TERM | DEFINITION | ||
Loot | Items considered of value that drop during raids. Usually from main events, but sometimes from other sources. | ||
Loot Bounty | A collection of items considered of value that drop at an event. Normally found after successful completion | ||
of an event. | |||
Bounty Total | A value derived from total spent DKP on a per target basis. Used in calculating DKP earnings. | ||
/random | In-game random dice rolling, it can be any range between 0 to 32000. Freelance uses 0 to 1000 | ||
(example: /random 1000). | |||
Real Life Person | This applies to a single person in the real world playing single or multiple characters in-game. | ||
All their characters are considered the same person, even if the person is boxing someone elses character. | |||
FFA | This means "free for all". In the context of this section, an item called as FFA is open to anyone who wants it | ||
without a /random or cost attached. | |||
OPEN | Items tied to a category, that have gone through a first pass for distribution, where no player interest was | ||
declared. These items are still subject to the DKP cost attached. | |||
Last Call | This is done as a last warning call before /randoms are closed for the particular item. | ||
Regular Loot | Items tied to the "LOOT" category, are items that count towards your loot for the night. | ||
DKP | "Dragon Kill Points". In general this is our system used to quantify loot distribution based on raid participation. | ||
These points are awarded for time spent on our raids, and used as currency to purchase items of value. | |||
Current DKP | An individuals total point pool or holdings. | ||
Mains, Alternates, | Different forms of character classification. For the purpose of DKP tracking, these are all considered | ||
Bots, Non-Mains | one and the same, in that they're equal individual entities and tracked as such. | ||
Raid Attendance | An individuals participiation count, that is tracked. | ||
Item Cost | A numerical value attached to an item. |
CATEGORY | DEFINITION | RULESET | DKP BASE | |||
AUG | Augmentation Item | Random 1000 | 10 | |||
LOOT | Regular Loot Item | DKP | ]10 | |||
RUNE | Spell / Melee Disc | Random 1000 | ]5 | |||
N/A | Miscellaneous Items | Random 1000 & Raid Attendance | ]0 | |||
OPEN | Used in conjunction with above categories | Random 1000 | ]
As long as Freelance is doing DKP, I will not be there with any of my toonsCan you please elaborate on why? Your thoughts and experiences on these matters are incredibly important to us.
Terminology:
Current DKP - An individuals total total point pool or holdings.
Lifetime Raid Attendance - Expressed as a percent. This value represents total hours raided with Freelance (an individual running total from first raid attended).
I don't like this part here. Suppose someone raided once with FL after dkp starts and takes a break, then a year down the line he comes back. Wouldn't his LRA be adversely affected by the time gap in between?DKP Gain, Loss & Decay
DKP Gains:
2 DKP for early clear (bonus, not always applied)
Explain what this means.
DKP Gain Formula is:
1 + ( lifetime_attendance/100) [ hour_value ( total_hours ) + early_clear + attendance_check ]
Bracket above. Lifetime Raid Attendance is too potent of a factor, I'd multiply it by 1.x so that you dilute the effect it has on DKP gain. Or LRA might be too flawed to keep. SF uses a 30-day version of this where your attendance % in the last 30 days is the modifier that's used. That might be better for FL.
DKP Loss & Decay
There are two methods which cause the loss of DKP: Spending and Decay
Decay:
It looks like points will decay only if you start missing raids, is this right? The purpose of point decay should not be to force regular attendance, but rather to encourage spending. This section should be reworked to reflect that.Item Cost
Not all items will cost DKP. To clarify, at the moment armor and weapons will have an associated DKP cost attatched.
Item Cost Formula: [(hit_points + mana) / 2 ] / [20 + focus_value1, 2, 3...]
The focus_value modifier should be in the numerator because those sorts of things make an item more valuable.Item Cost Decay
Instead of a formula for item cost decay. It could be addressed by setting a threshold, that once reached item cost would drop by a set percentage. These percentages could be tweaked as needed. Be it 10% of DKP value, 25% etc., once X number of items dropped. It will entirely depend on the item and demand.
Example of this please, I'm uncertain as to what the process here is.Miscellaneous Items
Key-type items needs to be addressed.Loot Distribution Proceedure
No Ayes (2nd Pass):
If no person Ayes on an item on the first pass, it is open for those who lack Current DKP holdings. This applies to newcomers and/or individuals in Negative DKP standing.
This effectively means that the only loot a new person can win is something not wanted by any of the raiders with positive dkp. The difference can be as little as one hour of time between the winner and loser. This doesn't seem significant enough to me to say that x deserves loot over y.
