missing the bosses before that. Since those bosses are very close to your most recent new boss kill, those items are still going for significant points. So lets say you gain 4 from the first kill. You miss the next day they attempt that boss and miss at least 4 from the drop from the boss and the drop from the previous boss before that.

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Old 08/18/06, 6:34 PM   #85
Kalman
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I still like the incentive DKP system someone proposed on a similar thread a while back - attendance at learning encounters is rewarded with incentive DKP, which is on a *totally* seperate system. That DKP continues to accumulate until the kill is made, at which point it simply allows people who attended learning priority over those who didn't - points for loot are still spent out of the main ZS system. After N (kills, weeks, months, whatever), the incentive DKP is zeroed out for those learnign attempts.

Downside is the need to maintain 2 seperate DKP systems. Upside is rewarding learning attendance without breaking ZS's wonderful properties when applied to distribution of farmed loot.

Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.

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