The only difference from my perspective is that people on epona don't mind when players come back from straight inactivity to be eligible for gear whereas more managed servers will have issues with it on the period between coming back and being eligible.
It’s mostly because people on Epona have learned that it really doesn’t matter if a player who was inactive until recently won. As long as he contributed fairly to the boss then he’s eligible to the loot that boss will drop, as things should be. Activity or clan should not be factors when it comes to obtaining loot from a boss. It should be contributions to the said raid you have given.
Thats arguable seeing as someone that consistently bosses for months on end waiting for that one drop should not be having to share the dice with another who so happened to come back on that day after being gone for a long period of time.
Dkp gets bashed too often but it's only showing a strict but considerable amount of fairness.
Time and effort should be put into consideration which is why there are more servers managing a clan rather than a free server with close to no rules.
Yes epona is in terms of a
server big but if you compare epona to the whole of the Celtic Heroes dkp clans it's merely a small margin.
Dkp has its success and it's reasons, there are people who don't want their activity to be in vain.
And on a side note people would much rather see the gear go to the players who use it for the clan not for their personal gain and to show up every so often.
That added randomness of “you don’t know who’s gonna get that great item next” is what makes MMOs so fun and addicting, and it’s fairly common in MMOs. I used this example before, but on a different game I played I had just started playing, after a few days of killing a certain boss casually I happened to get one of the rarest quivers in the game that has a 1/800, or .00125% chance of dropping. A veteran player who was there told me he’s been searching for that quiver for months, killing countless amounts of that boss. Not knowing when or who the drop will go to makes games a whole lot more fun and engaging than knowing who exactly will get a drop. In that same game whenever someone gets a really rare drop everyone else gets excited and trades the person to see if it’s true, and everyone is a pretty good sport about it. It encourages people to be more active and show to more bosses because it’s anyone’s fair game, that’s why you see Epona constantly getting 2+ pages of players for any called raid boss, even up to apparently 100 or so players for Gele.
The only success in dkp is how it can organize clans, but even then that comes at a cost server wide as it will always create a toxic environment and players on the outside get left in the dust. Even within the dkp/dom clan, as I said before, it can create a toxic environment amongst the clan members. Rifts often form between two sides and people often end up leaving the clan as a result, with more severe cases ending up in stolen gear or players leaving upset and causing more chaos just before they leave. Even in your clan acs, after speaking to some members for a while it’s clear that there are some members that do not like each other lol (for reasons revolving around dkp. Mostly greed).
Rewarding players for their hard work is great, only A) this game isn’t/shouldn’t be a part time job and B) as said previously, what good is that hard work when the items you want are never dropping and all it really does is make people complain?
Zkills, Proud general of the beloved KodiakReavers of Belenus, the G.O.A.T clan
Professor/Detective Zkills, op mage of Epona, chieftain of KodiakReavers. Server banned for doing PvP in arena.
Can you do the impossible?
Celtic Heroes Ultimate Challenge