Wrecking guilds

This time the topic isn't about developers and broken design, but players inventing they own rules and progressively wrecking the community. In the last day I had to go through a personal crusade about the organization of the guilds at the endgame of World of Warcraft, in particular about the system used by the "leet" guilds known as "Dragon Kill Points" (DKP).

Basically this system is a way to "bend" the standard loot rules in the game in order to favor a selected group. This is what happens objectively, it's not an opinion and cannot be discussed. It's not a case that it has been adopted by the more catass guilds because, at its roots, the system is meant to favor that group of peoples. It was built by them to favor themselves. If we translate this to other forms of government and politics (because guilds are a form of government and not much else at this same level) it can be quite obvious how this pattern can be identified as a "conflict of interests". The peoples at the top make rules that favor themselves while discriminating everyone else.

What bothers me and that started an heated debate is that the peoples defending the DKP system justify it as "fair". While the common loot rules the game already has, aren't. Concretely the system allows each member of a guild to gain points by participating to guild events such as raids. These points can then be used to get the dropped loot, replacing the random rolls that are built in the game. Instead of rolling a dice on a item you need and comparing the result with the rolls of the other players, in the DKP system you bet some of the points you have achieved and, in the case your bid is the highest, you win the item. This to offer a direct advantage to the peoples that can be present to many raids and leaving out all those players that cannot afford to compete with the highest bids of the catasses. Who has "more" has the precendence on who has "less" (or nothing) to get even more. Who has nothing will keep having nothing if not the sporadic crumbs despised by those with the privileges.

Now every guild is free to build its organization. It's true that this is just a game and there are no responsibilities to face, so all the possible choices are legitimate. But don't fucking come tell me that this system is "fair". Because this is bullshit. If you make a choice you must have the courage to stand by it and recognize its nature. You cannot go on and justify it telling me it's fair when it's obvious how it's not. At least if "fair" hasn't changed its meaning. In my language fair means also "equality", or even "honesty". If you built rules to advantage yourself over others what you do is NEVER fair, because it's the exact opposite of the concept of equality. It's a discrimination, it's a way to bend the rules to your advantage and to your conditions.

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. It's impossible. If you then change this rule to bend it to your advantage the system is NOT fair. It can be a legitimate choice but you cannot pretend it's fair. It's fair FOR YOU. But way different from the meaning of the word. Even in the real life there is this constant shift in the meaning of the words in order to excuse and justify an egoistic and egocentric behaviour. Rich people thinks they deserved what they "earned". They worked hard and the system will be always fair, for them. And they think (even if they do not explicitly admit) that the people starving next to them deserve that condition. This is the paradox of this world and it comes from excuses and pretensions of our culture. We hide our doubts behind the shield of false principles. Who accumulates deserves to accumulate more, who starves deserve to starve even more.

As I said this is a game and fortunately there are no responsibilities as in the real world, so everyone can choose how to behave. The point is just about being honest and admit that some rules are there because their aim is to give you an advantage over others. Building and maintaining a guild is never easy, in particular it requires a lot of time. While you can manage to play a game casually you surely cannot manage to run a guild casually. The "conflict of interest" comes from that. Only the catasses run the most successful guilds and it'a not odd to see that those who decide the rules are going to make rules favoring themselves. It's typical, come on. I just want that they ADMIT this and do not come telling me that the system is built to be fair, because this stance is inadmissible. It's blatantly false and pretentious.

This isn't an isolated case, on my server I see a repeating pattern of guilds crumbling because all the players progressively leave to fatten the ranks of the bigger catass guilds. Smaller guilds just have no possibilities to survive and they move toward an unavoidable extinction. As you ding 60 you crash against a wall, you cannot progress anymore as before and joining bigger raids is the only possibility. All the accessibility (and the "accessibility" is the key) that characterized the game till level 60 simply vanishes to be replaced by the most painful grind ever. All the good premises of the game crumble like that to reveal what was known as broken in this genre and that the game was able to hide till that point. Catass for the win. The only gameplay that there is available is to catass and catass more. The accessibility of this treadmill is a progressive process of discrimination between those who can afford to go on and those who are left out.

