Dragon Kill Points
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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 ra ...
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Loot (video Games)
In video games, loot is the collection of items picked up by the player character that increase their power or level up their abilities, such as currency, spells, equipment and weapons. Loot is meant to reward the player for progressing in the game, and can be of superior quality to items that can be purchased. It can also be part of an upgrade system that permanently increases the player's abilities. Functions Early computer role-playing games such as SSI's ''Gold Box'' series rewarded player progress with in-game treasure, which was typically preset in the games' programming. Recent games tend to randomly or procedurally generate loot, with better loot such as more powerful weapons or stronger armor obtained from more difficult challenges. The random nature of loot was established in the roguelike genre of games and made mainstream through Blizzard Entertainment's '' Diablo'' which was based on roguelike design principles. Fixed items, determined essential for game progres ...
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Pseudorandom Number Generator
A pseudorandom number generator (PRNG), also known as a deterministic random bit generator (DRBG), is an algorithm for generating a sequence of numbers whose properties approximate the properties of sequences of random numbers. The PRNG-generated sequence is not truly random, because it is completely determined by an initial value, called the PRNG's ''seed'' (which may include truly random values). Although sequences that are closer to truly random can be generated using hardware random number generators, ''pseudorandom number generators'' are important in practice for their speed in number generation and their reproducibility. PRNGs are central in applications such as simulations (e.g. for the Monte Carlo method), electronic games (e.g. for procedural generation), and cryptography. Cryptographic applications require the output not to be predictable from earlier outputs, and more elaborate algorithms, which do not inherit the linearity of simpler PRNGs, are needed. Good statis ...
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Massively Multiplayer Online Role-playing Games
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game. MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $1.4 billion. ''World of Warcraft'', a popular MMORPG, had over 10 million s ...
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Fictional Currencies
A fictional currency is some form of system of money defined, depicted, or alluded to, in works of fiction, such as novels, films or video games. The names of units of such currency are sometimes based on extant or historic currencies (e.g. "Altairian dollars" or "Earth yen") while other names, such as "Kalganids" in Asimov's ''Foundation'' series, may be wholly invented. A particularly common type, especially in science fiction, is electronically managed " credits". In some works of fiction, exchange media other than money are used. These are not currency as such, but rather nonstandard media of exchange used to avoid the difficulties of ensuring "double coincidence of wants" in a barter system. Concept and creation Authors doing worldbuilding and creating imaginary societies have to take care when naming fictional currencies because of the associations between currency names and countries; recognizable names for currencies of the future (e.g. dollar or yen) may be use ...
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Economic Systems
An economic system, or economic order, is a system of production, resource allocation and distribution of goods and services within a society or a given geographic area. It includes the combination of the various institutions, agencies, entities, decision-making processes, and patterns of consumption that comprise the economic structure of a given community. An economic system is a type of social system. The mode of production is a related concept. All economic systems must confront and solve the four fundamental economic problems: * What kinds and quantities of goods shall be produced: This fundamental economic problem is anchored on the theory of pricing. The theory of pricing, in this context, has to do with the economic decision-making between the production of capital goods and consumer goods in the economy in the face of scarce resources. In this regard, the critical evaluation of the needs of the society based on population distribution in terms of age, sex, occupation, ...
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Emergent Gameplay
Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics. Designers have attempted to encourage emergent play by providing tools to players such as placing web browsers within the game engine (such as in ''Eve Online'', ''The Matrix Online''), providing XML integration tools and programming languages (''Second Life''), fixing exchange rates ('' Entropia Universe''), and allowing a player to spawn any object they desire to solve a puzzle ('' Scribblenauts''). Intentional emergence Intentional emergence occurs when some creative uses of the game are intended by the game designers. Since the 1970s and 1980s board games and table top role playing games such as '' Cosmic Encounter'' or ''Dungeons & Dragons'' have featured intentional emergence as a primary game function by supplying players with relatively simple rules or frameworks for play that intentionally encoura ...
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Social Science Research Network
The Social Science Research Network (SSRN) is a repository for preprints devoted to the rapid dissemination of scholarly research in the social sciences, humanities, life sciences, and health sciences, among others. Elsevier bought SSRN from Social Science Electronic Publishing Inc. in May 2016. History SSRN was founded in 1994 by Michael C. Jensen and Wayne Marr, both financial economists. In January 2013, SSRN was ranked the biggest open-access repository in the world by Ranking Web of Repositories (an initiative of the Cybermetrics Lab, a research group belonging to the Spanish National Research Council), measured by number of PDF files, backlinks and Google Scholar results. In May 2016, SSRN was bought from Social Science Electronic Publishing Inc. by Elsevier. On 17 May 2016, the SSRN founder and chairman Michael C. Jensen wrote a letter to the SSRN community in which he cited SSRN CEO Gregg Gordon's post on the Elsevier Connect and the "new opportunities" coming fro ...