Quote
Terminology:
Current DKP - An individuals total total point pool or holdings.
Lifetime Raid Attendance - Expressed as a percent. This value represents total hours raided with Freelance (an individual running total from first raid attended).
I don't like this part here. Suppose someone raided once with FL after dkp starts and takes a break, then a year down the line he comes back. Wouldn't his LRA be adversely affected by the time gap in between?
QuoteDKP Gain, Loss & Decay
DKP Gains:
2 DKP for early clear (bonus, not always applied)
Explain what this means.
Quote
DKP Gain Formula is:
1 + ( lifetime_attendance/100) [ hour_value ( total_hours ) + early_clear + attendance_check ]
Bracket above. Lifetime Raid Attendance is too potent of a factor, I'd multiply it by 1.x so that you dilute the effect it has on DKP gain. Or LRA might be too flawed to keep. SF uses a 30-day version of this where your attendance % in the last 30 days is the modifier that's used. That might be better for FL.
QuoteDKP Loss & Decay
There are two methods which cause the loss of DKP: Spending and Decay
Decay:
It looks like points will decay only if you start missing raids, is this right? The purpose of point decay should not be to force regular attendance, but rather to encourage spending. This section should be reworked to reflect that.
QuoteItem Cost
Not all items will cost DKP. To clarify, at the moment armor and weapons will have an associated DKP cost attatched.
Item Cost Formula: [(hit_points + mana) / 2 ] / [20 + focus_value1, 2, 3...]
The focus_value modifier should be in the numerator because those sorts of things make an item more valuable.
QuoteItem Cost Decay
Instead of a formula for item cost decay. It could be addressed by setting a threshold, that once reached item cost would drop by a set percentage. These percentages could be tweaked as needed. Be it 10% of DKP value, 25% etc., once X number of items dropped. It will entirely depend on the item and demand.
Example of this please, I'm uncertain as to what the process here is.
QuoteMiscellaneous Items
Key-type items needs to be addressed.
QuoteLoot Distribution Proceedure
No Ayes (2nd Pass):
If no person Ayes on an item on the first pass, it is open for those who lack Current DKP holdings. This applies to newcomers and/or individuals in Negative DKP standing.
This effectively means that the only loot a new person can win is something not wanted by any of the raiders with positive dkp. The difference can be as little as one hour of time between the winner and loser. This doesn't seem significant enough to me to say that x deserves loot over y.
Suggestion
Transitory phase between current /ran 1000 and dkp:
- /ran 1000 before every box is opened, if the /ran is < 900 then use the current /ran 1000 method, but if the /ran is >= 900 then use the dkp system.
- next week do the same, but use 800 as the marker instead
- continue dropping by 100 until zero is reached or stop early because you want even the newest person to have a chance at anything
Don't do that last thing you just mentioned in the way you've outlined. People who bid the minimum bid will always have roughly the same chance of winning anything as any other bid so it behooves everyone to always bid min. There should be a reason for someone to bid higher, and that's not reflected in that suggestion.
DKP Gain, Loss & DecayDKP Gains:
DKP Gain Formula is:
1 + ( lifetime_attendance/100)[ hour_value ( total_hours ) + trash_clearing + attendance_check ]
[1 + ( lifetime_attendance/100)][ hour_value ( total_hours ) + trash_clearing + attendance_check ] Use that instead.
The newcomer bonus, LRA = 100, is an insufficient incentive. The DKP gain a person is going to get from one raid is so vastly overshadowed by a veteran's current total that the newcomer bonus will look like nothing.Item Cost
Item Cost Formula: [(hit_points + mana) / 2 ] / [20 + focus_value1, 2, 3...]
[(hit_points + mana) / 2 + focus_value1, 2, 3...] / [20]
Use something like this instead. As focus_value increases the item cost will increase.Miscellaneous Items
Items listed here will be distributed via normal /random 1000 methods.
- Key-Type Items
Key-type items, like the txevu door keys, are going to be needed later on in an event. As such, we should only let people who will probably be on later to use that key. This should be rare, but I can think of at least one instance where a key-type item will drop that we've not yet done. These things shouldn't be random'd on.Loot Distribution Proceedure
The fact that there's even a first pass will mean the newcomer will have no chance at winning anything other than stuff no one else wants. Removing the 2nd pass will do nothing to alleviate this problem. If the transitory phase mechanism is kept with some positive # marker, then there's a chance for a newcomer to win anything. The higher the # marker the better the chance for him/her. The lower the #, the better the chance for loot to be distributed via the DKP system, ie. distributed toward those that have spent time to make FL a better team. The balance is delicate, but done correctly most people will be happy.
