Quote:
Originally Posted by Sadre Spinegnawer
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This issue right here boggles me, and I cannot believe anyone would tolerate it.
During live, the *good* DKP guilds did 2 things to eliminate this very problem:
1) every few months, everyone's DKP points were "adjusted" to encourage spending + prevent discouragement among new members. The adjustment involved decreasing the points of people at the top and increasing the points of (active) players at the bottom, to get a smaller spread of points. So for example: player 1 (a veteran) is at top of DKP and has 1k points, player 2 is new and is at bottom and has only 100. The adjustment would subtract z% from player 1 and add z% to player 2, to make the gap between top and bottom smaller. This method is spread out across the whole (active) roster, so that only the players at the mean (500 dkp) would remain the same. The closer you are to that mean, the less the value of z. See how that works? This adjustment is done every few months, and is *extremely* easy to implement. It is an amazing frustration/drama eliminator
2) Non-active players (ie, those not making the required attendance %) get their DKP frozen and cut by y%, and if they return the points remain frozen until they have completed q# of weeks minimum attendance to unfreeze them. They of course still earn points during this period, just cannot bid. This prevents the problem of piggish veterans just banking mega-points and then logging on only when they want an item.
A DKP guild without this adjustment/freezing system is playing its new members for suckers.
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Makes a lot of sense honestly, but not every guild wants a system where if they take a break they're going to get hit in their dkp.
If I were guild hunting at this point I wouldn't want a well stacked DKP system where I'd have to put 50+ raiding hours in to have the chance of bidding on something that's going to be popular (for example: a vindi BP)