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A Highly In-Depth Guide to Loot DistributionFollow

#1 Feb 03 2010 at 4:44 PM Rating: Excellent
27 posts
Enbi wrote:
>>> Part 1 - Introduction
    • 1.1 - Who am I & What's this Post all about?
    • 1.2 - What is a Loot Distribution Method?
    • 1.3 - How to use this Guide
>>> Part 2 - Existing Distribution Methods
    • 2.1 - DKP
    • 2.2 - EPGP
    • 2.3 - Free Lot
    • 2.4 - Loot Councils
    • 2.5 - Loot Lists
    • 2.6 - Wishlists
>>> Part 3 - Creating your own Methods
>>> Part 4 - Conclusion

>>> Part 1 - Introduction

> 1.1 - Who am I & What's this Post all about?

Firstly, I thought that with this being my first informative thread here on Allakhazam, I might ands well introduce myself (plus you're probs thinking 'who the heck is this newb with only 18 Posts & no lv 75 Jobs!?')!

Well, I'm Enbi (though my Character is Vashj on Sylph) and, although I'm still very new to FFXI, I'm most definitely not new to the MMO scene in general, playing WoW (I know, I know, 'boo hiss!') for around 4 years as a Warlock. In my time I've been Class Leader of 2 Semi-Hardcore Guilds, one of which I was a member of for over two years, a member of a full-on Hardcore Guild for a period of time, and I've also led a Guild with over 250 active members. Combining all of these experiences, I've been in direct contact with the whole Loot Distribution debacle for many years, often having a hand in designing new methods to suite a Guild's particular needs.

Anyway, all that's behind me now, and here I am having the time of my life with FFXI. I've been a long time lurker of the Allakazham forums, only posting a few times (as you can see), but have decided to brave the cold water and post this guide with the aim of helping people understand the various existing Loot Distribution Methods, and also with how to be creative and come up with your own.

Wall of text over, I'll get on with the show. (Soon .. ^^).

> 1.2 - What is a Loot Distribution Method?

So exactly what is a Loot Distribution Method? Well, it's exactly that - A method of distributing a Party/Alliance's Loot. Probably the most popular/well known of these methods is 'DKP' and its many associated applications.

'What's the point though? Why not just let everyone Lot for their stuff!?' - Well, that's actually a valid method, (and is discussed in further detail in Part 2 ^^) but many LinkShells prefer to use a system that isn't random and rewards the members that put in effort. Note that any of the words highlighted above are crucial factors to every Distribution Method and I will be discussing each in more detail throughout the Guide.

> 1.3 - How to use this Guide

Every Distribution Method covered will have an Introduction, an Example In Use, My Experiences with the Method, a Conclusion, and a Personal Rating. To automatically jump to a particular section of the Guide, check the Contents at the top, find the Part you're looking for, hit 'Ctrl-F' and type the Part's number in. So, if you wanted to jump down to the Wishlists section, you'd type in '2.6' (although, doing this for Wishlists will jump you to here along the way - Just hit 'Find' again).

An example for 'Enbi's Example Method', with a Rating of 4/5, would be:

Enbi wrote:
> 2.1 Enbi's Example Method ♥♥♥♥♥

> > > 2.1a Introduction to Enbi's Example Method

> > > 2.1b An Example of Enbi's Example Method in use

> > > 2.1c My Experiences with Enbi's Example Method

> > > 2.1d Conclusion

>>> Part 2 - Existing Distribution Methods

> 2.1 DKP ♥♥♥♥♥ WHEN DONE PROPERLY! See each Example of DKP in use for individual Ratings.

> > > 2.1a Introduction to DKP

Wow, where to start. DKP is probably the most popular Loot Distribution Method you will ever hear about. That doesn't necessarily make it the best, however. The way it works is that members earn points for attending Events, and then use these points to 'purchase' Loot when it drops. It is the age old, standard method of Loot Distribution because, when implemented properly, provides a very balanced, level playing field for LinkShell members to earn their gear.

With every other Distribution Method in this Guide, I would at this point begin listing Pros and Cons, but with DKP I'm gonna use the Examples of DKP in use section below to do this, as there are so many different ways of using DKP that to make any blanket-statements here would be silly.

> > > 2.1b Examples of DKP in use

The way DKP is earned is generally universal - You earn X amount of DKP per unit Time, sometimes with bonuses such as for each Boss Killed, attending the Event on a Job you didn't want to come on, arriving to the Event early/on-time, sticking with the Alliance for the whole planned duration, etc.

As pointed out by lolgaxe and Kinematics, the points earnt (whether they be DKP, EP, or any other Loot Distribution Method) should be tracked by 1 person, and uploaded to the LinkShell’s forums every time a change is made.

An alternative to uploading the DKP values to a forum would be to follow Kinematics’ advice:

Kinematics wrote:
If you're using spreadsheets to track the info, and, as lolgaxe mentioned, you want to keep things transparent, I'd suggest setting up a spreadsheet using Google Docs. You can set access restrictions to who can see it by Google account, or just let everyone in the world read it (the HTML links are long hash keys, so it's only practical to get to it by providing the link in a forum post or similar anyway).

This way everyone can see exactly what's in it at any time, and it's usually a lot easier to deal with than trying to format complicated data into a forum post. Also important, though, is that it allows you to see the revision history. That goes a long way in helping keep things transparent, since you can always go back and see who made what changes if something looks wonky, and it's far more difficult to mess with than editing forum posts.

In addition, catwho posted this:

catwho wrote:
I will also point everyone over to Ismarc's EQDKP mod for FFXI. It is no longer supported, but for general use it is perfectly functional. We have four different installs of it for my various linkshells on my server, including a custom Dynamis flavor. You can see the DKP in action on the Yamato page in my sig.

The Link to Ismarc’s EQDKP mod can be found here.

In each of the Examples below, I will be referring to 3 Members of an imaginary LinkShell. These 3 Members are:

    • LongTimeMember, to represent a Member who has stockpiled alot of DKP over a long period of time.
    • ShortTimeMember, to represent a Member who has only just joined the LinkShell so has very few DKP.
    • MediumTimeMember, to represent a Member who has been in the LinkShell for sometime inbetween.
Finally, before I actually discuss the examples, I'm gonna give these 3 Members some quantifiable DKP as follows:

5 DKP for ShortTimeMember, 25 DKP for MediumTimeMember, 75 DKP for LongTimeMember.

> > > > > Bidding Wars! ♥♥♥♥♥

Pros: LongTime Members get easy access to well desired Loot.
Cons: Newer Members can get repeatedly screwed over, leading to them quitting the Shell.

