This topic pretty much hijacked heriana's post asking about class stats with the intention of starting a loot council, so I figured I'd try starting a thread where it'd be obvious that this the topic and the other one can get back to stats. I will update the list of systems if anyone mentions one that I forgot to include or didn't know enough about.
Keep in mind, the Pros and Cons in this list are possibilities with the basic system in mind. There are many modifications you can make to a system to avoid some of the Cons or undermine the Pros. They are highlighted because they can be dealt with so long as the creator(s) of a particular system get creative.
Basic Loot Distribution Systems
Need Before Greed Rolls: This is the same as the system you would get in the Random Dungeon Finder. Any class/spec combo able to use an item is allowed to Need Roll, and all others are expected to Greed. This can be done by just leaving the looting options in a raid as Need Before Greed or by switching to Master Looter and manually calling for rolls and assigning gear. Enforcement is often through immediate demands to enchant and gem the item (or equip it if it is BoE). Punishments for violations vary by group. This system is often used for casual guilds or PuGs.
Pros: Corruption is easily detected and highly unlikely. Everyone has a chance for gear regardless of seniority. No tracking is required.
Cons: Shard and AH ninjas can still expoit the Need rolls. How much a player needs an item or how appropriate an item is for a specific class compared to another in the same armor/role is never taken into account. The system is based solely on RNG.
Links: Wowpedia Article
Loot Council: A council is made up of 2 or more people in a guild (usually officers and the GM, though it could be as many as the entire guild) and each person in the council casts a vote for who each piece goes to in a raid. Exact rules about voting, ties, and standards vary from guild to guild, so it is highly customizable. This is immensely difficult to do with pugs and is usually for guild runs only.
Pros: Good for small groups with high trust in each other. Gear can be assigned in order to best benefit raid progression as well as to gear exceptional players.
Cons: Susceptible to corruption among those with a council vote. May give a feeling or create of culture of cliques around particular council members. Bad for any run with a PuG person.
Links: Wowpedia Article, Curse.com Search Results for LC Addons
Dragon Kill Points (DKP): DKP is a "currency" awarded to guild members, usually based on attendance, hours raided, boss kills, exceptional performance, etc. Drops can be priced with a certain number of points or left up to bid. Raiders are allowed to bid as much DKP on any item that drops and it is entirely up to the raider to know their class/stats. It is possible to include bid caps/minimums, overrides by the GM/officers, and resets at decided intervals (usually content patches like 4.2 and expansions). DKP can also be used to purchase items from a Guild Bank if that is included in its design, with items at a set price. DKP is traditionally not awarded for contributions outside of raiding, since the history of the system revolves around boss kills; this can be modified, but usually is not. There are websites and addons available to manage this sort of system. There are many variations of DKP, usually named for the addon/site that you can use, though the basic structure remains the same. A log for points is highly recommended, either through an addon or site.
Pros: Quick, efficient. Points are earned solely through raiding. Easily handled, even in large guilds.
Cons: Can easily favor long time guildees, regardless of raiding experience. Other raid support (buying/farming mats for feasts, cauldrons, etc.) is typically not taken into account. How much of an upgrade an item is for a particular person is not taken into account.
Links: Wowpedia Article features links to websites for DKP management, Curse.com Search Results for DKP Addons
Suicide Kings (Original): All members in the guild are listed, either randomly or according to merits decided by the GM or officers. There are no points. If an item drops, the person who wants it and is nearest to the top gets the item and is also moved to the bottom of the list. The most variation in rules occurs when the original listing is decided by merits (usually seniority), but it has no effect on the system once the process begins. New members can begin at the bottom of the list, be given a ranking by officers/GM, or get a random roll to determine their spot. Rules can vary around particular stats, hiatus, attendance, etc. A log is required, but easy to maintain. A PuG person can either roll into the list for the raid, or an exception can be made for the whole run or just the person (see Modifications below).
Pros: A gear "Round Robin" that allows for each person in a raid to be able to get gear in one run. Easy for new guildees to understand. Good for farm bosses. Easy tracking.
Cons: It doesn't take stat priorities or how much of an upgrade an item is into account. Can be frustrating for very large guilds with long lists or with multiple raid groups.
