Tobold's Blog
Monday, May 29, 2006
 
DKP systems

I have a relatively unique view on DKP systems, the different loot distribution systems using some sort of points to determine who gets what loot. The average WoW player is not very interested in math and statistics, but is very interested in getting epics. I happen to be good at math, and for me epics are not the most important thing in going raiding. That allows me to take a step back and look at DKP systems from a more statistical point of view, what is a particular system likely to achieve, as opposed to "what's in it for me". I already talked about the principal problems in an earlier post.

The DKP system that most people who compared different systems consider to be the most fair is the zero-sum DKP system. It has definitive advantages in evening out the distribution of epics. Statistically speaking, that means over a large number of raids, two players participating in the same raids will end up with the same number of epics, while two players where one plays twice as much as the other will end up with the player participating more getting exactly twice as many epics as the other.

Unfortunately the zero-sum DKP system also has disadvantages. Imagine a guild not being able to beat Onyxia / Ragnaros / whatever boss yet and scheduling raids to repeatedly try to beat that boss, with a low chance of success. You sign up several evenings, each evening you wipe against that boss several times, you never succeed, but you advance the knowledge of the guild in the correct strategy and coordination. In a zero-sum DKP system you get absolutely no points for that effort. If you work out the strategy for Onyxia in 5 evenings of wipes, only beating her on the last attempt, a player participating in all 5 raids gets exactly as many points as a player only present for the last, successful attempt. That seems unfair. A zero-sum DKP system earns you more points for stupid farming runs than for trying to achieve raid progress for the guild among sweat and tears. Also a zero-sum system is unable to integrate reward points for desirable behavior (like being on time) or negative points for undesirable behavior (like not showing up when you promised to), unless you can come up with a complicated formula that balances rewards and punishment to still result in a zero sum.

So many guilds run systems which are not zero-sum. Obviously a system where the sum of points is negative, that is after a number of raids the average DKP score is negative, wouldn't work very well. A negative-sum system would favor people who go on raids less often over people who go more often, which is counterintuitive. As a result the majority of DKP systems is positive sum.

The advantage of a positive sum system is that besides giving people points for every boss killed, you can award them points for valiantly getting repeatedly slaughtered by a new boss, for being punctual, for bringing a field repair bot that helps the whole raid, and for whatever other things you want to reward. And you can even hand out penalties for bad behavior, although you obviously shouldn't overdo that like the famous Onyxia raid leader Dives handing out -50 DKP left and right.

Unfortunately such a system works well for a couple of weeks, but over the long run the disadvantages of a positive sum system become apparent. The further away the sum of points earned minus points spent for epics deviates from zero, the faster the system becomes a source of problems. Imagine an epic item costs 100 points, but on the average 40-man raid every member receives 100 points, while they find 20 epics. That means that on that raid everybody gets the points to "buy" one epic, but only half the players can spend their points, while the other half can only accumulate the points. As long as the same 40 people participate in every raid, that is no problem at all. But we all no that this practically never happens, due to Real Life ® constraints. Two players of the same class, with one player participating twice as often as the other, with the point distribution explained above ends up with the player playing more often getting *ALL* the items, and the player playing less often getting nothing. That is because in two raids the first player accumulates rights for two items, and the second player only for one item. As in two raids only 1 items is found for them (statistically), the first player always has more rights than the second and always gets first choice.

Of course if an item drops that the first player already has, he passes and the second player gets it. Now the result of this in practice is that you get a ranking of players of each class, with the most frequent player always having the most points. The first item always goes to the first player, the second item to the second player, and so on. If you happen to be the 5th player in line, your chances of getting anything become practically zero. And if you join a guild with such a system already in place and everybody already having accumulated lots of points, even participating in every raid will take months before you get your first item.

Such a system has one advantage, but only for the tanks: You automatically create a "main tank" with the best equipment. There are good arguments for such an arrangement, as a well equipped main tank is important and helps the whole guild. But for the other classes the same distribution will happen, you effectively create a "main druid", "main hunter", "main priest", etc., which isn't necessarily optimal for the whole raid. Especially if the guild is able to beat both MC and Onyxia, you end up with the "main" of a class replacing his tier 1 stuff with tier 2, while somebody behind in the ranking is still running around with tier 0 items.

