Stare Decisis in Loot Council

Just about a month has gone by in the formation of Conquest. Loot council continues to be an interesting challenge because the council never knows what sort of situation will present itself.

In today’s post, I wanted to talk about an important concept that’s not only valuable in the legal arena but also in an LC guild.

Stare Decisis

This is a legal principles where judges have to follow precedents established in previous decisions. How does this apply to WoW with respect to loot council? Because the decisions we make in how we hand out loot are expected to be binding. I’ll typically follow the principle of Stare Decisis but ultimately, I won’t hesitate to go a different way in decisions of loot for progressive reasons.

Unfortunately, the reality is that virtually no two decisions are going to be the same. You will have similar cases and they’ll be decided similarly. For example, we awarded a tier piece to a Resto Shaman completing his 4 set (because Chain Heal is still whoa). But if I had my 3 piece and a 4th Priest token drop, I wouldn’t award it to me purely because of the bonus (since I don’t use Greater Heal that often to justify it). It literally is a case by case decision. This is bad in that we’re not following a precedent but good in that we’re willing to remain flexible. Remember that this is a loot council not a court of law. Items will drop again.

Decision to Reward vs Decision to Gear

For guilds that have started progressing through different raid instances, realize that you’re going to come across a dilemma and I guarantee you that it will happen. Every member on your loot council is going to ask themselves the following question when an item drops:

Should I award this item to the player who has run all the 10 mans and done all the heroics or should I award this item to the player who dinged recently dinged 80 and hasn’t had the time to get as geared as the other players?

There are two schools of thought on this and let me tell you what goes through my head every time.

Reward: I like to reward players for their efforts. They hit 80 earlier on ahead of the curve. They’ve managed to work their way into pug groups to get themselves geared. Without their efforts, the guild would not be where it is right now. Their contribution is important and I want to recognize that.

Minimum standard:  The other perspective is to gear up the weaker geared player since that player hasn’t had as much time to get where they should be at. Especially for progression kills, there’s a minimum standard that every player regardless of class has to meet. To make life easier on your raid group, the weaker players have to be brought up to speed.

The past 2 weeks have been a lot of fun for all of us (I hope). Everyone has either reached the minimum benchmarks that have been set in terms of performance (2000 DPS on Patchwerk) or have exceeded it (5000+ DPS on Patchwerk). Now that the minimum standard has been reached, I can further lean towards rewarding players that can use items off of the second level bosses such as Kel’Thuzad and Malygos.

Mind you, I’m still just one person on Loot Council.

Mixed messages?

Following a decision that was made earlier for loot is good, especially when deciding on subsequent items. But don’t chain yourself to it or lock yourself.  Keep your loot council flexible because they have to adapt.

Don’t hesitate to acknowledge mistakes.

Don’t commit.

Don’t promise.

Don’t over deliver.

Don’t bind yourself.

So like Amava says, consistency does matter.

There was a case last week where a tanking neck dropped. Both of our tanks expressed interest. We were at a dead lock. The tanks wore the same neck and they could’ve equally benefited from it. We were taking too long. I gave the instruction to roll it.

I realized later on in the evening after the raid was done that it was a bad idea. Upon further reflection, I doubt I’ll give that order again. The exact reasons that crossed my mind were the same ones that Amava listed. This would’ve been the only time (not counting our first unofficial raid) that rolls were used to decide loot. Our current tiebreaker is an officer who is not a part of the loot council and does not wish to take part in decisions. That’s a temporary fix that I need to address. My options are to elevate another player to the loot council (a DPS cloth wearer, perhaps) or set it so that in the event of a tie, my choice wins (Overlord Matticus, hmm). 9 times out of 10, we do reach a consensus. But things like tier tokens always take a bit longer since they’re useful for so many players.

By the way Amava, yes I do read your blog when I can. I read it so that you can keep me honest. Keep doing what you’re doing. I won’t punish you for speaking out or voicing disapproval.

Some more food for thought for players looking and still deciding upon their loot systems.