This is the process that triggers the egoistical greed of the players. The whole purpose is to get shoulder penises and make your character stronger and stronger by competing with your friends over that loot. What follows is a comprehensible attitude if the game itself is strongly focused to promote this egocentric behaviour. Both the structure of the gameplay at the endgame and the consequent dynamics in the guilds are shattering directly the community into tight groups of elitists bending the rules for their advantage and discriminating even more the new or casual players. The catasses have more and will have more, while the casual players are progressively excluded, creating an increasing gap that will ultimately be the cause of a slow and painful decline of the whole game.

If the true purpose of a game is about learning, as Raph is trying to convince us, I really wonder what the hell we are teaching.

Flip side

Think of it like the North American congress/senate. In this case, rolling the dice the game provided would be like the senate, where every player/state is given equal chance/voice, despite their contributions/population. This system is unfair in the sense that it ignores anything "good" a player has done for a guild (over time), and also ignores the population of a state.

DKP in this case would be like the congress, where your chance/voice is determined specifically by your contribution/population.

Neither case, in my opinion, is more "fair" than the other case. The rolling system is fairer when you weigh the merits of contribution given to a specific raid, whereas the DKP system is fairer when you weigh the merits of contribution given to a guild over a series of raids.

Unlike game loot systems, the congress and senate both have equal power. Maybe long lasting guilds would eventually adopt a loot structure like that, but it is doubtful.

Agreed. Unfortunately for ...

Agreed. Unfortunately for the 2 million+ who have been introduced to the MMO genre via WoW, this is setting the foundation of how they will expect the genre to play. So once the shine wears off of WoW and they seek new pastures, they'll most likely fall back on these broken systems that have been taught to them . . . because that's all they know.

DKP? Need vs. Greed? Random Roll?

DKPs, mandatory raid participation, etc, are pretty much the total antithesis of the reason I game. However, I have some friends that fall in the 'catass' category, and while DKP favors hardcore raiders over the more casual participants, need vs. greed can cause even more friction. One friend played some oddball jack-of-all-trades class in EQ while a member of a raiding guild, and was skanked on all the good gear, since there was always an up-and-coming tank, healer, or nuker that the guild leaders determined that the gear was better-suited for.

The big problem that DKPs address is that raid item drops are usually not transferable, nor are items of typical raid loot quality easily purchased or crafted. If I as a WoW hunter go on three raids a month and all that dropped on the raids are wands, staves, and plate armor, I'm SOL even if I win the loot roll.

Rather than make the good items nodrop/notrade and only available in the raid, make crafted items of as high a quality of raid drops. This way you have two routes to top-end items - purchase from a crafter or acquire on a raid.

Fixed DKP may work

There's a thread on F13 I've noticed after writing my point of view on the same problem.

Between all the solutions I think that a fixed DKP system could be the most suitable. Instead of letting the catasses heaping points and then fight between each other by bidding on loot, all the loot has a fixed value. As a simple example think that a blue item costs five points and a purple item ten. Then by participating in a raid from the beginning to end gives you one point.

Once you have enough points you can then spend them to roll on stuff. So a minimum threshold is set without creating exponential gaps between the players. When more than one player spends points on the same item they roll and confrontate the result. Who wins will get the item and the points detracted from his pool.

During a raid a player can win only a maximum of one item.

With these simple rules you are able to distribute the loot more equally between the players, without discriminating too much and without creating irrecoverable gaps between them.

Good diagnosis, bad solution

DKP exists because dice are a stupid way for an organization to distribute rewards. It's an effective way of making sure that the best rewards go to the members of the organization that will benefit the organization as a unit the most.

Your assertion that smaller guilds in WoW lose members to the uber guilds is inaccurate, in large part due to the 40 man cap on raid instances. Every WoW guild that has MC on 'farm status' that I have encountered has stopped recruiting. In addition, the lockout system encourages the existance of smaller guilds. Having multiple 40 man raiding teams isn't really useful for these guilds because it adds to administrative overhead.

Now, I'm not in favor of the DKP system from an organizational standpoint because it encourages competition and backstabbing among guild members in a way that is not really productive for long-term stability. There are more intelligent ways to go about it, but they require good leadership and a mature membership.

The developers could instantly solve these silly issues by getting rid of all random drops and replacing it with a more sensible system that rewards all of the raid participants instead of a lucky few.

"Small" guilds?

That's my guild trying to raid MC tonight. The raid was disbanded shortly after for obvious reasons. My guild has around 260~ characters into it (after a few merges with other guilds collapsing for the reasons described, along some random drama) and not just level 60. Many players (like me) have just one character into it.