Thus a positive sum system can create lots of problems: For example recruitment is difficult if the new recruit learns that he only gets his first epic after somebody else gets his next 10 epics. Another possible problem are guild alliances, where a non-even distribution tends to cause lots of inter-guild political strife. But probably the worst disadvantage of the system is that it creates a growing gap between the first player(s) of each class and the last players of the same class. There is a substantial risk that after you have your main tank equipped with full tier 2 gear, while the other warriors are much less well equipped, the main tank either gets fed up and quits the game, or he switches to a more uber guild, and sets back the development of the whole guild in the raid circuit by several notches. Of course people hate setbacks, which causes lots of guild drama, more people leaving and starting a death spiral of setbacks, so the main tank leaving is one of the major causes of guild death.

So personally I would prefer either a zero-sum system, or a system with bonuses and rewards where the average number of points given out during a typical raid is very, very close to the amount of points spent during each raid, thus being nearly zero sum. One way to achieve that are systems where the cost for an epic is not fixed, but where people can bid points. If people are honest, such a bidding system tends to make players spend more points when they have more of them, thus automatically correcting the positive sum imbalances. Unfortunately the disadvantage of bidding systems is that players have a tendency to collude. For example all the hunters agree not to outbid each other, but work out a separate distribution system among them, and then if the warriors and rogues don't do the same sort of collusion, the hunters end up with more points on average, and are able to outbid the other classes on multi-class items like the famouse hunter weapons. No system is perfect.
Comments:
You can work around some of the disadvantages of a positive sum system by allowing people to bid for items. This introduces a somewhat self-healing market element into the DKP system.

The prices are determined by supply and demand; people can save up their DKP if they really want one specific item; players who don't play as much will still have a shot when others blew their DKP on items with prices inflated by a free bidding system. Plus, prices tend to go down as demand decreases, which means that casual players can get a lot of stuff for their DKP later.

Inflation can be a bit of a problem in such systems, though.
 
And if you join a guild with such a system already in place and everybody already having accumulated lots of points, even participating in every raid will take months before you get your first item.

That does not include the detail, that their will be tons of loots while raiding months and Warrior-X will not loot Item-of-Powah twice. When you seriously raid, you will get gear, when you are not shooting for the topend stuff (e.g. you got MC gear, your guild is raiding BWL/AQ and you skip BWL loots for AQ bling) you will get gear even sooner. When you are lacking in terms of gear compared to the rest of the guild, and the guilds DKP system prevents you from looting for months, your guild sucks. Plain and simple.

There is no fair loot system, cause there are no 100% fair players. Every DKP system sucks for some people, while it works for others. To label 0-sum the holy grail of DKPs is wrong, just as bid systems have problems too. When your system does not reward time, than it sucks, cause that is something you can measure without a doubt. There are gazillions kinds of wipes and loot streaks, but there is only one way to measure an hour of raiding.

The system i experienced as the best working one, worked like this. After the raid every participant gained x-amount of points for every 15 minutes raiding. The amount differed from the difficulty of the raid target. First kills resulted in bonus points as did "a perfect evening", wich happened rarely. After every week, your attendance quote was measured, on the whole number of raids, and for the whole time raiding. Depending on your percentages, you got another bonus.

Spending points worked liked this. Items got a fixed price, wich was announced when it droped. The members who wanted the item, told the loot officer their total number of points they got at that moment. The one with the highest number of DKPs got the loot.

This system worked like charm cause the loot council kicked ass and adjusted prices for items, when needed. Not from a raid to raid phase that is. When a price change was incoming, they told everyone at least 4 weeks before. Item prices were ranked at importance of items, so DPS stuff was cheaper for tanks, while DPS gear was not. Rare and first drops had higher prices than your everyday loots and so on.

This system took the work of a lot of people, mainly loot council and class officers, wich tracked attendance, but because a lot of peoples blood and sweat went into this, there was no loot drama there even was no "you dont deserve this item" situations, wich a lot of the new DKP systems still create.
 
When you are lacking in terms of gear compared to the rest of the guild, and the guilds DKP system prevents you from looting for months, your guild sucks. Plain and simple.

Nothing is ever plain and simple. The problem with *all* DKP systems is that their long term results aren't all that obvious, because you need to be good at math and statistics to work out what will happen. A guild installing a DKP system they found pre-made on some website are not necessarily aware of all the consequences.

