DKP Systems

DKP is a method of distributing loot that attempts to be more fair than /random. DKP is a term that comes from Everquest. It stands for Dragon Kill Points. People would earn points by killing dragons, and then spend the points on dropped items. Those who particpated more received more items. That's the basic principle. It's a way to reward people proportionately to how much time they invest in helping the raid. DKP is typically only used in MC, Onyxia, and BWL currently, because those are the only instances with timers. A particular character cannot defeat the same boss from those instances more often than once every six days. In other words they are not farmable like every other instance is. Hence the extra care taken to set up a fair loot system. BTW Zul'Gurub in the next patch will also have a timer, but only three days. First I'll illustrate why /random and round robin are bad. Then I'll discuss two popular DKP systems. Finally I'll present a third DKP system that I devised (at least I haven't seen it elsewhere) that attempts to merge the best qualities of the other DKP systems.

Random

How can we compare one loot system to another? One way is to simulate the loot system over a large number of raids and look at trends. One factor to look at is number of items won vs. number of raids attended. Ideally someone who attends twice as many raids as another person would receive twice the items. Another thing to look at is whether or not casual players (those who attend fewer raids) are at a disadvantage compared to hardcore players (those who attend more raids). Ideally both types of people should have to put in the same total effort per item. For example, if the harcore player attends 50 raids and acquires a new item about every 5 raids, his raids per win ratio is 5. If the casual player attends 10 of those raids, he should receive 2 items total, because the raids per win ratio (or the effort required to get one item) should be the same for all players. These two principles are similar but have a subtle difference, I hope I've explained it clearly. Someone took it upon themselves to simulate a random loot system, and I jacked the images from their website to illustrate what I'm talking about. They simulated a guild of 150 members running through 500 raids. Each member had a hardcore factor, meaning some members were more likely to attend raids than others. Here's a graph of how the number of items received varied with raid attendance:

As you can see this isn't so good, because it's possible for someone who attended only 200 raids to receive more items than someone who attended 500 raids. Now here's the graph of raids per win vs. number of raids attended:

Not much of a strong correlation.

Round Robin

Round Robin systems basically assign items to people in such a way that no person wins two items until everyone has each received one item. Why is this bad? One reason is that it equates all items to the same value. Person 1 might get a Gutgore Ripper while Person 2 might get a Shard of the Scale. I think most people would agree that Person 1 made out like a bandit compared to Person 2. Yes you could vary the system such that the round robin occurs per slot or per class, or both, but you still have multiple items of varying power that can go in a particular slot. More powerful items should be valued higher in a fair system.

Zero Sum DKP

The basic rules of a Zero Sum system:
  1. Everyone starts with 0 points initially.
  2. Each item that can drop is assigned a point value beforehand. For example, Arcanist Crown might be worth 50 points and Netherwind Crown might be worth 75 points.
  3. When an item drops, the person with the highest points can choose to take the item or pass.
  4. If they pass, the person with the next highest points may take the item or pass, this continues until someone wants the item.
  5. Once someone decides to take the item, their points are reduced by the pre-determined value of the item, and everyone in the raid gets an equal fraction of those points added to their current points. For example, if the item is worth 80 points, the winner gets 80 points deducted, and everyone in the raid receives 2 points.
  6. Any new members added to the system later start out at 0 points.
This system is called Zero Sum because if everyone's points were to be added up, the sum would be 0. The same amount of points are always added to and subtracted from the system. One advantage of that is that no inflation can occur. Inflation can lead to inconsistencies in the raids per win ratio. Here are the graphs for Zero Sum:

It's much better than random. There's a much more tightly-coupled relationship between raids attended and items won, and the raids per win ratio is fairly constant regardless if you are hardcore or casual. The primary disadvantage of Zero Sum is that assigning pre-determined point values to items is rather arbitrary. It doesn't take into account how desireable an item is to a particular person. For example, if a mage won Netherwind Crown and then decided to buy Arcanist Crown because it has +10 Fire Resistance (but is otherwise inferior to the Netherwind), he would end up paying the same amount for the Arcanist Crown as another mage who was upgrading from Magister's to Arcanist. The same item would have a different value to the two characters. Disputes are inevitable about how much a particular item should be worth.