This isn't my idea of a "small" guild. In my estimation you'd need around 100 unique *players* (at least if they aren't all neighbour in RL) in order to have forty of them logged in at the same time AND for the amount of time required to do MC and Onyxia AND all level 60 AND representing precisely all the classes needed AND being able to repeat this somewhat constantly during the week and not as an exceptional event during a vacation.

I played DAoC on the bigger server most of my time and I'd be surprised if even the bigger guilds have more than forty players regularly logged in at the same time and representing all the classes. It goes beyond every conception of "huge" I had till today. In DAoC small guilds aren't penalized. Even the most elitist, haters of people, just need eight other players in order to do what they need. So those small guilds can still play effectively and the players are free to join bigger or smaller groups of people just as personal choice. This isn't an option in WoW and being able to raid constantly and effectively MC or Onyxia or even the upcoming Blackwing Lair definitely falls in my definition of "catass". There isn't ANYTHING I can imagine more catass than that. It's already insane.

And yes, I know that all these problems come as a result of bad choices in the design. It's not even just a problem of dropping more or less stuff, it's a deeper problem that would need a complex solution and a lot of work. Often the solutions are conflicting. For example I'm all for rising the *difficulty* of an instance, so that instead of having to grind it 100 times in order to get your stuff, you just need to do it, say, 10 times and you get everything (and the possibility is there in the form of questing, something that was deliberately dropped in order to chase the mechanics of the standard EQ raids). Maintaining the balance so that you'd have still to repeat it many times in order to complete it successfully. Replacing the grind with an actual *hard* goal. But this is again an accessibility issue and would make the grind even more hardcore than how it is now.

The point is: how you are able to provide enough endgame stuff, and keep the players busy, if you let everyone get what he needs without these painful grinds?

The fact is that treadmill games are meant to build gaps between the players, while "world-y" games aren't. WoW is a treadmill. You cannot build treadmills that do the opposite. So there isn't a solution possible just because it's the model itself to present the problem. If all the focus is all about building more content that must be "conquered" (instead of "managed" and reused as in a world-y game), you put yourself in a path that just cannot end well. That's the stuff we discussed with Brad on Grimwell.

Ultimately, smaller guilds ARE collapsing on a daily basis. I'm starting to believe that the endgame is more about guild drama than loot. Smaller guilds just cannot survive for the exact reason that created the need of the DKP or even your idea of "mature" players. The point is: both those "structures" AREN'T OPEN. They do not welcome new players, they do not talk to people outside.

Both are a problem for the overall community of a game.

Re: Wrecking guilds

"The developers could instantly solve these silly issues by getting rid of all random drops and replacing it with a more sensible system that rewards all of the raid participants instead of a lucky few."

Perfect fix that I have called for years. Its the time vs reward. The time invested mistake is made everyday by the catasses. For example...

Hardcore Joe wants an uber drop. He will work towards it at 6 hours a day raiding for it. So after five days he gets it at 30 hours invested.

Casual Bob wants an uber drop, but can only play for 2 hours every other day. So it will take him 100's of hours to achieve that goal.

The catasses don't see this. They see the 2 hour increment at which he plays compared to their 6 hour campfests. Those 6 hour campfests allow them to achieve the reward in a much faster total commitement. The casual gamers work much harder to get their reward because developers suck at reward vs time spent. To many developers stress spending MORE time in a single sitting than rewarding a set time investment.

WoW suceeded so well with leveling and rewarding TIME SPENT OVERALL ... not in one sitting. Even the 5 man end game instances were GREAT for time vs reward (even if you had to repeat them several times... they were not catass time investments).

WoW would of been golden had they done one thing. Removed 40 man instances... take all that development time and assets and put them into creating MULTIPLE 5-15 man instances.

Blizzard fails.

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.

Discriminating players

What you say is the same I explained above. I know that the guilds are fallen apart, I can see that with my eyes and it was the exact point of what I wrote.

It encourages regular attendance (which leads to better success)

I already know this as well and I didn't question it. I know that the DKP system is good FOR YOU and the players sharing your same position. What I'm saying is that the system discriminates the players. There are some who are in and can play and there are some left out. The "better success" comes from this discrimination that aims to isolate your personal community of catasses. For some players is good, from other players is bad. FOR YOU it's good because you can just see your own interests.

