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.

Loot Management Week: The Council of Looting

I woke up this morning feeling like Dean McAmmond. I won’t discuss too much on 2.3 Priest changes. My colleagues have done a great job thusfar (Ego, Kirk, and the rest). Once I wrap up the week, I will take a look at some certain Shaman improvements.

Apparently there are high level Guilds out there which do NOT utilize a DKP system in any way. It’s… uh, really weird! I can’t say that I’ve ever been in such an organization that distributes loot based on what the Loot Council thinks. Yeah, there is no complex web script to maintain. There is no pencil and paper number crunching involved (or UI download required). If the Guild thinks you deserve it, it gets auto looted to you.

What the hell? What kind of Guild would do such a thing?

A Guild whose main goal is to progress. A Guild which values utilitarian values. A Guild that doesn’t care about loot as long as they progress. Personally, I am one of these types of players. I don’t really care about who gets what loot as long as it benefits and helps the overall raid. I figure if the Loot Council running things was mature and NOT selfish, it has a high possibility of working. The deciding methodology could range from players who want an item messaging the Lootmaster, or having officers inspect all eligible players to determine who gets the dropped piece.

I don’t think I need to spell out the possible pitfalls or negatives that this kind of loot system will offer. Think about it for a moment. The loot you get is dependent on a group of players. There’s always a possibility of bias. There could be accusations of favoritism. This kind of system offers the potential for Guild drama that would clog the front page of WoW Insider for a long time. I’ve never been in a Loot Council Guild, but I would imagine the environment would reek of paranoia.

But surely there must be benefits or else many top end Guilds would not consider the system. Aside from the lack of work involved, this system would fit strongly with organizations that have been together for a long time. I don’t refer to one year as a long time. I’m referring to three or more years, long time. These are rare Guilds that have grown together for such a long time that they consider each other an extended family. As such, they would have no need to rely on point systems to economize loot. They possess that instinctual knowledge of loot priority. They know who would benefit the most from item drops. They also know that the person they give it to would utilize it to the fullest. The Guild becomes that much stronger, which leads to being able to take down more difficult bosses.

In theory, I do agree with the principle. It’s a great Utopian ideal. But Communism also failed. Even after taking a Philosophy course and being exposed to the many ideals of Locke and Beccaria and all those other old guys, I still firmly believe that man is inherently selfish. Obviously not all of them, otherwise this system would not be in use today. If your Guild wants to pull this off, the most important thing to nurture amongst all your members is trust and a sense of community. Otherwise, nothing will stop a player from bolting once they get an item that they want (then again, not many systems can counter it anyway). Can it work? Yes, because my friend has been a part of two successful Guilds that have done it.

The next two days, I will wrap up Loot Management week with what I believe is the best possible system.

How DKP Works

DKP: What Is It?

Simply put, I would define it as a form of currency for players. When MMO’s first came into being, a loot system needed to be formed. Players realized that it would not be fair to just allow anyone to roll on loot. It would completely suck if a player joined a raid and rolled 100 while you rolled a 1 even though you were there far longer. So some guy came up with a method to assign value to item drops (I think this was back in Everquest). DKP stands for Dragon Kill Points. In Everquest, they didn’t have you kill off Ogres or Shades or Demon Hunters (At least, I don’t think so).

There’s various methods for earning DKP and it is entirely up to your Guild brass to use what they want to use. Each method has it’s own positives and it’s own negatives. There’s different ways to spend it. A lot of players whine and complain about DKP and it’s usage. But the thing about DKP is that it doesn’t determine if you get loot… it determines when you get loot. A lot of people have difficulty wrapping their heads around that concept. They start complaining when some other player gets that coveted 500 spell damage weapon before they do.

Here’s a brief overview of the different ways Guilds can classify their DKP earning scheme:

Time based: DKP earned is relative to the amount of time spent raiding.
Boss kill: You take down X, you earn Y. Simple concept. It’s kind of like working where you get paid once you finish something.

