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Dragon kill points


Dragon kill points or DKP are a semi-formal score-keeping system (loot system) used by guilds in massively multiplayer online games. Players in these games are faced with large scale challenges, or raids, which may only be surmounted through the concerted effort of dozens of players at a time. While many players may be involved in defeating a boss, the boss will reward the group with only a small number of items desired by the players. Faced with this scarcity, some system of fairly distributing the items must be established. Used originally in the massively multiplayer online role-playing game EverQuest, dragon kill points are points that are awarded to players for defeating bosses and redeemed for items that those bosses would 'drop'. At the time most of the bosses faced by the players were dragons, hence the name.

While not transferable outside of a particular guild, DKP are often treated in a manner similar to currency by guilds. They are paid out at a specified rate and redeemed in modified first or second price auctions, although these are not the only methods by which DKP may be redeemed or awarded. However, Dragon kill points are distinct from the virtual currencies in each game world which are designed by the game developers—DKP systems vary from guild to guild and the points themselves only have value in regard to the dispersal of boss 'loot'.

DKP systems were first designed for Everquest in 1999 by Thott as part of the creation of a guild called "Afterlife" and named for two dragons, Lady Vox and Lord Nagafen. Since then, it has been adapted for use in other similar online games, in World of Warcraft for example an Avatar named Dragonkiller started its popular use and other programmers designed applications so that the system could work in game as an application to track data for achievements made. Unlike pen and paper or more traditional role-playing video games, massively multiplayer online games could present challenges so significant that the number of players required to defeat them would greatly exceed the number of items awarded to the raid following the boss kill—a raid of 25 individuals may only see two or three items 'drop'. The actual number of players required to defeat a specific boss varies from game to game, but the person-hours invested are non-trivial. Raid encounters may involve "10-200 players organized to achieve a common goal over a period of typically around 3-6 continuous hours" and demand teamwork and competence from all raid members.


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