I didn't question the positive results of this system, I question the whole point of view. Discriminating between the players is what will kill the community in the long term and will progressively wreck the game. It is what erases that "accessibility" that made this game so popular.

The raid I posted above was disbanded because my guild refused to get pick-up healers in order to preserve the DKP. One hour and half of time were thrown in the toilet and the guild chose that it was better to close itself from the rest of the community if not in the form of cannibalizing directly other guilds by luring players in.

I believe that smaller guilds should be put on the conditions to survive and preserve their personality instead of getting conformed. Both for the health of the community and the game in the long-term.

That this isn't happening because of the structure of the game we already know. But it definitely isn't going in a positive direction. That's what I'm underlining.

Notice how I said "raid group"

Notice how I said "raid group", not guild. It's because the raid group I play in is comprised of one large guild and several smaller guilds. DKP, when structured and maintained properly, is almost wholly separate from the guild structure. It's allowed trust and relationship to develop over time between our guilds, because few loot issues occur due to having a system "that governs all" in place.

It seems your raid's issue is simply one of trust.

It's Futile

I can understand your urge to rant on this subject because I've gone through something similar myself. I bet not a single one of those you tried to reason with understood where you were coming from. It's like when my nephew was pirating software and I tried to explain that it was stealing. He was all full of "what ifs" and "but ..." -- everyone's heard the excuses. What it boiled down to was that he really really wanted that software free, he didn't like thinking of himself as a thief, therefore pirating was not stealing no matter what anyone says.

The raiders want more phat lewt at the expense of others, they don't want to think of themselves as something lower than a used car salesman, therefore it's fair and they do deserve to get more than others no matter what anyone says.

It's futile. They'll never understand because they don't want to understand. It's not in their self-interest. All you can do is leave, shake the dust off your sandals, and hope that somewhere you can find a guild full of decent human beings. Yeah, I know. Fat chance of that in a game like WoW.

Do we really only have 2 choices?

Everything posted here is little amazing to me. Why does everyone assume it must be one system or the other? First off, it is common practice to only allow 1 blue item per raid in the smaller 10 or 15 man instances. That in and of itself revises the /random system. Why can't that same idea be applied to large raids, just extended a bit? You get 1 point per raid (or boss since MC is a bit unique), with a cap at like 3 or 4 points. To win something, you spend all your points, then you start over. There is no accumulation, and if there is a tie then you /random. At least that way if it takes you 2 weeks to build up 3 points, and a casual player 2 months, you still had to participate in bringing down just as many bosses to get TO that number. Both of you deserve a fair shot at the loot. Maybe one week you get lucky and spend 1 point instead of 3. So what? The DKP system fluctuates based on need as well. And even if this system won't work, it is simply an example that there are certainly other options out there besides only /random and DKP.

The DKP system in theory sounds like it should work rather well, but it's certainly not fair. You can change and revise it all you want, the base theory is that the rich get richer. If you had the same group of people week after week, and you just wanted to make sure that A didn't get 3 pieces of loot before B got 1, then DKP is fine. But what happens when other people want to go on the raid? How do you fairly determine who gets to go and who doesn't? And if you don't ALLOW someone to go on a raid, and the piece they have been saving up for drops... how is that fair either? The points are completely worthless if you aren't there to spend them.

Unfortunately, the main problem with DKP is that it effectively eradicates any need for honor and selflessness, and aggressively promotes greed and selfish behavior. Instead of setting high standards and expecting people to meet them, and holding them accountable too, we are playing to the lowest common denominator and then wonder why there are oftentimes such rotten people rearing their ugly heads in these guilds. The only guilds that should be considering DKP are those who are completely comprised of hardcore raiding gamers. Casual players cannot be included fairly in this system, and should simply run the second they hear DKP is headed their way.

Re: Wrecking guilds

The reason this all came about is because some random newb raider got into a raid and won a roll against some catass.

Catass turned around and built up DKP.

Sad fact is the catass regardless of the system used has a GREATER chance of getting their loot. The DKP just ENSURES it. Without DKP the catass is still going to attend way more raids than a casual player, but with no DKP that casual player has a CHANCE to beat out the catass on a good item. The catass never takes into account that he has a much better chance at getting the loot he wants because he will be in more raids. Random rolls are the FAIREST way for all players.

Even with DKP a casual raider (not gamer, well because casual gaming conflicts any raiding possibilities) will never have an equal chance at getting good items. The catasses will have prime pick of loot because they have the DKP totals and can win the bidding wars.