Spotlight: Loot Council, a New Upgrade Comparison Tool

loot-council-banner

If you’ve ever been in the hot seat during a loot decision like I have, you already know that it’s important to assess the relative value of the upgrade for all interested players before you weigh in on who should be awarded the item. What if there were a tool that you could use to research upgrades for all your guild members and compare them to each other? That would be pretty cool, right?

My friend Bonkers of Vek’nilash has just developed such a tool. It’s name is–not surprisingly–Loot Council, and it will help any WoW player investigate the gear from a certain dungeon and decide when to pass, and when to bid for an item.

How to Use Loot Council

Once you get to http://loot-council.appspot.com/, you’ll find that you have a form to fill out. To get the most out of Bonkers’ fantastic creation, put in the names of two or more characters of the same class and spec in your guild, separated by commas. To test out the LC tool, I used the names of Conquest’s three resto druids. Then, select a ranking type (Wowhead is working best at the moment) and a dungeon. I put in Naxxramas Heroic. Some Naxxramas normal stuff may still show up–I think Bonkers is working on that.

What you will get is a list of all the items in Naxx that might be of interest to a resto druid and a summary of the comparative upgrade for each player. As with all generic rankings like Wowhead, it can’t tell how important spirit or intellect is to a particular player. However, I find Loot Council’s suggestions to be helpful, especially when I know that I personally want an item. What it helps me see is whether someone else on my team would benefit from getting it first.

Sample Entry

Here’s what you will see when you scroll down to the items that you’re interested in. Even though I’d like to have this item, it looks like a pass to Burningpaw is in order the first time it drops.
loot-council-example

Why Use the Loot Council Tool?

Either for Loot Council members deciding how to award prizes or for individuals deciding whether to pass on an item or spend dkp, the issue of fairness is very important. I always urge people to research their gear, and this tool lets you do that–and, at the same time, research your friends’ gear. Raiding isn’t just about loot–or, in any case, it shouldn’t be. It’s also about friendships, and sharing is one of the things that helps build those bonds. I think it’s no coincidence that the opening page of the Loot Council tool features Oliver and Otto, Bonkers’ two cats–or, I should say, two greedy little piggies who happen to look like cats, and who also happen to be best friends. Oh, if only WoW raiders could be like that. No matter how much we want the loot, we’ve got to learn to share our kibble.

Why Loot Council, Matticus?

elrond-council

Veneretio: @behemothdan “Agreed there is no perfect system, but there are good systems and bad systems.”

This statement was, of course, in regards to a post Syd wrote earlier about her early experience with the implementation of Loot Council. Like good systems and bad systems, there are good people and bad people. Power, when used for good, can be used for great thing. When used for bad, can lead to not so great things.

Before I can go into any greater detail, you need to understand the Matticus Doctrine when it comes to raiding. There’s a specific line in there that effectively summarizes my thoughts on loot:

Loot may not be fair and it may not be equal, but I will do my best to ensure that it is effective and not wasted.

A lot of players will say that LC shows favoritism and isn’t fair. I think that’s a matter of perception. What does fair mean? What is your definition of equal? Can you distribute loot fairly and progress? Can it be done quickly?

When we talk about progression, fairness and equality are out the window.

Is fair giving 3 pieces of minor upgrades to the Mage who’s earned that right after months of raiding and then taking a 2 month hiatus but exercising their DKP option when the tier tokens could’ve benefited the Rogue who is still wearing T5?

Or is fair auto looting a crucial piece to a tank to make progression raids that much easier instead of the Priest who can also benefit?

We’re in the business of progression and that means the players have to trust us. Loot gets distributed with the intent to boost and maximize raid performance. And it may not always be “fair”. This means withholding items from the player who frequently AFKs in trash. This means deciding on the player who flasked, brought reagents, repaired and enchanted and gemmed all of his gear instead of the player who didn’t repair to full, asked for Paladin reagents because he forgot to stock up, and isn’t playing 100%.

