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LOP 3.0

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LOP 3.0, "Shroud Loot System" (SLS)
OVERVIEW:

LO uses a loot system that we've found to be both fair and easy to use. New raiders have a good chance at winning items, while those who put in lots of time on learning or progression raids are still rewarded with loot priority.

The system works as follows:
- Raiders are awarded points for time spent in raids, as well as for bonus points for being on time and staying til the end of the raid. Points are awarded immediately after the raid ends.

- Points are spent by whispered bids on epic (purple) items, managed by the raid lootmaster. Points never go negative. Any point costs which would cause a player to have a sum of points less than zero are reduced to bring the total for that raider only to zero points.

- When an epic drops, the lootmaster will link the item in raid chat and ask for whispered bids. The accepted whispers are "shroud", "standard", or "save". After a reasonable time, the lootmaster will announce bids are closed on the item.

-The lootmaster will check points and award epic items depending whispered bids he gets.

"Shroud" bids have the highest priority, and competition amongst shroud bids will be based on comparing points of those who bid "shroud". A player has to have 10 points minimum to be considered for a shroud bid. If a raider wins by shroud bid, he immediately spends 1/2 of his accumulated points. If there are no other shroud or standard bids, the player's "shroud" bid is converted to "standard", and the raider is awarded the item for the standard 10 point cost.

Next in priority are "Standard" bids. If there are no valid "shroud"s, all players who bid standard (or who bid shroud but had fewer than 10 points), are asked to "roll". Players will use the /roll command in their interface (which generates a 1-100 random die roll) and the player with the highest roll is awarded the item and pays 10 of his accumulated points (though never goes negative). Raiders may also type "pass" with a roll then counted as a "0".

Finally, "Save" rolls are considered if there are no others. These are processed exactly like standard bids.

If not one bids on an item, the item may be DE'd, sold for cash, or greeded out later. Generally the results of DE's and vendoring are distributed as greed at raid end, though it's up to the particular charter just what they do with regard to this and with regard to other grey, green, and blue items.

I: The Goals of SLS
SLS has similar goals to all point systems, including DKP, as described in the previous sections. However, it has the following specific goals:
� Points should be based on time, participation, and attendance, not completion of content.
� Point inflation should be combated by a mechanism inherent to the system.
� It should allow high frequency participants to get priority on items at the cost of a worse time to loot ratio than lower frequency participants.
� Point costs should be allowed to reflect the desirability of an item, but bid collusion should not be possible.
SLS points are not points as much as they are a way of ranking each player's priority, i.e. their place in line to receive the next loot they desire.

II: The theory of SLS
II.A: Earning points
SLS awards points based solely on participation and attendance, regardless of the amount of loot received. The purpose behind this method is to award players who participate in learning new content, when the loot to time ratios are very low by allowing them to build a base of points before players who begin participating only when the content has been mastered and the loot to time ratio is now high.
Earning points on a time based format also allows for more tightly scheduled content, as one can easily award points only during a scheduled time. As loot systems such as SLS or DKP are generally only used when the number of players involved and the time required are both large, invariably some players will have strict time constraints due to outside forces. This allows those players to participate without being disadvantaged if they have to remove themselves before the of the content due to poor scheduling.

II.B Spending points for items
There are only two ways to spend points on an item. A player can either spend 1/2 their current points or bid a low fixed cost (usually on the order of the points received for participating once in content). The player with the highest bid receives the item. If two players tie, which usually only happens when all players bid the low fixed cost, the item is given out by chance using a random number generator.
The main conquences of a bidding scheme such as this are:
� Players who hoard their points for a small set of desired items pay significantly more points per item than those who spend their points more often for less desired items.
� There exists a soft threshold for items, so that one can eventually get into a top priority ranking even with low frequency participation.
� If an item is not highly desired, players will be unwilling to bid 1/2 their points and thus the item will be awarded for a small amount instead of going to waste or being given away.
� Bids are no longer an auction-style bid, but just one player exercising priority over another player.
� Point totals will tend to reach a plateau, since points will be spent faster than they can be acquired.
� SLS avoids the trap of assigning fixed costs to items to prevent endless discussion and debate of which items are the most valuable and desired.

