Post by iStalk on Apr 25, 2007 1:13:44 GMT -5
Why DKP?
MMORPGs involve players in the development of a character, or multiple characters, much like traditional paper-and-pencil or table-top role-playing games. Computer role-playing games generally involve a single player interacting with software-controlled environments and entities. MMORPGs take this concept one step further by adding interactions with other human players in an environment which can connect hundreds or thousands of players. Developing your character in an MMORPG will involve a combination of skill improvements and collecting items which, broadly speaking, enhance your skills and abilities.
Many MMORPGs have high-end items which are randomly generated in small numbers when certain very powerful enemies in the game, or "bosses," are defeated in raids. Bosses are common throughout MMORPGs, but the level of boss difficulty continues to increase as a character advances through the game. This requires greater effort and coordination among larger groups of players. As the number of players required to defeat a boss grows, so does the problem of distributing the rewards from such efforts. Since these items appear, or "drop", in quantities much smaller than the total number of players in the group required to defeat them, a means of deciding which of the players should receive which of the items is necessary. One way to decide is to use a DKP system.
Goals of DKP systems
DKP systems try to maximize "fairness" over the more common alternative of decision by random chance. Because there are differences of opinion about what constitutes "fair", there are several implementations of DKP systems.
DKP systems are often a balancing act of a number of conflicting goals. Some properties that would be desired in a system:
* Items should be assigned in a way perceived as fair by the participating members.
* Items should be assigned in a way that increases the overall strength of the guild/clan, thus making future encounters easier.
* Established members who have worked hard toward particular items should be able to get those items reliably.
* New members should be able to receive valuable items as an incentive for guild membership.
* Highly valuable items should always be assigned to some guild member; if items are not distributed, the guild as a whole misses an opportunity to strengthen.
* The system should be relatively easy to administer and understand.
Meeting all these goals at once is difficult, and may require compromise.
_______________________________________________________
AP Points are awarded to players based on the events they attend on a given day. Currently, the value of items are as follows:
MERCHANT/DROP/FORT AUCTION CATAGORIES
TIER 1 BIDS 150: YGG BERRIES YGG SEEDS ELU'S ORI'S DB'S
TIER 2 BIDS 175: COMMON ARMORS SHOES BOOTS MUFFLERS HEAD GEARS
TIER 3 BIDS 250: COMMON CARDS OPB OBBS WEAPONS
TIER 4 BIDS 375: RARE ACCESSORIES LOOT MIXING ITEMS
TIER 5 BIDS 1200: RARE OCA'S CARDS HEADGEARS WEAPONS
TIER 6 BIDS 3500: EPIC ARMORS HEADGEARS ACCESSORIES
TIER 7 BIDS 9000: EPIC CARDS
Event Awarding Breakdown:
WOE ATTENDANCE POINTS (WAP)
25AP FOR ATTENDING
50AP BONUS FOR HOLDING A FORT
10 MEMBERS OR MORE ONLINE = 5AP BONUS
20 MEMBERS OR MORE ONLINE = 10AP BONUS
25 MEMBERS OR MORE ONLINE = 15AP BONUS
30 MEMBERS OR MORE ONLINE = 25AP BONUS
GUILD EVENT ATTENDANCE POINTS (GEAP) Guild lvling/hunt, Guild tax lvling
20 AP POINTS FOR ATTENDING
INSTANCE DUNGEON ATTENDANCE POINTS (DAP) -NOT IMPLEMENTED-
15AP
BOSS KILL POINTS (BKP)
10AP
TANKING/HEALSLAVING/HELPING A GUILDIE
10AP/HOUR
BEING ON VENTRILO DURING EVENT PARTICIPATION
5AP
Whoever "buys" the item with their AP, loses that amount of points. The total value of the spent AP will then be divded by the number of members in the guild and awarded to everyone that participated.
So for example, David bids on Angel Wings. Angel Wings are catagorized under tier 5 which means its cost is 1200. Lets say there are 15 active members on. David wins the bid and his 1200 AP points are divided by 15. So 1200 / 15 = 80. The 15 members would then earn an 80 AP reward.
In the case of 2 or more people wanting the same item w/ the same amount of AP, the /dice would come into play. For example David and Sushi want a Valkryie Armor. Valkyrie armor would fall under tier 6 catagory and would cost 3500 AP points. Sushi and David both have enough to afford one. They would both do /dice roll 2 times. The total amount will then be added up. The bidder with the highest combined roll wins. I.E. David rolls a 6+3 and Sushi rolls a 1+5. David would win the bid on the Valkryie Armor. The 3500 would then be divided to the rest of the members as stated above.
