Guild Launch News
Time Based DKP - Request For Input - Version 5.3 Changes
Greetings Everyone,
In Version 5.3 of Guild Launch Rapid Raid is receiving some significant improvements. Particularly in the area of Raid Imports. The enhanced imports will more accurately track boss kills attendees. The enhanced imports will also correctly track Hourly DKP. The current implementation of Hourly DKP works in certain cases but is unfortunately broken in many others. We've fixed this in the next version and given ourselves a much more stable platform for developing hourly DKP features.
So, with that said here are the features we are adding/fixing/enhancing to Hourly DKP:
1. The new system tracks the total time in the raid. Not the first join to the last leave. This change means that if a person attends the first boss in the raid and the last boss in the raid, they only get Hourly DKP for the time they were actually in the raid. This is a major adjustment, but it's far more in line with what users expect.
2. The definition of an "hour" will be editable. You will be able to assign "Hourly DKP" DKP in any increment from 1-600 minutes. We have to have some upper limit, 10 hours seems reasonable. We will still use the term "Hourly DKP" because "Time Phased Multi-Modal DKP" is a mouth full.
3. The new system does not create an event for each hour. Instead it groups people by the number of hours they were in the raid. So, if you have 10 people in the raid and they were all in the raid for 5 hours, there will be one Event entered that has a vlue of the Hourly DKP value multipled by 5 hours. This change reduces the visual clutter in a raid that is many hours long.
4. The new system enters all hourly DKP entries at the very end of the raid. Again, this reduces visual clutter and seperates these primarily informational events from the real interesting part (the Boss kills).
So, what would you like to see added to our Hourly DKP implementation? We're all ears. We may not be able to add everything, but this is a great oppurtunity to get your input into the system.
Thanks,
Stephen
In Version 5.3 of Guild Launch Rapid Raid is receiving some significant improvements. Particularly in the area of Raid Imports. The enhanced imports will more accurately track boss kills attendees. The enhanced imports will also correctly track Hourly DKP. The current implementation of Hourly DKP works in certain cases but is unfortunately broken in many others. We've fixed this in the next version and given ourselves a much more stable platform for developing hourly DKP features.
So, with that said here are the features we are adding/fixing/enhancing to Hourly DKP:
1. The new system tracks the total time in the raid. Not the first join to the last leave. This change means that if a person attends the first boss in the raid and the last boss in the raid, they only get Hourly DKP for the time they were actually in the raid. This is a major adjustment, but it's far more in line with what users expect.
2. The definition of an "hour" will be editable. You will be able to assign "Hourly DKP" DKP in any increment from 1-600 minutes. We have to have some upper limit, 10 hours seems reasonable. We will still use the term "Hourly DKP" because "Time Phased Multi-Modal DKP" is a mouth full.
3. The new system does not create an event for each hour. Instead it groups people by the number of hours they were in the raid. So, if you have 10 people in the raid and they were all in the raid for 5 hours, there will be one Event entered that has a vlue of the Hourly DKP value multipled by 5 hours. This change reduces the visual clutter in a raid that is many hours long.
4. The new system enters all hourly DKP entries at the very end of the raid. Again, this reduces visual clutter and seperates these primarily informational events from the real interesting part (the Boss kills).
So, what would you like to see added to our Hourly DKP implementation? We're all ears. We may not be able to add everything, but this is a great oppurtunity to get your input into the system.
Thanks,
Stephen
Since many raids have a time when invites start versus when the first pull or buffing beings, it would be nice to have a button or command to "start" the hourly DKP timer.
An example within our guild is raid invites start 30 min before the raid starts (e.g., 7:30pm EST). I call out buffs to begin at the top of the hour and the first pull begins shortly after that. What this means is there is a 30 minute "grey" area where people are entering the raid and instance, but the raid hasn't really started...so it would be nice to "trigger" the hourly DKP timer; otherwise I'll have to edit every raid to make sure people are not given 30 minutes of DKP...
An example within our guild is raid invites start 30 min before the raid starts (e.g., 7:30pm EST). I call out buffs to begin at the top of the hour and the first pull begins shortly after that. What this means is there is a 30 minute "grey" area where people are entering the raid and instance, but the raid hasn't really started...so it would be nice to "trigger" the hourly DKP timer; otherwise I'll have to edit every raid to make sure people are not given 30 minutes of DKP...
How will this effect people who raid over 2 nights yet upload both strings into the same raid? Will it add people that raided say 4 hours the second night and didn't raid the first into the event already created or would this create a separate event effectively giving you two 4 hour events? and if a separate event will there be an option to merge events and/or raids? If merging is something you do look into then the hourly cap will have to be higher
Multiple imports into the same raid would be treated as distinct imports so new events would be created. I think this is actually beneficial because it lets people who raid over muiltiple days still see some of that granularity in the raid.
-Stephen
-Stephen
Hourly DKP imports are tricky. I don't know that there's an easy solution on import. The only thing I can think of is to somehow flag Hourly DKP changes.
What I mean is that often, certain sections of a raid instance goes on farm status prior, while other parts remain currently in progress. A good current example is the Spider wing in Naxx for most guilds. That's farm. However, things like the Construct (abom) wing and patch may still be on progression because the raid still needs to gear up.
SSC/TK were also instances where certain areas were farm, and other areas were progression.
However, because they are imported separately as events, I can adjust the EP value accordingly. If they are lumped up at the end, this might be harder to do? I dunno, until I see how this is implemented, but thought I'd throw it out there for some thought.
Thanks!
What I mean is that often, certain sections of a raid instance goes on farm status prior, while other parts remain currently in progress. A good current example is the Spider wing in Naxx for most guilds. That's farm. However, things like the Construct (abom) wing and patch may still be on progression because the raid still needs to gear up.
SSC/TK were also instances where certain areas were farm, and other areas were progression.
However, because they are imported separately as events, I can adjust the EP value accordingly. If they are lumped up at the end, this might be harder to do? I dunno, until I see how this is implemented, but thought I'd throw it out there for some thought.
Thanks!
In the new system you could run the Farm section (no hourly DKP) as one raid, then the Non-Farm section as another raid. Just click End and Start then import one then the other. You'll get hourly DKP if you ask for it in one of the imports, and not in another. You can import multiple "raids" into one raid in Rapid Raid.
We want to implement a "start tracking hourly DKP" and "stop tracking hourly DKP" function, but that will have to be a future update.
-Stephen
We want to implement a "start tracking hourly DKP" and "stop tracking hourly DKP" function, but that will have to be a future update.
-Stephen