#51
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Zekay 60 Torpor Shaman - <Guild> | |||
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#52
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*Blue Server* Kellian Cove (60 Wood Elf Rogue) Parra Doxx (55 Barbarian Shaman) *PQ* Kelliam Shadowscale (57 Iksar Necromancer) | |||
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#53
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Founder of Team Manastone - first manastone on Green
Dangeres - Firiona Vie Project - retired Turbosilk - Firiona Vie Project - retired Turboshok - Firiona Vie Project - retired Turbosilk/Dangeres/Turboshock - Green - Retired Dangeres/Turbosilk - Blue - Retired Turbosilk - Tunare/Firiona Vie - 60 Wizard - retired Dangeres - Tunare/Firiona Vie - 60 Shaman - retired | |||
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#54
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It helps reduce membership complaining
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#55
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guilds are a scam for the officers to get more pixels. #stopthesteal
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#56
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How have you guys let this thread go on for 6 pages? It’s real simple, here’s a scenario;
- Your guild calls Sevalak spawn let’s get him! - You play a paladin so you want his loot - He doesn’t drop shit for anything else so none of your clerics, warriors, monks etc log in Good luck incentivizing anyone to show up for raid mobs they don’t need drops from
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#57
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From a behavioural perspective dkp is operant conditioning. Each time you attend a raid you receive a reward, which encourages that behaviour to be repeated (see skinners rats).
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#58
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When you have rewards that are highly desirable and also suffer from scarcity, people in general act like assholes. They are selfish, ruthless, and irrational in the pursuit of the scarce reward. DKP is a way of channeling all that selfishness into behavior that benefits the community (guild) unit as a whole. If you're going to regularly raid high end content in an MMO, some form of a token economy like this has proven to be the most sensible approach for literally the entire history of the genre. This is why loot council is seen as something only for tight knit small groups of people. If you have a smaller community who agrees on a common goal and mostly knows each other well and operate with mutual respect, then you can just award loot based on a form of "need" that meets both the needs of individuals and the group. The bigger a guild gets the more clique-y and impersonal it becomes and then requires a more objective and transparent approach to distributing the prizes, or everyone will start to hate and distrust each other and slowly leave for a guild that does DKP. In Everquest, you need numbers. While many mobs CAN be killed with lower numbers, the reality of bagging them consistently and repeatedly tends to require bigger rosters, so loot council for our purposes is out. The failures of using RNG, aka the game's own /random roll system, have been well documented in the thread and really should be self-evident to anyone who has played enough to be posting on this forum. If raiding isn't something you're interested in doing, that's perfectly understandable. But after twenty plus years I don't know how people can't recognize WHY dkp is the default approach to distributing raid loot. But I think OP is trolling. | |||
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#59
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#60
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A small guild raiding where people depend on you for your role and you're actually expected to play the game is what's fun for me. Fun should always be the goal, not pixels. So it doesn't really matter what ends up dropping or how "fair" it is that one person got an item over another, especially if they're a friend and a solid guildie--you should be happy they are progressing, and satisfied you had fun and your teamwork paid off. If you have a situation where people don't come to raids unless it benefits them, then you have a shitty guild with trash people, but that's expected in big guilds where ppl don't really care about each other and are just in it for the loot. I have respect for Savage's old system where people had to duel for drops. The better player wins. Seems fair to me. Hope this clears things up.
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Aluri - 60 High Elf Paladin of Tunare
Risu Mura - 60 Human Druid of Tunare Vaia Mura - 59 Human Monk of Quellious Zurui - 58 Gnome Enchanter of Bertoxxulous Kyura - 56 High Elf Cleric of Tunare Blue Server - Retired Twitch | |||
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