III: Implementation:

III.A Points records
Two points totals will be tracked for any player who is entered into the system. 1 for 10-Person raid instances, 1 for post 25-Person raid instances.

III.B Earning Points:
III.B.1 Attendance and participation
2 points at posted raid start time (on time and ready to pull)
1 point per half hour, rounded to the nearest half hour.
1 point raid completion.

III.B.3 Awarding points and Spending points
Points will awarded only AFTER raid completion.
Points are spent at the time loot is distributed.

III.C Penalties
There are no penalties. Note that not receiving an on time and raid completion bonus amounts to what could be considered a penalty. In addition, records of raid attendance and no shows/leave early will be tracked by the LO scheduling software for chartered lead review regarding future slotting.
Note that points can NOT go negative.

III.D: Loot Distribution
Except as noted in IV, "item" for the purposes of this system is any item drop of epic quality or better (Epic+).

III.D.1: Procedure
When an item drops, the loot master will ask the raid to send whisper them with "shroud," "standard" or "save," indicating their level of interest in the item. If a raider does not know their points, they may still indicate "shroud." A raider with more than 10 points may still indicate "save" if they so wish.

Raiders get a preset amount of time (10 seconds for most) to respond. When the 10 seconds is over, the item is given to whoever won the roll, or disenchanted. The rules for how the loot master decides the winner are listed below. The loot master may not accept any rolls after the roll has been closed and the winner announced. After the winner is announced, they may pick it up.

If an item drops the loot master has an interest in, the loot master must choose another trusted party to handle the rolls for that item. A loot master may not award an item to themselves.

III.D.2: Downgrades
1) If a raider bids shroud for an item and there are no competing shroud or standard bids for that item, the lootmaster will automatically downgrade their bid to a standard bid (and awards the item to the raider per rules in III.D.3)
2) At least 10 points are required to roll shroud. The lootmaster will automatically downgrade shroud bids from players with less than 10 points.

III.D.3: Loot Win Decision
- Shroud: After the downgrade rules are applied to whispered bids (III.D.2), the person to Shroud with the highest points is awarded the item, and spends 1/2 of their current points.
- Standard: If no one Shrouds, all people who called "standard" roll "/random 100" and the highest roll wins. If only one person called "standard" that person gets the item automatically. The winner pays the 10 point minimum cost, or their remaining points if they have less than 10.
- Save: If no one does "shroud" or "standard," all people who called "save" roll "/random 100" and the highest roll wins. If only one person called "save" that person gets the item automatically. The winner pays the 10 point minimum cost, or their remaining points if they have less than 10.
- Un-purchased loot: If no one expressed an interest in Shroud, Standard or Save, the item may not be picked up and used. The loot master may choose to disenchant the item or vendor it for cash. The DE proceeds may be greeded and the cash distributed or saved for consumables. Other items that do not make sense to DE or let rot such as BOE epics, BOE crafting patterns, BOP crafting patterns that make BOE items, and BOP crafting materials may be distributed at the discretion of the charter leads either by banking for future use, selling for cash which can be distributed among the raid or saved for consumables, or greeded at the end of the raid.
- Ties: In the event of a tie or ties on any roll, a /random 100 roll is between the tied persons is used to determine the winner of said roll.

IV Special rules

IV.A Rare (Blue) and Uncommon (Green) grade BoP trade skill plans/patterns/formula’s
When one of these items drops, it can be rolled upon by any raid member with the corresponding trade skill, on a need before greed basis.

IV.B Epic (Purple) grade BoP trade skill plans/patterns/formula’s
These items must be offered via the standard method of shroud, standard, or save. If no interest is shown in the BoP trade skill plans/patterns/formula’s then they may be offered to the appropriate trade skills on a random 100 roll for no points.

IV.C Epic (Purple) grade BoE trade skill plans/patterns/formula’s
These items must be offered via the standard method of shroud, standard, or save. If no interest is shown in the BoP trade skill plans/patterns/formula’s then they may be offered to the appropriate trade skills on a random 100 roll for no points. They may also be offered at the end of the raid as greed or stored via the charter leads for future use by their charter for the advancement of the charter. It may never be stored for the personal use of a charter lead via financial gain.