Bidding Wars. Oh dear lord, Bidding Wars. Probably the single biggest cause of drama I can think of (except maybe someone faking their own death to transfer servers *COUGH*) The way this works is that, when an item drops that more than 1 Member wants, those Members 'bid' with their DKP.

For example, let's say AwesomeSauceInAnEpicJarItemX (hereby just referred to as 'the item') drops, and conveniently our 3 imaginary Members all want it. MediumTimeMember can Bid just 6 DKP to eliminate ShortTimeMember from the Bidding process, as ShortTime only has 5 DKP to spend. But of course, LongTimeMember can swoop in and Bid 26 DKP in order to then push MediumTimeMember out of the process, too.

This is all well and good, but now you have to realise that LongTime still has 49 DKP left which means that s/he can monopolise item drops for quite some time. This effect isn't as dramatic in our example as the DKP gap is only 50 between MediumTime & LongTime, but in situations where the LongTimeMember has many hundreds of DKP, it can get very frustrating for newer Members, as they'll never get any Loot. This not only leads to an overall slightly less pimped out Alliance after a period of time, but it very commonly leads to said newer Members leaving the Shell, and if this happens too often, you'll end up with 1 or 2 awesomely geared Members but not enough to actually run Events.

> > > > > All or Nothing ♥♥♥♥♥

Pros: Fairest DKP system you can get if you ask me - A level playing field definitely.
Cons: LongTime Members can have an item they've wanted for ages be snapped up by a New Member.

As I said in the Pros for this way of using DKP, it's easily the fairest and offers the most level playing field you can achieve using a DKP system.

Let's go back to our situation when using Bidding Wars!, where all 3 of our imaginary Members want the item. Because LongTimeMember has the highest DKP and wants the item, they get it. Done. Dusted. Pew. But, their DKP is also reset straight back to 0!

What does this mean? Well, because LongTimeMember now has 0 DKP, if another item drops that all 3 imaginary Members want, it's gonna go straight to MediumTimeMember because s/he now has the highest DKP. This of course leads to MediumTime having 0 DKP too. Oh, look, another item that all 3 Members want has just dropped! And, would you have it, NewTimeMember gets it!

This is a very strong system and works really well. It results in an Alliance that is nice and well-rounded gear wise, completely eliminates Loot monopolisation, and encourages Newer Members to put in 100% effort, as they know that they're gonna have a shot at some loot much sooner than using a Bidding Wars! system.

> > > > > Item Shop ♥♥♥♥♥ Takes LOADS of effort and shares the downsides of a Bidding Wars! system.

Pros: LongTime Members get easy access to well desired Loot.
Cons: Same as Bidding Wars!, but takes more effort & is a flawed system.

I, personally, hate this system.

Ben 'Yahtzee' Croshaw wrote:
With my cards now hurled onto the table hard enough to bounce off and slice someone's eye open, I'll back up.

Basically, this works by assigning each item a fixed DKP 'price'. You then have Members who want an item that has dropped 'pay' that price in DKP.

This sucks for multiple reasons. First of all, you have to actually go through the bother of assigning every item a price, then finding that price on a SpreadSheet or whatever once the item has dropped. Secondly, and more importantly, the entire system is flawed in that, if 2 Members want the item and both have enough DKP for it, you (usually) let the person with the higher DKP buy it. It's clumsy & pointless.

Furthermore, Item Shop shares the downfall of Bidding Wars! in that Loot monopolisation can take place. You're basically inviting drama and whatnot, but for more effort on your Shell's Leadership too.

> > > 2.1c My Experiences with DKP

I have, personally, had a rather pleasant time using DKP, although this is partially due to my being able to influence its implementation in the Guilds it was used in. I'd say that there are two key things that any LinkShell wanting to use a DKP system should have: a trustworthy DKP keeper and a fair spending policy.

You'll need the first of these because, if the person keeping track of DKP for your Shell is corrupt (this has happened before), they may be sly and deduct a few DKP here and there. If, however, you have a trustworthy person keep a SpreadSheet and upload it to your Shell's forums every time it is updated, and get each of your Members to track their DKP closely, you can avoid this happened.

The second is basically referring to the Examples of DKP in use above. Pick a good system for your Members to use their DKP, and you'll go far.

> > > 2.1d Conclusion

DKP can be a very good, very fair system that is easy for Members to follow, requiring no maths skills whatsoever (unlike Methods such as EPGP). If an attempt to implement a different Distribution Method fails, DKP will probably always be the default 'backup' method :)

> 2.2 EPGP ♥♥♥♥♥ Somewhat inbetween a Bidding Wars! and All or Nothing DKP system.

> > > 2.2a Introduction to EPGP

Pros: Fantastic Method offering one of if not the most level playing field.
Cons: Requires some maths to find Prio Ratings.

EPGP is somewhat of an offspring of DKP, in that you earn points for attending Events. These points are called 'EP' or 'Experience Points' and are accumulated in pretty much the same style as DKP.

However, there's no buying, no bidding, nadda. Instead, each Member has a 'Priority Ratio' (usually shortened to just 'prio'), which is obtained by dividing your EP by your GP.

Wait, wait, what's GP? Ok, lemme back up a bit. GP stands for 'Gear Points' and is a measure of how much Loot that Member has received over the course of their time with the Shell. Every Member will start off with a default value for their EP and their GP (normally 100 for each). A Member's prio is calculated by dividing a Member's EP by their GP. For example, a New Member with default values of 100 for their EP and GP will have a prio of (100 EP/100 GP) = 1.

When an item that Members want drops, the prio for each Member is calculated like above, and whoever has the highest prio gets the item. They also gain a fixed amount of GP. This means that the prio for the Member who got the item will now be lower, giving other Members a shot at the next piece of Loot that drops.

If the prio for two Members both wanting the same item is equal (mainly happens during the first few Events that the Shell does using EPGP), the Members will both Lot the item, and whoever wins it gets the GP added.

> > > 2.2b Example of EPGP in use

Just like in our examples for DKP, I'll be using 3 imaginary LinkShell Members, LongTimeMember, MediumTimeMember, and ShortTimeMember, each with an EP, GP and prio as listed below:

    • LongTimeMember has 1000 EP and 500 GP, giving him a prio of 2.
    • ShortTimeMember has 150 EP and 100 GP, giving him a prio of 1.5.
    • MediumTimeMember has 600 EP and 200 GP, giving him a prio of 3.
The first thing to notice here is that MediumTimeMember has a higher prio than the LongTimeMember, with almost half as much time spent doing Events, too. This should give you a clue as to how fair an EPGP system is :)

Now, let's assume that this imaginary LinkShell adds on 100 GP for every piece of gear you get (note that, in reality, you can customise the system so that certain super-sought-after pieces add much more GP, and vice-versa. It's a really good system for fair customisation, unlike DKP).