Spending Schemes:

Basic: Your typical bidding system
Zero Sum: It’s a fixed system where the same amount of points being spent for an item get redistributed throughout the entire raid. So if a player spends 25 points to purchase a Bow, the entire raid gets 1 DKP each (25/1). Carnage utilizes this.
Spend All: This goes to the highest bidder. They are required to go all in on their bid. Once they get an item, they have to climb the ladder all over again. This results in a fairly even distribution of loot I would imagine.
Hybrid: This one’s an interesting system. You have a fixed cost on items and you add a random number generator on tp of that to help weigh the statistical chance that the player can receive that item. I daresay it’s a bit complicated to set up.

More analysis tomorrow. I turn 20 so I may not get around to it. It depends primarily on how much alcohol my friends pump into my system.

Loot Management Week: Karazhan

Sorry guys, I had a really busy weekend. I had to finish up a few projects and participate in my hockey draft. I think my picks look pretty solid.

I’ve noticed an alarming trend lately in how some younger Guilds are imposing DKP for their Karazhan runs. Wait, what? Why? Why use DKP for loot distribution in a small ten man instance? Hopefully my plea can change the course of Guilds so that they don’t run into any Guild Drama later on in their path.

Don’t use DKP for Karazhan. As a Guild run, there will be at most two classes that are the same (warrior/warrior, priest/priest). It adds unnecessary work and possible consequences in the future. Loot should be decided via rolls or gear prioritization. I’m assuming that your guild is running with the same crew of people on a weekly basis. Even if you have two or three groups for Karazhan, then the loot being distributed should remain in those individual groups.

Like come on, seriously, its only a ten man raid. Did anyone run UBRS with DKP? I think not. There’s only a few pieces in Karazhan that can be used by multiple classes. Even then, a simple roll off will work for it. There’s a LOT of bosses in there that it’s almost virtually guaranteed that everyone will get an upgrade at some point. As you progress through the higher areas of karazhan, you’re going to end up with players with an insane amount of DKP through the roof. Once you start instances like Gruul’s and Mag, then you will have players with lopsided points (in the range of thousands). These are the instances where DKP really DOES matter.

The rest of the week, I’m going to discuss the various methods that Guilds can use to distribute their loot in the best possible way for players. Each loot system is different and should be tailored to the primary objective of the Guild.

Getting your Leadership skill to 375

I just finished off setting up my new hockey blog known as Lowongo’s crease (It’s a play on my last name for those that know me). The layout hasn’t been completely finalized yet, but I wanted to give me facebook viewers more to chew on instead of just WoW. Expect a lot of Canucks coverage along with other news, opinions, and thoughts around the league. On to today’s piece…

Here’s yet another reference to the business Guild model of WoW. Some would argue that a Guild is defined by it’s players. I would argue that excellent leadership defines how well a Guild performs. Unfortunately, leadership is not something you can go to a skill trainer for. I’ve been in my share of numerous Guilds. I’d like to think that I know what is good leadership and what is bad. I’ve seen Guilds crash and burn, or flourish and thrive. Similar to my column on valued traits for a Priest, here are 6 of the valued traits in a Leader no matter what class they play.

Edit: Again I am beat to the punch by Kirk.

Patience

“The rung of a ladder was never meant to rest upon, but only to hold a man’s foot long enough to enable him to put the other somewhat higher.”
– Tomas Huxley

No one likes to wipe. But true leaders expect it. I commend real leaders for their outstanding patience whether its in dealing with new raid bosses or frustrated guild members. No matter what the circumstance may be, they are able to weather the storm of angry guild members or angry raid bosses (I’ll let you decide what is worst). The goal has been set and the challenge has been issued. Now it’s up to the players to respond. Throughout it all, they maintain a face of dignity and passivity knowing that things will improve with time. I think Mayor Rudy Giuliani is a great example of this. He was the face of the city after the 9/11 attacks. There’s a reason why he was one of Time’s Man of the Year.

Knowledge

“Management is doing things right; leadership is doing the right things.”
– Peter F. Drucker

This ought to be self explanatory. Any leader be it class, raid, or Guild will have done their homework on whatever they are responsible for. Raid leaders know the fight and are able to convey the strategy effectively. Class leaders know how to play their class and teach others to optimize themselves better. With that being said, leaders are humble enough to acknowledge that even they cannot possibly know all there is to know. The world is in a continuously evolving state with patches, changes, nerfs, etc. They realize that even though there is a lot to know, they are quite willing to learn even more.