Don't get me wrong here, I want to encourage spending of DKP. However, at the same time, I feel we need to reward regulars for attendance. The grace period factor is there for a reason also, to lessen the hurt before decay kicks in. Keep in mind, this grace period can be adjusted upwards if it's felt by others as too low. Lots of options we can do here to find a balance imo.Attendance is already rewarded with DKP. Continued attendance is rewarded through the RA modifier in the DKP gain formula. That RA modifier doesn't have to be LRA.
Decay Formula is: current_dkp [ -0.1 (( total_attended_hours+grace)/running_total_hours)] + current_dkp
(( total_attended_hours+grace)/running_total_hours)That part there will start to decrease in value as someone stays further and further away from FL. When you multiply that with -.1, that product is a number that gets closer and closer to zero.
current_dkp [ -0.1 (approaching 0)]That's going to get closer to zero as well.
Decay Formula is: 0 + current_dkpFinally the decay tends to do nothing the larger of a gap you have in your LRA.
QuoteDKP Gain, Loss & DecayDKP Gains:
DKP Gain Formula is:
1 + ( lifetime_attendance/100)[ hour_value ( total_hours ) + trash_clearing + attendance_check ]
[1 + ( lifetime_attendance/100)][ hour_value ( total_hours ) + trash_clearing + attendance_check ] Use that instead.
The newcomer bonus, LRA = 100, is an insufficient incentive. The DKP gain a person is going to get from one raid is so vastly overshadowed by a veteran's current total that the newcomer bonus will look like nothing.
QuoteItem Cost
Item Cost Formula: [(hit_points + mana) / 2 ] / [20 + focus_value1, 2, 3...]
[(hit_points + mana) / 2 + focus_value1, 2, 3...] / [20]
Use something like this instead. As focus_value increases the item cost will increase.
QuoteMiscellaneous Items
Items listed here will be distributed via normal /random 1000 methods.
- Key-Type Items
Key-type items, like the txevu door keys, are going to be needed later on in an event. As such, we should only let people who will probably be on later to use that key. This should be rare, but I can think of at least one instance where a key-type item will drop that we've not yet done. These things shouldn't be random'd on.
Loot Distribution Proceedure
The fact that there's even a first pass will mean the newcomer will have no chance at winning anything other than stuff no one else wants. Removing the 2nd pass will do nothing to alleviate this problem. If the transitory phase mechanism is kept with some positive # marker, then there's a chance for a newcomer to win anything. The higher the # marker the better the chance for him/her. The lower the #, the better the chance for loot to be distributed via the DKP system, ie. distributed toward those that have spent time to make FL a better team. The balance is delicate, but done correctly most people will be happy.
LRA:
The way this is currently worked out people who take a break from FL will get double penalized through slower DKP gain and suffer from DKP decay. That means that he has less and less incentive to come back to FL if he takes a break. It's ok to design a system that decays some of the buying power of people who take breaks, but when you couple it with the slower DKP gain formula(due to the LRA factor) you put people into a pit they cannot get out of. This means that while you have strong incentive for retention, you have strong disincentive for someone to come back.
Using the 30-day RA instead you have incentive for people to raid in smaller 30-day blocks, but anyone who takes a break will only have to suffer smaller gains for 30 days starting when he gets back.
Instead of "Points per hour", I'm considering a more dynamic approach to earning DKP. Points earned based on the total loot distribution value divided by total raid members in attendance. For example a 35 person raid, distributing loot worth 500 DKP total would mean each person in attendance receives approximately 14 DKP. If the same raid had 54 in attendance, each person earned 9 DKP.
Formula: [ bounty_total / raid_attendance ]
DKP Hoarding
Now, on to the other issue, to prevent hoarding DKP. We want people to spend DKP, even on little upgrades. How about a DKP Tax. Keep it simple, for every 1 DKP you have, ensues a tax of 0.5%. So, someone with 150 points, would pay 75% more for an item.
Example:
Player_A: 150 DKP holdings
Item Cost: 20 DKP
Player_A Cost: 35 DKP
Calculations:
150 (0.5) = 75
20 (0.75) = 15
This is just 75% of the bid price 20 DKP.
My biggest suggestion is the KISS philosophy which is Keep It Simple Stupid.
