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.

For cryin’ out loud, BUFF ALREADY!

I need to de-stress myself. I just found out that this summary for a 27 page journal page article which had to be finished within 4 hours is actually due on Thursday. I had this one sitting on the backburner for a while, and it’s a great raiding topic to touch on especially for us Priests.

The short version: If that group isn’t your assigned buff group, buff them anyway.

The long version: Us raiders spent a lot of time buffing our groups. We do it so we can maximize the performance of everyone involved. Allow me to post an actual live transcript:

Raid leader: Everyone buffed? Good! Pulling in 3… 2…. 1…-
Random mage: WAIT! I DON’T HAVE FORT OR SPIRIT!
Raid leader: What the hell, why not?
Random mage: Sorry I zoned in late because I was repairing at a time when I shouldn’t have because you called for us to repair earlier and I didn’t because I was hungry and I auto-followed someone in.

Now the raid stalls for a priest to give him Fortitude and Spirit among other things. Then the buffers need to replenish their mana. By the time this happens, Paladin Blessings will have worn off (At least, last patch it would have).

Priest 1: Hey, he’s in your group, buff him.
Priest 2: I don’t have any candles. Besides, you were assigned to buff that player anyway.
Matticus: *sighs and gives the poor mage a 30 minute Fortitude and Spirit*

So is there a point I’m trying to make here? Yes, as a matter of fact there is. Follow whatever buff assignments your leaders tell you to do when you’re about to pull a boss, recovering from a wipe, or some other situation where everyone needs to be buffed again. If you have a few stragglers coming up behind you who didn’t get the group buff, just throw thm a 30 minute buff anyway even if he’s not in your assigned group. You can save a lot of time and minor heartache this way. Really, there are other significant things to argue about then whose responsibility it is to buff who. So save your efforts for that. What’s the most it will cost you? It will set you back one Conjured Glacier Water. And you got that for free!

Now I’m not a mage, so I can’t say this with absolute authority. But I enjoy the refreshing refreshments that these anklebiters throw out (assuming their Gnomish). To last a whole raid, I will need over one stack of water but never more than two. So Netherlord, I’m looking right at you. Hook me up with TWO stacks of water, NOT one otherwise I’ll have to open trade with you again at an inconvenient time for some much needed juice.

This reminds me of something else: Asking for water openly or just opening trade with a random mage in the raid. I am personally in favour of the latter approach as it makes it really convenient for a mage to just drag and drop water into the trade slots. Asking for water openly is like asking for a volunteer to do something. You shouldn’t bank on that. Push the issue and pop trade open with them. It also applies to buffs as well. Don’t openly ask for “Fort please” in raid. Either you’ll get overloaded with three fort buffs or none at all because the Priests assume someone else will do it. Whisper any Priest in the raid and ask them for a Fort.

Lastly, regarding rebuffing. Here’s another transcript:

Random Hunter: Fort please!
Random Priest: Looks like you already have it.
Random Hunter: It’s going to come off in five minutes.
Random Priest: *sighs, buffs*

It’s not a big deal, but again it saves on the minor stressors in WoW. If you have a buff which expires in another 10 minutes or even 15 minutes, right click it off. Chances are, the classes that can buff you will notice that it is off and reapply it again before you even ask. During every pull, as a healer, I constantly scan every member in the raid anyway so I know if there is a Fortitude or Spirit buff missing. But again, just click it off to save the questions.

I’m guilty of getting worked up over minor issues like this. I try to make raiding as easy on other people as much as possible by handing things out like that before they even realize it’s gone. It helps the raid transition and move much more fluidly. It helps to reduce any friction among member.

1% wipes are not fun

We took on Leo yesterday and got him down to about 12% on the first try. Five straight attempts saw Leo float around during phase 3 between 15% and 1%. The last one of the night had him at 1% with two of our priests doing everything they can to kill him. Sadly, Smite rendered ineffective. Must make a note to Blizzard to buff Smite.

I have a sinking feeling that we could’ve killed the boss had I gone to repair when the raid leader called for it. But the only that was broken was my enchanted, gemmed T5 shoulders! SURELY it would not have made a difference between 1% and death! …Right? :O

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.