Factors include but are not limited to:

  • Present gear
  • Tier token count
  • Performance
  • Attendance
  • Attitude
  • “Clutch”ness
  • Etc.

What makes it work?

In order for the system to work, there’s a few important things that I took into account and into consideration:

Numerous Loot drops: Bosses drop at least four items. It’s not a matter of who gets loot. It’s a matter of when. Everyone’s going to get the gear they’ll need and want fairly quickly.

Accountability: It’s not in my best interest to screw people or my guild over. Why not? I’ve got over a thousand regular readers. I just reached the 1 million page view mark a few days ago. I do have a reputation to keep. I don’t want to be known as someone who constantly loots stuff to his friends or someone who shows favoritism all the time. I want to recognize hard work and effort and I want to reward it accordingly.

Progression oriented guildies: I’ve surrounded myself with players who want to kill bosses. They don’t care about the loot they get. They’re not greedy. They’re willing to share it with others who benefit more then they do. I do not have players who only care about themselves. I do not recruit players who are selfish and greedy and want the best epics in the game just so they can look good.

In fact, the biggest problem is when everyone passes or there is no interest at all. If anything, some of the players are too generous.

Member input: Like Syd said, our players are allowed to give some input into whether or not they want an item. It’s a unique system that has worked out for us thus far.

Sometimes decisions will be easy.

Plate Spellpower? A quick glance at the raid shows there’s only one Paladin. Same thing with Resto Shamans.

What makes it not work?

Human error: This is the biggest strength and also it’s biggest weakness. In fact, I won’t hesitate to admit that I’ve already screwed up looting once. You’ll find out more on Monday night on the weekly Post Raids. We’re all human. Sometimes we all overlook things. We all make mistakes. Once in a while, we’ll make the wrong decision.

Loot council cannot work based on the effort of one person. It can only work with the collective effort and trust of the entire guild. Without it, you may as well just go back to using a DKP system. It’s not the best system nor is it by any means perfect. But perfection was never one of the 3 Ps. It’s the best system for the goals and directions of the guild. Players need to buy into it or else it will end up failing.

Mistakes are going to happen. But if I can maintain a successful looting average of 0.990, I think I’m doing a pretty damn good job. For players that don’t agree with it, then my organization may not be the one for them.

I know some of you have had bad experiences with it. Others aren’t so sure if this is the right system for them. Hopefully my blog can help shed the light and paint a better picture of what loot council can do when it’s done correctly.

Loot Council: First Raid

Monday night was Conquest’s first mostly-guild Naxx 25, and we premiered our Loot Council system for guildies and pugs alike. I think that we successfully distributed loot in a fair way, but I have to say that it added to the tension factor of raiding for me.

First, the rules for players. At the outset of the run, I explained the following.

When useful loot drops, players type one of the following things in raid chat. Interested means that the player wants to be considered for the item right now. Pass means that it’s a good item for the player, but he or she wants others to have it first. If no one is interested, the item will go to a person who passed. If no one has a use for the item, it will be disenchanted. Any questions about the process should be dealt with in whispers.

The members, thus, play a bigger role in our Loot Council than they might in other guilds–they have a hand at deciding when to take something and when to share. However, the big deliberations happen in Loot Council chat. For those of you who might be interested, here’s what happens behind closed doors.

Loot Council Deliberations

1. First, we inspect the interested players and evaluate the relative value of the upgrade. We type our opinions in chat.
2. Second, we list out the number of items the player has already received that night.
3. We determine the use value for the raid–as in, do we need this item on our tank/healer so we don’t all die?
4. We consider performance on bosses.

I felt good about all but one case last night. When you’re debating between equals, sometimes it doesn’t matter who it goes to–the other person will get the next thing, after all. However, our LC is not all in agreement about what to do about pickup raiders and trials. My opinion is that we should try to give puggers and trials a prize if we can. There are special cases, as in when we need to gear our tanks in order to live through the content, but in general, I like to consider pickup raiders under the same criteria as everyone else. In the case of trials, I would give them more consideration than our own raiders–if they’re working hard for a spot, they should get a prize, even if it ends up being a consolation prize when we ultimately do not invite them to our guild.

