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But then again...

My MC raid group runs a zero-sum DKP system, meaning points are rewarded to the group only when points(meaning loot) are made. Recently, we've been rotating raid nubs(and alts) in for boss kills just because certain classes have either all their items or are massively negative in points.

DKP has huge advantages that far outweigh any negatives. It encourages regular attendance(which leads to better success), speeds up loot distribution, and settles most, if not all, loot issues. But DKP is really about the future or the next raid, not just how to split up the current loot(because if you didn't win, you basically wasted your time). It's designed to keep players coming back. It means your efforts today will pay off tomorrow. As testament, our raid group has been going strong for several months, and has weathered the lows because the DKP system encouraged players to keep coming back.(we finally beat Rag 3.0 tonight). Other raid groups on our server who never really used DKP(because they often had to rely on pickups to fill their raids) have fallen apart.

"The loot rules built in the system cannot be more "fair" than how they are. If you go in a raid, you can roll for an item. Everyone has equal possibilities to roll and get his chance to win. No system can be more fair than this."

This is only fair on the surface. Nobody likes the newcomer joining in, winning something, then disappearing. Nobody likes the hot roller either. Such loot rules are really a sign of lack of organization, which is what's causing smaller guilds to crumble apart. The catass guilds can only become so big, since raids have a 40 man limit.

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