IV.D Rare (Blue) and Uncommon (Green) grade BoE items
These items are distributed at end of raid to those who have not received any drop item during the current raid. All applicable raid members roll, and select an item of their choice in descending order of roll. Charter Leads may, at their own discretion, Bank Rare and Uncommon Items that can later be used for the good of their charter.

V.E Rare (Blue), Uncommon (Green), Common (White) trade trade skill ingredient items (e.g. Heart of Darkness, Sunmote, Soulcloth)
These items may be banked by any charter for later use in the advancement of their charter via resist gear, upgrading charter member gear, or for trading current gear for alternate gear as can be done in SWP.

IV.F Epic+ grade tradeskill ingredient items (e.g. Nether Vortex, Epic Gems)
These items must be offered via the standard method of shroud, standard, or save. If no interest is shown in these items the charter leads may opt to greed them at the end of their raid or bank them for the future needs of their charter. It may never be stored for the personal use of a charter lead via financial gain.

IV.G Epic+ grade "Quest Goals"
Currently there are no “Quest Goal” items within the World of Warcraft. All quest items are of common level only.

IV.H Special Items needed to promote raid progress
Currently there are no special items within the World of Warcraft that fit this category.

IV.I Legendary (Orange) Items will be handled on a case by case basis. listed below are the special rules for them.
-Warglaive of Azzinoth: A second glaive may be purchased in a special shroud only round before standard loot procedures occure. This is only effective if the twin blade is already owned by a member of the raid.
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Examples

As this plays out, a typical raid would yield the following to each player:

Onyxia: Raid Start 6:00 PM, Raid End 6:40 pm
Attendance
2 on time
2 hourly points
1 point end of raid
Total = 5 points

MC 4: Raid Start 6:00 PM, Raid End 10:25 pm
2 on time
8 hourly points (4 hours)
1 end of raid point

Total=11 points

BWL 6 hours: Raid Start 3:00 PM, Raid End 8:32 PM
2 on time
1 end of raid
12 hourly points

Total=15 points

Learning Naxx: kill Res and attempts on Anub with no success(6 hours) Raid Start: 3:00 PM, Raid End 9:03 PM
2 on time
1 end of raid
12 hourly

Total=15 points

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The above is the "official" LOP 3.0 document

*******

A few points of discussion:

This proposal is the culmination of a long process with input from people throughout LO. It is seen as only a part of a complete raiding system, a tool to assist in creating effective raids under the Chartered Raid System announced elsewhere.

Not yet determined is exactly how points from LOP 2.x will be transferred to the pre-TBC points in this system. The specifics of this will be published prior to system implementation.

Points of clarification here, more detail about a few commonly asked questions:


Q: What about alts?
A: Alt/Main: There will no longer be linking of charaters in any manner. There will be no "transfering" of points from one character to another, nor will there be sharing of a common loot pool by characters. Each Character stands alone.

Q: What about Ze list and item priority?
A: There will be none.

Q: First time raiders will have no points, does that mean they won't get any loot?
A: On the very first raid, raiders will have 0 points. It is likely, however, that there will be some "Save" rolls, especially in experienced groups, and people with 0 points CAN roll on those rolls. After just a raid or two, however, raiders are likely to be participating in "Shroud" rolls along with everyone else.

Q: The "Standard" Roll is a random roll. Why not just have it be based on who has the most points, and decrease randomness?
A: SLS is designed to minimize collusion, players getting together and make arrangements to decrease their point expenditures. The random roll makes doing this much less likely. Players instead will be more likely to use, and not hoard, their points on shroud rolls.

Q: What about the Points Per Instance discussions?
A: Though this had considerable support (by all of us), it also had problems with a high level of logistical complexity. With Chartered raiding in place, it was necessary to have a simple system that encouraged personal choice, both of raid leads as well as raiders. The compromise that met the best balance in our opinion was having Pre-TBC and Post TBC points totals. Having additional points totals with future expansions is being considered as well.

Discussion of this system is here.
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"Because those who mind don't matter, And those who matter don't mind." -- Dr. Suess
  Senzoo edited this message on Sunday September 7, 2008 at 06:05  

 
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