So, a piece of gear drops that all 3 of our imaginary Members wanna get their mitts on. Well, as we can see, MediumTimeMember has the highest prio of 3, so s/he gets the item, and 100 GP. This means that MediumTimeMember now has a prio of 2 (600 EP/300 GP)

If another item drops, MediumTimeMember and LongTimeMember will both Lot on it as they have equal priority ratings. If MediumTimeMember wins again, s/he will have a prio of just 1.5, tying them with ShortTimeMember. In just two item drops, a New Member has the same priority to items that a MediumTimeMember does. This creates a very level playing field.

> > > 2.2c My Experiences with EPGP

Hopefully it will have come across in my writing above that I love the EPGP system! It's a fantastically fair system that both rewards long time Members of a Guild, but also prevents total monopolisation. Sure, you can win a few items in a row, but your prio will be plummeting with each until eventually you're being out-prioritised. This Method is also drama-free, and I recommend that anyone who's even the slightest bit interested in the EPGP concept should definitely give it a try.

I personally used EPGP as a New Member to a Guild myself, and I can honestly say it's awesome. No two ways around it.

> > > 2.2d Conclusion

A fantastic Distribution Method. The only slight downside is that it needs a bit of maths because of having to find the prio, but that can be easily done using a SpreadSheet.

> 2.3 Free Lot ♥♥♥♥♥ Too much of a random element for most people, but can work.

> > > 2.3a Introduction to Free Lot

Pros: Unless people are exceptionally (un)lucky, monopolisation is impossible.
Cons: Distribution comes down to luck, rather than rewarding those who put in the effort.

Free Lot is just simply that - Anyone and everyone in the Party/Alliance can Lot on a piece of Loot. I've met many people with a wide variety of opinions on this. Some swear by it, insisting it's the best way. Others swear the opposite after losing that 1 piece you've been after for months/years to some New Member, who only goes and leaves the Guild/Shell (that you've been a member of for 2 years) just two weeks later. This obviously didn't happen to me. *COUGH*

> > > 2.3b An Example of Free Lot in use

Admittedly, this example is gonna be pretty darn short. As per the common trend by now, we'll use LongTimeMember, MediumTimeMember, and ShortTimeMember.

So, an item drops that all 3 of the above Members want. They all cast Lots on it:
Quote:
MediumTimeMember's lot for AwesomeSauceInAnEpicJarItemX: 204 points.
LongTimeMember's lot for AwesomeSauceInAnEpicJarItemX: 782 points.
ShortTimeMember's lot for AwesomeSauceInAnEpicJarItemX: 783 points
(LongTimeMember) wtf

ShortTimeMember Lotted the highest for the item, so the Game will automatically give it to him/her.

> > > 2.3c My Experiences with Free Lot

You probably got the gist from my Introduction to Free Lot, but I disgress. As much I hate using this for Bosses/NMs that drop summat I really want, it is admittedly and awesome system to use when no one is bothered much about the Loot, or it's a Speed Run, or a 'Gear your Alt' run, where 99% of the people in the Alliance wouldn't be interested in the Loot anyway. In these situations, it speeds things up and saves alot of hassle that generally isn't needed.

> > > 2.3d Conclusion

Can be a great Method when you're blitzing through content without much care for the Loot that is dropping, but when tackling a progression kill or content you've only recently gotten on to farm status, I'd seriously recommend not using a Free Lot system.

> 2.4 Loot Councils ♥♥♥♥♥ A Method that focuses on overall LinkShell progression rather than individual progression.

> > > 2.4a An Introduction to Loot Councils

Pros: Person who needs the item the most, gets it. LinkShell benefits more as a whole.
Cons: Council can be 'corrupt' or misguided when making decisions, prioritising friends & longtime Members.

So, what's a Loot Council? Well, instead of talking about a Loot Council, I'll talk about what Loot Councilling. Loot Councilling is basically where items get distributed according to who needs a particular piece of Loot the most.

For example, let's say Person A has rubbish shoes, and Person B has awesome shoes. If a pair of uber shoes drops that is an upgrade to both Person A's shoes and Person B's, then technically, Person A needs these uber shoes more than Person B and the LinkShell as a whole will gain more benefit out of him/her getting them, than if Person B were to get them.

Now, a Loot Council itself is basically the group of people that make this decision. Sometimes, it'll be the entire Alliance (everyone discusses who should get the item). Other times, the Council consists of the Members generally accepted as the 'best' or most knowledgeable.

> > > 2.4b An Example of Loot Councilling in use

I'm not gonna lie, I couldn't really introduce the concept of Loot Councilling without completely removing the need for a seciont like this, so I'm gonna skip it and let you move on the the next part ;)

> > > 2.4c My Experiences with Loot Councilling

I actually think Loot Councilling is a great Distribution Method, providing the Council in question isn't 'corrupt' or misguided. The entire system is set sail for fail if the Council is prioritising friends or Members of the Shell who've been there a long time, rather than the people who actually need the item the most. The problem is mitigated slightly when the entire Alliance acts as the Council, but can still go horribly wrong if people start ganging up on someone who wants the item.

> > > 2.4d Conclusion

A fantastic Distribution Method providing the people enforcing it haven't got ulterior motives and are not 'corrupt'. Corrupt Loot Councils have led to many a broken Guild back in WoW, but when a Loot Council does its job properly and successfully, this Method shines.

> 2.5 Loot Lists ♥♥♥♥♥ Very good for ensuring fair Distribution over a long period of time.

> > > 2.5a An Introduction to Loot Lists

Pros: One of the most fair Distribution systems over a long period of time.
Cons: Weak Method for the first few weeks/months of use. Generally used for long-term arrangements.

Not to be confused with Wishlists!

Loot Lists go by quite a few different names, but they are not the same as a Wishlist! Jump to section 2.6 for Wishlists.

A Loot List is, in its simplest form, a collection of Lists representing various things, whether they be for a general Gear Slot or a particular piece of Gear, and each List comprises a list of the names of people who would want that item/slot/etc.

It's much easier to explain this Method using an example, so please pop down a little but to section 2.5b.

> > > 2.5b An Example of Loot Lists in use

Warning: this is quite a wierd concept to try an explain so I'll do my best. If you understand it straight away then either one or both of us is awesome. Hmmk.

I'm gonna make these example Lists very short, with just 5-10 people on each. In reality, you can end up having quite a few more.