Inspiration

“One of the tests of leadership is the ability to recognize a problem before it becomes an emergency.”
– Arnold Glasgow

In a way, this is related to Social Skills but I wanted address something else. Your leaders are people that players turn to for advice and guidance. With responsibility like that, they’re expected to know how to convey information. But in order to do that, they do two things which any player can accomplish: Plan and set goals. They are able to focus the Guild in a certain direction and layout the steps necessary to accomplish it. They already have solutions to every problem that comes up because of their planning and anticipation. This is the kind of player who is not afraid of pulling the trigger when $&%@ hits the fan. They already have a Plan B and a Plan C in mind in case Plan A goes horribly wrong. No one likes to stand around and mindlessly die in case something bad happens. Every raider wants to try and salvage the situation. A good example that comes to mind is when our MT Lang ate a blow which caused him to crumple, Maeve was second on aggro since he’s been building up enough threat to stay just below him on the list. The moment Lang was down, a half second went by when Maeve bellowed for all of Lang’s healers to switch to him as he was tanking. Had he not made that call, we would have stood around not knowing what to do and we would not have gotten the satisfaction of the Guild first kill on Fathom-Lord.

Social Skills

“The best executive is the one who has sense enough to pick good men to do what he wants done, and self-restraint to keep from meddling with them while they do it.”
– Theodore Roosevelt

There’s a lot of excellent players who know their material and the class inside out. But when it comes to talking to other people, they just don’t have a friggin clue. I think having some degree of emotional intelligence helps. A key skill, not just in WoW but in life, is your ability to interpret the other person’s words either in text or via voice. You have to know how to handle the other player as a player instead of just a random NPC. One of the things I admired about Warack was his tendency to check up on players every now and then. He’d whisper them randomly or just jump into a channel and talk to them for a while, see how they were doing, and try to “get a feel” for the over all guild mood. Think of it as taking a temperature of the Guild. With the pickup of solid players, they also know how to refrain from telling them to exactly what to do. My understanding is that I rolled a Priest from 1 – 70 and I should know the basics of it. I don’t want to be told how to heal, when to heal it, and who. That kind of thinking comes naturally. I love it when tanks often tell me to keep them alive. You worry about holding aggro, and you let me worry about keeping you alive so you CAN hold aggro.

Confidence

“The spirited horse, which will try to win the race of its own accord, will run even faster if encouraged.”
– Ovid

It all boils down to one word: Belief. They believe in themselves and they believe in others to achieve the objective. The aura of confidence comes from their high knowledge of play and how to get it accomplished. I feel reassured knowing that I can place my character under the command of someone who knows what they’re doing as opposed to a raid that is being led by a headless chicken. Even if they don’t know what they’re doing, they can at least pretend. The point is not whether you down the boss or wipe horribly. The point is that someone had the confidence to get the raid going and try it. If that player doesn’t have the skills themselves to pull it off, they’re able to point to the person that does.

Authority and Respect

“The country is full of good coaches. What it takes to win is a bunch of interested players.”
– Don Coryell, ex-San Diego Chargers Coach

Props to guys like Blori and Harth. They really know how to get the raid to shut up and listen. Everytime you hear either of their booming voices, you know it’s their time. Why? Perhaps it’s their age and maturity. Every time they speak, they command that aura of authority and respect. When you hear it, your back automatically straightens while your ears latch on to their words. Unfortunate that this isn’t a trait that can be learned or gained. I once listened to a raid leader who sounded like he had nasal issues and sounded like your typical four eyed Urkel. No one would take him seriously at all because of the way his voice sounded. The bottom line here is that not only must you be willing to voice your commands, but your Guild must be willing to listen to listen to them. Former Vancouver Canucks Head Coach Mark Crawford got fired because he lost the locker room and players started to tune him out. One of these days, I’m going to record ventrilo during a raid night and put a snippet up here so you can get an idea.

Clearly there are many more traits that I have yet to identify. I’m merely setting myself up for a part 2 further down the road. The next time you go raiding or PvPing or whatever it is that you do, listen to your leaders and see how they are. Do they or do they not possess the traits I have listed above? If not, it might be time for a scenery change.

Quotes are courtesy of askmen.com and About.com

And for you young Guildmasters out there, every chance you get to use the term “Brouhaha” you take it.