Somehow a catasses time requires more reward than a casual gamers... and its fucking sad.

Re: Wrecking guilds

LOL this thread just amuses me.

As someone has said here DKP is about keeping players playing.

Once you've got all the loot you want from an instance whats your incentive to carry on doing it? 0 thats what, yet your guild needs your support to get its other members the items they need from that instance so whats the answer. DKP, once you have all your loot you still gain DKP for going on that raid, so you still achieve something from it.

Plus it ensures that the people who the guild needs to be best equipped, the people who contribute raid after raid after raid will be the best equipped. This benefits everyone in the guild as raids become quicker and easier. DKP isnt about rewarding individuals its about growing and progressing the guild and anyone who cant see this is blinded by hatered or greed.
Say you have a guild with a team of regular raiders a nd a few casuals the regular raiders work there asses off to get the guild progressed up through the tiers of raids, they finally break through into uber_raid_zone_1 and on there first ever run here a casual raider who has participated in only a handful of raids comes along, phat_lewt_1 drops and he wins it on a /rand. How much does that suck for everyone else? hes contributed notihng to getting here and very little to the raid due to his poor gear and limited experience. Can anyone really and honsetly say they think thats fair?

Re: Wrecking guilds

To the original poster,Man are you an idiot, your probably someone who was given a random invite to Molten core and not allowed to roll. DKP is the only way to ensure that the people who work the hardest get the rewards they deserve. My guild works on a zero sum dkp system,every item has a set amount of DKp value. Raider "Bob" comes to Molten core,Guild clears 8 bosses in a run, and 23 epics drop, each of those epics are worth 100-125 dkp each and Bob will get a 1/40th share of the total dkp points for that raid, So effectively Bob will finish that raid with approx 80dkp points. After 4 raids Bob is now allowed to use his dkp,Bob now has over 200 dkp because he wasnt allowed to spend it until 4 raids were completed. All the other members of his class have been spending their dkp while bob wasnt, Bob now has the top dkp for his class, Bob now has the luxury of being the first in line for any loot that drops for his class for the raid, So effectively bob can now come in and get the best 2 hander sword/wand/gear after 4 raids, If he doesnt want the item the next highest dkp gets the option of getting it and so on. You can even get loot by being in negatives, If all the warriors have recently spent their points and bob is still highest at -20 dkp he gets the item and his dkp goes further negative, therby the loot for each class rotates fairly.

Re: Wrecking guilds

I have one question for the OP:

Who do you think is greedier?

a) The player who busted his ass for weeks waiting for that elusive item to drop?

or.......

b) The player who just started day #1 of busting his ass and thinks he's equally entitled?

The NEED before GREED theory sounds honorable on paper, but in the reality of these games the translation remains the same:

My greedy needs before your needy greed.

The problem arises not from a choice of system, but the people who administrate those systems. Many a group or guild has seen the corruption of many ideal systems when in the hands of retards.

And if you don't have the leisure time to play these games or the fortitude and organizational skills to prioritize family, work or school, then please, do everyone a huge favor and just stay the hell off of the computer. No one owes you diddley just because you don't have the time to be there in the first place. If you can accept your time restraints, fine. But don't cry me a river when the reflection in the water is depicting nothing more then a spoiled brat carrying a grudge for something someone else has earned.

Re: Wrecking guilds

I personally dislike DKP, but I'll play devil's advocate. How is it "fair" that a person who has worked 4 hours to getting an item should have the same consideration as someone who has worked for 14 hours for the same item? The system isn't intended to be fair in the context of a single raid, but in the context of a long term farming situation. It pre-supposes that the people involved will be making regular, repeated runs.

Re: Wrecking guilds

Fair. What an odd word for something like this.

Is it fair, that after 8 months of passing down small upgrades to myself to help gear out new members of my class that the 3 items I have ever tried to get were all given to them in spite of my passing items to them before?

8 months. Showing up to just about all of our raids, not to mention the time I spent helping them level up and get the gear that they now have (which is in many cases better than mine). Yet everytime something that is a significant upgrade for me drops, they all get out those dice and get to rolling because it is 'fair'.

It isn't like those that advocate /random aren't just as greedy, but even moreso. They say 'well I only have x hours a week to play, so I should get mine now. You can always get yours next time (when I don't bother to show up)."