This system took the work of a lot of people, mainly loot council and class officers, wich tracked attendance, but because a lot of peoples blood and sweat went into this, there was no loot drama there even was no "you dont deserve this item" situations, wich a lot of the new DKP systems still create.

A good "loot council", or any other system based on common sense and good guild officers can work a lot better than most DKP systems. But as you mentioned, it costs those officers a lot of blood and sweat, so I don't blame people for preferring pre-fab DKP systems.

The reason why *all* loot distribution systems suck is that most people think that for doing a 6-hour raid they would deserve one epic item, while in reality only half an epic per raid member drops. You can give out rewards for "time" all you want, but that doesn't increase the total amount of epics to go round. If you give more rewards to people who spent time and repair cost on working out a strategy for a new boss, those who didn't participate in that raid will get less that half an epic per raid. Sooner or later you'll find newcomers only getting one epic on every tenth raid they participate in, which obviously isn't highly motivating to them. And then the guild leadership, in full tier 1 MC armor decides that from now on the weekly raids go to BWL, and instead of the less well equipped guild members getting the MC items the others already have, the people with the most DKP replace their tier 1 with tier 2 items in BWL.

There is no holy grail of DKP systems, but just like governments can't reduce their deficit by printing money, a guild can't solve a lack of epics by giving out more DKP rewards.
 
Plain and simple should state that, if my guilds DKP system blocks people from upgrades rather then encourage them to grind on DKP, it will not be my guild for the next month anymore.

The reason why *all* loot distribution systems suck is that most people think that for doing a 6-hour raid they would deserve one epic item, while in reality only half an epic per raid member drops. You can give out rewards for "time" all you want, but that doesn't increase the total amount of epics to go round.

But it should increase the moral of the participants, knowing that their DKP e-peen growed, while the ones from the offline guys shrinked. You can not measure moral, skill or engagement for every single member. Well you can but it takes extraordinary amounts of time. For me a DKP system should not buff up the amounts of epics bouncing between players, it should prevent that loot-x rots on player-z cause he can not raid today.

I really do see DKP systems as a pure way to increase the effiency of a raidforce. It should not be a mechanic to make everyone happy. Progression makes everyone happy, single items do not? I would rather be able to play Naxxramas in greens, than clearing Scholo for the 1000th time but in full T3 set.
 
I really do see DKP systems as a pure way to increase the effiency of a raidforce. It should not be a mechanic to make everyone happy. Progression makes everyone happy, single items do not? I would rather be able to play Naxxramas in greens, than clearing Scholo for the 1000th time but in full T3 set.

Well, *I* would like to do be able to do Naxxramas in greens. But unfortunately Blizzard seems to be against that, a raid group in greens of the most skilled players in the world will not even get past the trash mobs. You can't separate items from progression.

Doing Scholo for the 1000th time isn't fun. But neither is doing MC for the 1000th time, especially if you don't get any loot. DKPs as a system "to make everyone happy" is really necessary, because otherwise you have problems getting 40 people together for every raid night. More power to you if you can put your guilds progression over your personal items, but the majority of players don't work like that. If they feel that the loot system favors other players above them, many people will just stay away from raids after the fun of seeing MC for the first couple of times has evaporated.

I've read about a guild where the loot system favored the main tank, for the obvious benefit of the guild progression. That still failed to satisfy the other warriors, who came to raid after raid without getting much loot, and so they left. Then the main tank left for an uber guild, and the guild ended up with a main tank in tier 0 armor again. If the system would have distributed the loot more evenly, the progression would have been slower, but there wouldn't have been such an abrupt setback. Concentrating epics on one character for the benefit of guild progression is very, very dangerous. Even if that character participates in every single raid it doesn't guarantee that he will continue to do so forever.
 
