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DKP models described by Outcome and not Method

 
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Golin



Joined: 11 Sep 2006
Posts: 25

PostPosted: Fri Sep 15, 2006 5:41 pm    Post subject: DKP models described by Outcome and not Method

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An other way of looking at the dkp-systems rather then describe how the point are gained and distributed, is describing the effect they have on players/guilds.

I believe a great variety of playing styles excists among guilds. Some are 'hard core rading' and want the loot to go where it is most effective: main tanks and healers get equiped first etc. Others have a more social structure and put emphasis on good contacts between players, fair loot distribution for all, a friendly atmosphere etc. The system of lootdistribution they choose is closely related to this. Playing styles also relate to frequency of raids and the total time spend playing.

It would be nice and helpful to have a describtion of the effect each system has. A lot of the calculations going on behind the scene goes way over the head of regular players (like myself), and what I as end user would want to know is the effect of the system I use.

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