The first step with creating a Loot Lists Method is to draw up some Lists. (We're doing good so far methinks). So, to keep things simple, I'm gonna have 4 Lists: 1 for Tanking Gear, 1 for Healing Gear, 1 for Magic DD Gear and 1 for Melee DD Gear. The basic premise is to first write down the names of everyone who might want a piece of Gear from those Lists, and then randomly shuffle them around each. It's perfectly fine to have one person in multiple lists (it is, in fact, the whole point - as I'll explain in a bit.
	 Tank		Healer		MagicDD		MeleeDD 
 
	PersonA		PersonB		PersonC		PersonD 
	PersonE		PersonF		PersonG		PersonH 
	PersonH		PersonI		PersonI		PersonJ 
So, there's my Lists. Yes, yes, they're not that shuffled. It's just an example! Anyway. Now that we have our Lists, let's imagine we've gone to some Event and a piece of Tanking Gear drops.

Well, PersonA is at the top of the 'Tank' List, so s/he gets the item, and then gets moved to the bottom of the Tank List. That means the new list will look like this:
	 Tank		Healer		MagicDD		MeleeDD 
 
	PersonH		PersonB		PersonC		PersonD 
	PersonE		PersonF		PersonG		PersonH 
	PersonA		PersonI		PersonI		PersonJ 
Notice how PersonH is now at the top of the 'Tank' List. This means that, the next time a piece of Tanking Gear drops, PersonH will have priority for it.

Also realise that, as I mentioned earlier, you can have many lists for pretty much anything. A List for a particular Chest Piece, for example. Basically, the entire point of a Loot List Method is to create a system whereby everyone is in turn for everything, and doesn't need to spend a universal 'currency' of sorts (such as DKP and EPGP), to get gear.

If you followed all that, I applaud you. I couldn't really think of a great way of explaining the whole concept :)

> > > 2.5c My Experienced with Loot Lists

I've found Loot Lists to a really nice, oddball Method for Distributing Loot that works exceptionally well in the long term. If your Lists are too long, though, it can cause frustration, which is where Wishlists (discussed in the final section of Part 2) would have the advantage.

The only other downside than that is keeping and managing the various Lists, but really, with a simply SpreadSheet, that shouldn't deter you.

> > > 2.5c Conclusion

If you know for a fact that you're gonna be slogging it together as an Alliance for atleast six months, this Method really starts to come in to it's own. You'll find that your Members will always put in 100% effort because they know that they can't have the drops they're after monopolised, and that, the sooner they get X Boss/NM down, the sooner it'll be their turn in line for that juicy item!

> 2.6 Wishlists ♥♥♥♥♥ Z0mg he's almost finished typing!

> > > 2.6a An Introduction to Wishlists

Pros: Everyone is guaranteed their items eventually.
Cons: If the time between Wishlist rewrites isn't long enough, the Method fails.

Wishlists are very similar to Loot Lists, but differ in a few ways. The basic concept is that everyone in the LinkShell draws up a Wishlist of 10 (or more, or less, that's up to you) pieces of Loot that they want from the content your Shell can do, and then ranks them in order from the thing they want the most to the thing they want the least. This Wishlist is then submitted to the LinkShell (usually via forums), and cannot be changed for a long period of time (6 months at the minimum works best).

When an item drops, it goes straight to whoever has highest on their Wishlist. If two or more Members have it at the same highest position, then they can all cast Lots for it.

Note that, in addition to this, Wishlists differ from Loot Lists in that once a Member has the item they want, the other items on the Wishlist stay in the positions they are. For example, if after putting ItemA at #10 on your Wishlist, even if you get every item you ranked as #1-9, ItemA will still be at #10.

> > > 2.6b An Example of Wishlists in use

Let's take the Wishlists of 3 imaginary Members, PersonA, PersonB, and PersonC. Their Wishlists are ranking ItemA, ItemB & ItemC in the order that they want them. These Wishlists are below:
	PersonA		PersonB		PersonC 
 
	 ItemA		 ItemB		 ItemC 
	 ItemB		 ItemA		 ItemB 
	 ItemC		 ItemC		 ItemA 
Using these Wishlists, I can give you some examples of what would happen if a particular Item dropped. For example, if ItemA drops, it will go to PersonA as it is highest on his/her Wishlist. The Wishlists will now become:
	PersonA		PersonB		PersonC 
 
	 		 ItemB		 ItemC 
	 ItemB		 ItemA		 ItemB 
	 ItemC		 ItemC		 ItemA 
From here, if ItemB drops, it will go straight to PersonB as it is highest on his/her Wishlist. The Wishlists will become:
	PersonA		PersonB		PersonC 
 
	 		 		 ItemC 
	 ItemB		 ItemA		 ItemB 
	 ItemC		 ItemC		 ItemA 
If ItemB drops again, then because PersonA and PersonC both have that item ranked at #2, and no one has it ranked higher, PersonA and PersonC can both cast Lots on the item. If PersonC won, the Wishlists would become:
	PersonA		PersonB		PersonC 
 
	 		 		 ItemC 
	 ItemB		 ItemA		  
	 ItemC		 ItemC		 ItemA 
As you can see, the positions that you ranked each item on your Wishlist is static, and you have to wait until the next Wishlist rewrite before being able to move them around.

> > > 2.6c My Experiences with Wishlists

In my opinion, Wishlists are fantastic. The best thing about them, apart from being really fair, is that if your LinkShell advances to a new stage of content that you couldn't progress through when the Wishlists were written, you can simply have everyone write another Wishlist that contains items only found in that new Event, and simply use the old Wishlists when clearing the content they were written for, and use the new Wishlists whenever progressing through the new Events! :)

> > > 2.6c Conclusion

Providing you have a decently large gap between Wishlist rewrites, this Method is absolutely handsdown fantastic - I know the most common gap is somewhere between 6-9 months, but this is flexible and can be customised according to the needs of your particular group.

>>> Part 3 - Creating your own Methods

Yep, you read it right - Creating your own Methods. How'd you think things like DKP even came about? Someone thought them up, of course! With a little patience, experimentation and experience, you can easily come up with your own Loot Distribution Methods.

Whether it be through combining some or all of the existing Methods that I've discussed, or by your own pure genius in coming up with a completely new Method, it can actually be tremendous fun to have a bash at it.

Right here, right now, I'll give you an example. How about merging DKP's Item Shop with Free Lot? Assign each item a price in DKP, and then make every Member who wants to cast Lots on the item have to pay that much DKP to even be allowed to cast a Lot. For example, if ItemA has a value of 50 DKP, everyone who wants to cast a Lot on it must have atleast 50 DKP, which they burn to be able to cast Lots. Didn't win the item? You still spent the 50 DKP. This makes sure that only longtime Members of the Shell can Free Lot on certain items. You see? That doesn't sound half bad, and I just came up with it on the spot!

