About: Relational DKP   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Relational DKP is a loot system that seeks to address the inequities of some other loot systems by reducing the benefit accrued by raid members who are frequently present as opposed to those who attend raids less often or are new to the raiding group.

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rdfs:label
  • Relational DKP
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  • Relational DKP is a loot system that seeks to address the inequities of some other loot systems by reducing the benefit accrued by raid members who are frequently present as opposed to those who attend raids less often or are new to the raiding group.
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abstract
  • Relational DKP is a loot system that seeks to address the inequities of some other loot systems by reducing the benefit accrued by raid members who are frequently present as opposed to those who attend raids less often or are new to the raiding group. One central issue of many loot systems (Fixed price systems in particular) is that they provide disproportionate rewards to people who are able to raid more often. This means that if someone raids maybe half as frequently as more hardcore raid members competing for the same gear, that less-often raider will never be able to get highend gear until the hardcore players have all they want. For some raids this effect is OK (because regular members are crucial to progress), other raids may feel that the ratio of gear to effort should be the same, no matter whether somebody raids 3x/week or 1x/month. In standard Fixed price systems the loot order is determined by the current DKP totals - in effect by the difference between DKP earnt and spent by each player. A solution to the problem is not to use the difference, but rather the quotient. Each member of a relational DKP (RDKP) system has two scores - his earned points, and his spent points (sometimes also called EP "Effort Points" and GP "Gear Points"). When loot drops, the quotient of (points earned) divided by (points spent) is used to determine the hierarchy. The person with the highest current quotient who wants the item gets it, and gets their points spent score increased by the item value.
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