So far I see very few people say " Yay lets do this" or post "NO I think its a terrible idea"
I do not understand how the bidding works? From reading some of the posts, it sounds like the high bid in each round is kept secret. In round 1, everyone bids. I got that. But at this point I think everyone should be told what the high bid is so they can make an educated bid for round 2. Same thing applies to round 3.
Also, where will I be able to find/how will I know my accumulated DKP for bidding purposes?
Ties between Bidders
Where two (or more) players have equal Current DKP holdings, and have reached their maximum limits for bidding (ie, they bid all their DKP).
In this situation, a winner is deteremined via /random ruleset between only the tied bidders. The item cost used is the tied bid value.
Tied Bidders Format:
Tied Maximum Bids! - ONLY: < player_names >, /random 1000 now on < item_link > for < tied_bid_value > DKP!
Last call (tied bidders only) on < item_link >, for < tied_bid_value > DKP!
./random CLOSED on < item_link >
Congrats < player_name > on < item_link > for < tied_bid_value > DKP.
No bidders on an item
This situation comes into play when three bid rounds elapse, with no player bids on the item.
In this case, the item is up for bid again, as "Open to All", and the normal bid round format continues.
If an item "Open to All" has no bidders following three rounds, then a winner is deteremined via /random ruleset.
ITEM | CATEGORY | |||
Augmentation | AUG | |||
Rune for spell / melee disc | RUNE | |||
Progression Flag | N/A | |||
Key-Type Item | N/A |
CATEGORY | DEFINITION | RULESET | DKP BASE | |||
AUG | Augmentation Item | Random 1000 | 10 | |||
LOOT | Regular Loot Item | Random 1000 or DKP | ]10 | |||
RUNE | Spell / Melee Disc | Random 1000 | ]0 |
SECTION | POTENTIAL RENAME | |||
Loot Distribution States | Item Distribution States | |||
Random Loot Ruleset | Random 1000 Ruleset | |||
DKP Loot Ruleset | DKP Ruleset |
OLD NAME | NEW NAME | |||
Loot Distribution States | Item Distribution States | |||
Loot Distribution States Procedure | Item Distribution States Procedure | |||
Random Loot Ruleset | Random 1000 Ruleset | |||
DKP Loot Ruleset | DKP Ruleset |
DKP spending is going to be monitored during raids. I've added onto my loot spreadsheet to pull DKP data, and subtract purchases as they are made. This will also include winnings while in Random Ruleset. This will enable an accurate picture of someones Current DKP throughout the raid night.
The issue with the running tally however, is the FLDKP database will not reflect the changes, and the FLBoT pulls the info from this database. So for example, someone may start the raid at 20 DKP, win an item via Random, and want to bid later on some item of interest. When that person queries the database, it shows 20 DKP still. In fact, their actual Current DKP is 10. Anyone who bids, I check their actual bidding power via my running tally spreadsheet. I'm working on a way to for the bot to pull actual current DKP from the tally. In the meantime, be aware and subtract your winnings from your current DKP.
Item Categories
Items categorized in this section, fall within the confines of the Freelance Hybrid DKP System. Each "Real Life" person is allowed to participate, winning one AUG, LOOT and RUNE item per night. "OPEN" items still count as your item in that category for the night, and are available to anyone, including prior winners.
1 CATEGORY DEFINITION RULESET DKP BASE 2 AUG Augmentation Item Random 1000 103 LOOT Regular Loot Item Random 1000 or DKP ] 103 RUNE Spell / Melee Disc Random 1000 ] 0N/A Miscellaneous Items Random 1000 ] 0
DKP Gain & Loss
This area explains the factors that relate to earning and spending DKP.
Dynamic DKP Earning
DKP is earned based on the total value of loot distributed, divided by the average number of attendees, on a per event or target basis.
Formula: [ bounty_total / raid_attendance ]
Note: bounty_total is dynamic, that means constantly changing. Covered in section below under 'Dynamic DKP Spending' with fixed minimum opening bid value per item.
All totals rounded to the nearest whole number.
Example 1:
Bounty Total: 500 DKP
Max minimum Bounty Total: 40 DKP (that's 10 DKP per item, 4 items)
Raid Attendance: 35
Win DKP Earned: 14
Fail DKP Earned: 1
Fail calculation:
= (40/35)
= 1.14
Raid Attendance Procedure
Each person's raid attendance, is the determining factor as to whether they earn DKP and the amount for any particular raid.
Raid Attendance checks are done twice: At the start and finish.
To receive full DKP earnings, you must be in attendance for the entire raid. That means, from start to finish.