I show up time after time and get nothing. It slowly eats at me, wondering if it would be better just to leave these who barely contribute to get their own gear without my dedication and help. I wonder why it is that these people I consistantly passed gear to feel so compelled to going up against me (and most recently even alts are doing this).

Your notion that /random is somehow more fair is false. It really isn't even an argument. You know why those that raid often get more loot in DKP? Because they help more. They put in more time, and show up to consistantly help others. That whole constantly helping others thing is what guildmates should be doing, but often fall short on.

You can judge those that think a point system is a good thing if you like, but by advocating /random you are being far more selfish than they are. If all time was truly equal, and it took you 10 raids to get an Item, heavy raiders would have more items than casuals because they are there more. Not because their time is somehow more valuable.

Re: Wrecking guilds

While I understand what you're trying to say, take this scenario into consideration.

Mage A has participated in the past 6 raids over a 3 week span, no mage loot has dropped. Mage B has participated in zero raids over the last 3 weeks.
Raid #7: Mage loot drops.

Mage B beats Mage A on roll and receives loot.

Later...

Raid #12: Mage loot drops.

Mage B (2nd time raiding) beats Mage A (Full-time Participant) on roll and receives loot.

This is of course unlikely and a bit more extreme, but we've all heard stories about how a specific class almost never has any drops for it throughout multiple raids. I do not believe that rolling in this case is fair at all. Of course I don't agree with the usual attitudes that are developed amongst players over DKP. It's a tough subject to say the least.

Re: Wrecking guilds

I think People that disagree with dkp systems really just A) don’t understand the benefits, or B) want the reward for less effort

I have been raiding in wow for about 4 months now and have been using dkp since day 1. Forget all that many have mentioned as far as why dkp is good or bad you have to think of it this way. If a warrior goes to every raid he is more of an asset to the guild than a warrior who can play 1nce a week. Dkp is a way to reward the people who attend and contribute towards the guilds end game progression the most. Its not away to get the gm and officers phat lewt before everyone else. The gm appointed these people to be officers BECAUSE they are an asset to the guild. If this warrior that comes on once a week gets on and the guild is hitting onyxia.

Onyxia is killed in 15 mins and a helm of wraith drops. How could you possibly say that it’s fair for the person who puts less time into the guild and its progression? If that warrior gets the helm it not only sucks for the warrior who raids all the time but it hurts the guild as a whole imo. Now if that’s the item this less consistent warrior wants more than anything and a dkp system is in place, He can save those points for it. When it drops he can spend them, He has then earned the item.

I still think it hurts the guild in the end but that’s what he spent his dkp (or time) for. The fact is. Its like this, If you work 25 hours a week and your buddy works 40 (doing the same job) should you get paid the same cause its not fair you get paid less?

Face it, no loot system is perfect but the way I see it (and the way most raiders see it) is that dkp is the most reliable and fair way, If you want to be casual and participate in non casual activities you need to either join a casual raiding guild that raids 1-2 times a week or pick up a new game.

Re: Wrecking guilds

I am a catass.

"This is what happens objectively, it's not an opinion and cannot be discussed. It's not a case that it has been adopted by the more catass guilds because, at its roots, the system is meant to favor that group of peoples. It was built by them to favor themselves."

Definitely right. Why would we create a system favoring people who would never be affected by its mechanics?

"The whole purpose is to get shoulder penises and make your character stronger and stronger by competing with your friends over that loot."

Wrong. All of us have a desire for better equipment but it's not our primary drive for doing raids and having a DKP-System. We want to raid for the fun of raiding, experience new encounters and overcome the challenges. Especially post-MC encounters, in BWL, ZG and AQ, are quite different then the ones you see in the game on your road from level 1 to 60. To succeed we need equipment to get to the players that most benefit the entire raid. In our system we allow druids, priests and warriors to bid for damagegear, but we expect them to pass on an item, if players that actually deal damage in our raids can improve with that gear. Although there is no penalty whatsoever, none of our PvP-active Shadowpriests has ever bid for the Talisman of Ephemeral Power - and they want it bad - because mages and warlocks need it, too.

"If we translate this to other forms of government and politics (because guilds are a form of government and not much else at this same level) it can be quite obvious how this pattern can be identified as a "conflict of interests". The peoples at the top make rules that favor themselves while discriminating everyone else."