Give it a try some time - You never know, you might be the inventor of the next 'big thing' in terms of MMO Loot Distribution :)

>>> Part 4 - Conclusion

Wow. So I started writing this about 6 hours ago to pass the time and now look where we are! If anyone at all finds this Guide helpful, it'll make my day :)

A very good point by lolgaxe: When using or joining a Shell that uses any sort of points-based system (such as DKP, EPGP, etc), there should be 100% transparency. Ie, there should be a thread on your Shell's forums dedicated to the posting of the Shell's DKP stockpiles. This thread should be kept very much up to date, and all Members should have easy, ready access to it.

Note: I tried to weed out as many of my incorrect references as possible (I kept calling Alliances Raids, NMs Bosses, LinkShells Guilds, etc etc) - Sorry if there are still alot in there. Bad habits, hehe.
Quote:
WallOfText scores a Critical Hit!
You take 99999 points of damage.


Edited, Feb 13th 2010 6:14pm by Enbi
#2 Feb 03 2010 at 5:18 PM Rating: Excellent
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50,767 posts
You should add that, should the shell decide to use a point based distribution system (regardless of which one it is), that those points should be 100% transparent, most likely on the group's forums, and should be managed by a single person. That way if any conflict comes up, the parties in question can simply be pointed towards the thread/page/whatever and they can see for themselves.

Personally, I'm against anything that can't be tracked like that, which means any councils or free lots or anything of the sort. Points allow you to both keep track of your progress, and favoritism is incredibly difficult and hardly worth the effort.
____________________________
George Carlin wrote:
I think it’s the duty of the comedian to find out where the line is drawn and cross it deliberately.
#3 Feb 03 2010 at 5:20 PM Rating: Excellent
I've found that with FFXI's inconsistent drop rates, doing a hybrid of DKP and "Wishlists" works out well.

For example, with Dynamis, there's no need to have any kind of restrictions on the majority of city gear. You're going to have extras flying around any way, and new people shouldn't be prevented on lotting what would otherwise just fall to the ground. But for the rarer pieces from Northlands and CoP areas, it's important to have waiting lists. Veterans get discouraged when they see their #1 wish list item go to a newbie who just joined last week.
#4 Feb 03 2010 at 5:31 PM Rating: Excellent
27 posts
lolgaxe wrote:
You should add that, should the shell decide to use a point based distribution system (regardless of which one it is), that those points should be 100% transparent, most likely on the group's forums, and should be managed by a single person. That way if any conflict comes up, the parties in question can simply be pointed towards the thread/page/whatever and they can see for themselves.

Personally, I'm against anything that can't be tracked like that, which means any councils or free lots or anything of the sort. Points allow you to both keep track of your progress, and favoritism is incredibly difficult and hardly worth the effort.

I completely agree with you - So much drama can come out of point-based systems that aren't, as you said, 100% transparent. I'll make a note about that in the Conclusion :)

catwho wrote:
I've found that with FFXI's inconsistent drop rates, doing a hybrid of DKP and "Wishlists" works out well.

For example, with Dynamis, there's no need to have any kind of restrictions on the majority of city gear. You're going to have extras flying around any way, and new people shouldn't be prevented on lotting what would otherwise just fall to the ground. But for the rarer pieces from Northlands and CoP areas, it's important to have waiting lists. Veterans get discouraged when they see their #1 wish list item go to a newbie who just joined last week.

Aye - Totally agree with this too. After waiting ~5 months for a particular pair of Shoulders to drop, only to have a brand new Member scoop them up and leave the Guild a week later, was a kick in the teeth. Also concur with the notion of Free Lotting on the things that aren't deemed quite so important, so to speak (important being the rarer pieces, as you pointed out).

Thanks for your replies lolgaxe and catwho - Taken what you've both said onboard. Gonna update the Conclusion section now to include a note about transparency.



Edited, Feb 3rd 2010 11:35pm by Enbi
#5 Feb 04 2010 at 4:48 PM Rating: Good
Looks pretty good. Ive been in mostly points based wishlist hybrid shells and my shell runs off a similar model. Really in FFXI state a hybrid system that can keep the most people happy is the best, since obtaining new people, training them, and getting them to a reliable state is a large hassle.
#6 Feb 04 2010 at 9:26 PM Rating: Excellent
I will also point everyone over to Ismarc's EQDKP mod for FFXI. It is no longer supported, but for general use it is perfectly functional. We have four different installs of it for my various linkshells on my server, including a custom Dynamis flavor. You can see the DKP in action on the Yamato page in my sig.

http://code.google.com/p/ffdkp/

Edited, Feb 4th 2010 10:28pm by catwho
#7 Feb 06 2010 at 12:56 AM Rating: Excellent
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2,236 posts
Very nicely written. Couple things I'd add:

1) If you're using spreadsheets to track the info, and, as lolgaxe mentioned, you want to keep things transparent, I'd suggest setting up a spreadsheet using Google Docs. You can set access restrictions to who can see it by Google account, or just let everyone in the world read it (the HTML links are long hash keys, so it's only practical to get to it by providing the link in a forum post or similar anyway).

This way everyone can see exactly what's in it at any time, and it's usually a lot easier to deal with than trying to format complicated data into a forum post. Also important, though, is that it allows you to see the revision history. That goes a long way in helping keep things transparent, since you can always go back and see who made what changes if something looks wonky, and it's far more difficult to mess with than editing forum posts.


2) Consider the type of activity you're doing, and the relationship between effort and reward, before choosing a system. DKP can work fine for things like Sky, especially where you can bid for the relatively short loot pools before each god fight and not be bothered with the time it takes. Somewhat less so in Dynamis where allotments have to be done on the fly, and you don't want to have to wait for people to decide whether it's worth bidding X points for whatever armor just dropped. Doesn't work very well at all in Salvage with the extreme ratios between time attended and items dropped.

For Salvage, my own shell uses a slightly modified Wishlist system (5 item limit), where an extra point of priority is granted for every 3 months of attendance.


#8 Feb 07 2010 at 11:19 AM Rating: Good
wow, very nice post! =]
#9 Feb 07 2010 at 11:58 AM Rating: Excellent
27 posts
Thanks for the replies everyone - I've been away from my PC for the weekend so hadn't had a chance to check up on the thread.

catwho wrote:
I will also point everyone over to Ismarc's EQDKP mod for FFXI. It is no longer supported, but for general use it is perfectly functional. We have four different installs of it for my various linkshells on my server, including a custom Dynamis flavor. You can see the DKP in action on the Yamato page in my sig.

http://code.google.com/p/ffdkp/


Kinematics wrote:
Very nicely written. Couple things I'd add:

1) If you're using spreadsheets to track the info, and, as lolgaxe mentioned, you want to keep things transparent, I'd suggest setting up a spreadsheet using Google Docs. You can set access restrictions to who can see it by Google account, or just let everyone in the world read it (the HTML links are long hash keys, so it's only practical to get to it by providing the link in a forum post or similar anyway).