Missing any of the two checks for raid attendance, results in half earnings for that particular raid.
hey, raids have been going great and the system is evolving nicely
a couple points i want to bring up though so here comes my rant
one, peeps need to start bidding /randoming on items a small upgrade is better than nothing
two, anyway we can speed up the loot distribution ?
some ways to do that , begining of raid , all who want runes roll .. make list and have thr runes predistributed.
calling for loot rolls, can we go random on item X , item X closed ,, no last call
ffa ( loot and aug ) items should have a min dkp associated ,, say 4 dkp
dkp bidding ,, 30 second timer interval, like in chess matchs ,, player A bids ,, player B has 30 seconds to respond or Player A wins item.
raid start times ,, is there a fixed raid start time we could plan for? i thought it was 7 , but it seems things are going by then now
Random 1000 Ruleset
Random Process Format:
./ran 1000 on < item_link >, - < category > GL!
[ approximately 30 second window for randoms ]
Last call on < item_link >, - < category >. If you rolled at or above < highest number > send tell now!
./random CLOSED on < item_link >
Congrats < player_name > on < item_link > - < category > (their number rolled).
Random Process Completion:
DKP Ruleset
Bid War Procedure
Shown here is the bid process format, all done in /raidsay, including those bidding on items.
Taking bids on < item_link > - < category >. Starting at 10 DKP!
[ approximately 30 second window for bids ]
< bid_amount > DKP is current high bid on < item_link > by < player_name >, GOING ONCE!
[ approximately 30 second window for additional bids ]
< bid_amount > DKP is current high bid on < item_link > by < player_name >, GOING TWICE!
[ approximately 30 second window for additional bids ]
Bidding CLOSED on < item_link > - < category >
Congrats < player_name > on < item_link > for < bid_amount > DKP!
Random 1000 Ruleset
Random Process Format:
./ran 1000 on < item_link >, - < category > GL!
[ approximately 15 second window for randoms ]
Last call on < item_link >, - < category >. If you rolled at or above < highest number > send tell now!
[ approximately 15 second window for randoms ]
./random CLOSED on < item_link >
Congrats < player_name > on < item_link > - < category > (their number rolled).
DKP Ruleset
Bid War Procedure
Shown here is the bid process format, all done in /raidsay, including those bidding on items.
Taking bids on < item_link > - < category >. Starting at 10 DKP!
[ approximately 15 second window for bids ]
< GOING ONCE > at < HIGHEST DKP BID >
[ approximately 15 second window for additional bids ]
< GOING TWICE > at < HIGHEST DKP BID >
[ approximately 15 second window for additional bids ]
Bidding CLOSED on < item_link > - < category >
Congrats < player_name > on < item_link > for < bid_amount > DKP!
Ties Between Bidders
Tied bids are resolved via Random 1000 Ruleset, between the tied bidders. The item cost used is the tied bid value.
Tied Bidders Format:
Tied Maximum Bids! - ONLY: < player_names >, /random 1000 now on < item_link > for < tied_bid_value > DKP!
Last call (tied bidders only) on < item_link >, for < tied_bid_value > DKP!
./random CLOSED on < item_link >
Congrats < player_name > on < item_link > for < tied_bid_value > DKP.
Item Distribution States
Freelances item distribution system has two states: Random and DKP. The state used at any given time is determined via random chance, with equal odds of it being either DKP or Random ruleset.
Item Distribution State Procedure
Prior to distributing each loot bounty, the Raid Leader will issue a /random 1000.
A /random 1000 result greater than or equal to 500 will use DKP ruleset.
A /random 1000 result less than 500 will use normal /random 1000 ruleset.
Item Categories
Items categorized in this section, fall within the confines of the Freelance Hybrid DKP System. Each "Real Life" person is allowed to participate, winning one AUG, LOOT and RUNE item per night. "OPEN" items still count as your item in that category for the night, and are available to anyone, including prior winners.
1 CATEGORY DEFINITION RULESET DKP BASE 2 AUG Augmentation Item Random 1000 103 LOOT Regular Loot Item Random 1000 or DKP ] 103 RUNE Spell / Melee Disc Random 1000 ] 0N/A Miscellaneous Items Random 1000 ] 0
CATEGORY | DEFINITION | RULESET | DKP BASE | |||
AUG | Augmentation Item | Random 1000 | 10 | |||
LOOT | Regular Loot Item | Random 1000 or DKP | ]10 | |||
RUNE | Spell / Melee Disc | Random 1000 | ]5 | |||
N/A | Miscellaneous Items | Random 1000 & Raid Attendance | ]0 |
Random 1000 Ruleset
Stipulations
The following conditions are in play during the random ruleset:
- Strict /random format 0 - 1000
- One /random per item, per "Real Life" person
- One item win a night
- AUG and LOOT categorized items, are subject to the DKP cost attached, which is deducted from the winners Current DKP holdings.
