WoWosphere Weekend Warmup

I’m retiring my 3 stars. There’s simply too much blogging material and not enough stars to hand out! Starting on Saturdays, I’m going to be summarize what’s been happening here with me, my blog, and my other fellow bloggers out there.

In Game

We’ve had a wall with raiding recently. Last Thursday, one of our MT’s had DSL issues, our Paladin’s hard drive crashed, another healer has retired, and we’re losing a rogue to the US Army. I knew the holiday season was tough, but holy moly. As far as I know, we’re going back in on Sunday.

I’ve acquired a whole level of respect for Paladin tanks. We set up an on-the-fly run with a friend of mine and he literally tanked the whole instance by himself. We brought in a DPS Warrior for off tanking duty because we didn’t expect him to tank as much anyway. 3 hour Karazhan runs are ridiculously awesome. We downed every boss with the exception of Netherspite (due to execution, in my opinion).

World of Matticus

  • 5 Gaming Lessons from Matticus: I got tagged the other day by GMW. The concept here is one blogger comes up with a list, then “tags” other bloggers to come up with their own unique lists. It doesn’t even have to be a list! They’re just tagged to “do” something. In this case, it was a list of lessons that I’ve learned from WoW or gaming.
  • WoW Bloggers <3 WordPress: This is just something I noted last night. A lot of bloggers are switching platforms from Blogger to WordPress.
  • Why Do You Play WoW?: This is a guest post from Leiandra. I didn’t want to leave my blog completely dry so I sent out a plea for guest bloggers to help me out. Thanks again for responding!

I’ve got a larged sized to do list which I can’t get started on just yet. 1 exam down, but I still have 3 more to go.

  • Complete blog design overhaul
  • Mag strat and overview
  • Tips for WoW Bloggers who just moved to WordPress
  • Getting my other blog underway

The WoWosphere at a Glance

  • Veteran Hunter blogger BigRedKitty has switched! Be sure to update your bookmarks and RSS feeds accordingly. He’s also opened up some new forums! Fellow blogger Pike is also considering the switch.

    Matt’s Reaction: I love the forums! I’m even debating opening one of my own soon. I also think Pike should switch =).

  • Fate has a great post up effectively summarizing what the trends seem to be in class issues. You’ll remember a few days ago Blizzard put the call out for feedback on what players felt to be the problems with their class. They even created threads on every class forum.

    Matt’s Reaction: One of the points Fate made was that each class seemed to be complaining that every other class was imbalanced and should be nerfed. If that’s the case, then Blizzard should sit back and do nothing because if every class complains that other classes are overpowered, would that not then imply that every class IS balanced?

  • There’s been some recent blog discussion on the gender of your characters on WoW. Nothing’s wrong with players playing a character of the opposite gender. Some play it to express themselves. Others play it to avoid being cliche’d. The rest do it for the ass (or so they claim).

    Matt’s Reaction: I chose a Dranei and Human females purely for performance reasons. I need as much possible real estate as I can get on my screen. I’m not the only one who feels that way.

  • GMW and her Guild discovered a neat way of adding colour to your Guild MoTD’s and Guild Notes!

    Matt’s Reaction: Instead of the usual green text, now you can color code your messages for importance. I haven’t quite discovered a practical use for it yet, but I’m not an officer and I don’t have the authority to alter my own Guild Note. But, I think by color coding Guild Notes, it would be easy to tell at a glance what kind of specs certain players are in the Guild without having to repeatedly ask them. For example, tanks could be blue, healers would be white, and DPS would be red. This way, there would be no confusion as to whether Paladins were prot or holy (or Priests shadow or Holy).

  • Nibuca at Mystic Chicanery created an excellent list of fun Pally tricks to try!

    Matt’s Reaction: I like tip 3.

Blog Spotlight

  • I’ve spent a lot of time reading Rohan’s Blessing of Kings. One of his recent posts addressed the topic of welfare epics (AKA PvP purples). There’s been some discussion about the skinning differences between PvP and PvE. Another point that was brought up is the seeming lack of progression that the PvE aspect has. The only thing stopping alts from going into Hyjal/BT is attunement. That is a barried that PvP doesn’t really have except for rating brackets (even then, at 3 AM you might find a 1500 team playing a 2300 team and by sheer luck/disconnects steal 40 points off of them) In PvE, it’s possible to directly skip over T4 and go straight for T5 (Remember the attunements were lifted).

