Loot always appear in the war and battle and is gained by the winner. In Age of Conan online game, each player and team must to do some tasks for accumulating experience which is necessary for upgrading. In this process, everyone has chance to get loot. Look at the following words that could give you some information about loot.
General speaking, loot is both the primary motivator for a lot of raiders, and the primary cause of conflict in a raiding environment. Fortunately, the two are not mutually exclusive, that meaning is: as the motivation for loot decreases, so does the potential for conflict. Therefore, Foster a membership that does not consider loot as the primary motivator for raiding is the best way to avoid conflict and associated loot drama. Granted, it would be naïve to assume that loot holds no motivation for raiding, it is simply important that members have fun raiding for reasons other than receiving loot.
Loot must be dealt with in a fair, consistent and open fashion, just like slotting. Most commonly guilds choose to implement a DKP system to handle the management and distribution of loot. DKP systems is very important that a guild choose a system that fits its specific needs, and is both easy to manage and fair to all those involved. Most every DKP system involves rewarding points to players based on attendance, boss kills, timeliness and other factors. These points are then used to decision the priority a member has when loot drops, for instance, the person with the highest point total that desires a given item will win it. Points are usually spent like currency, so when a player wins an item his point total, and therefore priority, goes down.
It is extremely important to stress the mentality of need before greed when it comes to raid loot. Encourage open communication before the raid and when an item drops that is the best way to avoid uneven admeasure of loot which needs to go to people that will make the most use of it, and in the end, no system will deal with this perfectly. If possible, allow members to pass loot to those below them in priority. Attempt to assure that loot ends up where it will be put to the best use, whether this be quantified in terms of a player’s time contribution in raids, or how big of an upgrade the loot is, is up to management and the system you choose for distributing loot. It is typically bad practice to council loot, do not pressure players to pass, and do not give loot to those who did not win it. Some exceptions can be made, for example if a certain level of gear is required for specific roles (such as the main tank) in order to progress to the next level of raids, however this should be made very clear long before slots are posted for the raid.
It is also important to be mindful of collusion when choosing a system. Collusion in DKP systems can often ruin the system, and invalidate much of the work that goes into maintaining and enforcing it. Many systems are relatively collusion‐proof, but others can easily be used to ensure loot goes to a specific person when multiple people band together to “play the system”. Quickly and firmly deal with any issues of collusion, and assure your membership that rigging or otherwise assuring the outcome of the looting process is strictly forbidden. Make bidding private, rather than public that is one of easiest way to help collusion-proof a system. This has a number of drawbacks, but is often the chosen method when collusion is not specifically dealt with by the system.
The DKP system should reward effort, consistency and time invested, as slotting.
The more a player raids, the more loot he or she should receive. The most critical component of any DKP system is how to balance effort versus reward,
and should be the primary point of focus when choosing a system. It is also helpful to reward players that show up on time and stay for the entire duration of the raid. On the same token, DKP penalties can be levied against individuals that are late, or do not show up for raids they are slotted for. Being consistent with the system, and modifying it as little as possible will help maintain a certain level of fairness. Be aware that any modifications to a system once it has been put in place will often have resounding affects for everyone invlved, typically some will benefit from the change and some will not, this will inevitably cause conflict. If changes must be made, it is best done with the approval of the majority of the membership, and the rationale made extremely clear.
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