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Loot Systems, Fixed cost- vs discretionary- or bid- systemsFollow

#1 Jan 19 2004 at 8:58 PM Rating: Default
I personally prefer fixed cost systems.
- Assign point values to items.
- Looter pays points when he loots.
- Attendee's share points spent after raid.

Main advantages:
- Transparant (no need for trusting loot council (discretionary systems)or fellow members not having aliances to make you spend their points while they spend none (bid systems)).
- Simple dynamics (No need to focus on hoarding points while guild is spending or spend points while guild is hoarding)
- Fair (everyone get loot value according to their efforts ie. system works as /split for raids sorta).

I dispise systems that favor special classes or individuals like clerics or normal MA.

Regards
Aknok
#2 Jan 19 2004 at 10:00 PM Rating: Good
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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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#3 Jan 20 2004 at 1:35 AM Rating: Good
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gbaji wrote:
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...


Every high-end guild I know of personally that uses points for loot doesn't use bidding. While point systems do take a great deal to maintain (which is probably why you don't see it in more casual raid guilds), bidding directly pits players against one another. Loot systems always need to keep player morale firmly in mind, and I suspect the inevitable drama from players bidding against one another would strongly offset the ease of implementation. Also, setting points tends to be far less of an ordeal than simply recording points for players and maintaining that, so you really don't save all that much overhead through bidding, relatively speaking.

Quote:

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...


You should always attempt to retain players rather than classes. Trying to placate a loot ***** with additional points is a losing proposition. They'll leave anyway eventually, your other players will resent it, and you'll lose whatever you poured down the hole in the bargain. You should always strive to reward players who are consistent and reliable above nearly any other factor.

I think it's also worth noting that almost without exception, every guild that uses a point system once used assigned loot. There's no question in my mind that the larger and more raid oriented your guild is, the more benefit you get from using a robust point system over 'officers' whim'. Heh, people may point to Thott or Hobben when they talk about the abuses of points, but a wizard in an 'assigned' guild on my server is sporting both a cazic cloak and quarm shawl, and the latter he used to replace phase 3 shoulders. That was a real pickup for morale in that guild. Think like half a dozen people went inactive after that one. Frankly, it's a lot easier to really ***** up when you're only relying on an on-the-spot call rather than engineering a system designed to take into account the collective wishes of your entire guild.

Edited, Tue Jan 20 01:38:32 2004 by Tehom
#4 Jan 20 2004 at 5:48 AM Rating: Decent
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Quote:
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...


This thread is a split of from a thread where i looked for input for estimation formular i have been working on to ensure values assigned to items are consistent. It was turning into a DKP vs bid vs dictate thread, thats why i started this thread. Other thread is here.

Quote:
Um... And what about items that are more useful to one class or another? Do they both pay the same points?


In my system people pay raid points according to most usefull class. If you claim a melee item as a caster, you're gonna pay melee price.

Quote:
What if two people have points and are willing to spend them on the item? Who gets it?


Person with highest current points.

Quote:
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...


I doubt that it is this explicit in any guilds, but in most guilds you will more sympathy for some members than from others, that may affect how you bid even if it is not a conscious descition, this will help unbalance system and undermine trust in system.

Quote:
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?


You struck a nerve there, one way to solve it would be to add key components to loot system. So farming keys becomes a point farm. My guild had a bid system during Ssraa farming but we still awarded points for each key part obtained by a group and im sad to say that it was what it took to keep hardcore players motivated in keeping helping less active players get their keys.

I forgot to mention one important advantage with dkp systems. When a mob drops something good for another class everyone is happy cos they get more points for raid, in discretionary systems and bid systems motivation for going after mobs that doesnt drop loot for some classes might discourage some people a bit.

Regards Aknok
#5 Jan 20 2004 at 7:19 PM Rating: Good
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Hmmm... Tehom. I honestly have never been in a guild that did loot any other method then assigned. I was going off what I've heard both by talking to folks in game and past posts on this forum. I've just seen a lot more folks *numerically* talk about using bids for loot versus set points. I think that as you get into higher level encounters, the set-points system works better, but that's probably not the majority of raid guilds in the game (not like I've counted them though, so that's just a gut guess). I'm just kinda sounding off from my perspective...