- OPEN items tied to a category, are subject to the DKP cost attached, which is deducted from the winners Current DKP holdings.
DKP Ruleset
Stipulations
The following conditions are in play during the DKP ruleset:
- Strict Bid War format
- One bidder only, per "Real Life" person (no bidding on multiple boxed characters).
- One item win a night, per "Real Life" person.
- LOOT categorized items, are subject to the DKP cost attached, which is deducted from the winners Current DKP holdings.
- OPEN items tied to a category, are subject to the DKP cost attached, which is deducted from the winners Current DKP holdings.
DKP Holdings, doesn't reflect purchasing power:
Player_B has 16 Current DKP
Player_C has 15 Current DKP
Current high bid is 15 DKP by Player_B
Player_C wants to opt in, but if we don't allow tie bids, he cannot bid at all.
Although the player may have 15 DKP, its purchasing power is not 15 DKP. In this situation, he'd need 16 DKP just for a chance to bid on the item valued at 15 DKP currently. Is it fair, that an item valued at 15 DKP, is not purchasable, by someone with 15 DKP?
Player_C loses the bid, because he didn't have 16 DKP to bid with. Player_B won, only because he chose to risk 15 DKP.
Using example above, with our current ruleset:
Player_C bids 15 DKP (all in!)
Player_B bids 16 DKP and wins.
I fail to see how spending 1 more DKP, is a hardship in this situation. At least it gave the person with 15 DKP, a chance at spending his DKP on something of value to him.
Anyone who feels jaded by someone matching their bids, should utilize their DKP purchasing power more aggressively in my opinion. If someone is trying to muscle me out of an item I want, I'll keep outbidding that person, until either I win; or reach my "personal limit".
That's what it comes down to btw. Personal limits. Most people set some sorta upper limit, as to how high they're willing to go. It's their choice. I don't feel people should get upset because someone else happens to have set the same limits.
Keep in mind also, those who "match" or "tie" bids, are risking the same amount of DKP. They can't bid with DKP they don't have.
Players with equal Current DKP holdings
Fairly self explanatory. It's not to say the outcome wouldn't be the same (random), but we'd need a rule to address it at the very least.
Example:
Player_A has 15 DKP
Player_B has 15 DKP
Both players bid and reach their ceiling. It goes to /random.
DKP Ruleset
Stipulations
The following conditions are in play during the DKP ruleset:
- Strict Bid War format
- One bidder only, per "Real Life" person (no bidding on multiple boxed characters).
- One item win a night, per "Real Life" person.
- LOOT categorized items, are subject to the DKP cost attached, which is deducted from the winners Current DKP holdings.
- OPEN items tied to a category, are subject to the DKP cost attached, which is deducted from the winners Current DKP holdings.
- Items available for NPC Trade-In are distributed in the following order: LOOT, LOOT OPEN, LOOT OPEN (Classes: ALL). These items are subject to the DKP cost attached, which is deducted from the winners Current DKP holdings.
Ties Between Bidders
Tied bids are resolved via Random 1000 Ruleset, between the tied bidders. The item cost used is the tied bid value.
Tied Bidders Format:
Tied Maximum Bids! - ONLY: < player_names >, /random 1000 now on < item_link > for < tied_bid_value > DKP!
Last call (tied bidders only) on < item_link >, for < tied_bid_value > DKP!
./random CLOSED.
Congrats < player_name > on < item_link > for < tied_bid_value > DKP.
Item Categories
Items categorized in this section, fall within the confines of the Freelance Hybrid DKP System. Each "Real Life" person is allowed to participate, winning one AUG, LOOT and RUNE item per night. "OPEN" items still count as your item in that category for the night, and are available to anyone, including prior winners.
Miscellaneous Items
Items that spawn instances; unlock doors; and/or otherwise required for raid functionality are distributed to the Raid Leader, or those with Raid Authority.
- Progression Flags
- Key-Type Items
Item Distribution States
Freelances item distribution system has two states: Random and DKP. The state used at any given time is determined via random chance, with odds of it being either DKP or Random ruleset.
* Effective: Friday, May 22, 2009 The hybrid states portion of our DKP system is now in effect from this point forward. If you're not familiar with our system, please click on the Loot Rules (http://www.eqfreelance.net/basics/loot_rules.html) link for details.