Market DKP

A Market DKP system might have the following basic rules:
  1. Everyone starts with 0 points initially.
  2. Points are awarded for each boss killed, or each item dropped, or for hours spent on a raid. The metric doesn't matter, but it's a constant determined beforehand. Additional points may also be awarded for things like showing up by the raid start time or first kills of bosses.
  3. When an item drops, everyone interested in the item whispers a bid to the Master Looter. The bid can't exceed their current points. The highest bid is the winner. Ties are broken by rolling.
  4. There are a couple of ways to determine the price. One is that the exact value of the highest bid is deducted from the winner. This is similar to how the AH in WOW works. Another way is that the value of the second highest bid plus 1 point is deducted from the winner. This is similar to how ebay auctions work.
In Scions we used this type of system with 2 points awarded per epic dropped by each boss and ebay-style auctioning. Some nice things about this are that bidding allows people to quantify their desire for an item, and their current points represent their capacity to fund that desire. So the first drop of a Gutgore Ripper might go for 200 points, while the sixth drop of the same weapon might only go for 40 points. The system reflects the laws of supply and demand. When the first weapon drops, they are scarce, and demand is highest, so the price will tend to be high, because people are willing to pay more to have an item earlier. When the sixth weapon drops, supply has increased, demand has decreased, the price falls. Hence the term Market DKP. A disadvantage is that inflation occurs unlike in Zero Sum systems. The number of points awarded exceeds the number of points spent, so you start getting fluctuations in the raids to win ratio. Items may go for amazingly expensive or amazingly cheap, regardless of supply and demand. Another disadvantage is that when new people are added, they start at 0, so it can take them quite a while to catch up to the point where they can win an item.

The Pie Plan

Here's an alternative system I came up with called the Pie Plan. I tried to combine the best features of Zero Sum and Market DKP.
  1. Everyone starts with the same number of points. The number doesn't matter, as long as it's non-zero.
  2. When an item drops, people interested in the item send bids to the ML. They can bid up to the number of points they have. Highest bid wins. If bids are tied for highest, they roll to break ties. Just like with Market DKP, ebay or WOW AH auctioning may be used.
  3. Points for the item are subracted from the winner. Equal fractions of points for the item are added to all members of the raid. Example: the winner gets the item for 160 points. 160 points are subracted from the winner, and each member of the raid receives 4 points. The total points in the system is a conserved quantity just like in Zero Sum, but the sum is non-zero.
  4. New players start with the same number of points that other players started with.
Can you see why I call it the pie plan? At the beginning, all raid members start with equal portions of the pie. People that win items will have their slice of the pie reduced, while everyone else will have their slice increased. No net points are ever added to the system (except when a new player is inserted) so inflation doesn't occur. Like Zero Sum, the Pie Plan has a constant raids per win ratio and a tightly coupled items to attendance relationship, as you can see from these graphs:

It's simpler than Zero Sum because there are no pre-determined item values. Market principles determine item prices.

