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7-18-2010 @ 6:20PM
Our guild uses a low roll system. When join as a raider in out guild you start off at 100 underpants (yes we're that juvenile) and for every raid you attend you lose 5 underpants (to a minimum of 30), every week there is a gain of 5 underpants (with a max of 100) whether you raid or not (our form of point decay). When an item drops, you roll your underpants level, lowest roll wins. There is also stuff like MS > Trial > OS and usually some form of discretion is used regarding tier tokens and HC upgrades (For example casters with 264 Dislodged Foreign Object were banned from HC version until those without 264 version all had it)
7-18-2010 @ 8:30PM
I never understood why nobody put a Cap on DKP, which would stop hoaring.
7-18-2010 @ 10:56PM
As an answer to the "why not just cap DKP to stop hoarding" question. The answer lies in the fact that a lot of raiders in a DKP system feel as though the current tier of raid content for them holds little in the way of upgrades. There may be one or two items that they really want. If you cap their DKP, then there is no incentive for them to attend raids where they don't want anything. As such, then you get a situation where your "gear up" raids are made up of only alts, PuGs and undergeared mains. Then you find that the "gear up" raids become long tedious affairs rather than the blow throughs that you get when you've got 10 or so main core raiders helping out for DKP bonuses. The key thing is making sure that spending their DKP creates a null sum at some point. If they hoard and hoard their DKP, then the next tier of content needs to charge considerably more for items at the beginning in order to pull some currency out of the system. It's why guilds that do DKP right tend to have one officer who pulls his hair out every time a new boss is released, because they've got to value the pieces properly so that the long term raiders get them, and lower their DKP to manageable levels, but not put them so high that they say "meh, I'll wait until the prices drop".
7-19-2010 @ 2:25AM
My guild uses a basic DKP system, only with a exponentially increasing decay rate. You earn DKP as usual, you spend DKP as usual. But, the longer you've been raiding and the more DKP you have, the more it decays. So for people that like to hoard DKP, it trickles away slowly at first, but the bigger the pile gets, the more it drips away.This not only encourages those at the top of the heap to spend their DKP wisely, but it is also beneficial to the new raiders who might not have a bunch of DKP to begin with so they won't feel like they aren't getting gear for a while.
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