Of course, the biggest problem with that system is the very first step:
"Assign point values to items"
Who assigns the points? How is that determined? How often is your guild going to update the table with items and raid points? When a new expansion comes out, and an item with a previously high number of points is suddenly not nearly as valuable (cause there's an items that drops like rain in the new expansion that's just as good), do you go back and adjust the point cost? Again. Who maintains that? Have you looked at the number of items in the game? I wouldn't wish that job on anyone...
Um... And what about items that are more useful to one class or another? Do they both pay the same points?
IMO, static points systems are nightmares to maintain. If I was going to go with a points system at all, I'd use bidding instead. That way, the items are bid upon based on relative worth to the people, at that raid, right then. Sure, sometimes someone will get a great deal, and sometimes they'll pay through the nose for an item. However, a bidding system also tends to even things out for a guild. If there's only one rogue on a raid, he's going to get any rogue items for a minimum bid (say 1 point, or whatever your smallest denomination is). That might just encourage more players to bring a rogue next time.
Um... If you have "alliances" of players in your guild who bid deliberately to give themselves cheap items and make non-aliance players pay more, then maybe you need to think really hard about finding a better guild? Just a suggestion...
Also. While you make a point of distiguishing this from a bidding system, you don't define exactly how the loot is awarded. What if two people have points and are willing to spend them on the item? Who gets it? You're back to either a loot council to make that decision, or bidding among the interested parties. So basically, your system has the worst of all aspects of loot awarding systems. You have to maintain both a list of loot and their value in points *and* the points each member has accumulated. After all that you still have to either bid or assign loot in the oh so uncommon instance that two people want the same drop (isn't that the only reason we need loot systems?)
No system is perfect. There's always going to be inequities. I just think that if we're going to have those imperfections, you may as well use a system that's imperfect but requires minimal amounts of recordkeeping. Bidding works just fine for that. You have to track the points people have (and have spent and earned), but that's it. Everything else is handled dynamically as you raid. Not perfectly fair, but fair enough for most people.
Personally, I prefer another system you hate. Assigned loot. Again. It's not perfect, however, a loot council can track loot assignments with no more record keeping required then tracking points earned/spent required by the other two systems. They also have the ability to make "intelligent" choices and avoid the unfairnesses that easily occur with both bidding and assigned point systems. They can track how long it's been since *you* have recieved an item and put some weight into that. They can actually look at the classes that the item will be most useful for (and benefit the guild the most by being in the hands of) and give weight to that factor. Finally, if we're talking about a guild here, they can weigh in factors not raid-specific: A character that spends significant amount of time working on tradeskills for the guild (making earings of solstice at cost is a great example). Characters that spend time helping get guild members keyed so that the raid you are on is possible in the first place. Each member in an emp raid only needed to camp in SSra long enough to get himself one key. But if each of them was helped along by a small group of characters who made a point of forming groups just to get others their keys, shouldn't that count a hell of a lot towards who gets first loot? Yeah. I think it should...
I just find it amusing because most raid focused guilds use either assigned or bidding systems. I've not heard of any that attempts to maintain a fixed point system. Minimum bids on items is about the closest I've seen. It's just too much overhead that's really not needed...
I'm also confused about your complain about giving "special favor" to some classes. Um... On many raids, you may need a very specific (and high!) number of clerics for example. Let's say I have a rogue and a cleric, both of level to attend the raid, but the raid needs clerics. However, there's some really nice rogue items, but not many cleric items. Also, I know that if I play my rogue, I'll be one of maybe 2 or 3 rogues, wheras there may be as many as 8 or 10 characters competing for drops with me if I play the cleric. You've got to provide some incentive for people to play paticular classes on a raid. Sometimes that means awarding bonus points for those classes.
It's easy to complain about that when you just play one of the crowd in the raid. Your job is basically to show up, don't ***** up, and reap the raid points. Once you play a MA, or puller, or cleric in a CH chain, or some other "critical" role on a raid, in which your performance makes or breaks the raid, I think you'll change your tune. It's not easy. Not at all. There's more to a raid then just showing up (attendance). Most good systems take that into account. Your's seems aimed specifically at ignoring it. I think that's a really bad idea...
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King Nobby wrote:
More words please