Minutes ago I was peacefully slaughtering cute furry animals when an AIM friend pops up and sends me that clip where some WoW raid leader is screaming his head off about losing DKP because of a wipe.
I heard it before but I was wondering (and my friend has no idea) what is DKP?
I asked my guild and the only other member on is rather unhelpful because he quit WoW before he got to raiding.
What is DKP?
Moderator: Thanas
- von Neufeld
- Padawan Learner
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- Joined: 2003-02-27 03:23pm
A google search on DKP and World of Warcraft gives:
DKP = Dragon Kill Points
Here is one page I found:
http://wow.ogaming.com/info/Electro~16.php
DKP = Dragon Kill Points
Here is one page I found:
http://wow.ogaming.com/info/Electro~16.php
DKP/RPP whatever it is called, is basicly points that accumulate by doing something for your guild/raid community and use for aquiring items. Lots of diffrent systems and rules. Goal is to ensure that loot is split equally compared to work that you have done for the group.
(Simplified) For MC I gain points for every half hour, every boss kill, being on time for start, being untill end time. For items that drop, we use class priority list and whisper to masterlooter our bids for that item. Largest bid wins. Raid Leader(s) have final say on all matters.
If it is the "-50 dkp" onyxia vipe .swf, that is example of raid leader that I wouldn't like to be raiding with...
--Rin
(Simplified) For MC I gain points for every half hour, every boss kill, being on time for start, being untill end time. For items that drop, we use class priority list and whisper to masterlooter our bids for that item. Largest bid wins. Raid Leader(s) have final say on all matters.
If it is the "-50 dkp" onyxia vipe .swf, that is example of raid leader that I wouldn't like to be raiding with...
--Rin
The basic idea is to remove randomness from item distribution so that you don't have a situation where a, say, Paladin who just joined the guild gets 3 items that are wanted by old timers in the guild who had been raiding that instance tons of times in hope of getting them.
Personally, I think that all systems which are not zero-sum based are bad because massive inflation happens sooner or later which makes it hard for new players to start out in the guild (you get the effect where they can only get what the older players don't want), thus limiting the recruting potential of the guild.
Personally, I think that all systems which are not zero-sum based are bad because massive inflation happens sooner or later which makes it hard for new players to start out in the guild (you get the effect where they can only get what the older players don't want), thus limiting the recruting potential of the guild.