DKP Gain, Loss & Decay
DKP 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, 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.
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.