Wednesday, February 6, 2008

World of Warcraft - Which Loot Distribution System is the Best?

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We all play World of Warcraft for many reasons but the actual bottom line is that we are there for the loot. We join pick up groups for the loot. We join raid guilds for the loot.

Loot is the driving factor for any guild type that conducts organized raids. Most of the high end loot is attainable only by organized raid style guilds therefore these guilds need to have a loot distribution system.

1.) Assigned Loot System

In this system the Guild Leader or Raid Leader decides how loot on a given raid is distributed. There are a few things that should be taken into account by the person in charge of loot distribution.

* How long a member has been with the guild?

* Are they active members who attend raids?

* Who needs the item the most?

The majority of MMO gamers are not in favor of this kind of loot system because it usually ends up being the "Good Ole Boy System". In this type of system those who are a good friend of the person in charge of loot distribution usually get the good stuff. If you are not a buddy with them then you get the good stuff AFTER their friends do.

I have been in many guilds in my 10+ years of gaming and have never found one who used this system to be completely fair. I am not saying that it cannot be done, only that I have never seen it done.

2.) Random Number System

Most gaming systems have a feature that will allow everyone to roll a random number. In this system everyone rolls and the highest number gets the loot.

Though this system might seem fair which in a sense it is since it gives everyone an equal chance at the item. There are some serious drawbacks to using this system though.

Class specific items may not go to the classes that actually can use them or even use them at all. This keeps needed equipment out of the hands of those who need it the most. Suppose a priest only staff drops and it is won by a warrior, what is the benefit of that. Your priest could definitely use the item and all the warrior can do with it is sell it.

3.) Need Before Greed

This system is kind of like the Random Number System but with a twist. In this system the only ones who may roll on the item are those who actually need it. This allows items to get into the hands of players who need it to improve their character.

While this system is better than the Random Roll it still lacks. It does not reward those who have invested time in the guild and attended many raids a better chance.

It is not fair for a new member to get "The Sword of Ultimate Noobness" on their first trip when there is another player standing there who has attended every raid since the beginning of the guild who needs it.

4.) Point Based Loot System

This system is known as "DKP" to many long time MMORPG players, and is fair to everyone involved. It rewards player based on their dedication and participation.

Players earn points based on attendance, bosses killed, and time in zone etc. They may then spend these points to purchase an item that drops from a mob.

I am not going to go into a full discussion of the Point Based Loot System here. That could be an entire e-book in itself and will be another of my publications at a later date. In the mean time run a Google search for "DKP" and visit the results for more information.

Lee Ruleman is a 10 year veteran of Massively Multiplayer Online Role Playing Games (MMORPG) beginning with Ultima Online and continuing on through the present. It is Lee's goal is to assist other players in attaining maximum level, the best equipment, large cash reserves, and advanced gaming knowledge, all in a 100% legal manner.

For a limited time Lee is offering his brand new product "Effective MMORPG Guild Creation and Management" for Free!

Stop by http://www.mmogamepro.com and grab your Free copy today.

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