by Manitae » Mon Feb 13, 2006 9:16 am
How does your guild deal with Anguish augments? We use a bid system with a minimum bid on items. This applies to anything that drops during a guild raid.
If the answer is yes, How do you deal with small groups of 6 - 18 farming them outside of normal raid times, do you let them have them for free, or do they still cost dkp? We have a published list of allowed 'private' raid targets. Current content is not on that list. If you are caught in a non-guild raid on said current content you aren't allowed on raids for a period of time, and risk being booted from the guild.
If you do charge them, how do you deal with the people who are sneaky amd dont think they need to pay, and go behind your back? See above. For us, since it requires 18+ people to start Anguish, and there's rarely enough on prior to raid times to do that, it hasn't been a problem. I will admit that we (my friends and I) occasionally have been known to bottom feed off the lowest of our 'current' raid targets for our alts. That said, as an example, we've been farming Anguish for almost a year now I guess, yet Qvic was still listed as a current target up until 2 weeks ago. Since the goats are 1-groupable, if we were online early we would kill them for our alts. I don't think a guild main character has looted Qvic armour for a couple months at least.
The simple solution is to set Anguish augments to cost 0 dkp, so then it doesnt matter. But that creates its own problem. DKP works because the people who get loot , loose points. And when they loose points they move down on the loot list. But, If people could get loot for free, then they will stay at the top of the loot list, thus making it impossible for others to get loot. It all depends on how strict your guild is. If they want to applaud those with the initiative to farm augments with other guildmates outside of raid times (and I agree with a poster above who said it's to the guild's advantage) then I think you can't charge DKP for it. If something drops during a guild raid, however, it should pass through the normal raid loot channels. It really only becomes a problem if your main tank and 3 clerics (for example) are involved in killing a current guild target that has a lockout timer, and hence when the guild comes to raid is unable to, or finds it much more difficult to do because several members are locked out. My personal opinion is that augment farming is good for the guild as a whole, and if people want to do it outside of raid times then good for them.
Anguish augments names are on a 3 hour timer I think? (someone correct me please if I'm wrong) but I don't know how it works if you have somone who, in a different raid 2 hours previously, killed the augment names, and then joined a guild raid. Will this stop the augment names from popping? That's about the only reason I could see for banning this behaviour. Nothing worse than someone who was being sneaky then wasting 30-45 minutes of the entire guild clearing to pop the names only for the guild to find out no aug names pop.
Insert randow WoW characters here
- 70 Bard
- 70 Shaman