Zero-Sum DKP rewards progression, not time. The more loot you help the raid/guild obtain the more priority you have to on your own progression in the future. It's usually easier if you think of it as a big list where the person on top gets loot, and then falls down the list when they take loot. A DKP system does not live in a vacuum though so there are other ways of rewarding time spent, it just doesn't seem to get as much focus or attention as its a lot more boring ;)

In my guild we let the DKP focus on item distribution, and picked Zero Sum for that to avoid most of the inflation issues. In addition we devised Raid Attendence Points (RAP) that rewards effort and time spend raiding, and punishes tardiness, unpreparedness, etc. For every raid you attend we have a value on the raid that lowers your RAP to give other a chance in on the next raid. Learning raids where there are few DKP rewards have a lower cost and a higher RAP reward for effort, thus increasing the chances that those who spent time wiping get first chance on the loot rewards initially with those who didn't do the wipe time have to wait. Since this is an inflationary system it only cares about the last 60 days so that new people always have a chance to get in on raids quickly, and those that got a lot of minus points for going through a bad period don't get punished for that 2 years later.

For now there doesn't seem to be an ultimate solution that can solve every problem without causing a hundred new ones so we chose two simple systems that have worked well for us.

It amazees me how many different ways guilds run their raids, seems I find a new way of doing it every week.
 
You're on one of my favorite MMO debate topics here. I'm a nutter on loot theories and preferences.

DKP systems, even for newer people, tend to work if the pool of participants is static. The more raids that take place, the more geared up people become, the more items are freed up for the non-geared. It does take time to tick around for the non-geared and does reward investment by the raidaholics, but in the end I think it's a pretty fair system. And if you stick with it long enough, everyone gets phat lewtz in the end.

The key is a static pool of participants. If the pool is constantly changing, losing geared people and gaining non-geared, it tends to mess things up. How do the older non-geared get preference over the newer non-geared while everyone stays happy? It becomes a very difficult balancing act.

I like zero sum, though my guild doesn't use it. We use a modified DKP system with bids and randoms, where bids go to the bidder with the highest DKP total and cost the winning bidder 1/2x + 5 where x is their DKP total. Randoms cost a static 5 DKP but anyone eligible (class, doesn't have item, etc.) can roll on it with the highest roller winning. It's a rather fair system though it does engender quite a bit of strategy and connivery. (E.g. The cost of a random was increased due to the Paladins consistently randoming their MC class drops.)

We're to the point now where some T1 class drops (MC gear) are only needed by a few people. None of us regular Warlocks need the shoulders, gloves, helm or bracers. I'm the last for the robes. 3 of us need belts, 2 need boots, etc. As a class, we're a very small, closed group. It's great - it made getting gear very easy. It's about to the point where I'd welcome a new Warlock for MC just so the gear isn't wasted.

I don't think there's a perfect system. I do think that some systems are better than others.
 
Personally, I'd rather see a hybrid of the two DKP systems... When the guild is learning a new zone or boss, DKP would run with rewards for time and showing up and all that stuff that gets people to show up and help defeat it. They would bid on drops as they come. At some point the guild/raid leaders would declare that mob X is now on "farm status", meaning that all DKP on him is now run zero-sum. The one addition would be that a raider with extra original DKP left over from the pre-farm era can spend all those points to "trump" an item (it would still cost him the same points in the zero-sum, but he'd be allowed to loot it even if he doesn't have the most zero-sum points as long as he has the most trump points).

It would be alot more administration running DKP stats for each boss run separately, but I think that would solve the imbalance of positive DKP rewarding first adopters (be there through the failures) and zero-sum rewarding late comers (show up once the guild can farm it).
 
We have a pretty set rule that you cannot bid for an epic once you receive one on any given raid, unless absolutely nobody else wants a given drop. Of approximately 50 raiders, everyone has between 2 and 5 epics, mostly depending on class attendance (priests have more, because we sometimes only have 3 instead of the usual 4-5). The only exception to this was the legendary drop (or half-drop) that went to our main tank, but he is such a talented tank, nobody objected.

Filtering out loot whores has worked out very well for us. Our mage class leader only needed his Arcanist Boots to complete his set, so without needing to discuss it at all, we agreed that the next Arcanist Boot drop would go to him, regardless of DKP or that evening's prior loot allocations.

That's the kind of attitude that makes for a loyal guild.
 
Our guild uses Rapid Raid from www.guildlaunch.com for our Horde Guild on Nath.

It alot more flexabile than most systems and fits our weird DKP system pretty nice
 
Have you seen EPGP? http://code.google.com/p/epgp/ The system balances time with gear (u can read more on the site).
 
Post a Comment

<< Home
Newer›  ‹Older

  Powered by Blogger   Free Page Rank Tool