This way everyone can see exactly what's in it at any time, and it's usually a lot easier to deal with than trying to format complicated data into a forum post. Also important, though, is that it allows you to see the revision history. That goes a long way in helping keep things transparent, since you can always go back and see who made what changes if something looks wonky, and it's far more difficult to mess with than editing forum posts.

2) Consider the type of activity you're doing, and the relationship between effort and reward, before choosing a system. DKP can work fine for things like Sky, especially where you can bid for the relatively short loot pools before each god fight and not be bothered with the time it takes. Somewhat less so in Dynamis where allotments have to be done on the fly, and you don't want to have to wait for people to decide whether it's worth bidding X points for whatever armor just dropped. Doesn't work very well at all in Salvage with the extreme ratios between time attended and items dropped.

For Salvage, my own shell uses a slightly modified Wishlist system (5 item limit), where an extra point of priority is granted for every 3 months of attendance.


Two fantastic replies, thankyou both! Once I get some time I'll include similar such info in the original post, accredited to you two. Also need to fix a load of spelling errors that I've noticed, heh.
#10 Feb 08 2010 at 10:07 AM Rating: Excellent
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879 posts
lolgaxe wrote:
You should add that, should the shell decide to use a point based distribution system (regardless of which one it is), that those points should be 100% transparent, most likely on the group's forums, and should be managed by a single person. That way if any conflict comes up, the parties in question can simply be pointed towards the thread/page/whatever and they can see for themselves.

Personally, I'm against anything that can't be tracked like that, which means any councils or free lots or anything of the sort. Points allow you to both keep track of your progress, and favoritism is incredibly difficult and hardly worth the effort.


This.

It is important enough that it should be stressed: If there is any point tracking system, however weird it is, it should be shown for everyone in the shell in a easy to track way.
#11 Feb 09 2010 at 2:14 PM Rating: Decent
Nobody ever talks about if people actually deserve an item in terms of effort put forth. Attendance is nice, but just because I can log in on a biweekly schedule doesn't make me deserving. I never saw why people equated presence with desire. If anyone truly desires their shiny from Dynamis-Hellfrozenover, they'd desire and work on or already own the accessory gear from AH or other venues that can be handled on one's own time.

Not working on your job is telling me you don't want to lot for it IMO. No reason 17 other people should prevent you from completing your campaign to make no progress.
#12 Feb 09 2010 at 3:15 PM Rating: Excellent
Generally, if you're not putting forth an acceptable level of effort, you're kicked from the linkshell.
#13 Feb 10 2010 at 3:40 AM Rating: Excellent
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125 posts
I understand his point though, I've said for sometime that the biggest flaw of a points based system is you don't have to be any good at your job or even have useful jobs to get nice things, you just have to turn up to events a lot.
#14 Feb 10 2010 at 10:40 AM Rating: Excellent
Yes, but if they didn't have useful jobs, they shouldn't have been accepted to the linkshell in the first place, yes?

Whenever Yamato endgame opens up to new people, it's usually because we're short of specific jobs, and only people who have at least one of those jobs will be admitted. I assume most HNMs are the same way.
#15 Feb 11 2010 at 12:11 PM Rating: Excellent
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1,807 posts
While there will always be people who put forth more effort and make a bigger contribution to the shell than others, the philosophy I've adopted is that if a member is worth having, then he will be rewarded with gear and gil just as any other member is under our system. We don't attempt to break it down any more than that because it's almost impossible to do in an accurate and objective manner and will certainly result in drama.

If you stick to that philosophy, and if you truly believe that someone doesn't deserve the loot he's getting, the only remedy is to remove him from the shell.
#16 Feb 11 2010 at 5:40 PM Rating: Excellent
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217 posts
Warning: long post

Any of these systems can be corrupted, so they *all* need transparency, not just dkp. What works in other MMOs won't necessarily work here; any person can have ALL jobs leveled on their character, rather than be restricted to a single class per character like most MMOs. Also, I've heard that as new expansions are released for many MMOs, the old gear becomes outclassed; SE doesn't normally totally outclass pieces of gear with new gear, so old events are still profitable in terms of gear.

To me, the analysis seems rather shor-term in scope. As a linkshell goes on for a longer period of time, the older members will already have key pieces of gear, so they won't necessarily be blocking out newer members. However, older linkshells will already have their loot system established, so switching for those isn't feasible; its just something to think about.


DKP (transparency assumed):

All-or-nothing:

This would benefit new member far over the old member. The new member could grab up the old gear for a trifling sum of dkp, since the old members already have it and are saving against each other for those few rare pieces of gear that just won't seem to drop. The new member doesn't care, since the old members are so far ahead that he won't be catching up unless they get something. The old members already have that stuff, anyways, so they don't mind. However, a new piece of gear is now introduced. Its pretty good, a little better than some of the older stuff, but not really gamebreaking. Now, the old members can either drop his priority for the rare loot for this new item, or go without; in this case the new member can snatch it up for next to nothing since he's been resetting their dkp over and over recently.

Furthermore, if the old member wants to level and use a new job, he loses all their priority for the rare item for his old job if he wants to gear his new job.

Bidding wars:

If there is nobody to oppose bidding, the new and old members can get gear that isn't competed over quite easily. If there's a disputed piece of gear, the old member may let the new member have it for now, since its near capped anyways, and he'll need his dkp to bid on the rare item he's been saving for. If there's some new item introduced, the older members can spend some of their dkp to get it over the new member, while still staying ahead for the rare item. New member can't complain in this situation, since he can get most everything else easily.

Item shop:

The initial setup is long since done, and the leaders are used to the prices of items by now. New items can be assessed against the usefulness and prices of the older items, and can easily be assigned values. The prices should be significantly higher than the minimum bid of the bidding wars system, to represent the amount of effort that the linkshell wants to see for an item. Equipping new jobs will drain an older member's dkp much faster than bidding wars, since a minimum point bid won't be available. It is a bit harder for the newer member to be able to afford items, but the same effort-to-reward is present for new and old members.


EPGP:

This should work fairly well, assuming the numbers for gear / events are done well. As a shell gets older, it becomes harder for a member to shift his ratio, either from attending events or from receiving loot. Newer members might be able to pass older members if they refrain from taking gear and be able to grab the rare item first with their 500/100 = 5 ratio vs the 20000/5000 = 4 ratio of an older member, then continue to trash their ratio for unopposed gear that older members already have, ending up at something like 6000/6000 = 1. This can be addressed by assigning minimum EP values needed to receive certain rare items.


Freelot: same as in the original post, totally random.