Item Distribution State Procedure
Prior to distributing each loot bounty, the Raid Leader will issue a /random 1000.
A /random 1000 result greater than or equal to 300 will use DKP ruleset.
A /random 1000 result less than 300 will use normal /random 1000 ruleset.
* Important: DKP is still a factor, in any given state we are in. What this means is, you still earn DKP for an event where an item is distributed via /random. By the same token, any items won via random, the DKP value attached is deducted from your Current DKP holdings. For a newcomer, winning a /random, it's entirely possible to go into negative Current DKP holdings. This can be alievated, by continuing to show up for raids.Item Categories
Items categorized in this section, fall within the confines of the Freelance Hybrid DKP System. Each "Real Life" person is allowed to participate, winning one AUG, LOOT, RUNE, and NA item per night. "OPEN" items still count as your item in that category for the night, and are available to anyone, including prior winners.
1 CATEGORY DEFINITION RULESET DKP BASE 2 AUG Augmentation Item Random 1000 103 LOOT Regular Loot Item Random 1000 or DKP ] 103 RUNE Spell / Melee Disc Random 1000 ] 5N/A Miscellaneous Items Random 1000 & Raid Attendance ] 0
CATEGORY | DEFINITION | RULESET | DKP BASE | |||
AUG | Augmentation Item | Random 1000 | 10 | |||
LOOT | Regular Loot Item | DKP | ]10 | |||
RUNE | Spell / Melee Disc | Random 1000 | ]5 | |||
N/A | Miscellaneous Items | Random 1000 & Raid Attendance | ]0 | |||
OPEN | Used in conjunction with above categories | Random 1000 | ]
Random 1000 Ruleset
Overview
When in this state, all applicable category items are distributed via Random 1000 Ruleset. Highest number wins; with one random per item, per "Real Life" person; and limited to one item win a night.
Stipulations
The following conditions are in play during the random ruleset:
- Strict /random format 0 - 1000
- One /random per item, per "Real Life" person
- One item win a night
- AUG and LOOT categorized items, are subject to the DKP cost attached, which is deducted from the winners Current DKP holdings.
- N/A items may be subject to a Raid Attendance factor to determine eligibility for random.
- OPEN items tied to a category, are subject to the DKP cost attached, which is deducted from the winners Current DKP holdings.
- Items available for NPC Trade-In are distributed in the following order: LOOT, LOOT OPEN, LOOT OPEN (Classes: ALL). These items are subject to the DKP cost attached, which is deducted from the winners Current DKP holdings.
DKP Ruleset
Overview
When in this state, all applicable category items are distributed via DKP Ruleset.
Raiders decide the value of an item, based on their desire to have it.
All items being auctioned have a base open bid value of 10 DKP.
There are 3 rounds of bidding, all done in /raidsay.
A player cannot bid more then his Current DKP holdings.
DKP Ruleset
No bidders on an item
This situation comes into play when three bid rounds elapse, with no player bids on the item.
In this case, the item is up for bid again, as "OPEN", and the normal bid round format continues.
If an OPEN item has no bidders following three rounds, then a winner is deteremined via Random 1000 Ruleset.
Loot System Changes
* EFFECTIVE DATE: Tuesday, April 19, 2011
In order to aid in our progression efforts and strengthen us as a team, several changes/adjustments to the Freelance Loot System are necessary.
Overview
This is a brief overview, with details covered further below.
- Item Distribution State discontinued.
- LOOT category items distributed via the DKP Ruleset.
- LOOT OPEN items distributed via the Random 1000 Ruleset.
CHANGELOG for EFFECTIVE DATE: 04/19/2011
- Removed 'Item Distribution State Procedure' section.
- Renamed 'Item Distribution States' to 'Item Distribution'.
- Section 'Item Categories' changed to sub-section and included under 'Item Distribution' section.
- Added "OPEN" Category to table in 'Item Categories' sub-section for clarity as to purpose.
- Changed 'Random 1000 Ruleset', sub-sections: Overview, Stipulations.
- Corrected missing category 'RUNE', under 'Random 1000 Ruleset' section, sub-section 'Stipulations'.
- Changed 'DKP Ruleset', sub-sections: Overview, No Bidders on an Item.
CHANGELOG once in effect for FL Site & Forum Loot Pages:
- Updated Loot sections on main FL site
- Updated Forum Loot System sticky posts
- Scheduled events posts updated (tables/etc).