    In fact, several months ago on my resto shaman, I raided with a group of friends into Karazhan while wearing a combination of greens and blues. In June, I sported +600 healing! That number is far below my minimum recommended stats. But my friends were extremely geared and my lack of healing didn’t really hinder progress. In one run, I replaced my greens with purples (T4 gloves, Curator shoulders, Chess Shield, Netherspite’s Chest, Attument’s bracers, Moroes’ Belt, Opera trinket).Should I have to go through that chain of progression again? I don’t think so.

    My Priest did most of the work learning the encounters and helping my friends get gear as well. I had a good support network in place and good contacts. I think this debate sounds akin to having a level 70 running you through Scarlet Monastary. Different application but same principle.So in PvP, I don’t think there’s anything wrong with characters in blues getting epics. They’re still putting in time and effort to get it. An S2 geared player will acquire S3 gear far faster then a blue’d character with little resilience.

    My Shaman took six months to get the entire S2 set. This is just the armor alone. I did not purchase the weapon, shield, or totem. That’s a long time just to get the armor. Don’t forget the fact that this was during the summer before the AV changes. I had lots of time which I piled into the AV queues earning 7000+ honor per day. Obviously with school, it is no longer possible. But winter break is nearly here, and I’ve already picked up the Vindicator Bracers…About the visualizations of the gear, I think they should be kept the same way. I know I’m definitely a minority in this for sure, but hear me out for a moment.

    Most of us don’t have the time to armory other players to determine what they’re wearing or what spec they’re playing (having a macbook by your side lets you do that). But information and intelligence is key to any kind of warfare! The more information you have, the better off you’ll be!

    One of Sun Tzu’s famous quotes:

    So it is said that if you know your enemies and know yourself, you will fight without danger in battles.
    If you only know yourself, but not your opponent, you may win or may lose.
    If you know neither yourself nor your enemy, you will always endanger yourself

    A key piece of information is the level of gear that your opponents are wearing. One glance at a Priest with dark wings, and what does that tell you? He’s wearing S2 shoulders. Like it or not, we rely on visual cues to inform of us what’s going on around the world. If PvP and PvE gear models were drastically changed, that’s more information we have to know. Out in PvE land if the models were to change, a new player with absolutely no idea of what PvP models look like could check out a player and find out the hard way that this is NOT a player they want to pick a fight with.

    Lastly, to change the models and textures would require more work to do on the part of Blizzard. I’d much rather have them work on new raiding content then armor which I will replace anyway. I’m paying 15 bucks a month to solve hard encounters, not appear on an Ironforge’s Secret fashion show.

Again, I wanted to apologize to everyone for my reduced blogload this week. It’s crunch time for many students. I’ve got 3 more next week so expect similar activity. Wish me luck =(.

I started this piece at 9 AM. It is now 1 PM.

Encouraging Raiders to Sign Up and Why

For a list of suggested add-ons or web scripts regarding raid signups, scroll down.

This is a problem that’s plagued many Guilds. Many members are simply too lazy to sign for raids. I’ve found it very frustrating as a former Officer. I know other Guilds who are suffering from the same problem. It makes my life easier if I know who is going to show for sure and who isn’t.

Let’s take a step back for a moment. Why is it necessary for people to sign up to raid?

Answer: Having Raid signups allows the leadership to determine who will show up for sure and who will not be. I would like to know what kind of assets I have available going into a Raid. I guarantee that all of us have been in a situation where our raid comes to a halt (or doesn’t even get underway) because we’re missing a certain class. Then we spend the next hour trying to find a pickup player. Then we wipe twice on a boss. Then we call it a night. It would be nice to know before hand what players will be there and what needs to be there. With information like that, arrangements can be made in advance to look for other players to fill that void.

On the other hand, I’ve heard of various reasons as to why people don’t sign up. It goes something like this:

“I can’t figure out how to use it.”

“It’s broken. I get some kind of an error.”

“I don’t want to download that add-on.”

I think that just about summarizes almost all of the excuses I have heard in the past. As leadership people, the onus is on us to show them how to operate the tools that they need. The methods you have chosen for signups will be narrowed to one of two methods: Either it’s an in-game addon or some webpage based script. I guess forums can be used, but that’s amazingly tedious.

