In Legion expansion Colour is more determined than ever to reach the top and be one of the best guilds on the realm (while still raiding 3 times a week and having fun). Loot is being given to the players who are able to reach the full potential of the upgrades and are able to deliver the most. Our major and primary goal in terms of loot council is to maintain the benefits and reliability of DKP-based systems but do it in a more performance-efficient, productive and innovative way. That is to say we aim for:
- Maintaining the reliability, transparency, objectiveness and analytic approach of DKP systems.
- Avoiding the uneven, individual and narrow-sighted approach of DKP-based "earn-and-spend" -style systems that derive from analytic models and are based on approximations.
- Promoting guild performance as a big entirety and as a combined result of smaller factors.
- Emphasising modern qualities of a good raider, such as mature guild and team perception, solid attendance, broad understanding of guild aims, high activity on and off the raids, mature interaction with guildies and others, good attitude & behaviour, strive for self-improvement, high-impact performance and analytical approach to become better.
- Making people really earn their improvements through effort. Hanging in a raid is not sufficient anymore but people must really perform and deliver.
Colour Loot Council is formed by a good variety of players, who are able to vote for the recipient of each item. Loot Council consists of:
- Guild Master
Each vote is given individually and should be based on the following primary and secondary criteria.
These criteria are equally important and should be considered first
- Attendance over last 2 months: We want to award players that attend and help the guild to go further. Gear is not useful if it's given to a player who doesn't attend. This is judged through percentage from gsDKP charts. Noshows & pending signups have a significantly decreasing effect and may result in a lootban.
- Performance: What is the player's real input in raid environment: DPS/HPS, fuckups, deaths, downtime, improvements, awareness, encounter-knowledge, game intelligence -- Can be judged through questions: "Do you expect high results from this player?" & "Would this be your choice for the most challenging and demanding tasks available?" & "Does this player know what this encounter is about and what he/she is supposed to do here?")
- Effort: In what kind of shape is the player's gear at the moment? Are the enchants and gems in order? Does the player use flasks & food without reminders? Does the player have potions to make a real difference in the most difficult and challenging progress bosses? What is the player's effort in general?
- Current gear: How big improvement would the new item be for this player? Is this player currently equally geared compared to his competitors?
These criteria should be used if the primary criteria are not able to solve the question. These are mainly subjective perceptions BUT mostly just determine the final player from a group of equally good and thus shouldn't cause much drama as long as the decision is justified in the raid.
- Which of the competitors has received loot in the past (key players will mostly receive loot somewhat in turns and thus are being geared up somewhat equally)
- Forum activity
- Participance in raid performance analysis
- Participance in encounter-specific tactic analysis
- Participance in guild recruitment