INTRODUCTION TO LOOT SYSTEM:
Final Resurrection is a guild based on Awarding and DKP. DKP will be the main source of awarding items, however, there will be times in which awarding will take precedence over DKP. This will occur at "key" times in the guilds progression. For example, should Sleeper's Tomb or zones similar to that of Sleeper's Tomb where keys are to be distributed become accesible to Final Resurrection, the first 12-18 keys will most likely be awarded, after that DKP will be used in all future keys. This is basically to get a "core" group of people equipped and to uncover the "unknown terrain." You may take this awarding process in whatever way you want, you can call it favoritism, you can call it "progression" or whatever, however, know that the awarding of these keys will be made by me, Caddorin (90% of the time) or the officer crew if I am not available. And if you don't remember, I am not one to show favorites. I am a person that has one thing on his mind and that is progression. Fairness doesn't really concern me anymore, it's all about progression. I make the choice that displays the most potential progression.
OVERVIEW OF DKP SYSTEM:
Every time a player helps kill "X" uber mob or helps do "X" quest or whatever event the guild chooses to partake in, they earn "X" amount of points (DKP = Dragon Kill Point). These points that are earned can be used to purchase items that are obtained by the guild. This system is used to prevent "favoritism" among the officers and members when awarding loot and to limit the factor of "luck." Also, this system will be used to encourage people to raid, as when people put forth the effort to do something, they will be awarded or at least noted for their efforts.
To avoid the chance of "bad awarding," meaning, the awarding of an item to a class that obviously won't be able to use "X" item to full effect. There will be items that will have "priority" to certain classes and "negatives" to other classes. The reason for this is simply to encourage the spreading of loot to classes that can use the item best and while not restricting other classes from bidding on this item. The classes that are not "priority" will simply receive an item penalty, should they win the item over "X" class "priority" member. i.e. A Warrior would take an item penalty should they try to "win" a Cowl of Mortality over a Monk.
HOW IT WORKS:
In this DKP system, you are awarded for your efforts in action, not your time. Meaning basically, you are given points for "doing stuff" not for sitting around. For example, say, it takes 24 people to kill King Tormax (no clearing required basically), we have 22 available, they enter Kael Drakkel the zone and sit there, making no attempt at King Tormax. For 3 hours they sit there, doing basically, nothing, then all of a sudden 2 other classes come on-line. The 22 now become 24, an attempt is made, Tormax is slain. The 2 that just came in will be awarded the SAME amount of points as the 22 others that were waiting for 3 hours. This is simply because, these 2 classes were "key" in the success of the attempt. Regardless if 22 others were waiting for 3 hours, they couldn't have done it without the 2 classes that finally came on-line (22 clerics can't do @#%$, you need at least a warrior or two), so, the 2 that came online will be awarded for coming on to get the kill done. This may seem a little unfair, however, realize, that in order to succeed as a guild, we must all distribute loot among one another as equally as possible and without obtaining loot, there is no progression since Everquest is a game that requires 60% equipment 40% skill.
Now, when "clearing" is required in order to kill "X" mob or to perform "X" quest, there will be 2 points given out. The "clearing" points and the "mob kill" point. So, for example, Cazic Thule is up, Fear is fully popped, 24 people go out to clear it, it takes 30 people to kill Cazic Thule, when Fear is cleared, 6 others come in and they help in the slaying of Cazic Thule. The first 24 will be awarded "clearing points" AND "cazic thule slaying" points. The 6 will JUST be awarded "cazic thule slaying" points. Now say, these 6 came in MIDWAY of the clearing, they will receive 1/2 the TOTAL clearing point value rounded DOWN whole number. So if clearing Fear is given 1.0 points, a 2 hour process usually, these 6 will be awarded 0.5 point only. This is subject to some changes possibly, but if the raid is in hour 1 of 2, you're only getting 0.5 point if it's 1.0 points total. If the raid is in the first 30 minutes, you will most likely receive full credit.
