JamesSunderland wrote: » Noaani wrote: » JamesSunderland wrote: » Depraved wrote: » if i get something i dont need i give it to a guildie who does and has contributed. if we do a boss or an activity, whoever gets the loot gets it. everybody is contributing. taking all the loot to redistribute it seems a lil bit communist to me lol. probs the only exception is if someone already has it and someone who has contributed a lot needs it. Seems like a combination of charity + utilitarianism, and i don't think DKP fits a communistic idea(even with the DKP being equally distributed) nor a capitalistic one, with DKP you aren't properly rewarded by your performance(meritocracy) but by your mere presence, so even if you basically carry the content but isn't as constantly present as a slacker, they still get DKP advantage over you, a weak system for the weak that doesn't reward the most deserving if you would ask me. A reasonable system must properly reward those who contribute the most and "carry the guild on their backs" and those who can barely carry their own weight. From my perspective, mere presence deserves DKP being awarded. In terms of people being carried by the raid, that simply shouldn't happen. A DKP system is only really applicable in an organized guild. In such a guild, no one is being carried. This is why top end guilds are selective in regards to recruitment - we weed out people that may need to be carried. Basically, if you aren't pulling your weight, you aren't raiding. In terms of these kinds of things, it is much the same as work. You get taken on if we think you will be a good fit and do your part, and as long as you are doing your part you get compensated for your presence. That isn't to say raiding is work, just that this aspect of it kind of is. For me "mere presence" should only be deserving of reward if your "mere presence" is meaningful and couldn't be missed.
Noaani wrote: » JamesSunderland wrote: » Depraved wrote: » if i get something i dont need i give it to a guildie who does and has contributed. if we do a boss or an activity, whoever gets the loot gets it. everybody is contributing. taking all the loot to redistribute it seems a lil bit communist to me lol. probs the only exception is if someone already has it and someone who has contributed a lot needs it. Seems like a combination of charity + utilitarianism, and i don't think DKP fits a communistic idea(even with the DKP being equally distributed) nor a capitalistic one, with DKP you aren't properly rewarded by your performance(meritocracy) but by your mere presence, so even if you basically carry the content but isn't as constantly present as a slacker, they still get DKP advantage over you, a weak system for the weak that doesn't reward the most deserving if you would ask me. A reasonable system must properly reward those who contribute the most and "carry the guild on their backs" and those who can barely carry their own weight. From my perspective, mere presence deserves DKP being awarded. In terms of people being carried by the raid, that simply shouldn't happen. A DKP system is only really applicable in an organized guild. In such a guild, no one is being carried. This is why top end guilds are selective in regards to recruitment - we weed out people that may need to be carried. Basically, if you aren't pulling your weight, you aren't raiding. In terms of these kinds of things, it is much the same as work. You get taken on if we think you will be a good fit and do your part, and as long as you are doing your part you get compensated for your presence. That isn't to say raiding is work, just that this aspect of it kind of is.
JamesSunderland wrote: » Depraved wrote: » if i get something i dont need i give it to a guildie who does and has contributed. if we do a boss or an activity, whoever gets the loot gets it. everybody is contributing. taking all the loot to redistribute it seems a lil bit communist to me lol. probs the only exception is if someone already has it and someone who has contributed a lot needs it. Seems like a combination of charity + utilitarianism, and i don't think DKP fits a communistic idea(even with the DKP being equally distributed) nor a capitalistic one, with DKP you aren't properly rewarded by your performance(meritocracy) but by your mere presence, so even if you basically carry the content but isn't as constantly present as a slacker, they still get DKP advantage over you, a weak system for the weak that doesn't reward the most deserving if you would ask me. A reasonable system must properly reward those who contribute the most and "carry the guild on their backs" and those who can barely carry their own weight.
Depraved wrote: » if i get something i dont need i give it to a guildie who does and has contributed. if we do a boss or an activity, whoever gets the loot gets it. everybody is contributing. taking all the loot to redistribute it seems a lil bit communist to me lol. probs the only exception is if someone already has it and someone who has contributed a lot needs it.
JamesSunderland wrote: » In a proper kratocratic system the members basically sort themselves, the strong gets nicely rewarded the weak perishes in misery leaves or doesn't even enters in the first place.
Noaani wrote: » The only reason there may be an exception for L2 is because not all top end gear was obtained via guild activities - in any game where this is the case the guild has that aforementioned responsibility to its members.
Noaani wrote: » It isnt exactly much of a strain on the guilds leadership, you shouldnt need to recruit any more than 1 in 10 people a year (we had multiple years in a row with no new recruitments in EQ2). If you find yourself needing to recruit more than that, then there is probably something wrong with tour guild (quite possibly your loot policy). and when you add in the notion of PvP it becomes even easier. With pure PvE, you only need what you need. With PvP, someone just being present with your guild tag can alter the decision making of your opponent.
Noaani wrote: » This only works in a game where loot isnt all that important. In a game where loot makes a difference, the strong are usually strong because they have better gear - at least in part. If you set up a system where the strong are rewarded and the less strong are not, you are depriving the less strong of the opportunity to become stronger. Clearly, this is a shit system. What you seem to be forgetting here is that the guild has as much of a responsibility to its members as its members have to the guild. If you were playing any game other than L2, this kind of loot distribution would guarantee your guild wouldnt last more than a year. The only reason there may be an exception for L2 is because not all top end gear was obtained via guild activities - in any game where this is the case the guild has that aforementioned responsibility to its members.