Additional Rules

Those are the basics, but additional situations also need to be covered.
  1. I highly recommend having one pie for class sets and class quest items and another pie for everything else. For example, the hunters would have a hunter pie with class points (CP) they spend on Giantstalker and Dragonstalker items, as well as Ancient Petrified Leaf. The hunters would also be part of the main pie that all toons belong to, with hybrid points (HP). HP would be spent on capes, trinkets, rings, necklaces, weapons, shields, crafting recipes, armor not part of their class sets, etc. The reason I recommend separate pies is because of the class makeup. For example, typically there will many more shamans than druids. So on average, the druids will complete their sets much faster than the shamans will. Less demand and more supply means the druids get their set pieces cheaper, meaning they would have more points to spend on cross class items if there was only a single pie. With separate pies, the druids will still complete their sets faster, because there are so few of them, but they will be on a level playing field with every other class for non-set items.
  2. Punctuality is important to reward in my opinion. The sooner people show up, the sooner the raid can begin. It's easy to handle in the pie plan, simply remove a certain amount of points from those who are late and distribute equal fractions to those who are on time.
  3. Bindings of the Windseeker: This comes in two halves, left and right. The item begins a quest for a legendary 1H sword. The first time one of the halves drops, it should be bid on with HP. The winner would automatically receive the other half when it drops, for 0 points. The winner would also loot Essence of the Firelord from Ragnaros, which is an item only used for the quest.
  4. Eye of Sulfuras: This drops from Ragnaros, and is used to create Sulfuras, Hand of Ragnaros, a legendary 2H mace. The first time this drops, it should be bid on with HP. Sulfuron Ingots are also needed to craft this item, they drop from Golemagg. They should be saved for the person who wins Eye of Sulfuras.
  5. Recipes are bid on using HP. In the first round, only people with the proper profession may bid. If no one bids on the item, a second round occurs where people may bid if their alt has the proper profession.
  6. Mature Black Dragon Sinew can drop from Onyxia if a hunter present has the epic hunter quest. It should go to the hunters for 0 points, in the same order that they won the Ancient Petrified Leaf.
  7. Tome of Tranquilizing Shot drops from Lucifron (first boss in MC). It teaches a hunter an ability that is needed in the fight against Magmadar (second boss in MC). That's the ability's only use. I suggest the hunters random for this item. The drop rate is very high, so all hunters will have this after 4-6 Lucifron kills.
  8. BOE class set items: if so many of these drop that one day no one bids on one, it should be saved so that those people not rostered on can bid for it at a later time. If still no one wants the item, I suggest selling it at the AH and splitting the money. Or if people prefer we could random it and the winner could keep all the money from selling it at the AH.
  9. BOP items that no one wants: eventually this will occur. It will probably happen first with druid set items. The item will be disenchanted, and people may roll for the shards at the end of the raid.
  10. BOE greens and blues: these can be rolled for at the end of the raid.
  11. Essence of Fire/Essence of Earth: these can be rolled for at the end of the raid.
  12. MT gearing: I'm opposed to giving the MT preference on items, except in the case of Fire Resist (FR) gear which I'll discuss separately. From what I've seen in Scions, it's not necessary. The MT will acquire enough items through normal competition with other warriors to be able to handle bosses.
  13. MT rotation: I'll talk about this separately in more detail, but basically I think we should aim for 50 people in the group, so 10 people would be rotated out each week. I suggest that all are rotated except the MT and MA. It's been my experience that having the MT and MA consistently there really makes runs go smoother. However, every fifth week the MT/MA would receive no points during that raid. So just because they are not rotated out, doesn't mean they will be able to amass extra points. They may still bid on items that drop.

Fire Resist

Fire Resist (FR) gear on the MT is helpful for Onyxia and required to defeat Ragnaros (actually there are two MTs for Rag). The MTs need to approach 300 FR to survive Ragnaros. Other raid members need some FR too, but not in such extremely high amounts. This is the one case where I advocate MT preference for items. Two tanks at 300 FR can handle Ragnaros, but six tanks at 100 FR cannot. It doesn't do any good to spread FR items around until after the MTs are sufficiently geared. Here's what I suggest:
  1. Allow the MT to loot the first Head of Onyxia for 0 points. It can be turned in for a trinket with +15 FR and some +def (the other choice is a caster ring with +10 FR). Subsequent heads are bid on normally with HP.
  2. Onyxia Scale Cloak: These are made with scales that drop when Onyxia is skinned. She can drop 1-4 scales, each scale makes one cloak. The cloaks have +16 FR. Eventually everyone in the raid can get a cloak, but I suggest prioritizing based on class: warriors, rogues, healers, then ranged dps. This order is based on the varying amounts of FR needed for Rag.
  3. Thorium Brotherhood recipes supply most of the good FR gear. In addition to Dark Iron, they need mats that can only be acquired in MC: Core Leather, Fiery Cores, Lava Cores. The cores are fairly rare. In general, in a single full clearing of MC, you'll get enough cores to make a single piece of equipment. So all Dark Iron, Core Leather, Fiery/Lava Cores should be saved for the purpose of crafting FR items for the MTs. After they are geared, the items can go toward making FR gear for other classes.