When items are bid on (process shown below), the value of the item will be subtracted from the winners total point total.
TIERS:
As the guild progresses, everyone's points will be going up at a rather steady and fast paced pace. Items can only be worth so many points and are static as opposed to the "dynamic" raid point totals of members. Therefore, it is often possible to get the MINIMUM required points to "bid" on an item, however, in order to make the system more fair, and preventing less active people (your points are cumulative, so it's easy to get "the minimum" amount necessary) in getting chances at getting "X" big item over say "most active player," there will be system of Tiers set along with every item that will be BASED upon the highest bidder of the item.
A demonstration of this is as follows: Say, "player A" has 300 points, "player B" has 275 points, "player C" has 250 points," "player D" has 225 points, "player E" has 200 points" and "player F" has 150 points." A Belt of Dwarf Slaying is dropped, well rather, Dain's Head, the item cost of the item is 5.0 and it is set at a 10 Tier, this basically means, the only people that are within 90% (10(Tier-1)) of the highest bidder's current points are eligible to "win" the item. So, in this instance, only Player A and B are eligible to "win" the item. Now, both players will roll 10x their current DKP and the highest roll wins.
Tier 10 = 90% of the highest bidder's points sets minimum "eligibility" for item.
Tier 9 = 80% of the highest bidder's points sets minimum "eligibility" for item.
Tier 8 = 70% of the highest bidder's points sets minimum "eligibility" for item.
Tier 7 = 60% of the highest bidder's points sets minimum "eligibility" for item.
Tier 6 = 50% of the highest bidder's points sets minimum "eligibility" for item.
Tier 5 = 40% of the highest bidder's points sets minimum "eligibility" for item.
Tier 4 = 30% of the highest bidder's points sets minimum "eligibility" for item.
Tier 3 = 20% of the highest bidder's points sets minimum "eligibility" for item.
Tier 2 = 10% of the highest bidder's points sets minimum "eligibility" for item.
Tier 1 = Everyone is "eligible" for the item.
While this process does indeed involve a little luck of the die, however, the "luck" is rather limited, due to the cut off from Tier brackets.
LOOT PROCESS:
When "X" mob is killed or "Y" quest is done, loot is usually dropped or found. When loot is available, DKP will be used 90% of the time. An example of how the loot process works is in the following demonstration:
Mob killed : Derakor the Vindicator
Loot dropped : Chestplate of Vindication
DKP Value : 8.0
Tier Level : 8.0
Officer : "All seeking 'Chestplate of Vindication' valued at 8.0 DKP at a Tier 8.0 level please say 'AYE.'
Player 1 : Aye (Current DKP 15)
Player 2 : Aye (Current DKP 28)
Player 3 : Aye (Current DKP 40)
Player 4 : Aye (Current DKP 25)
Officer : Chestplate of Vindication minimum elibility DKP value set at 28
(Player 3 Current DKP 40x0.7). Player 2 and Player 3 are "eligible" to win this item, please roll 400 Player 3 and 280 Player 2.
Player 3 /random 400 (10x40) = 290
Player 2 /random 280 (10x28) = 200
Officer : Loot your Chestplate of Vindication Player 3, congrats, 8.0 DKP has been subtracted from your total DKP.
POINT INFLATION and DEFLATION:
As the guild progresses, mobs will become more and more trivial, as this happens, mobs that used to be "X" amount of points, may deflate to a lower points value earned. However, we may also fine tune (inflate) the DKP system if we find that people are stacking up DKP points much too quickly. This is simply to prevent players from wracking up insane amount of points and also to prevent newer members from earning points too quickly. Also, as the guild progresses, loot gets better and past "good" loot may become "junk" loot. When "good" starts becoming "OK" and "OK" starts becoming garbage, point values for "X" items will be adjusted, to balance item values. This is to prevent people from losing excessive points on loot that is rather easy to get or that is no longer as "good" as it was before.