Terminology
This section will define terms and abbreviations used within this system and/or during item distribution.
Loot - Items considered of value that drop during raids. Usually from main events, but sometimes from other sources.
Loot Bounty - A collection of items considered of value that drop at an event. Normally found after successful completion of an event.
Bounty Total - A value derived from total spent DKP on a per target basis. Used in calculating DKP earnings.
/random - In-game random dice rolling, it can be any range between 0 to 32000. Freelance uses 0 to 1000 (example: /random 1000).
Real Life Person - This applies to a single person in the real world playing single or multiple characters in-game. All their characters are considered the same person, even if the person is boxing someone elses character.
FFA - This means "free for all". In the context of this section, an item called as FFA is open to anyone who wants it without a /random or item cost.
OPEN - Items tied to a category, that have gone through a first pass for distribution, where no player interest was declared. These items are still subject to the DKP cost attached.
Last Call - This is done as a last warning call before /randoms are closed for the particular item.
Regular Loot - Items tied to the "LOOT" category, are items that count towards your loot for the night.
DKP - "Dragon Kill Points". In general this is our system used to quantify item distribution based on raid participation. These points are awarded for time spent on our raids, and used as currency to purchase items of value.
Current DKP - An individuals total point pool or holdings.
Mains, Alternates, Bots, Non-Mains - Different forms of character classification. For the purpose of DKP tracking, these are all considered one and the same, in that they're equal individual entities and tracked as such.
Raid Attendance - An individuals participation count, that is tracked.
Item Cost - A numerical value, attached to an item.
TERM | DEFINITION | ||
Loot | Items considered of value that drop during raids. Usually from main events, but sometimes from other sources. | ||
Loot Bounty | A collection of items considered of value that drop at an event. Normally found after successful completion | ||
of an event. | |||
Bounty Total | A value derived from total spent DKP on a per target basis. Used in calculating DKP earnings. | ||
/random | In-game random dice rolling, it can be any range between 0 to 32000. Freelance uses 0 to 1000 | ||
(example: /random 1000). | |||
Real Life Person | This applies to a single person in the real world playing single or multiple characters in-game. | ||
All their characters are considered the same person, even if the person is boxing someone elses character. | |||
FFA | This means "free for all". In the context of this section, an item called as FFA is open to anyone who wants it | ||
without a /random or cost attached. | |||
OPEN | Items tied to a category, that have gone through a first pass for distribution, where no player interest was | ||
declared. These items are still subject to the DKP cost attached. | |||
Last Call | This is done as a last warning call before /randoms are closed for the particular item. | ||
Regular Loot | Items tied to the "LOOT" category, are items that count towards your loot for the night. | ||
DKP | "Dragon Kill Points". In general this is our system used to quantify loot distribution based on raid participation. | ||
These points are awarded for time spent on our raids, and used as currency to purchase items of value. | |||
Current DKP | An individuals total point pool or holdings. | ||
Mains, Alternates, | Different forms of character classification. For the purpose of DKP tracking, these are all considered | ||
Bots, Non-Mains | one and the same, in that they're equal individual entities and tracked as such. | ||
Raid Attendance | An individuals participiation count, that is tracked. | ||
Item Cost | A numerical value attached to an item. |
Retro Content - Item Distribution by Player Request:
At the time of item distribution, the chest contents will be linked in /raidsay, and players interested are asked to link in the FLRaids channel the items they want processed. The purpose of this procedure is to expedite the distribution process of low demand items.
I dont know if this is a discussion thread, but i like the idea of /random 1000 for old content.. however...
Certain clicky items (even though retro), may want to be on the bidding block rather then random.
Circle of items
Ancestrial memories
They are just so rare.
The best tank agro focus mask we have available currently is in HoT t3, with the next one we will have access to is in HoT t4. After that will be Rubak raid. Also the most usable charm items are still in HoT t3-t4. Can these items be put to bid instead of open? thse items are atleast as important as overhaste clickers and arent available elsewhere.
QuoteThe best tank agro focus mask we have available currently is in HoT t3, with the next one we will have access to is in HoT t4. After that will be Rubak raid. Also the most usable charm items are still in HoT t3-t4. Can these items be put to bid instead of open? thse items are atleast as important as overhaste clickers and arent available elsewhere.
No on anything like this. We're just not going to get into select lists beyond CoP3/OH and specific Quest drops (ie, Shawl 2.0 head).
Fortunately, the aggro mask is at least available via Vendor for 60 Diamond Coins. That's probably the best route to go currently to pick one up.