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John Wiley And Sons
John Wiley & Sons, Inc., commonly known as Wiley (), is an American multinational publishing company founded in 1807 that focuses on academic publishing and instructional materials. The company produces books, journals, and encyclopedias, in print and electronically, as well as online products and services, training materials, and educational materials for undergraduate, graduate, and continuing education students. History The company was established in 1807 when Charles Wiley opened a print shop in Manhattan. The company was the publisher of 19th century American literary figures like James Fenimore Cooper, Washington Irving, Herman Melville, and Edgar Allan Poe, as well as of legal, religious, and other non-fiction titles. The firm took its current name in 1865. Wiley later shifted its focus to scientific, technical, and engineering subject areas, abandoning its literary interests. Wiley's son John (born in Flatbush, New York, October 4, 1808; died in East Orange, Ne ...
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University Of Chicago
The University of Chicago (UChicago, Chicago, U of C, or UChi) is a private university, private research university in Chicago, Illinois. Its main campus is located in Chicago's Hyde Park, Chicago, Hyde Park neighborhood. The University of Chicago is consistently ranked among the best universities in the world and it is among the most selective in the United States. The university is composed of College of the University of Chicago, an undergraduate college and five graduate research divisions, which contain all of the university's graduate programs and interdisciplinary committees. Chicago has eight professional schools: the University of Chicago Law School, Law School, the Booth School of Business, the Pritzker School of Medicine, the Crown Family School of Social Work, Policy, and Practice, the Harris School of Public Policy, the University of Chicago Divinity School, Divinity School, the Graham School of Continuing Liberal and Professional Studies, and the Pritzker School of ...
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Games And Culture
''Games and Culture'' is a peer-reviewed academic journal that covers the field of culture and media studies, specializing on the socio-cultural, political, and economic dimensions of gaming. The editor-in-chief is Tanya Krzywinska (Falmouth University). It was established in 2006 and is published by SAGE Publishing. Abstracting and indexing The journal is abstracted and indexed in: *Arts & Humanities Citation Index *Current Contents/Arts & Humanities *Current Contents/Social & Behavioral Sciences *Scopus *Social Sciences Citation Index *Sociological Abstracts *EBSCO *ProQuest *Social Sciences Citation Index The Social Sciences Citation Index (SSCI) is a commercial citation index product of Clarivate Analytics. It was originally developed by the Institute for Scientific Information from the Science Citation Index. The Social Sciences Citation Index ... References External links * SAGE Publishing academic journals English-language journals Media studies journals Bimonthl ...
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Gamasutra
''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Game Developer''. Sections ''Game Developer'' has five main sections: #News: where daily news is posted #Features: where developers post-game postmortems and critical essays #Blogs: where users can post their thoughts and views on various topics #Jobs/Resume: where users can apply for open positions at various development studios #Contractors: where users can apply for contracted work. The articles can be filtered by either topic (All, Console/ PC, Social/Online, Smartphone/ Tablet, Independent, Serious) or category (Programming, Art, Audio, Design, Production, Biz(Business)/Marketing). There are three additional sections: a store where books on game design may be purchased, an RSS section where users may subscribe to RSS feeds of eac ...
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Games Radar
''GamesRadar+'' (formerly ''GamesRadar'') is an entertainment website for video game-related news, previews, and reviews. It is owned by Future plc. In late 2014, Future Publishing-owned sites ''Total Film'', '' SFX'', ''Edge'' and '' Computer and Video Games'' were merged into ''GamesRadar'', with the resulting, expanded website being renamed ''GamesRadar+'' in November that year. Format and style ''GamesRadar+'' publishes numerous articles each day. Including official video game news, reviews, previews, and interviews with publishers and developers. One of the site's features was their "Top 7" lists, a weekly countdown detailing negative aspects of video games themselves, the industry and/or culture. Now, they are better known for lists of baddest depth segmented by genre, platform, or theme. These are divided into living lists, for consoles and platforms that are still active, and legacy lists, for consoles and platforms that are no longer a target for commercial game deve ...
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