NiKr wrote: » Noaani wrote: » The only reason there may be an exception for L2 is because not all top end gear was obtained via guild activities - in any game where this is the case the guild has that aforementioned responsibility to its members. Nah, any and all top end (and even high end) gear can only be acquired if you have a guild. Not only because you need a party for the content, but also because there's gonna be several other parties trying to farm that content and they'll definitely fight you for it, so you might need help if you want to assure your farm. And in later updates L2 got instanced bosses that requires 36+ people to even enter the instance and those bosses had the best loot. But even this didn't change the gear distribution (at least in my experience).
JamesSunderland wrote: » Not much of a strain but a extra strain nonetheless, unless in a already well stablished guild specially in a PvE Focused game where competition mostly pales in comparison and such system becomes unnecessary.
Nope, not at all, in a game where loot/gear is important for PvP and you desire a system to have the strongest amongst the strong, you must prioritize gear for the most skilled, so the most skilled and geared can secure gear for the not as skilled and less geared in a extremely efficient cascade effect.
Noaani wrote: » I can't speak to L2 in this regard, but with PvP focused guilds in Archeage (or - L3), having an underperforming person in your guild wasn't an issue - you just basically ignore them. This seems to me to be the basis for what it is you are saying here. If someone isn't good, you just ignore them and don't give them any loot. Perhaps this is just the way more PvP oriented guilds think.
Noaani wrote: » If we are going to assume that this kind of treatment is wide spread in PvP focused guilds, I now have to start to wonder what part this kind of treatment of guild members has on the longevity or lack thereof) of most PvP focused games. If this is indeed standard among PvP guilds, the starting point to the above question is "some", there is literally no scope left to say it has no impact. The question is how much of an impact. Either way, it would seem fairly obvious to me at this point that top end guilds in non-WoW PvE MMO's give far more of a shit about their members than any PvP based guild does.
Noaani wrote: » This is a logical fallacy. It may be a widespread fallacy, it may be that many believe it, but it is a fallacy.
Noaani wrote: » Imagine a scenario - you have two people of the same class, one having significantly better gear than the other. Both players are present equally for guild activities. An item drops that is an upgrade for the better geared player. According to you, your guild would give that item to that player with the better gear. Unless that person is then handing the item they are taking off to the other player, the guild is objectively worse off than if you gave the item to the other player. It is an outright objective fact that the value of an item is 100% relative to the item it is replacing. The greater the gap, the more of an impact the item has.
Noaani wrote: » Sure, that may well be the way it was done in L2 - but I guarantee you that it was originally done this way because the people making that decision were the ones getting the gear, and everyone else was either unable or unwilling to speak up about how factually incorrect they were.
JamesSunderland wrote: » If the item wasn't a upgrade for the better geared player, the better geared player simple wouldn't be considered or qualified in the dispute for the item, as it simple wouldn't make him stronger in terms of gear.
Noaani wrote: » You've said a few times on these forums that bosses in L2 just had increased/100% chance to drop the same gear as regular mobs - as well as other drops iirc. To me, assuming people give a shit about those drops, they are top end. Perhaps I misunderstood you, but that was the basis for the above comments.
Noaani wrote: » So, here is the question I have for you (both of you, really). How long did these individual guilds last, and what is the record for the longest such guilds went without any people leaving?
Noaani wrote: » I specifically said in the scenario that it was an upgrade.
Noaani wrote: » But that aside - holy shit that is a horrible way to treat people. So, here is the question I have for you (both of you, really). How long did these individual guilds last, and what is the record for the longest such guilds went without any people leaving?
NiKr wrote: » There could be other personal arguments or people just stopped playing the game, but I cannot recall a single leave over a gear dispute.
Noaani wrote: » Point is, if you had people leave your guild over what seemed to be an argument unconnected to loot, but with someone they may well have lost an item to, assume that argument was actually about loot.
Noaani wrote: » What I will say about a system like this is that it absolutely will cause you to have a core group of people that will follow you - the ones getting all the loot. They will look at what they are getting with this system, and contrast it to a system that is more evenly spread. They have no reason to go to a guild with a different system. However, you shouldn't measure yourself as a guild leader based on how happy those that are doing the best under you feel, you should rate yourself as a guild leader based on how happy those that are doing the worst under you feel.
NiKr wrote: » You're free to trust or mistrust my memory or judgement of those arguments.
NiKr wrote: » That is true, but considering that I kept picking up new friends over the years and that I didn't always pick only the very strong players on the server to invite to my guild, I'd imagine all of them either liked me enough to stick with me and my system or I did in fact treat everyone as equally as possible.
Coronaids wrote: » Personally what do I think is the best loot system in AOC? I don't think it can be decided yet I think on launch especially with how many people will be playing and moving through guilds to find their place in the game you might as well just roll gear off /roll style until the dust settles and then probably go into a loot council when a meta has developed
Coronaids wrote: » DKP systems are not without their flaws.
Noaani wrote: » Coronaids wrote: » DKP systems are not without their flaws. All systems have flaws. However, the flaws you talked about are all due to a poor implementation of a DKP system.
JamesSunderland wrote: » The flaws of the DKP system are simply grotesque and can greatly harm a guilds potential without a hell lot of customizations, truly a suboptimal system with a false sense of equality for casuals.