This is where the problems st…

Place a DKP Cap on either total Earned DKP or on Current DKP.

This is accomplished by making every item worth basically 100% of your “total DKP”. In effect, the zero-sum, fixed price system fails to acheive its set goal, it is by no means "fairer" to the new raid member as a traditional system, where the veteran has an obvious point lead.

More participation = more shiny items. Those who do this the most are rewarded, such that perhaps this skill in manipulating the system is rewarded more than the actual act of participating in raids. (example below). Karma is added at the end of the night, or after loot distribution of each boss kill, if feasible. The passing can lead to good items being disenchanted or given to relative newbies.

Typically, there are two types of bidding.

Disenchanting is always bad, because even a fractional increase in efficiency sums up over time, and some players happiness is greatly increased if they have a nice collection of off-spec epics sitting in the bank. Toss in a small amount of points for on-time (to encourage people to be on-time) and toss in a small amount of points for finish or staying from start to finish (to encourage people to stay). Inflation really isn't the evil thing that everyone should try to avoid like the plague. Use a DKP system instead. The main flaw of having all items identical in value in the sense of a percentage of someone's total DKP is that an item such as Fireguard Shoulders is equivalent in value to Spinal Reaper. Sliding tier window. Like the number one priority of the fixed-price system, one must “price things well.” If prices are too high they'll get disenchanted, and with the presence of minor upgrades as the guild progresses to Blackwing Lair and Ahn'Qiraj, an upgrade system is probably necessary. Thus, the method of rewarding DKP is quite inflexible because the zero-sum DKP system insists on having the entire guild's DKP equal to zero. Closed Bidding has all the people interested in a piece of loot whisper a set master looter / DKP officer. However, the same schpiel applies when we compare things to a fixed-priced DKP system. +5 karma per boss kill (see notes below on mandatory adjustments required to preserve system integrity), Standard /roll is used to determine the winner of an item. It would be natural for the paladins to agree on the plate items to simply take turns - whenever they're both in the same raid, one bids the minimum amount, and the other passes. Generically, the methods of earning DKP are by: Showing up on time This is another method to stop inflation. by Reito » Wed May 27, 2020 7:05 am, Post

This is its main strength. The grand goal is to provide an automatism which leads to "fair" loot distribution over a longer timespan. Those on the bottom of the list are encouraged to pick up everything because they lose nothing by doing so. Loot system for a more general MMORPG based description, but not very detailed or up-to-date. come prepared with [...] BigWigs boss mods. Basically, it means that in an instance which they almost have all the gear from / do have all the gear from, they're building up lots of DKP. However, in order to maintain the purity of Zero-Sum, the DKP must then be deducted from farming days. Lets say [Insert good item here] drops.

The premise behind the system is to reduce competition on pieces and help regulate the flow of loot to your raid members. Bad pricing (pricing things too high) will cause items to be disenchanted.

DKP is a reward to people who participate in events with their guild, most commonly raids, with DKP.