Loot Councils:
This is still the same; it can be one of the most fair or least fair depending on who is running it. Very good to use with full linkshell involvement for extra-rare items, regardless of other systems.

Loot lists:

The concept is good, but there's no mention of how to deal with new members after the lists are established. I've had a friend join a linkshell with this done poorly, with all members listed in order of join date, so new members are last on *everything* they want (and if someone leveled a new job, they got bumped into the corresponding spot on the list--I believe the ls leaders were first in line for all drops usable for at least 15 of the 20 jobs).

I'd think that the a good way to do this would be to have a limited number of people per list, and then have the decision as to who gets added based on some factors like number of lists currently on or date of last loot received.


Wish lists:

With some of the extremely rare items, a large number of the linkshell could put it as 1st on the wish list, resulting in a near-freelot like system. There is no mention of how new members are handled--if they're allowed full wish list access once they qualify to lot any item, they could potentially snap up some gear that longtime member has had as #1 for years on the first time it drops for the linkshell.

This could be handled by restricting the upper wish list slots based on attendance / wish list cycles. Newer members won't be able to lot the rarest, most desired gear immediately, but they can fill their top available slots with the better, but not as rare gear and compete competitively with other members for it. Older members may still complain that they should have priority over newer members once the newer members get access to the full wish list.

~~
Something I think works well added on top of any method of loot distribution is a job priority system. This imposes a restriction on who is allowed to lot based on main job, secondary job, tertiary job, etc. as well as what jobs get the most benefit out of an item. For example, SAM and DRK get more use out of a justice torque than RDM. As long as the person with a higher job priority meets the requirements to qualify to lot on the item, they will be allowed to lot on it before someone lots for a non-main or lower priority job.

Using dkp and the justice torque as an example, a main job SAM with 750 points would get priority over a RDM with 2000 points or a secondary job DRK with 1000. Main job specification may boost a wish list item a tier (so a slot 1 item may be come a "slot 0" which can't be filled otherwise), or may help determine the order of a loot list. For a loot council, this factor *should* already be taken into consideration as to who would benefit more.

~~
tl;dr:
The analysis of the loot methods can change as linkshells get older and start capping on gear. The wish list / loot list analysis don't mention how to handle new members, or the pros / cons of the system in regards to new members vs old members. Job-based considerations for loot can be beneficial to making a fair system.
#17 Feb 12 2010 at 6:50 AM Rating: Decent
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697 posts
And with the post just above, we have come full circle to the root of the problem both in game with loot, and in life. It is soooo much easier/safer to pick apart someone's idea or plan than it is to get off your ded a$$ and come up with a good one yourself.

There are all sorts of fair ways of divvying up the loot, nice job OP.

No, you can't make or use a system that is perfect or that will take the asshats out of circumventing the system.

But you sure as hell can take the asshats out of the LS.

Das Boot! Ya!!

Bottom line... When you join an LS, read their rules and loot system, and if you don't like them, just say no. It isn't hard. Stop the cycle of joining and ********

and stickie prz for OP

____________________________
Shadechaos of Seraph Bismarck
~She made a difference~
#18 Feb 12 2010 at 10:54 AM Rating: Excellent
Quote:
This could be handled by restricting the upper wish list slots based on attendance / wish list cycles. Newer members won't be able to lot the rarest, most desired gear immediately, but they can fill their top available slots with the better, but not as rare gear and compete competitively with other members for it. Older members may still complain that they should have priority over newer members once the newer members get access to the full wish list.


This is pretty much what we do for Dynamis. Everyone gets 1 "dream item" after they've attended a certain number of runs. After you've come to 10 runs, you can pick a city item. After you've come to 25 runs, you can pick a northlands or CoP item. This doesn't mean you can't lot that item before you hit the required number of runs, but you can't set it as your priority item until then. Points are only used to determine who gets what item on the priority list.

So for example, I have Cleric's Belt as my priority item. So does my best friend Lahurah. I have 200ish points, she has 150. I'll get the belt first, then she moves up to the next slot. A newbie can come in, and they can ask for a Cleric's Belt in Dynamis Valk any time after their 10th run, but they can't put it as their priority item until run #25, and even if they do, they'll end up third in line because we have so many more points than they do.

This system restricts the rarest and/or most desired items to people who have been with the shell the longest. However, ALL relic armor costs points. So you can be in the bad situation of one of our members who lotted relic left and right, and found themselves in the #3 slot for THF gloves behind someone who joined the shell three months ago - because he carefully saved all his points, and she spent them freely.

And if no one has any one piece on priority, it's available to be lotted without the 25 run restriction. And if we end up with 3 RDM hat Xarcs (it's happened before), then the people who had it as priority get it first, then anyone 10+ runs that asked for it gets a crack at it.

#19 Feb 12 2010 at 6:14 PM Rating: Decent
27 posts
A really awesome discussion going on now - Keep it up :) Unfortunately I've still been unable to get at my PC for ages due to lots of work going on at the moment.

BUT, 'tis the weekend! Hurrah! So, I'll get busy updating the OP & correcting all the spelling mistakes as soon as I get back from my University Interview tomorrow afternoon ^^'

Ciao,
Ash.
#20 Feb 13 2010 at 12:17 PM Rating: Excellent
27 posts
Finally found time to get an Edit in \o/! I think I've managed to iron out most of the spelling mistakes too, though I can't be 100% sure.

My thanks again to everyone who has replied!

Kudos,
Ash.
#21 Feb 13 2010 at 3:51 PM Rating: Excellent
27 posts
Khiinroye wrote:
The analysis of the loot methods can change as linkshells get older and start capping on gear. The wish list / loot list analysis don't mention how to handle new members, or the pros / cons of the system in regards to new members vs old members. Job-based considerations for loot can be beneficial to making a fair system.

Hmm, good point. The issue concerning the handling of new members is debatable and you might find that different LinkShells would handle it differently.

Probably a decently-ish method of solving this would be to allow the new member to create a wishlist half the size of everyone else and shift the rankings down. For example, if the members who were in the LinkShell at Wishlist rewriting time are allowed to rank 10 Items, newer members would only be able to rank 5 items, and these items would assume positions 5-10 on the 'priority ladder', so to speak.

	OldMember	NewMember 
 
	 ItemA		 	  
	 ItemB		 	  
	 ItemC                    
	 ItemD                    
	 ItemE                    
	 ItemF		  ItemA   
	 ItemG		  ItemB   
	 ItemH		  ItemC   
	 ItemI		  ItemD   
	 ItemJ	 	  ItemE   
So maybe summat like that, I dunno. Your opinions?