Most of the problems with pre-assigned points only really comes up with "older" content. If you're raiding Velious or SoL there are likely a ton of items that have had their "value" majorly adjusted due to equivalent drops in more recent expansions. That's the main problem I've heard about with those systems. Folks start arguing because they don't think the points are fair for the items they're raiding. I've seen this cause problems for mid level raid guilds simply because some members might choose to go raid with another guild/group/whatever over their own guild simply because an slot upgrade they want that would cost them a large number of points in their guild's system might be filled with an equivalent that drops commonly on the raid this other group is doing.

If you're raiding mostly new content, that's generally not going to be a concern.


In the end, the best system of loot distribution is the one that makes the most folks in your guild happy. Every system has potential to be abused. Someone determines the points for items. Someone decides the point awarding system. Someone decides the loot. No matter what system you use, at some point, you are trusting a small number of people in your guild to be fair and impartial to some degree when it comes to loot decisions. I'm mainly just trying to place a counter-opinion out there.


Heh. And in that vein: Aknok. I'd suggest that if your guildmembers think of themselves as a team instead of a collection of individuals, then everyone is glad for anyone who gets loot. Ultimately, any loot gained by anyone adds to the power of the guild as a whole. While that seems a bit altruistic (and is some of the time), I think you'd be surprised at how many guilds actually do work that way. I don't need DKP points to make me feel like I'm accomplishing something. If my guild achieves some goal, I'm happy. Even if I'm not there, I'm happy. If I'm there and I didn't get any loot, I'm happy. Once you make the mental shift from "gaining loot" to "having fun", then loot awards just become a means towards and end (and who gets them doesn't matter as much), rather then the end itself. It's ultimately about how you play and *why* you play that determines what sort of system you're going to want to use.
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#6 Jan 20 2004 at 9:26 PM Rating: Decent
I stated elsewere - if i wanna make money i go Bazaar not LDoN. Today I left the group after our Leader/Tank tauned creeps with his bow like there was no tommorrow and the cleric died during a desperate fight (the tank pulled 3 red and 1 darkblue conning as one bunch *lol*) while someone else lost connection during that very fight.

As the leader seemed not to mind both I left and told them I didn't mind my share of the loot. Heard later they got all killed once or twice during that adventure and did not end it successfully. I think 2 bulbs of xp outrun 60p loot+items.
#7 Jan 21 2004 at 2:44 AM Rating: Good
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Quote:
Heh. And in that vein: Aknok. I'd suggest that if your guildmembers think of themselves as a team instead of a collection of individuals, then everyone is glad for anyone who gets loot. Ultimately, any loot gained by anyone adds to the power of the guild as a whole. While that seems a bit altruistic (and is some of the time), I think you'd be surprised at how many guilds actually do work that way. I don't need DKP points to make me feel like I'm accomplishing something. If my guild achieves some goal, I'm happy. Even if I'm not there, I'm happy. If I'm there and I didn't get any loot, I'm happy. Once you make the mental shift from "gaining loot" to "having fun", then loot awards just become a means towards and end (and who gets them doesn't matter as much), rather then the end itself. It's ultimately about how you play and *why* you play that determines what sort of system you're going to want to use.


This is going to sound a bit more harsh than it need be, but some players sorta overestimate their own efforts and underestimate the work required to obtain stuff for them ie. they demand more than they contribute, unfortunately this apears to me to be more dominant among casual players than hardcore players.
DKP systems makes this crystal clear, if your point total is below zero you claimed more than you contributed.
#8 Jan 21 2004 at 4:52 PM Rating: Good
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Eh? Not harsh at all. Just truth. However, as long as you don't have that sort assigning the loot, there's not a problem. If you do, leave the guild. There's just as many folks who are more "giving" to others then taking for themselves. There's an even greater number of people who have a pretty good idea of what they do in relation to others.

Additionally, as I was trying to point out, a DKP system may not always accurately reflect the "value" a character brings to a guild. It certainly is not an accurate reflection of the benefit a particular item might have for the guild in one character's hands versus another. DKP systems can make attempts to account for this, but the more you try to do that, the more subjective the point awarding becomes. Eventually, it's just as subjective as assigned loot, except the decisions are being made behind the scenes a bit more.