Links: MMO-Champ Forum Thread: Guide to Suicide Kings, Wowpedia Article, Curse.com Search Results for SK Addons
DKP Suicide Kings Style: The same as original DKP, but with a twist: In order to bid on any item, you must spend ALL of your DKP (thus working similarly to the list of original Suicide Kings). While a minor change, this creates a far different culture around gear in a guild compared to one that uses the traditional DKP system because attendance and raiding time have a great effect on ranking in the list. This style often has few or no DKP resets, overrides by GMs and officers are less frequent, and caps/minimums are unneeded. Any website/addon available for DKP can be used for this type. A log is required, usually through an addon or website.
Pros: Ranking is earned through raiding. Long time guildees have far fewer opportunities to outbid a new member. Simple to track.
Cons: A raider may have to pass on a viable upgrade in order to ensure getting a BiS. Missing raids due to real life issues can mean a drastic change in ranking regardless of skill/effort/support.
Links: See DKP and Suicide Kings Links.
Effort Points Group Points (EPGP): A very mathy system where both Effort Points (awarded for attendance, progression, grunt work, etc.) and Group Points (winning an item, getting mats from the GB, etc.) are compared as a ratio to decide which person who wanted an item gets it. Points are awarded based on values decided by the GM/officers. A decay system can also be built in to avoid overinflation of points. This is different from DKP because points only increase (except in decay systems, though decay is equal for everyone in the guild) and is highly focused on the give and take between a guild and its members beyond just raids and boss kills. The EP awards must be explicitly lined out in order to avoid point stacking through non-raiding means. An addon or website is highly recommended for this system in order to be transparent; it gets difficult to manage without one with higher numbers of raiders.
Pros: Reflects the contributions of raiders to the guild and the raid beyond killing a boss. Easy to track with an addon/site. Good for casual raiding guilds.
Cons: Very difficult to manage with large guilds without a site/addon simply due to the amount of number crunching. Points can still be exploited through support EP (if a member has a lot of gold, they can buy mats for feasts and such and put it in the GB to inflate their score, thus "buying their EP"). Can be difficult for new members to understand rankings. Gear is not assigned by who needs it most, but by score.
Links: Wowpedia Article also features links to websites to manage EPGP, Curse.com Search Results for EPGP Addons
Ni Karma: A half-way mark between DKP and Suicide Kings. Karma Points are awarded in a similar manner, but only half of your KP are spent when you win an item. A threshold is set that must be passed in order to win (meaning you must have 50 more KP than the person below you); if it is within the threshold, a /roll (1-100) is done and added to the total KP and the one with the highest wins the item. The /roll number may or may not be permanently added to their KP, though it can be just for determining tie breakers. Decay systems, taxes, caps/minimums, and so on can be added to this system and it can be easily tracked with a DKP addon or site. A log is highly recommended to track points.
Pros: Lessens the pressure to hoard points for a BiS item. Sidegrades are more likely to be taken than sharded, resulting in a better tuned raid.
Cons: Can be overkill for small groups (10mans) or farm bosses, where there is less competition for gear. More complex to track/maintain rankings. Gear not assigned by need/suitability.
Links: Wowpedia Article (Curse.com Addon has not been updated since Cata, and will not be linked.)
Gold DKP (GDKP)/Cash: Despite the use of DKP in the name, the system is simply based off of auctioning all pieces for game gold. Auctions can be done after each drop or at the end of the night (with the 2 hour trade window in mind). All the gold gained from the auctions is tracked for the night, and the total is split evenly among all the raiders when the night is done (so someone who purchased an item will always get some gold back). Bids must be stated in raid chat for everyone to see, and the total in the pot can be tracked by everyone in the raid. A log is required only for the duration of each raid, but must be updated immediately.
Pros: Wards off ninjas since the gold is required prior to receiving the item. Players are likely to stay in the raid to receive their cut at the end. Corruption is easily detected and reported. Good for PuGs and farm bosses. You can make gold and get experience even if you don't get gear.
Cons: May encourage gold buying (for $ money). No priority of MS over OS. A bad option for attempting to gear a poor, undergeared toon. May be unsuited for guilds. May attract unskilled players. No attention to suitability of gear to class/spec.