Edited, Feb 13th 2010 9:51pm by Enbi
#22 Feb 20 2010 at 10:35 PM Rating: Excellent
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1,021 posts
Quote:

5 DKP for ShortTimeMember, 25 DKP for MediumTimeMember, 75 DKP for LongTimeMember.

> > > > > Bidding Wars! ♥♥♥♥♥

Pros: LongTime Members get easy access to well desired Loot.
Cons: Newer Members can get repeatedly screwed over, leading to them quitting the Shell.

Bidding Wars. Oh dear lord, Bidding Wars. Probably the single biggest cause of drama I can think of (except maybe someone faking their own death to transfer servers *COUGH*) The way this works is that, when an item drops that more than 1 Member wants, those Members 'bid' with their DKP.

For example, let's say AwesomeSauceInAnEpicJarItemX (hereby just referred to as 'the item') drops, and conveniently our 3 imaginary Members all want it. MediumTimeMember can Bid just 6 DKP to eliminate ShortTimeMember from the Bidding process, as ShortTime only has 5 DKP to spend. But of course, LongTimeMember can swoop in and Bid 26 DKP in order to then push MediumTimeMember out of the process, too.

This is all well and good, but now you have to realise that LongTime still has 49 DKP left which means that s/he can monopolise item drops for quite some time. This effect isn't as dramatic in our example as the DKP gap is only 50 between MediumTime & LongTime, but in situations where the LongTimeMember has many hundreds of DKP, it can get very frustrating for newer Members, as they'll never get any Loot. This not only leads to an overall slightly less pimped out Alliance after a period of time, but it very commonly leads to said newer Members leaving the Shell, and if this happens too often, you'll end up with 1 or 2 awesomely geared Members but not enough to actually run Events.


My shell uses DKP with bidding wars basically, but I don't see this kind of effect on new members really. For really good items like AwesomeSauceInAnEpicJarItemX , what typically happens is LongTimeMember1 has 70 DKP and LongTimeMember2 has 80 DKP. So LongTimeMember2 ends up getting it for 71 DKP and has 9 DKP left putting them just slightly above ShortTermMember and below MediumTermMember. It takes them a while to build their points up to the point that they can claim another highly desired item.

For weaker items, the LongTermMember's usually already have them so they usually go for low point totals. For medium quality items, the LongTimeMembers might bid more than MediumTermMember but less than as much as they need to guarantee the item. In that case, it is accurately reflecting the value of the item though and it still costs 26 DKP to lock out the MediumTermMember from that item. After 2 items locking out the MediumTermMember, they'd be below the MediumTermMember's point total.

If your DKP bidding wars system is functioning properly, the average DKP points per member should be almost constant. I'm the DKP keeper for my shell so I have access to all the data in convenient form (it also all gets posted for transperancy). Our DKP averages are almost constant over time. We have a few members with really high point totals, but that is because they already have pretty much everything they want and come to a lot of events. They'll get first priority on new stuff that is added or that we just start doing, but that seems fair with the relative effort compared to reward they are getting from the shell. If your DKP averages are not almost constant over time, you probably aren't getting the loot people want.

Another thing to consider is that if you have any bias, it should probably be towards long term members. You need a steady supply of fresh blood, but it is much harder to replace a long term member than a short term member. They typically know the strategies much better and have better gear. Although I don't think DKP w/ bidding wars really generates much bias towards long term members.

You can incorporate more performance based stuff into DKP w/ bidding wars if you want. Point bonuses and penalties are easy to administer, but really really hard to define or distribute without bias and drama.
#23 Feb 25 2010 at 8:39 AM Rating: Good
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196 posts
I don't see how the all or nothing is the fairest thing imaginable.
LongTimeMember 400 points
ShortTimeMember 20 points

Mediumish item drops. Both want.

LongTimeMember has to put his entire life toward said item? Doesn't seem fair.

Not saying our system is the fairest thing around, but we all seem to like it a lot.

Wishlist + bid system.
Pros: Things go for market value.
Methods for new + long term members to receive items without blowing they're whole tenure.
"Cons": New members have less access to the super cool items.
I feel this is a "con" as long timers do deserve this bonus.
For 2 months a wish list is locked in.
2 High tier
5 Medium
3 Low

Item drops:
Everyone in high tier keeps publicly bidding til all but 1 pass.
Clearly if nobody is in high tier, the Mediums bid out.
Ditto low tier if no Medium.
If it's on nobody's list then it's free to bid from anyone able to wear it.

This allows long term members to secure those really cool items in High tier with high point bids.
This also allows newer members to High tier what long termers may consider a Medium ish item and have that item before the long timer for minimal points (by not bidding against the long timer)
The long timer does not feel cheated out of his long time stint because his eyes are currently on a loftier goal.
And maybe now the high tier is clear of that 1 item, so Mediums can bid it out next round.
#24 Feb 26 2010 at 10:40 AM Rating: Good
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50,767 posts
Chriustwo wrote:
I don't see how the all or nothing is the fairest thing imaginable.
LongTimeMember 400 points
ShortTimeMember 20 points

Mediumish item drops. Both want.

LongTimeMember has to put his entire life toward said item? Doesn't seem fair.
LongTimeMember uses 21 points and gets item, leaving him with 379 points. Another item both want drops. LongTimeMember uses 21 points again to get item, leaving him with 358(+whatever points from last/current event), leaving ShortTimeMember in the lurch. Ad nauseam.

With all or nothing, first LongTimeMember could never have 400 points, unless they really don't want anything. Second, ShortTimeMember at least has a chance of obtaining something.

The biggest complaint for shells is that they have a difficult time keeping people, and the worst thing you can do is to make new people feel like they're at a constant disadvantage. I'm not saying any system is fair 100% of the time for 100% of the people, but I feel this method fosters a much better sense of equality amongst the shell members, which is the best way to keep people coming back for more. That's also not to say you can't mix and match, having the all or nothing system along with the wish list so people can only bid on their wish list. I just feel that the Bidding System screws over new people too much, where they come in, work, get nothing, get frustrated, and leave.

I shouldn't go into a shell, work for months and only get scraps like a common dog while the more established members get whatever they want.
____________________________
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#25 Feb 26 2010 at 12:36 PM Rating: Default
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879 posts
You give me flowers you gain points.
You give me chocolate you gain points.
You take me out for dinner, you gain points.

Should be easy, huh?



On Topic: Very nice guide. I have alwasy been curious how many LSes deal with different points systems, and this gives quite a nice view of common alternatives.
#26 Feb 27 2010 at 12:38 PM Rating: Default
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196 posts
Quote:
LongTimeMember uses 21 points and gets item, leaving him with 379 points. Another item both want drops. LongTimeMember uses 21 points again to get item, leaving him with 358(+whatever points from last/current event), leaving ShortTimeMember in the lurch. Ad nauseam


Doesn't happen with wish list.
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