Enforcing Signups

Now you’ve determined the method which your Guild will use to sign up. The only obstacle in the way is people’s willpower and the laziness factor. Three years and $10000 on tuition has told me that people will take the easiest route to perform an action. Why? Because everyone is inherently lazy. We’re not going to do anymore work then is required. But if we have to work for it, there damn well better be an incentive.

Let’s take a page from Skinner and look at the concept of reinforcement. There’s several ways we can influence people to sign up.

Positive reinforcement: If your Guild utilizes DKP, you can consider giving 0.5 DKP or some other arbitrary number to those who sign up and show up early. But do that only if both conditions are met. This may require additional work on the part of your number cruncher. Not the best idea but not the worse since it involves additional work. Let’s take everyone into account here and don’t forget about the guy who does the DKP who has a degree in science, mathematics, or engineering (or accounting). On a side note, power to YOU DKP guy! You deserve a raise or a beer for having to handle that kind of stress and responsibility. I salute you!

Negative punishment: Players who signup have first priority over loot (okay, so it punishes the guys who don’t sign up). The guys that don’t signup, even if they have more DKP, are forced to wait in line. Carnage utilizes this system well. I recall this precedent being set and followed twice while I’ve been with them so far.

Don’t ask about the psych terms. I learn better if I can apply these principles in real life (or virtual in this case). =)

Next question: What if I’m not sure if I can make the raid? Should I sign up anyway? I know I’ll be late, too!

Yes, sign up anyway. Leave a note explaining your circumstances. Maybe you might need to work overtime. But there is always an off chance that you can make it home in time for a raid. Maybe you live in LA and for some reason the freeway isn’t tied up with traffic or something (Hey, it’s possible!)

Addons and Scripts for Signups

Check out the following links. They just might provide the solution you need if you’re wondering what kind of sign up interface to use. I’ve used most of these at some point during my career. Personally, I favor web based signups because of convenience.

Web Based

phpRaider: This is Carnage’s interface of choice. Actually, we use a slightly dated version. But it still works.

Features (direct from the site)

  • Support for any number of classes, races, and class/race combinations.
  • Support for any MMORPG game.
  • Support for any number of attributes assigned to character profiles such as resistances, damage abilities, talents, and more!
  • Raids are arranged in an easy to view calendar format showing only pertinent information. When clicked, a detailed list of class signups and raid information become available.
  • Post announcements for your members to see.
  • Create any number of characters for each user profile.
  • Extensive permission settings allow you to customize who has access to what features of phpRaider.
  • Ability to signup for multiple raids and create recurring raids.
  • Completely free to use!
  • Much, much more…

Requirements

phpRaider requires a web server (IIS, Apache, etc), a MySQL database (4.0 or higher), PHP (4.0 or higher), and a minimal knowledge of software installation.

RaidNinja: This is an alternative to the above. I remember installing this months ago and I scrapped it for a certain reason. I can’t remember what exactly, but I do believe it was technical. It’s last update was on August 9th and is sitting on version 2.0. I think I might have to install this later on my server and see how well it is. Here’s a sample of what it looks like.

Addons

Guild Event Manager: Looks good in theory. It’s an in-game addon which allows players to signup without the hassles of having to make an account online and such. Events are made in game via a private channel with a password so only your members will have access to the schedules and such. The Guild Leader doesn’t need to be online for this to work. Don’t ask me how or why it works, but that’s the theory behind it.

I’ve never used this addon extensively. I tested it with other people to see if it could fit with our needs (HI JOSH). But, the trials didn’t last very long (partly because our Guild didn’t last very long). At the time, it was easy to use and had lots of features. Now I’ve read mixed reviews about it (mostly on the WoW forums) but the latest version came out on the 30th (2.27).

Group Calendar: Here is another promising addon which I have not had the opportunity to try out. Some of the latest updates include:

– Support for guild addon data channel
– Simplified setup and security
– New event types for doctor, dentist and vacation (doctor and dentist are not shared with the network)
– Notification for new events (minimap button and dates flash when they have new events)
– New tooltip for each date shows a summary of events for that day
– New tooltip for each event shows an attendance summary
– Events can now be created as ‘closed’ which won’t allow signups and players can only be added manually (or the event can be opened later)
– Reminders for events are given at 60, 30, 15, 5, and 1 minute before start time as well as at start time
– Calendar can be set to start the week on a Monday (use ‘/calendar mon’ command)
– Events can now be restricted to members of the your own guild in multi-guild alliances

– Players can now be manually added as ‘not attending’
– Minimap icon changes to an upcoming event one hour before the event starts
– Compatible with The Burning Crusade expansion

I really like that Doctor/Dentist feature. I don’t know why, it just stood out at me. Has anyone used this before? Your thoughts?

