Time-based

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Time-based is a model for DKP systems. The model resembles zero-sum but rewards DKP based on the time spent rather than based on participating in a specific encounter.

Contents

How it works

Each raid is divided into intervals, commonly 30 minutes, lists of players who participated during each interval, interval records, are then generated. The points spent during the whole raid are then distributed amongst the player depending on how much time each player spent raiding. The points generally follow a linear distribution, but certain intervals may be weighted differently to award people for showing up on time or staying the whole raid through.

The recording of intervals

The interval records can be generated in a couple of different ways.

Classic log style

This is the way that it's usually done in EverQuest and EverQuest II where there are commands to produce logs of everyone present (/who in both, /whoraid in EQ2). The basic idea is that during each interval-shift a log showing which players participated is generated. The logs are the cross referenced to find out who was present during an interval. A person is assumed to be present during an interval if that person was present when it began and when it ended. It is very time consuming to cross reference logs that way, but DKP Log Parser does it automatically.

The method used to record the intervals There is also a variation of the system in which only the time a player first joined and last left the raid are recorded. The system is the same with the exception that all players are assumed to have been present between the two points in time. There are also different variation of how many points that have to be spent on items.

Example

Lets say a raid starts at 19:00, a log of all players present is taken (e.g. with /who in EverQuest) at that point in time by a designated person. Then the raid goes on like normal until 19:30 when a new log is taken. Then a log is taken at 20:00, another one at 20:30 until the raid ends at 20:46, at which point a final log is taken (making it 5 logs in total). The logs are then cross referenced to determine during which interval each player was present.

The 5 shift logs are thereby combined into 4 interval records. To make it clearer lets name the shift logs S1,S2,... and the interval records I1,I2,... the example will then look like the following.

Shift logs being combined into interval logs.
Shift logs being combined into interval logs.

Shift logs

  • S1: 19:00
  • S2: 19:30
  • S3: 20:00
  • S4: 20:30
  • S5: 20:46

Interval records

  • I1: 19:00 to 19:30 (Everyone present in S1 and S2)
  • I2: 19:30 to 20:00 (Everyone present in S2 and S3)
  • I3: 20:00 to 20:30 (Everyone present in S3 and S4)
  • I4: 20:30 to 20:46 (Everyone present in S4 and S5)

First/Last setup

A process runs which records the first and last time that a person has been seen in the raid. Those times are then combined and interval records are generated with a specified resolution. An interval record for time t1 to t2 will include a person if and only if that person's first time is lesser or equal to t1 and that person's last time is greater or equal to t2.

Example

A raid which was help from 20:00 to 21:00 has two participants.

Participant Joined at Left at
A 20:00 21:00
B 20:00 20:46

Person A will always be in all the interval records as long as the interval resolution is lesser or equal to one hour (the raid length). Person B's attendance will however vary based on the resolution used.

B's attendance
Resolution (minutes) Total number of intervals Intervals B participated in Percentage
60 1 0 0%
30 2 1 50%
15 4 3 75%
5 12 15 75%
1 60 46 77%

The lesson is that too low resolutions will bring unjust results, while too high resolutions will make a lot of unnecessary logs (60 logs, ouch). One has to find a resolution which is just about right, 15 or 30 minutes is usually a good choice.

Join/Leave setup

A process runs which records each time that a person joins or leaves the raid. Those times are then combined and interval records are generated with a specified resolution. An interval shift record for time t1 will include a person if and only if that person has a join time lesser or equal to t1 without a leave time in between.

This mode is similar to first/last, but is somewhat more complicated because of an arbitrary number of event times. This setup can for instance be applied to records retrieved from World of Warcraft using CT Raidtracker.

Computations

The computations made after the interval records have been produced are very similar to those of zero-sum.

Example

A guild has the following members.

A: 100 DKP
B: 50 DKP
C: -50 DKP
D: -100 DKP

System total: 100 + 50 - 50 - 100 = 0


A raid is held and 4 interval logs are produced: I1, I2, I3 and I4. Person A bought the only item from the raid for 144 points.

First case

Everyone was present during the whole raid, so the participation looks like this.

I1: A, B, C, D
I2: A, B, C, D
I3: A, B, C, D
I4: A, B, C, D

Reward: 144 / (4 + 4 + 4 + 4) = 9 DKP per interval

A: 9 * 4 = 36 DKP
B: 9 * 4 = 36 DKP
C: 9 * 4 = 36 DKP
D: 9 * 4 = 36 DKP

The new standings.

A: -8 DKP (-108)
B: 86 DKP (+36)
C: -14 DKP (+36)
D: -64 DKP (+36)

System total: -8 + 86 - 14 - 64 = 0

Note that zero-sum is maintained.

Second case

Persons B and C left sometime between 20:00 and 20:30, so the participation looks like this.

I1: A, B, C, D
I2: A, B, C, D
I3: A, D
I4: A, D

Reward: 144 / (4 + 4 + 2 + 2) = 12 DKP per interval

A: 12 * 4 = 48 DKP
B: 12 * 2 = 24 DKP
C: 12 * 2 = 24 DKP
D: 12 * 4 = 48 DKP

The new standings.

A: 4 DKP (-96)
B: 74 DKP (+24)
C: -26 DKP (+24)
D: -52 DKP (+48)

System total: 4 + 74 - 26 - 52 = 0

Note that zero-sum is still maintained.

Advantages

  • Players are rewarded for spending their time raiding, not for being at the right place at the right time (i.e. when the log is taken).
  • If the raid moves from a high profile raid with lots of loot (e.g. Plane of Time in EverQuest) to a raid with less loot (e.g. keying new members), then people who stay for the lesser raid are rewarded with points from the raid with more loot. I.e. someone who leaves when the raid is finished in Plane of Time, after lets say half the raid time, will only receive half of the DKP that someone who stayed and keyed new members will receive. Hence encouraging people to stay for raids when some people would otherwise log off.
  • The intervals can be weighted differently to for instance award people who are on time and stay the whole raid through.

Disadvantages

  • The model's greatest disadvantage is probably the time that it takes to administrate such systems. Utilities such as DKP Log Parser can help with that.
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