This comparison is wrong. The catasses do not impose anything on casual players. We devised a system for ourselves. We raid 3 days a week for 4-7 hours per raid. Guild members are expected to be available for 2 raids per week. Casual gamers, that cannot play for more than 2 hours per day, cannot join our guild and are in no way affected by our DKP-System. And the guild leaders who devised the system, I'm one of them, are in no way favored above our regular guild members.

If you don't like DKP-Systems, fine. Find some like-minded people and raid using random-rolling. But don't tell us about fairness and greediness. We make our rules for ourselves. It's like you joining a soccer team and picking up the ball with your hands and saying you want to throw it. If you're with us, you play soccer. Nobody forces you to join.

"Hardcore Joe wants an uber drop. He will work towards it at 6 hours a day raiding for it. So after five days he gets it at 30 hours invested.
Casual Bob wants an uber drop, but can only play for 2 hours every other day. So it will take him 100's of hours to achieve that goal."

Transferred to my guilds system. Joe participates in 3 raids per week, Bob in 1. Both desire the same item, which drops every 5th raid. In week two the item drops. 1) Only Joe is present. He gets the item. 2) Joe and Bob are present. Joe gets the item, because he has more DKP. At this time Joe has four-times as many Points as Bob. Joe has attended 5 raids, Bob 2. On the 10th raid, week 4, the item drops again. Bob is unfortunately not there. On the 15th run, week 5, Bob isn't there again. On the 20th raid, week 7, Bob gets it after having attended 7 raids. Bob would have gotten it on the 10th raid, after having attended only 4 raids compared to Joe's 5 raids, if he had been there. That he wasn't doesn't entitle him to the item in week 2. The drop is deterministic and not random here, obviously, but on a large scale both get the item after roughly the same time investment, Joe gets it earlier though.

The problem I see is the itemdrops being random. While members of certain classes have their t1-sets complete, twinks have been equipped and further drops are being disenchanted, others are still far from being that well equipped, though they definitely put much more time and effort into our raids than beforementioned twinks. Best example, a hunter that has been in our guild for two days gets the petrified leaf while some priests, that have been raiding for months still wait for the eye of divinity. As Blizzard can obviously prevent paladin-equipment from dropping in horde-raids, I would really appreciate if the game could check the raid participants when generating the loot-tables.

As has been stated by others before, I am also under the impression that the OP is the greedy one here. You want items without working for them. The entire tone and style of your article says: envy. I would love to see more 5-man instances, too, and I agree that under the current system there is not enough content for level 60 casual players, because they have virtually no chance of succeeding in BWL and AQ40. But the answer to that problem lies in the design of endgame instances and content in general and not in DKP-Systems.

Re: Wrecking guilds

People that give an opinion about something without understanding the logic or function only proves to be an idiot. There are a gazillion resources on the web about DKP systems. Read one before making a idiotic post stating random rolling is more fair than a DKP system 'designed' to give everyone an equal share of loot.

Re: Wrecking guilds

I agree that the DKP system does keep the rich richer, but saying that random rolls are fairer is not always true. I have consistantly rolled poorly from level one to MC. As a result I got the pieces of my tier 0 gear and all but one or two of my blues when no one else in the group needed them. Now I'm just in to have fun but I have seen people melt down because they have had the same thing happen 20 5 man runs in a row and then see the NOOB get the item they wanted first time around.

The only time I beat anyone on a great item was for "finkles skinner". first time through UBRS. A player that had run UBRS 25 times for that dagger dropped out of the raid. And no exaggeration for the next 5 runs I was on i did not win a single roll for anything. Just my luck.

Random means some people roll bad all the time , some people roll good all the time and most average people get stuck in the middle. As one of the people who roll bad all the time, and is a casual raider. I'll take the DKP as slow as it is I actually get my gear faster than if I roll when it drops.

the best solution I have seen is to use a modified DKP solution where the individual houses have loot rotations so everyone gets a fair chance at getting those pieces, but again greeed begins to break that when you get people that won't come on a run because you are not facing any bosses that might drop the pieces they are up for.

In the end no matter what system you use, the "Get Geared UP" mentality that WOW beats into your head twists most people into greedy Loot mongers and then the inevitable fights over who has been the most valuable, and why they should get the most start. Smart guilds nip this in the bud. And if necessary boot offending players who won't stop it.

new loot systems wont stop the inherently greedy nature of a game that is all about loot.

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