The only other case that took us some time was tank loot. I have a strong desire to see the tanks work out their drops among themselves. The warrior tanks of Collateral Damage, my former guild, did that in T6 and it was a great benefit to the guild as a whole. I’d like to see our tanking corps be somewhat independent–and to build stronger relationships with each other through sharing the loot. That sounds very kindergarden doesn’t it? But so much of a guild’s success depends on trust among members.

On Trust

I think that trust is the key concept to talk about when we’re doing Loot Council. I used to administer an Ep/Gp system, and believe me, the responsibility is much greater when serving on a Loot Council. With Ep/Gp, the top person on the list got the item and that was it–there was little for the system administrator to do other than read the list. For me personally, being part of the Loot Council is a trial in every sense of the word. I want to be a fair and trustworthy person. Sure, I want my share of the loot–but only what should go to me, and not a bit more. As such, I’m instituting a personal policy of frequent passing. For example, last night I would have been awarded an awesome mace had I not passed–I did so, not because the upgrade wasn’t great for me, but because the other player had received less items that night.

However, the bigger challenge is keeping my mouth when I’m supposed to. If I have a personal failing, it’s giving my own opinion rather insistently, whether people ask for it or not. I also tend to go on crusade when I believe that I am right, or even worse, when I believe that an injustice is being committed. However, I’ve got to learn to keep to the rules. I wrote the Loot Council policy myself, so I know why I’m not supposed to weigh in on my own or Briolante’s loot. However, it gets tricky when I just want to give useful information–which I might have, as I actively research healing gear for the blog. I’m not voting on my own loot or tank loot, of course, but I have to draw that fine line between informing and meddling. I think the key here is going to be trust. Do I trust the other members of the Loot Council to give all the tanks and healers a fair shake? I guess I’m going to have to.

However, trust is earned. All of us–me, and the other members of the Loot Council–are going to have to work incredibly hard to maintain balance. We all have friendships and allegiances, as well as personal desires. We just have to learn to keep them out of LC chat.

Build Your Own Guild Part 3: The Dreaded Loot Question


Congratulations, New GM! You have your Guild Charter and Rules ready, and that website is up and running. Even though you’re not raiding yet, your next step is to decide what to do with the funny purple stuff that drops when you kill things. And yes, you must make this call even before you have enough members to stare down High King Maulgar. When I interview new recruits, they almost all ask me how my guild handles loot. If you create a fair means of distributing shiny epix, and you’re well on your way to having a healthy, happy, boss-destroying raiding guild. You must pick a loot system from the beginning and stick with it—the worst thing you can do is vacillate between systems and potentially cheat your members out of their just deserts.

Loot system basics:

Almost all raiding guilds use some variation of one of two types of gear distribution systems. The first is Loot Council, in which the officers or other elected body decide who gets each piece of gear that drops based on a complex ratio of need and merit. The other system is DKP, an archaic gaming term that stands for Dragon Kill Points. DKP systems allow raiders to earn points for killing bosses (or anything else the guild leadership decides is fair) and spend them for gear. There are benefits and drawbacks to both types of systems. Not everyone agrees with me either–based on her own personal experiences, Wyn gives you almost the opposite advice that I will. Listen to both of us and draw your own conclusions.

How do I choose?

Before you pick either DKP or Loot Council, you must decide what you want your loot system to accomplish. The following is a basic guide to the implicit goals of both system types.

1. Loot Council

This type of system is designed to optimize gear drops by placing them in the hands of those who will have most use for them. This may sound like the best players receive every item, but in practice, this is not true. A well-functioning Loot Council uses gear drops both to reward players for excellent performance and to help raise players to the group standard. Sometimes–perhaps often–the Council will reward the weakest player in a class and spec. All decisions are made for the good of the group, and no good items are sharded. Each member of the Loot Council must be extremely well-informed about the loot tables themselves and about the needs, wants, and skills of the player base. If a player on the Loot Council is interested in a gear drop, he or she generally bows out of the discussion on the item in question.

