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Lokorin Site Admin
Joined: 03 Apr 2006 Posts: 697
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Posted: Wed Apr 05, 2006 1:55 pm Post subject: My view of DKP models |
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I prefer to classify DKP models by looking at the following parts.
Reward situation
Point distribution
Item distribution
Item pricing
Each part answers a question about the model. Below are the questions and some typical categories that the answers fall into. Please note that an answer can combine several categories, for instance I have never heard of a (sane) model where the item pricing is totally random, but there are models where there is a random influence in combination with other categories.
Reward situation
What situations are rewarded?
Time-based (time windows are rewarded)
Event-based (single points in time are rewarded)
Exactly what events that are rewarded and how the time windows look can differ.
Point distribution
How are the situations rewarded?
Zero-sum (the reward depends on DKP out)
Fixed reward (the reward for a raid is always the same)
Event reward (the reward depends on goals met)
Item distribution
Who gets the item?
Queue (higher DKP total equals higher priority, highest priority equals automatic win)
Random (the buyer is randomly decided)
The above assumes that everyone who wants the item have to request the item first, meaning that no one is forced to buy an item. That does not have to be true in the general case, there might be working models where people, under certain conditions, are forced to buy an item.
Item pricing
How are the items priced?
Fixed price (the price is always the same)
Buyer dependent price (depends on who bought the item, and usually that person's DKP total)
System dependent price (depends on several peoples' DKP levels)
Auction (the price depends on peoples' actions)
Random (the price is randomly decided) |
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Nomad_Wanderer
Joined: 04 Apr 2006 Posts: 30
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Posted: Wed Apr 05, 2006 8:31 pm Post subject: |
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Slightly confusing...
How would
X number of points per Named Mob Kill
y Number of points per time period z spent with the group
be classified?
Is that a Hybrid Reward Model? |
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Lokorin Site Admin
Joined: 03 Apr 2006 Posts: 697
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Posted: Thu Apr 06, 2006 1:31 pm Post subject: |
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That kind of system would have a reward situation that is both event-based and time-based (with fixed reward as point distribution). The important part, from a classification perspective, is that it has no unique qualities that can not be described as a combination of others. |
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DarkNight
Joined: 13 Jun 2006 Posts: 6
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Posted: Tue Jun 13, 2006 8:55 pm Post subject: |
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Our guild uses an Item Distribution model that I would characterize as a "Weighted Random". Item distribution is decided by a (random roll of 1-100) + the number of points you a wish to spend on the item (silently declared before the roll). With this system, having the highest DKP amount gives you better odds at winning it, but does not neccessarily guarantee you the win. Unless of course you can bid more than 100dkp more than anyone else is able to bid. |
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gaminide
Joined: 16 Sep 2006 Posts: 7
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Posted: Sun Sep 17, 2006 7:58 pm Post subject: |
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Our guild used to have a weighted random distribution.
Then those interested would /ran 0 <RP balance>.
If the price was 100 RP, the interested must have that much at least, i.e. RP balance > 100.
This way those with low RP still had a chance of winning vs those with high RP. The price paid at the end was 100 RP.
We have since moved on to auction based to promote atendance among other reasons. |
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