In need of a good dkp system

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In need of a good dkp system

Postby Naethyn » Mon Apr 14, 2008 7:38 am

Anyone have a recommendation on a good DKP system that my guild in sod could use?

Thx!
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Re: In need of a good dkp system

Postby Tikker » Mon Apr 14, 2008 7:51 am

eqdkp
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Re: In need of a good dkp system

Postby Naethyn » Wed Apr 16, 2008 1:27 pm

eqdkp works! But I have to decide on a dkp system to use. I guess there are various flavors of ways to score points.

Any ideas on how to balance event values vs item values?
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Re: In need of a good dkp system

Postby Tikker » Wed Apr 16, 2008 2:30 pm

dude, that was like 5 year running arguement when I played EQ

I can tell you what I THINK is the best, but that's not necessarily going to work for your guild
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Re: In need of a good dkp system

Postby Naethyn » Wed Apr 16, 2008 3:05 pm

Lets hear it
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Re: In need of a good dkp system

Postby Tikker » Wed Apr 16, 2008 3:14 pm

you assign X number of points to a specific mob
you assign X number of points to each hour of the raid

you assign a sliding scale of points for lewts (best of slot lewt = 100, 2nd best 75, 3rd best 50, everything else, whatever. top lewt of expansion that's multiclass costs 150)

the downside to the scale is that you'll constantly be tinkering with it as new expansions are released, or items are changed (maybe not so much a concern with SoD?)

you also tax X number of points per day

ie, if you're a slacker and show up only a couple of times, you're probably not going to build up any DKP and outbid people who do show up
it also prevents people from disappearing for weeks/months and showing up and scooping phat lewts

you also need to find a way to reward people for doing things that benefit the guild, rather than their characters

ie, camping for keys or whatever

You also have to decide if you want to charge XX amount for spell drops, or other quest items

I dunno, this is a really really basic setup, and there's probably 100 other things you could do to tweak it

DKP is a LOT of work to setup, and 10 times as much to maintain. people WILL work the system as much as you let them (this isn't always bad) and you have to be prepared to watch stuff rot that would be a slight upgrade for someone, but they're holding out for best of slot items (I have no good way to get around that. you HAVE to let it rot, or it just gets abused)


some people like to bid/auction items, but I think that's the shittiest way possible to do things

ie, rogue item drops
only 1 rogue is on
he bids minimum bid for best of slot item (possibly best in game item)

then cleric item drops
5 clerics on
it gets won with a HUGE bid

cleric feels ripped off compared to the rogue
that kinda shit you got to nip in the bud (imo)
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Re: In need of a good dkp system

Postby Naethyn » Wed Apr 16, 2008 3:34 pm

One big wrench to throw into the system is we have no idea what loots may drop off the mobs. The drops are purposely undocumented in most cases. If I had a clear list of all the potential drops it would make my job a lot easier - unfortunatley I do not.

There are Tiers setup for raid encounters. 1 - 14. I was thinking on making all events in tier 1 worth 1dkp. But even then I have to determine what would be a good way to value the loot. I could make a flat 10 dkp per item in tier 1 and 20 dkp in tier 2 etc.

All in all I think I'm in over my head! haha

Thankfully right now all loot is officer decided =p
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Re: In need of a good dkp system

Postby Tikker » Wed Apr 16, 2008 3:38 pm

just wait until you implement DKP and have to decide if you want to backdate it to officer awarded lewts, or if people whine that yesterday soandso got lewt_1 for free, and today they have to pay for it, yada yada yada

when we were progressing thru new expansions you had to price shit as it dropped, and you never knew if the item you bid 150 on was going to be worth 50 next week, or 300, or wahtever

items would get buffed or nerfed on the fly too


DKP in a lot of ways is awesome, but it can make raiding feel like a job for those that have to administrate it

if you've got a fairly small guild, I'd stay away from it, for as long as possible, imo
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Re: In need of a good dkp system

