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Message ID: 24673
Date: Thu May 10 00:03:23 BST 2001
Author: Garramone, Michael (CCI-Las Vegas)
Subject: RE: [eqbards] Guild Loot Rules


Here are links to our loot rules and standings:
http://www.afterlifeguild.org/?page=dkp
http://www.afterlifeguild.org/dkp.cgi

The explanation is very old unfortunately, pre-Kunark. Kunark changed a lot
of things regarding loot for us, but the general idea is the same. Mobs
that require the participation of the guild is assigned a point value. It
was originally only dragons, so Dragon Kill Points. Items that the mob
drops are assigned point values depending on how good the item is,
determined by the guildleaders. You accumulate points by being present at
raids, and you use those points to get items. People who had the number of
points necessary to go in on an item would then lotto. Later tiers were
added so that someone with far more points on an item, even if others could
qualify, would not need to roll against anyone.

Some items that can be used by multiple classes are limited in certain
instances (not haste items, an example is piercing items to rogues before
anyone else). Tradeable items you replace can be kept or turned back in to
get your points back. Anything gained in a single group has no point
values, and can be dispensed with at will but almost all of the time items
remain in the guild and are given to members in need freely (for example,
the day I zoned into Sebilis and was handed a BoH about 5 seconds later).
Items obtained using points can never be sold or traded outside the guild.
The only exceptions were made recently with items that were just too
out-dated or obsolete as to be cared about. Other obsolete items that still
may have little value were drastically reduced in point value, for example
Kunark BPs were originally 20 points and Kunark legs were 15 points, but
later became 8 and 5 points respectively with the influx of Velious quest
armor. We had a list of each item that any god or dragon dropped for us and
how many points they cost, but with Kunark and Velious came an enormous
amount of new items and mobs which led to points gained and point value of
items being assigned on the fly often by the guildleaders, with adjustments
made as more thought was put into it.

Later on a system was added to create incentive on participating in raids
that were necessary to the advancement of the guild but yielded little
reward or points even though the particpation needed was high, specifically
Sleeper's Tomb keys. The incentive points system gave points for those that
participated and deducted points from those that did not. Bottom line was
to create a system that rewards participation and gives the most to those
who put in the most time. Personally I always loved the system, but towards
the end I just did not put in nor did I have the time to stay in the race
anymore. Most items are not even lottoed, one person who wants an item
usually has the points necessary to acquire it without rolling against
anyone. I would say there are usually 1-3 people on average per item. That
is what I liked, you knew who put in the time and you knew if you wanted
something and saved you had an excellent chance of eventually getting it.
The converse were some of the Japanese guilds who used far more people per
raid and one thing I will always remember was their lotto where 35 people
rolled for Gauntlets of Fiery Might. That is the type of lotto you never
see in a points system.

Shada Iceheart [Retired]
<Afterlife>

> Though I don't care for point systems, I think that sounds
> like a pretty
> good one. The other only other one I am really aware of is
> the DKP system
> Afterlife uses. Maybe Shada will fill you in on it. :P