2. DKP

All DKP systems invest their players with “buying power,” and players get to decide what is most important to them. In all such systems, players tend to save for the best drops for themselves, assuming that they can identify them. DKP systems award gear based on attendance–more boss kills means a larger share of the loot. In this way, they can help a guild retain players over the long haul, because they can objectively track the benefits of consistent raiding. These systems are democratic in that they do not distinguish among players based on skill. As such, however, they do not always place items with the player who will get most use out of them. In addition, middling quality items will often be sharded as players learn to prioritize.

Drawbacks: Nutshell Version

Neither of these systems is perfect. Assuming real-life implementation, with no extreme chicanery, shenanigans, or other forms of bad behavior on the part of officers or raiders, here are the typical problems each system type experiences.

Loot Council:

1. The drama llama rears its ugly head

Human nature dictates that each player will be more aware of her own skills and contributions than those of others. This kind of blindness virtually guarantees that some people will not be happy with any given loot decision.

2. Inefficient use of raid time

The Loot Council will probably discuss most items as they drop. This could cost the raid upwards of 5 minutes at the end of every boss kill, which may put the guild in a crunch for longer instances with large numbers of bosses.

3. Inaccurate tracking

Unless the guild uses a mod to track drops awarded, loot may be distributed unevenly. The memory is a notoriously inaccurate instrument. Without hard numbers for attendance or drops rewarded, the Loot Council may unintentionally give more to some and less to others.

4. Bias

Human error plays a large part in the Loot Council system. We are all biased–our thoughts and feelings affect us at every moment, even though we don’t realize it. I’m not talking about malicious prejudice–I’m talking about the little unconscious leanings that occur even when we mean no harm. It would be nigh-impossible for a Loot Council to be entirely neutral toward every raider in the guild.

5. Lack of inherent structure

If you choose Loot Council, you will have to come up with the operating rules yourself. Guilds accomplish this in highly unique ways–poke around some websites and copy good ideas. You will have to determine on what basis loot is awarded, who gets to participate in the decision, and how much time will be allowed for debate.

DKP:

1. Sometimes people don’t know what is best for them

Your players will spend dkp as they like, and some of them will use their points unwisely. You cannot force people to research your loot system and their class drops and come up with the absolute best strategy. People may hoard points, or they may spend them on the “wrong” items. Many perfectly serviceable pieces might end up being disenchanted or given away for off-spec.

2. It won’t stop the QQ

I can almost guarantee that the drama will be less than with Loot Council, but people will still be upset when they don’t get what they want. The complaints will be more intense as the item value increases. Remember that random loot is random, even though your dkp system is not.

3. Inaccurate tracking

If you’re using a pencil-paper system, errors will happen, and they may render the system meaningless. I strongly advocate tracking DKP with a mod if you can. If that is impossible, make sure you deputize one officer to update it, and beat him with your Riding Crop if he misses a day.

4. Every system can be played

Any time you put power in the players’ hands, there will be ways for an individual to work the system to his advantage. Most players won’t try–they will play because they enjoy it, and they’ll put in the exact same amount of participation no matter what loot system the guild uses. Others will find the exact right equation of play time to maximize their drops. It doesn’t mean they are bad people or bad players–sometimes it just goes right along with other types of min-maxing behaviors, which most raiding guilds encourage. For a concrete example, if your guild uses zero-sum dkp, points are only awarded when players take loot. For a certain player, this practice de-incentivizes progression nights, because they may earn nothing at all for a night full of wipes. Alternately, if your guild uses a positive sum dkp system, you might weight progression raids very heavily and in turn de-incentivize farm content.

5. You will have to choose a system flavor carefully

People have been playing MMOs for several years now, and there are many types of systems. In order to choose a specific DKP system, you will have to do a level of research that the Loot Council folks won’t even dream of.

