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The ultimate loot distribution system?


I've been toying with the idea of putting together my own Kara raid, so when I saw the World of Matticus suggestions for loot distribution I read through them with eager interest. If you are unfamiliar with the concept of DKP, or Dragon Kill Points (a phrase harkening back to the days of Everquest), essentially every person attending the raid gets points based upon what bosses they participate in downing. Each DKP system is very different, from the basic to the complicated, and some are so complex that they require mods to organize.

In the raid I was most recently in, they used zero-sum DKP, supposedly designed to keep people from hording the points, but it ended up being much like what they seemed to be trying to avoid, at least from what I saw. Matticus suggests that we modify the DKP systems, blend them together, and add a very important element: attendance. I also like his ideas on incentives for the spending of DKP, with discounts given for item pieces that are below the guild's current raid progression. It's an idea that allows the newer members of the raid to build their sets without having to wait the long period it normally requires to build up sufficient points.

I'm still not sure how I would feel about Matticus' idea of a guild hierarchy, where certain classes get items first, but I suppose that is mostly because I play a mage. I do, however, see the value in building up the gear of those that are most central to the raid's success, so I guess I see his point after all. Personally, I think his ideas on DKP are sound enough to try. Whether or not they can be implemented by a brand new raid leader remains to be seen.

Filed under: Analysis / Opinion, Raiding

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