Anyway, the last alternative you have if none of these work out for you is to use your Guild Forums and get people to make posts saying they’ll be attending or not. It’s going to be tedious. If theres any other raid management solutions I’ve missed, please do let me know. I’m going to lay down the groundwork for a “Guild Website” series in the next upcoming days. It’s aimed at Guilds who want to establish an online presence but are unsure of as to how to do it.

Setting your Raid Schedule

In past guilds, we would set a day or four to raid. We would raid on those nights of the week until we accomplished our goal or until it was no longer practical to do so. I don’t know about you, but raiding with no end in sight does seem a bit demoralizing until you get a boss down. One of first policy acts a newly minted GM needs to do is to decide when their guild plans to raid.

Conquest raids from 6PM – 9 PM flat (Pacific). It doesn’t matter if we’re one shotting bosses or if we’re wiping like no tomorrow. It’s three hours in duration no matter what we do. With that in mind, it’s absolutely important for us to maximize our time in the raid instances. Some of you may set your raid times to end at 10 PM or 11 PM. But all too often, I’ve noticed on several pug raids that I’ve taken part in is that there are set start times, but end times are insanely flexible.

So consider setting a final, non-negotiable end time that everyone can look forward to.

Why?

It gives you and your raiding team a specific time to look forward to

Would you prefer a 9-5 job or a job where you would clock out whenever your boss says so? You might be wiping on trash or boss attempts, but at least you will know HOW MUCH LONGER it’s going to go on for. If you stare at the clock and notice that you have 30 minutes of raiding left, all of a sudden, you realize that you can actually endure one more wipe if necessary.

Everybody tries to get out of a raid

My dog ate my mouse.

My in laws are in town.

My exams are here.

What’s more, people give these excuses in the middle of the raid because they don’t want to raid anymore. They’re looking for an easy way out. It’s all human psychology. They come up with a BS excuse that may or may not be right with the intent of getting out of the raid so they can do something else. By setting an end time, your raid mates can plan their life around it.

For example, knowing my raid ended at 9 PM allowed me to delay construction of my 1500 word essay on criticizing Lysistrata until after the raid. It allowed me to calculate that I could watch the NHL season openers on Wednesday and finish the paper which would have been due this morning.

Clearly this is a poor example of time management, but if I had not known when our raid would end, I would have missed out on watching the NHL season openers. That would have been deeply tragic.

Which days should I pick?

Tuesdays are server reset days.

Friday and Saturday nights often have people out doing other stuff (like parties or social events).

Sundays will have holidays throughout the year that players may miss out on.

The time of day will also matter. Make it too late and raiders that work won’t be able to join you. Make it too early and people might just be getting off work or class. Many of the guilds I’ve seen schedule their times between 7 PM to 11 PM. This gives everyone optimal time to eat dinner. The raid also ends early enough for everyone to get enough rest during the weekday.

Keep time zones in consideration. The hours between 5 PM to 9 PM are optimal for players on the west coast and east coast (North America, of course).

You can choose whatever days and times you’re comfortable with. Just make sure you tell everyone so no one gets confused!

How long?

Lastly, the amount of days spent raiding will also have a huge impact. Whether you’re aware of it or not, raiding three days a week versus two days a week can be far more draining. You might think to yourself ‘Oh its just an extra day’, but to some people it’s a lot more time for them to invest in. It’s also dependent on your raid’s ability to solve certain encounters. If you easily clear to Shade of Aran, but have a harder time cracking him below 80%, then chances are your raid isn’t ready to take him down yet. There is no sense in scheduling another day of four hour consecutive 80% Aran wipes. It demoralizes your team, it adds unneeded expenses, and your team won’t try hard at all because they know they can’t do it yet. It’s best to try the boss a few times, gauge the probability of success with your team before calling it and coming back when the week resets.

In the end, you know your raid team best.

If they’re willing to jump back in there and continue running into the brick wall, then do it. Perseverance helps. For the past two weeks, we’ve been getting Leotheras down to phase 3 where he is below 10% every attempt before our guild wipes. If that’s the same with you, then maybe coming back another night would be the right answer.

