Loot system
In video games, a loot system is a method of distributing in-game items amongst a group of players, after having "looted" them.
Premise
Loot systems exist solely because of the game mechanics of popular massively multiplayer online role-playing games. One of the primary objectives in this genre of game is to improve one's character, the representation of the player in the virtual world. The common ways to do this involve obtaining experience or by upgrading the items the character uses. In the most popular MMORPGs, such as EverQuest or World of Warcraft, much of a player's improvement must come from looted items because the amount of experience a player can obtain has a hard limit.Herein lies the dilemma: One mechanism by which loot is obtained is the completion of content built by the game developer. This often occurs by defeating a difficult non-player entity, or "mob". However, since MMORPGs are meant to reward players who work together, several players often desire a particular piece of loot that has been rewarded. A loot system attempts to provide a fair and equitable method for players to decide who gets what.
Classes
There are obviously multiple ways in which this decision can be made. Systems range from a reflex based, first come first served method to an almost dictatorship-like system where the appointed leader of the group awards the loot to players he or she feels deserve it. However, most players enjoy a system that gives equal chance to all who were involved and removes any real or perceived favoritism from the decision."First Come First Served"
The most simple loot system is one of anarchy. The players who have the fastest reflexes to perform the action necessary to receive the loot do so. This has several obvious downfalls which tends to aggravate players:- Reaction time is often hindered by outside forces such as lag or other game mechanics.
- It can ruin the cooperative nature that many players enjoy about this genre.
Random Number Generation Based Loot Systems
Pure Random
A very simple random system which just assigns the loot to a random player in the group regardless of any other factors. This variant is a common method for distributing loot that has only monetary value and is often coded into the game. It is not usually used for items which players might equip, due to game mechanics."Need Before Greed"
The vast majority of MMORPG games have some sort of class system, where each player can choose a class which allows them certain skills, as well as placing certain restrictions on which items the player can use. Players of a certain class also prefer items which have attributes which improve statistics which give benefit to the primary skills of their class. Thus, each player often does not desire the same item, as a group of players generally has several of these classes in its makeup. However, many items also have some value in the in-game currency, so there is often some interest in the item from all players involved. The "Need Before Greed" system allows players who will make the most use of the items have priority over those who only desire the item for its monetary value, such that only the subset of players who will benefit the most are allowed to "roll" for the item. If no players desire the item, then a pure random system is used to determine who obtains the item for its monetary value. This system can be very straightforward and simple, especially in smaller groups of players where perhaps only two or three players desire the same item. However, this system also has some perceived downfalls which tend to aggravate players:- Deciding "Need" can be a difficult task due to the different playstyles and overlapping class needs and restrictions that exist in game mechanics. This can cause heated debates about which player receives the most benefit from an item.
- Players can deceive other players in the group about their need, when they really desire the item for its monetary value.
- No consideration is given to players who have completed the content many times compared to players who have only completed the content a few times.
- There is no cost involved in the act of rolling, nor any influence on the ability to get loot in the future, so there is little reason not to attempt to obtain any item you could reasonably use.
- Democratic decisions on which player has the most "need".
- Restrictions on the number of items a player can get during one time period.
Point-based systems
Since statistically, over time, all players will move towards receiving the items they want, point based systems do not determine anything but the order in which the players get the items.
Common problems with point based system problems include:
- Point inflation - points are earned faster than they can be spent, meaning that less frequent participants can never hope to catch the top point holders.
- Collusion - some systems are vulnerable to players colluding with one another to gain advantage over other players.
- Dealing with unwanted items.
Earning points
Content completion point earning
Often there are milestones in the content players participate in. The system rewards point rewards for certain milestones, regardless of the amount of time required to reach them.Points of Consideration
- Encourages quick completion of content as it will increase the points/time ratio for all involved.
- Allows content leaders to award larger point values for certain milestones.
- Can cause low incentive to learn new content, as the points/time ratio can be very low if the content has a steep learning curve.
- Content is not required to abide by a time schedule and players who can simply stay longer are rewarded for poor planning on the part of the leader.
