Loot Systems: DKP menu

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  1. #1
    Sn00p's Avatar Contributor
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    Loot Systems: DKP

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    Warning: The following information is not of professional accordance and only from the experience (and limited knowledge) of the author of this page. Do not take the following information as direct indefinable fact. Thank you.
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    Introduction: What are loot systems & what are they used for?
    A loot system to define it, is a way of distributing items from raid bosses (referred to as it's loot). This post aims to give some light on the loot systems by guilds, and how it might be appropriate for 10/25 players, serious raiding guilds, casual guilds and other factors. It will also take into account how each loot system affects players, their motivation to play and how they'll generally respond.

    This has to be divided into several posts, because it simply got too long to manage. There will be future updates for this with other loot systems.

    Below some of the sections you'll see "Psychology:"; this shows my interpretation and experiences of the psychological effects this has on people.

    Below some of the sections you'll see "Guild"; this shows my experience within a guild, how it affects a guild.

    Dashed lines divide segments.--------------

    Full lines divide associated text.____________
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    DKP:
    What is DKP?: DKP is a loot system based on a "rewards and punishments" schema; it involves rewarding people for positive actions, but scalding them for negative actions. The players earn 'points' through positive actions that can then be used to 'bid' on items.
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    Positives: DKP rewards those that justify it; by frequently showing up for your raids and showing good performance you can feel rewarded for your actions by 'buying' a piece of loot. It can also make the loot process somewhat faster as there's no real 'discussion' regarding the item as there may be with other loot systems.
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    Psychology:
    By giving players a type of currency that they can control with their effort and behaviour, it tends to make them at least attempt to perform as much as they possibly can. Potentially it can make them a better player by showing them that their positive actions can and will be rewarded with a 'Skinner Box' (Google Skinner Box you'll find it) esque system.
    Guild:
    By inspiring people to play to their potential and providing a fast method of distributing loot, players can find themselves less melancholic (bored) during raids. This could potentially increase their ability to focus; in short it means that you're likely to move and keep progressing faster.
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    DKP has excellent efficiency, by having a simple bidding system players can tell their officer how much they're willing to sacrifice for that item and that's the end of it. The loot is distributed and players can move on hastily.
    Psychology:
    Believe it or not this has a good psychological impact, when players see that they are moving quickly through a raid or instance it can give them a jolt of adrenaline. This kind of excitement is generated through the belief that they're playing extraordinarily well (kind of from the 'believe in yourself' mojo book).
    Guild:
    Faster kills, faster loot, faster progress, faster raids. I think that sums it up quite aptly.
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    Negatives: DKP has a lot of negative aspects to it, while on paper it looks like an excellent choice by rewarding good players and punishing bad players, it has some serious consequences and issues.
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    With DKP, the rich get richer from the poor person's efforts - those that have accumulated vast amounts of DKP are able to take just about anything they want without others having a chance to even think of outbidding them. This creates what's commonly known as a 'social division'.
    Psychology:
    Social divisions can create immense jealousy, stress and can even cite feelings of little worth. This is because they feel like their work & credit is being given to someone else, rather than getting the rewards they see themselves as justified in getting. Common examples of this train of thought can be seen in some black civil rights protests from the 1960s in America. (Please note I'm not comparing the two directly; it's an over-exaggeration of the same disposition.)
    Guild:
    The stress generated can cause rifts to form within a guild, petty disputes are not uncommon regarding loot & hierarchical systems. Be warned that this can cause heavy tension, to the point of breaking up a guild.
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    As aforementioned, with DKP the rich get richer and therefore always get first pickings. But this also means that 'loot' does not always go to the best person it could - merely the richest person it could go to. This means that you are not always optimizing your raid setup simply because of how the system works out; the 'best in slot' (hereafter BIS) items go to those that can afford them, rather than the person they are 'BIS' for.
    Psychology:
    This kind of behaviour and system gives people a frame of doubt in their mind; it causes them to begin questioning the integrity of the system and how it works for the guild's best interests. If this gets far enough, it can lead to insubordination en masse (meaning that players eventually betray the hierarchy) or even leave your guild full stop.
    Guild:
    This kind of issue can also cripple a guild; if players leave or question the abilities and integrity of a guild it provides shaky foundations for the guild to be built upon. People need to have faith in the systems and people leading them or they become demoralized - and in an online society where people have a vast amount of freedom, they will not tolerate these problems very far. They will simply leave, or betray.
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    Overall scores:
    10 Player Mode (Non-Progress-based guild) 0/10 (Why would you even need it?)
    10 Player Mode (Progression guild) 3/10
    25 Player Mode (Non-Progress-based guild) 2/10
    25 Player Mode (Progression guild) 5/10
    Complexity (Lower is better): 4/10
    Efficiency: 8/10
    Level of effect: 6/10
    Pro's and Cons score (-10 to 10): 0/10
    Psychological Affects: 6/10 (From the inspiration of moving quickly, I think it deserves this much.)
    Social Affects: (-4/10)
    Overall Score: 30/100

    DKP has it's uses, but at the end of the day it draws up a lot of tension and stress for players & officers alike. There are much better loot distribution systems, and these will be written up in the future! Thanks for reading!

    Yours sincerely,
    Sn00p!

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  2. #2
    Pancrazio6689's Avatar Banned
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    it;s a good way to get it thank you so much

  3. #3
    WendyNL's Avatar Corporal
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    Nerd facts: DKP stands for Dragon Kill Points and was thought of by the guild Afterlife in 1999 who played EverQuest.. the last two bosses where Dragons, hence the term Dragon Kill Points.

  4. #4
    Fumi's Avatar Contributor CoreCoins Purchaser
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    My old guild made me quit cause i lost a epic trinket because i failed at betting with DKP

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