Having a refreshed raid is far more effective then a fatigued raid.

Know your Guild and what they’re capable of doing. Push them to the limit, but don’t tip them over the edge.

 

You heard it here first, and finals thoughts on Loot Distribution

Nethaera wrote:Meditation is also going to get a bit of a bump up and it will increase to 10/20/30% mana regen as well.

I posted this earlier, but it didn’t hit home to me until I checked out the next druid changes. From what I understand, they get a similar talent upgrade, yes? If so, I suspect we’ll see an increase in healing endurance based fights. I’ve got 413 mana regen. Does that mean I will then end up with 537 mana regen? Honestly, I don’t know. My specialty has always been with theory and philosophy. I’ve never been good with hard numbers. I don’t know if that talent applies to your entire mana regen pool, or just your base without taking into account your gear, etc. So much for being a Priest resource, eh?

By the way, I got another post referenced on WoW Insider (1609 hits today). Apparently my Loot Distribution article generated a lot of views. From the responses, I could see that people were overlooking a few things and I want to elaborate just a bit more.

It will cover a basic DKP system, discouraging DKP hoarding, and a loot hierarchy [to prevent people from joining, taking loot, and then leaving].

Those three are the basic problems that many starting Guilds will have. Many new players have yet to embrace the system of working collectively together and achieving a goal. I wrote this article on the basic assumption that everyone is greedy and not willing to trust other players. Perhaps they’ve been backstabbed before in the past, or someone took loot and left, etc. I don’t know if a survey has been done on this, but I would hazard a guess that 30% of all loot acquired by a Guild will no longer be utilized by them: Players quit the game, players quit the Guild, etc, etc. It’s important to remember that these things do happen. There isn’t much you can do to screen for them. You can always consider it an expense. There is always going to be some kind of turnover.

Nadiaron made an excellent comment:

Nadiaron 03 Oct 2007 at 1:12 pm

Attendance is a horrible DKP modded system. It punishes people for having a vacation, and makes them less likely to want to come back afterwards. It also gives people who aren’t going to be sticking around, better gear whenever they have excess time to play WoW.

My response was already at the end of the article:

Matticus wrote:

No system is better then that of human discretion. Always use it. Different ways to handle loot are useful for different types of Guilds. Find out what works best for you.

Human discretion. Human… discretion. It can be misguided or it can be beneficial. If you’re going to have a player take off on vacation or who has family problems, it shouldn’t be difficult to suspend that player temporarily so that their DKP does not decay. There’s always going to be Pros and Cons to every DKP system. If there was a perfect system, I wouldn’t have a series on loot distribution. Instead, I would only have one featured article. Every Guild would be using it. The problem here is that no Guilds are made the same. Different Guilds have different needs. Some Guilds like zero sum. Some Guilds prefer to use timed accumulation. Some Guilds don’t use DKP and rely on Loot Council. The purpose of this article was to suggest a method by which new Guild leaders, who probably don’t have a clue what system to use, can start with. It offers a basic frame work of loot priority and distribution. In a nutshell, if you raid more, you’ll get rewarded. If you’re a veteran player, you’ll get it before the new guy. At the same time, if you’re a new guy, you are not completely shut out. A veteran player doesn’t need loot from an instance, his attendance goes down, his accumulated total goes down, but the new guy whose shown constant dedication in raiding for the past month has an equal shot at the loot.

Again, it is by no means the best solution. But it’s just a step in one of many different directions.

Loot Management Week: The Ultimate Solution

I was drafted on Friday to compete in a CS: Source tournament at the VS Gaming Arena down here on Broadway. It was a great tournament and it’s an excellent LAN center which boasts 18 of the fastest computers I’ve seen ever. They also have an X-Box 360 and a Wii for players who want to have some fun on the console (Halo 3 anyone?). They’re one of the first LAN centers in Vancouver that I’ve heard of to have acquired a copy of Team Fortress 2. Anyway, after some last minute strategical work, we placed 3rd (Don’t be amazed, only five teams showed up). If I wasn’t play WoW and if I had a better computer, I would be doing this more often. Vancouver has a huge untapped LAN scene and hopefully VS Gaming will evolve into something big in the future.

Today’s piece is long and will bring all elements together for what I believe is the best possible answer to everything for a freshly formed raiding Guild where people may not be used to each other quite yet. It will cover a basic DKP system, discouraging DKP hoarding, and a loot hierarchy.

