Quote:
Originally Posted by heartbrand
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I think DKP works great in a game like EQ with an incredibly low skill bar and almost no gear checks on any progression other than how many bodies you can bring. If people are truly "afk in walls" collecting dkp and buying top shelf items, then the problem isn't dkp but rather the guild that allows those people to be tagged.
Tempest isn't hitting walls because someone's monk alt has a dain belt, but rather because of the sheer number requirement the top targets require. The dirty secret is plus hp and stat gear is rather meaningless in pve for non tanks. The only items that matter are your weapons and your clerics mana pool, and even the mana pool becomes irrelevant depending on numbers. Arguing about the best way to award a shiny metallic gloves is laughable.
This isn't WoW where each ilvl upgrade is a tangible increase to your raids DPS. We killed vulak with 90 kunark geared players, and could have prolly done it with 55. It's about class composition and numbers. The items don't really matter. They are a participation trophy to adorn your character with and feel as though you accomplished something.
Rant over
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You are right with all the mechanics but you have to take care of the few players that actually make things happen. There will be 5-10 guys that actually make a guild what it is. If they keep busting their ass and no names are getting loot shit unravels like it did with Agatha/Jupe. The officers/leaders couldn't figure out how to keep them happy without allowing them to be corrupt. It shouldn't be that tough to make them feel appreciated without having to actually trust them.
I guess you just gotta have a balance of keeping the casuals and the hardcore players happy. I would think a priority would be keeping the hard core players happy since there is only one guild and casuals have no where else to go. If the population was 400 and two competing guilds were fighting for 75+ members logged in at once keeping casuals happy might make more sense.