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'''Hreggan Krakfist''' is a [[orc]] [[holy strider]]. One of [[Orgrimmar]]'s few orc holy striders, Hreggan is charged with the important task of mapping [[Kalimdor]] and its surrounding islands. He looks for new settlement sites, charts the monsters or [[Alliance]] forces in the area, and makes sure [[Thrall]]'s maps are correct. He returns to Orgrimmar every year and has a 3-day meeting alone with his leader to report his findings. Once he charts the entirety of Kalimdor, Thrall plans on sending him to chart [[Northrend]] to learn of the [[Lich King]]'s activities.<ref>''[[Lands of Mystery]]'', 196</ref>
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In the computer role playing games of old, one player managed a whole party with several members. When a new item became available, the player decided which party member would profit most, and give the item to them. Overall progress was the only goal. In its purest form, a loot council works exactly the same, one person decides which raid members get which items. If that player is impartial and the decisions are correct, there can be no issues about "justice", because overall progress is the one primary goal in [[raid]]ing.
 
   
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== References ==
As it's nearly impossible for a single person to be godlike and impartial, most raids use several people to take this kind of decision - a loot council. Normally the loot council also has less absolute powers than the pure form. A frequently seen loot council policy is to restrict items by class and/or talent build. Loot councils are always used to give a higher emphasis on the success of the raid as a whole over the selfish interests of individual raid members. Commonly used categories to limit loot to certain classes/builds are:
 
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{{DEFAULTSORT:Krakfist, Hreggan}}
*Tank (prot warrior or paladin, bear druid)
 
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[[Category:Orcs]]
*Melee DPS (arms or fury warrior, rogue, enhancement shaman, cat druid, ret paladin)
 
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[[Category:Lore characters]]
*Spell DPS (mage, warlock, shadow priest, elemental shaman, moonkin druid)
 
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[[Category:Lands of Mystery]]
*Healer (holy priest or paladin, resto shaman, tree druid)
 
 
For some spell DPS items it is a good idea to restrict them further by damage type (nature, fire, frost, shadow), but this happens normally automatically because +nature damage is of no particular use to a warlock.
 
 
Despite not being a hybrid class in the true sense of the word, hunters can also often find some use for nearly anything they're able to equip. Depending on playstyle and preference, and keeping usefulness towards the raids goals in mind, hybrids and hunters should be watched very closely, to avoid loot whoring. Usually this means that all players should give their build to their class leaders, so they can judge into which category the player belongs.
 
 
Usually the main tank(s) are a class of their own. Since the raid's main tank is extremely important, they are frequently given precedence on any tanking gear they need.
 
 
====Advantages====
 
* The people on the council (should) know what is best for the guild/raid and can give loot to where it is most needed or deserved.
 
* Loot Council can sometimes have less of a cutthroat feeling than DKP, where there is a high pressure to be always at the top of the list.
 
* Many of the problems of other (point) loot systems can be avoided, including inflation or hate bidding (draining).
 
* Exceptionally rare items can be given to those who need them most, rather than who has the most points at the time (for example, a Thunderfury to the main tank).
 
 
====Disadvantages====
 
* '''Loot Council is only as fair as the people on the council.''' One corrupt council member can destroy a whole guild.
 
* It requires more work on the part of council members to pay attention to and keep track of that which determines loot distribution.
 
* Actually awarding loot can take more time as council members debate whom it should go to.
 
*Loot council a system assumes that the people making the decisions are better informed *than the people that will end up using the Items. It's in most cases a wrong assumption.
 
*Loot council systems can result in a huge waste of resources of the guild. i.e.: Time. It takes away the “cost” of bad decisions by the players themselves. The cost of bad decisions made by the council are now hidden, and everybody ends up paying for them. Since those costs are hidden, they will be more frequent.
 
*A loot council system destroys the “ME Factor” so important in incentive application. It can take away the control of equipping the character from the player. Depending on other factors, this will result in a destruction of the incentives to Raid. For young and non homogeneous raiding guilds, this process will result in a lot of drama and in a “shortage” of raiders.
 
*Loot council system generates accusations of corruption and grievances from members towards the people that are making the decisions. It breeds unrest inside the guild, especially if the guild has a non homogeneous raid group.
 
*Loot Council Systems could create a “caste” of people inside the guild that are not rewarded because they have the merit to be so, but in fact are rewarded because they have good relations with the ones distributing the Loot.
 
*These types of loot distribution systems incentive a lack of dedication from people near the decision makers, if a tank knows, no matter what, he will be handed over good gear, he will not be so eager to farm for better gear, or even to show up in every raid. In fact the Loot Council System will make it more difficult to discover who really is contributing more to the Raid.
 
*Many of the bad things this type of distribution system brings up to the equation are hidden. And most people won’t realize that it is the Council that caused these problems, but the problems will be there nonetheless.
 
*Guilds that have problems such as: shortage in attendance, too many “casual” raiders and people that does not put effort in raiding, drama related to loot, drama related to the alleged “inflation” of the Point systems will likely not benefit from this arrangement.
 
*Guilds that have homogeneous raiding groups, a homogeneous commitment and attendance, non overcrowded guilds and guilds doing the very high end content of the game in server with little “competition” can benefit from this arrangement IF the main problem in the guild is people hoarding DKPs and hence not equipping themselves properly.
 
 
 
 
[[Category:Loot Distribution Systems]]
 

Revision as of 17:11, 26 June 2011

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This article contains information from the Warcraft RPG which is considered non-canon.

Hreggan Krakfist is a orc holy strider. One of Orgrimmar's few orc holy striders, Hreggan is charged with the important task of mapping Kalimdor and its surrounding islands. He looks for new settlement sites, charts the monsters or Alliance forces in the area, and makes sure Thrall's maps are correct. He returns to Orgrimmar every year and has a 3-day meeting alone with his leader to report his findings. Once he charts the entirety of Kalimdor, Thrall plans on sending him to chart Northrend to learn of the Lich King's activities.[1]

References