Postby Naethyn » Wed Apr 16, 2008 3:45 pm

Ya that might be the best option. We aren't even to raid content yet. Only doing Treasure maps getting exp and base gear. At a max there will only ever be 18 people on the raids. I've just always been against officer decided loot. To damn corrupt! But now that I'm a guild leader it just seems far easier~ haha

Once I figure out the formula we'll use I think I'll write a program to do it for me.
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Re: In need of a good dkp system

Postby Reynaldo » Wed Apr 16, 2008 3:58 pm

Tikker wrote:DKP in a lot of ways is awesome, but it can make raiding feel like a job for those that have to administrate it


Amen to that.
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Re: In need of a good dkp system

Postby Naethyn » Thu Apr 17, 2008 7:45 am

SoD raids are way to much fun. 18 players max. Engaging content. Good quality/quantity of drops. Raid exp OWWWWWNS.

This place is eq raid heaven!!!
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Re: In need of a good dkp system

Postby Dylan » Mon Apr 21, 2008 4:04 pm

You're going to be the only guild on SoD that uses DKP, enjoy.
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Re: In need of a good dkp system

Postby Drem » Mon Apr 21, 2008 4:36 pm

um, no, EQlive is EQ raid heaven.... but since you're so adamant about it i'd like it if you could post a script from a SoD encounter so i can see what you mean by "engaging content"
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Re: In need of a good dkp system

Postby Dylan » Mon Apr 21, 2008 10:37 pm

You're welcome to play one of my characters during an offnight raid or something.

I think Naethyn builds it up a bit higher than it actually is, but they have some creative folks writing the raid encounters.
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Re: In need of a good dkp system

Postby Gaazy » Tue May 06, 2008 5:45 pm

although i havent raided in SoD, as far as the game overall he builds it WAY WAY up more than what it is. but thats just personal opinion~
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Re: In need of a good dkp system

Postby Drem » Wed May 07, 2008 4:09 am

I really couldn't get into it. The camera perspective in third person isn't even correct... it centers at your feet instead of your head. Lots of little things that are wrong... if they're just come out of the ice age and update their client it would make it a lot more appealing. I don't want to play EQ on the Luclin client or w/e the hell they using. Can't even turn shadows on zzzz
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Re: In need of a good dkp system

Postby Gaazy » Wed May 07, 2008 6:45 pm

Dont get me wrong it was fun and grabbed my attention for a few weeks, but the novelty wore off after just that, a few weeks. The content they changed all around just got....gay
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Re: In need of a good dkp system

Postby Drem » Wed May 07, 2008 10:03 pm

Yeah that too. Wakening lands connects to the north of Everfrost? huh?

Doesn't make any sense. None of that game made any sense
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Re: In need of a good dkp system

Postby Harrison » Wed May 07, 2008 10:08 pm

Yeah, original storyline and content makes no sense if you try to think of it as EQlive. That's a given.

What makes no sense is trying to make it EQlive, when it's not.
How do you like this spoiler, motherfucker? -Lyion
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Re: In need of a good dkp system

Postby Naethyn » Thu May 08, 2008 7:31 am

Ya, placing the cold zones to the north makes no sense at all....
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Re: In need of a good dkp system

Postby Drem » Thu May 08, 2008 2:44 pm

Wakening Lands is a forest....I don't even understand why it's in the middle of Velious

eqlive is 100kx better for me. there's not nearly enough content in SoD to keep me interested
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Re: In need of a good dkp system

Postby Naethyn » Thu May 08, 2008 3:36 pm

The only reason it is a forest is because of tunare's presence. Otherwise it would be a barren wasteland. It is the oasis of velious.
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Re: In need of a good dkp system

Postby Drem » Thu May 08, 2008 11:40 pm

lol nerd
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Re: In need of a good dkp system

Postby Dylan » Fri May 09, 2008 9:00 pm

Why would you say you don't understand something if you didn't expect an answer? :dunno:
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Re: In need of a good dkp system

Postby 10sun » Sat May 10, 2008 12:35 am

Is Tunare still a god in SoD?
If so, does she exist in a zone that connects directly from Wakening Lands?
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