Links: Wowpedia Article, Elitist Jerks Forum Thread on GDKP, GDKPd Addon on Curse.com (will not start download for you)
Wishlist: Each raider creates a wishlist of what items they want from each boss and rank them. When an item drops, it goes to whomever ranked the item highest on their list. If there is a tie, it is left up to /roll or a predetermined tiebreaker (temp. loot council, an improptu deal, etc.). Guildees can take initiative prior to the raid to make deals with others who want the same drops. When an item is received, the ranking for the other items does not change (so if a #1 item is received, the others don't move up; #2 is now the highest rank). Wishlists should be recorded/logged and made visible to everyone in the guild. Rankings should be reset as new tiers/raids come out, since BiS items will be changed. Wishlists should be allowed to change for patch/hotfix related reasons (such as stat priorities changing, tier being more/less worthy, etc.). While this works similarly to a guild-wide loot council, the ability to make deals between raiders allows for a lot of give and take between members, and priority lists help avoid corruption. Since the raiders themselves work out who gets what, there is very little fuel for drama.
Pros: Works well in small guilds. Well focused for consistent raiding guilds (multiple days a week, multiple raids, every week). Little to no drama over who gets what first. Encourages raiders to know their class and stat priorities.
Cons: Unlikely to work for PuGs. Can be very time-consuming with large raids/guilds. Does not take attendance/effort/skill into account. A lack of logs could allow for corruption with the loot master.
Links: None yet.
This addition is still a WiP, if you have details or experiences with this type of LDS, please give some insight. =)
If you want to elaborate on a particular type of system or details that are not included and you want me to add it to the list, please clearly state it. If can be difficult to tease apart what is a pro/con for a particular type and what is a system that wasn't yet explained for first time readers if the discussion gets heated. The ones listed are easily researched if you want more details.
Modifications
Many of the listed systems can be modified in similar ways. The ones listed above are more of a "pure" or "hybrid" system which are easily distinguished from each other, which can be tweaked with modifications listed below.
Point Taxes/Decay: A set amount of your points (% or a set number) are subtracted at regular intervals. This can be nightly, weekly, monthly, or by boss kills. The purpose is to avoid high inflation in points-based systems.
Point Maximums/Minimums: These can be applied to bids, purchases, or just having points in general. The purpose is to avoid overly benefiting long time guildees and to avoid pointless bid wars.
Tiers: Most easily seen in Need Before Greed, a tier in a system means an upper tier will always win over a lower tier. This can be used according to role (healers/tanks before DPS), time in guild (ranked raiders before trial members), and raiding amount (ranked/consistent raiders before benched/often absent players). Tiers can also be assigned to bids (50% of your points, 100%, etc.) when a system does not have a maximum/minimum restriction. Tiers can be applied to systems whether points are used or not.
Overrides/Vetos: Usually implemented in points system for the off chance that an item that is immensely hard to get or otherwise rare would go to someone that is somehow less worthy of it than another. It usually allows for a GM or a group of officers to use their authority to temporarily use loot council and appoint the item to a particular raider. A veto by the GM can also fulfill the same purpose or even prevent it.
Requirements: Requirements must be met before a player can even be considered for loot, and they can be implemented in any loot system, whether for PuGs or guilds. A DPS role requirement in a PuG (traditionally a VOA style PuG) would be a minimum amount of DPS total, or damage % to adds (to ensure switching). A typical guild requirement may be dues (whether in mats or gold) deposited in the GB weekly or monthly. The purpose is usually to avoid carrying players who would otherwise put in no effort to raid or support the guild.
Exceptions: Exceptions are when the set loot system is ignored for a particular run or player. A run where this is used may be an old-school raid done just for the achievement, and the loot is switched to in-game rolls just because the loot is not that important (but someone may have a strong attachment to an old drop they never got). A situation where a player may get an exception could be ANY non-roll system with one or more PuG person. There are many ways to handle such a situation:
- The PuG player and the guildee that would have otherwise won the item do a /roll to determine the winner.
- The PuG player and anyone in the guild who wanted the item do a /roll. If anyone from the guild wins the roll, they defer to their LDS, even if the guildee that won the roll does not win the item. If the PuG wins the roll, they get the item. (This allows the PuG to have the same chance of winning that they would have in any other raid, but without a 50% chance of winning every item they want.)
- The PuG player must buy all the drops they want with game gold.
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The purpose of this thread is to facilitate discussion on what systems you have experienced, your impression of whether or not they are fair, possibilities for abuse, and what type of guild a particular type is suited for. The more details in your argument, the easier it is to understand your point of view. Each loot distribution process has a lot of variables that guilds customize, so what may be true for one guild's system may not be for another's. You are fully welcome to share your experiences and opinions.