DKP system types

If you’ve thought through your decision, and you’ve decided to go with DKP, here is a basic guide to system types. They all have the same core principles–democratic distribution and rewards that increase with attendance–but they manifest those principles in radically different ways. Each of these systems assumes that the person with most DKP will be offered first choice on items.

Zero-sum DKP

This system is for math nerds only–the basis of the system is that the raid’s total DKP always sits at 0. Points are awarded when a piece of gear is taken. For example, if I take the Thunderheart Helmet from Archimonde, its value will be subtracted from my DKP. For the sake of argument, let’s just say I lost 240 points. The other 24 people in the raid will be awarded 1/24 of the points I just spent, or 10 points each. This is one of those systems that really, really requires a mod to track, because you will have to recalculate after each piece of loot is awarded. The guild will also have to decide how many points each item is worth, because after all, not all pieces are created equal.

Positive-sum DKP: Additive

This system is similar to zero-sum dkp, but it allows the guild to add points to the system for anything and everything, including attendance and progression. As with zero-sum, each item is worth a certain number of points, and when a player receives a drop, the item’s value is subtracted from her total. Players may go below zero. These systems tend to get very, very inflated, and the gap between the bottom of the top can be just crazy.

Positive-sum DKP: Relational

The basic system of this type is Ep/Gp, which I must say is my favorite of all possible systems and the one my guild uses. A person’s DKP is a ratio calculated from her Effort Points divided by her Gear Points. Effort points are typically awarded either for boss kills, with each boss assigned a specific value, or for minutes of participation. My guild awarded points for boss kills in TBC but we’re switching over to an easier, more automatic points per minute system for Wrath. Ratios always stay above zero, and if you implement the system as intended (which I STRONGLY suggest), decay controls inflation. To decay the system, you reduce everyone’s EP and GP by a certain percentage at determined moments. The system designers mention 10% per raid as a good figure, and I tend to agree. The purpose of decay is to shrink the gaps in the list–this practice lets new players move up faster despite lower total attendance. In addition, players who have a long dry spell with no loot will remain near the top of the list even after they take their first item, making things more fair over the long haul. This process, in combination with the decay, also tends to discourage hoarding. The cherry on top of the system is the excellent mod that comes with it. The item values are built-in, and anyone with the proper clearance can update the system during the raid. I’ve been master looting for my guild using this system since January, and it works like a charm. The only caveat is that you must back up the data every week–content patches almost always wipe the system.

Suicide Kings

What would happen if you had 100% decay on Ep/Gp? You’d have Suicide Kings. This sorta-system belongs in the DKP list, but just barely. To use Suicide Kings, random roll all of your members into positions and arrange them in a list with number 1 at the top. Person #1, regardless of attendance, skill, or whatever, will have first crack at anything that drops. When he takes something, he will move to the last position. Suicide Kings is extremely easy to track, even with a pencil-paper method, but you may see extreme problems with hoarding or with raider apathy. Expect some raiders only to show up if their names are near the top.

Other rules:

Any system works better if you have some courtesy rules or guidelines in place. Heck, I’ve even seen random roll work for the top alliance guild on our server, and it’s because their guild has a culture of sharing. All guilds should encourage players to be kind to their fellows and to pass things when they can afford to. In addition, no matter what system you choose, your officers or class officers should not hesitate to give advice on gear choice. If possible, persuade people out of bad decisions. Sometimes you will have to lay down the law. For example, if a paladin wants to spend her DKP on cloth healing gloves that are also a significant upgrade for your priest, don’t let her do it. In addition, some guilds make a special exception for their main tanks and gear them up first. We have never done that, and our tanks are well-geared just because their attendance is good. If you want to move very fast, though, you may need to get that gear on the tank regardless of his DKP. Likewise, if one of your players needs to perform a special role, make sure he or she has the gear to do it. For example, my guild awarded the first Void-Star Talisman to our warlock tank for Leotheras. Every member of the guild was happy about the decision, because we all wanted to get to Leo as fast as possible.

And lastly, good luck. You’ll need it to get through the loot system minefield without life-threatening injury or, at the least, major scarring.