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Message ID: 24674
Date: Thu May 10 02:44:12 BST 2001
Author: Windleaf Mistsong
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
>
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