Time-based point earning
Points of Consideration
- Purely time based point earning rewards players who participate in content before it has been mastered as they receive full value for their time, even if little content is being completed. This encourages players to come and help learn content at an early stage, rather than waiting until others have done the task of mastering the content.
- Can allow content leaders to simply schedule a set time for content participation, only awarding points for the time window set for the content.
- Does not inherently encourage speedy completion of content as there is a fixed point/time ratio.
Converting points into items
Fixed-cost
A fixed cost system is one where each item that has a statistical chance to drop in the content the players are currently participating in has been assigned a point value. These values can be derived in a number of ways, from gauging desire for the item compared to its probability of dropping to a method based on the attributes of the item. In this way items are purchased with some created currency that players can earn. Since each item no longer has zero cost to each player, players now must consider the opportunity cost of the item, as it will impact their ability to obtain other items.Points of Consideration
- Each player pays the same cost for the item regardless of when it is received, meaning that players who participate less do not have a better points/loot ratio than players who participate more frequently.
- If multiple players can afford to pay the cost for the item, another system must be used to determine which player will receive the item.
- Players must decide what cost to assign each item, meaning that human bias enters the system.
- Collusion between players is not possible as the cost for each item is fixed.
Auction bid
Points of Consideration
- Bid collusion between bidders is possible in some cases, due to game mechanics. Often, some items are only usable by a very small subset of players, while other items by a larger subset. If players in the small subset all agree to bid low on those items, that gives them an advantage on items in a larger subset.
- On average the cost of each duplicate/similar item received is lower, as the subset of the players who desire the item gets smaller. Thus players who participate less frequently will on average have a better loot/time ratio.
- Private auctions could be tainted by collusion between the auctioneer/content leader and specific players.
Constrained bid
Points of Consideration
- Bid collusion is not possible since players cannot choose the size of their bid.
- Low desirability items may not get any bids, since the bid is fixed.
- By choosing the size of the constrained-bid content leaders can encourage a certain loot distribution.
- Players can choose to save points to receive first priority on a highly desirable item at a large cost, or bid often and receive multiple lesser desirability items for lesser cost.
In-game currency-based loot system
As loot is accumulated, players may bid in-game currency on loot, with the loot going to the highest bidder. Some groups may accept a mixture of sellable loot and currency as a bid. Some argue that bids this way can be forced up artificially by false bidders. In practice this tends to not be the case, as those that wish to push up the bid realize they have a chance of actually winning an item they do not desire, thus losing an inflated amount of money through no one's fault but their own.
Points of Consideration
- Bid collusion is possible if bids are done in private. Public bidding is recommended.
- When the values of specific loot falls, players can move on to higher valued loot to maximize their payday. This is a way of following demand, rather than dictations.
- Individual players are always free to donate their time and work free of charge.
Systems in use
- DKP - The name DKP really refers to a set of loot systems, variants of which fall under several of the categories outlined above. The common thread that exists for all DKP is that points are earned via content completion and that each player has a point total that can be spent in some manner on items. The list of variants is summarized here.
- * Basic DKP - simple auction bid system
- * Zero-Sum DKP - a fixed cost system that removes point inflation by giving all participants an equal fraction of the points spent on an item by a single participant.
- * Spend-all DKP - a constrained bid system where the only allowed bid is all points.
- * Spend-enough DKP - a constrained bid system where the only allowed bid is 1 more than the next eligible player's point total.
- * Probabilistic DKP - a hybrid between a fixed cost and a random number generator system where points are used to weight the statistical chance the players will receive an item.
- - an example description of an In-game Currency Based loot system.
- Shroud Loot System is a time-based point-earning, constrained bid system. SLS uses a half point bid but also allows a small fixed cost bid to be placed on items, to ensure that even items of low desirability are distributed. This system allows frequent participants to receive items first, but at a worse loot/time ratio than less frequent participants.
- Ladder/Reel is a constrained-bid system that doesn't use points. Players simply take turns having top priority. Very similar in distribution method to a Spend-all DKP system. Suicide Kings is an example of a Ladder/Reel system. A free online tracking system is available at