
Originally Posted by
Byrth
The problem with systems like the one you are describing is mostly in the execution. You have a system like this:
* Player does event
* Player gets the same amount of DKP as everyone else who did the event
* At some point Player converts the DKP into a reward
The two ways they break down:
* The DKP rewarded per event is constant, even though players are not all equal.
* The ratio of DKP to gil/time investment is not constant for all rewards.
The benefit of using a system like yours is that it's structured. In the long run though, it is not necessarily more fair than a "divine choice" system where LS leaders simply call out who is getting what item and what the event for the night is with no explanation given. Someone who does ADL and gets a single Umbral Marrow is getting a much better deal (20mil) than someone who does Einherjar four times and gets an E.body (4 Sweet Teas = 20mil).
If I was going to give a suggestion to improve it, I would recommend not using DKP anymore. Instead of an intermediary "DKP," award gil for each event that yields sellable items. If you do an 18-man fight for a 20mil drop, each player has made 1mil. If someone does 20 such fights, they would have the right to a 20-mil item. etc.
If you aren't comfortable putting a price on the rewards from an event (like Einherjar), then make it optional and let the do-er beware as far as the drop system goes. It used to be that "LS events" entailed 18 people, but that just isn't the case anymore. If don't pull the 6-9 people required for the most hardcore of events, maybe your LS doesn't want to do that event. If some people still want to do it and you can't pull enough, shout. Same deal for Voidwatch. If you can't get 18, shout. Going into any event with a skilled core group is going to give you a much better shot at success, so it isn't like your LS is totally out of luck if they can't pull a full 18 (or even 12) for Voidwatch.