*more rules may be added in the future*
MMORPGs involve players in the development of a character, or multiple characters, much like traditional paper-and-pencil or table-top role-playing games. Computer role-playing games generally involve a single player interacting with software-controlled environments and entities. MMORPGs take this concept one step further by adding interactions with other human players in an environment which can connect hundreds or thousands of players. Developing your character in an MMORPG will involve a combination of skill improvements and collecting items which, broadly speaking, enhance your skills and abilities.
Many MMORPGs have high-end items which are randomly generated in small numbers when certain very powerful enemies in the game, or "bosses," are defeated in raids. Bosses are common throughout MMORPGs, but the level of boss difficulty continues to increase as a character advances through the game. This requires greater effort and coordination among larger groups of players. As the number of players required to defeat a boss grows, so does the problem of distributing the rewards from such efforts. Since these items appear, or "drop", in quantities much smaller than the total number of players in the group required to defeat them, a means of deciding which of the players should receive which of the items is necessary. One way to decide is to use a DKP system.
Goals of DKP systems
DKP systems try to maximize "fairness" over the more common alternative of decision by random chance. Because there are differences of opinion about what constitutes "fair", there are several implementations of DKP systems.
DKP systems are often a balancing act of a number of conflicting goals. Some properties that would be desired in a system:
* Items should be assigned in a way perceived as fair by the participating members.
* Items should be assigned in a way that increases the overall strength of the guild/clan, thus making future encounters easier.
* Established members who have worked hard toward particular items should be able to get those items reliably.
* New members should be able to receive valuable items as an incentive for guild membership.
* Highly valuable items should always be assigned to some guild member; if items are not distributed, the guild as a whole misses an opportunity to strengthen.
* The system should be relatively easy to administer and understand.
Meeting all these goals at once is difficult, and may require compromise.
_______________________________________________________
AP Points are awarded to players based on the events they attend on a given day. Currently, the value of items are as follows:
MERCHANT/DROP/FORT AUCTION CATAGORIES
TIER 1 BIDS 150: YGG BERRIES YGG SEEDS ELU'S ORI'S DB'S
TIER 2 BIDS 175: COMMON ARMORS SHOES BOOTS MUFFLERS HEAD GEARS
TIER 3 BIDS 250: COMMON CARDS OPB OBBS WEAPONS
TIER 4 BIDS 375: RARE ACCESSORIES LOOT MIXING ITEMS
TIER 5 BIDS 1200: RARE OCA'S CARDS HEADGEARS WEAPONS
TIER 6 BIDS 3500: EPIC ARMORS HEADGEARS ACCESSORIES
TIER 7 BIDS 9000: EPIC CARDS
Event Awarding Breakdown:
WOE ATTENDANCE POINTS (WAP)
25AP FOR ATTENDING
50AP BONUS FOR HOLDING A FORT
10 MEMBERS OR MORE ONLINE = 5AP BONUS
20 MEMBERS OR MORE ONLINE = 10AP BONUS
25 MEMBERS OR MORE ONLINE = 15AP BONUS
30 MEMBERS OR MORE ONLINE = 25AP BONUS
GUILD EVENT ATTENDANCE POINTS (GEAP) Guild lvling/hunt, Guild tax lvling
20 AP POINTS FOR ATTENDING
INSTANCE DUNGEON ATTENDANCE POINTS (DAP) -NOT IMPLEMENTED-
15AP
BOSS KILL POINTS (BKP)
10AP
TANKING/HEALSLAVING/HELPING A GUILDIE
10AP/HOUR
BEING ON VENTRILO DURING EVENT PARTICIPATION
5AP
Whoever "buys" the item with their AP, loses that amount of points. The total value of the spent AP will then be divded by the number of members in the guild and awarded to everyone that participated.
So for example, David bids on Angel Wings. Angel Wings are catagorized under tier 5 which means its cost is 1200. Lets say there are 15 active members on. David wins the bid and his 1200 AP points are divided by 15. So 1200 / 15 = 80. The 15 members would then earn an 80 AP reward.
In the case of 2 or more people wanting the same item w/ the same amount of AP, the /dice would come into play. For example David and Sushi want a Valkryie Armor. Valkyrie armor would fall under tier 6 catagory and would cost 3500 AP points. Sushi and David both have enough to afford one. They would both do /dice roll 2 times. The total amount will then be added up. The bidder with the highest combined roll wins. I.E. David rolls a 6+3 and Sushi rolls a 1+5. David would win the bid on the Valkryie Armor. The 3500 would then be divided to the rest of the members as stated above.
*more rules may be added in the future*