If all you're looking at is a group of people who do nothing but raid together (or completely separate raids from anything else they do together), then DKP systems work perfectly. All that matters is attendance and performance on raids. Clearly then, earning points is what should earn you loot. However, all one needs do is look around at the "real world" to see that DKP models while "fair" aren't followed much anywhere.

How many people, even ones working at the same job with the same title, earn the exact same salary? Why is that? Ever worked somewhere where bonuses are regularly given out? Same thing. If your work is a raid, and the profits your company makes is the "loot", the analogy to DKP would be that everyone gets the exact same share of that loot (salary). Um... That doesn't happen. At least nowhere that I've ever heard of. In the real world, salaries and bonuses are decided in a method much more analgous to a loot council then to DKP.

Obviously, contributions in EQ aren't going to be as wide as those in the real world. You may very well have the equivalents of a 1st level novice player and a 65th level vetran working at the same company (and would expect rewards to be relative to that differece). That just doesn't happen in EQ though, so it's expected that the rewards are going to be much more equal. However, the assignment method is still valid if we're going to follow the analogy.


Dunno. I'm not trying to change you mind or anything. I'm just pointing out that there's a lot more justification for assigned loot systems then most people think. We use them all the time, and they do work most of the time. Certainly, you hear about the abuses of the system both in EQ and in real life. We've all heard about bosses that give favorable review and bonuses to the flirtatious assistant (or worse, assistant turned girlfriend!), just as we've all heard about the GM who makes sure that himself and his friends (who are all his officers as well) get the lions share of the loot on raids. While those things do happen, they don't happen nearly as often as people think. I really do think you'd be surprised just how well an assigned loot system can work in a guild. You just need a modicrum of honest people, and open communication. It really does work...
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#9 Jan 22 2004 at 10:01 AM Rating: Decent
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I do agree that straight raid attendance may not reflect peoples contribution towards common goal 100 pct accurately, but differentiating rewards based on more subjective assessments can be dangerous.
If traditional MA has usually gotten first pick of melee loot, breaking out of that pattern can be difficult. This can be very bad for morale among other warriors in guild.
Same goes for classes that are inherently perceived as more important than others, like FT items defaults to clerics more or less regardless of their contribution is seriously gonna **** of other casters in guild.
If i was in a guild that used a discretionary system I would allmost wanna keep an unoffial dkp system to sanity check descitions from loot council. In such a system biggest risk is that someone is neglected without anyone noticing.
Back when i started playing this game and read up on items on this site I remember allmost every half decent int caster item being classified as enchanter items (enchanters pretty much rocked back then), it was then i decided that discretionary systems sucked.
#10 Jan 22 2004 at 10:38 AM Rating: Excellent
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Loot is always a potentially touchy subject. It's along the same lines as comparing salaries... bad for morale when it gets out of hand.

We use officer assigned loot. The other two Time guilds on our server use DKP, one bidding system and one fixed cost.

Talking to my friends in both guilds I prefer the way we do it, but if we were to go with a point system I'd want fixed cost. In the bidding guild ONE person hoarded points and walked away with TWO Quarm loots off of their first kill. Talk about drama, oh yes.

Our officers are pretty open about how loot calls are made, with the caveat that it's an art, not a science, and that people will sometimes disagree with calls. But since we have a fairly small, tight guild, we can *usually* swallow the occasional disappointment and get on with things. No Time loot this rotation, probably due next week. /shrug

The thing I dislike about point systems is the potential for good gear that absolutely would upgrade someone being allowed to rot. That doesn't happen to us, at least it hasn't yet.
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#11 Jan 22 2004 at 2:04 PM Rating: Good
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That used to drive me berserk too, but the rationalization is that if something is such a minor, maybe-is/maybe-isn't upgrade for someone they don't want to pay even a token amount for it, then it's probably not something they need anyway. And you get more or less the same thing in a lot of assigned loot systems too - the guy who finally gets guilt-tripped into taking an item will get screwed out of something he really wants later, and drama then ensues. Saw that all the time with another guild on my server that still uses assigned loot. To me, avoiding potentially disasterous drama is way more important than someone getting a 5 hp upgrade.
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