We’ve covered economizing loot items. We’ve covered player/loot discretion. Both have their strong points and their weak points. Now lets combine the two together and see what we can come up with. I’m going to use T1 and T2 loot as an example.

Effective DKP

Effective DKP utilizes the zero-sum DKP system along with an extra element: Attendance. A frequent complaint of Guilds is inactive players who attend raids sporadically. There is no consistency at all over their attendance. Effective DKP would help ensure attendance. In addition to the zero-sum amount that you would normally get from taking down a boss, an attendance percentage value would be added to help weigh what your final DKP total is. The formula would be the total number of points you have earned multiplied by the attendance rate over a period of time (60 days, 45, or 30 days) would determine the final figure. Choosing Effective DKP rewards players who attend scheduled Guild events.

An example would be Player A earns 100 DKP. However, his attendance has dropped to 40%. Player B has earned 40 DKP but has attended 100% of raids. Both players would effectively have 40 DKP.

Countering People Hoarding DKP

A controversial opinion has involved the use of a loot priority system by awarding members with items who have attained some important status. Players are hoarding their DKP in the hopes of utilizing it in later dungeons to acquire significantly superior loot. For example, players forgo their Tier 1 pieces in the hopes of skipping right to Tier 2. It is important to remember that the objective of the game: High end equipment allows completion of difficult dungeons. As they progress in difficulty, the items become superior to that of items obtained earlier.

An incentive that has been used in the past is to prioritize higher level pieces to players who already possess the initial high level pieces (ie, a T2 piece to a T1 player). Proponents of this system argue that in this manner, players will take their T1 piece n the route to T2 thereby helping the organization as a whole. Every piece no matter minor or trivial helps the team progress as a whole. Opponents of the system argue that this system, while forcing players to upgrade their initial gear, does not benefit the organization. This would concentrate items on specific players only. This system would gear out up a small group of players instead of the entire group. It would far benefit the Guild in the long run to have a player equipped with T1 and another player equipped with T2. In this manner, the potency of players has equalized to a similar degree. The success of players in a raid instance would not have to rely on one or two players who have received three epic quality items. It allows greater flexibility in player and class deployments to answer any threats or obstacles.

Another incentive to persuade players to take T1 items is to include a DKP reimbursement system. A player who takes T2 would receive a refund on the points used to obtain their T1 piece. In a sense, their T1 piece is received free when the player helps the organization. The economic benefits of this would be enourmous. Tier 1 items would help greatly. Not only does the system encourage people to take pieces, it allows other players a chance at earning T2 pieces who do not have T1. This is extremely important as it helps distribute both levels of loot accordingly.

Opponents of the system would argue that it would be unfair for older, veteran players if newer players who already have a T1 piece, come in and take advantage of the discounted price and reimbursement. There are several different methods to account for newer players. One way is to play such players on a lock where they will not be able to obtain any items for a set period of time unless other members of the Guild do not need the item. This way, points can still be accumulated but they cannot be spent. Once the period has expired, that player is allowed to compete for and bid on items.

Another method is to only reimburse players who have received items within that organization. Players already equipped with T1 upon membership would be required to pay the full upgrade price regardless. Both solutions help deal with newer players.

The Hierarchy

Finally, the third part in issuing and awarding items is to incorporate a hierarchal system. An example would be a Guild with three levels. The lowest level would have players start at the bottom with the low attendance or new Guild members. Although new members have a low chance of receiving any rewards, it is not entirely impossible. There is still a chance for them to receive items. The second tier would consist of long standing members of the Guild w ho have not distinguished themselves but their combined capability helps the Guild. Their presence has been steadfast and enduring. Their persistance has helped the Guild progress. The third tier would comprise of members who have stood head and shoulders above everyone else. They would consist of the leadership like class leaders or officers. These people are the backbone and spine of the Guild. The core players help hold the organizationtogether. Ideally, they would recognize the value of Guild progression and will not hesitate to pass gear to benefit the raid as a whole.

The proposal for a tiered level of loot priority would be structured so that the third level would have option first, followed by the second level, and then the first level. This helps ensure that new guild members do not simply join and then leave after receiving an item. But the most part, the third and second levels of membership would have equal loot priority.

Conclusion

No system is better then that of human discretion. Always use it. Different ways to handle loot are useful for different types of Guilds. Find out what works best for you.