Members & merit

Your server's member list and a merit score for every member: who is in the server and in each game, and a score from 0 to 100 from their attendance, answers, strikes and activity that shows who keeps turning up. Merit is Premium.

The Members list

Members lists everyone in the server: when they joined, their rank, XP and level when XP is on, and their messages and voice time over the period you pick (All time, Year, 90 days or 30 days). It opens in XP order (by join date with XP off) and sorts by any column; your own row is marked, and with XP on a chip in the toolbar shows your rank and level. Every member can open it, and their own row opens their profile.

Staff see more. Admins, moderators and leave approvers get the Leave column, a chip on anyone with warnings, and a game filter that narrows the list to one game's members. While a leave request is waiting or someone is away, the list opens sorted by Leave, and an admin or leave approver decides a request by clicking it. Admins and moderators open any member's profile; a leave approver reads the list without opening profiles. The Merit column shows each member's score to admins and moderators, and to everyone else when the server allows it (see Who sees scores). With a game picked in the filter, the column shows that game's score instead of the overall one. Server admins also get Leave settings above the list and the server's Merit tab beside it.

Each game has its own Members page too, which every member of the game can open: its roster with the columns each reader picks (merit, attendance, response rate, strikes, DKP, the game's fields), filters on each column's header, and Members, Trials and Former views. Attendance can also sort by the events attended and the response rate by the pings it took, from the switch in that column's filter. A member fills in their own fields on their own row. Games & rosters covers that list in full.

What merit is

Merit is a score from 0 to 100 that Qutie works out from each member's record: the events they went to, their strikes, whether they answer sign-ups, how active they are and, in a game, their gear and what they give. Nobody types it in and nothing is awarded by hand, so changing what counts re-scores everyone's whole history at once.

There are two scores:

  • Overall merit, one per member for the server: every tracked event they could attend, the server's own and every game's they were on the roster of, plus their activity in Discord.
  • Game merit, one per member per game: that game's events, strikes, gear and contributions only. Someone at 95 overall can read 40 in a game they barely show up for, which is the score to use when deciding who stays on a roster.

A member is only measured on what they could have done. Approved leave, events for roles they don't have and games they were not on never count against them. The number is the member's own; its colour compares it with the rest of the server or roster (see Standing colours).

On the server's Members list the score follows the period picked there, so comparing All time with 30 days shows who is slipping. A game score is always all time on the member's roster. A member who leaves a roster keeps the game score they had that day, and an archived game's scores stop on the day it was archived. Merit is part of Premium: on a server without it nobody is scored, and the Merit tabs can be read but not changed.

What makes the score

A score is the weighted average of its parts, each a value from 0 to 100%. Clicking a score opens its breakdown: every part with its value, the points it adds and the record behind it, such as "attended 14 of 18 events", and any part left out with the reason.

Overall merit

PartWhat it measuresWeight to start
AttendanceThe share of tracked events they attended, out of every one they could attend. Late and left early still count as attended.5
ReliabilityStrikes against the events they signed up for (yes or late, not tentative) and the VOD cycles they had to be in. A no-show counts as one, a late, an early leave or a missed VOD as half. None is 100%, one in every 5 is 0%.4
ResponseThe share of sign-ups for their roles they answered, with any answer, a no included.2
ActivityMessages and voice time per day against the median of the active members, full marks at the median. Whichever of the two is higher counts.2
ConsistencyThe share of their days within a week of being seen: a message, any voice time or a tracked event they attended.2
PlayingDays on a game's roster, out of the days a game was being played while they were here. A game is played from its first event, or the Playing from date on its Merit tab. A trial role counts.2

Game merit

PartWhat it measuresWeight to start
AttendanceThe share of this game's tracked events they attended while on its roster.3
ReliabilityStrikes in this game against the events they signed up for and the VOD cycles they had to be in, counted the same way.3
GearTheir value of the game's gear field against the roster's median: full marks at the median, 0% at 80% of it.2
ResponseThe share of this game's sign-ups for their roles they answered.1
ContributionsDonations and completed notices against what the roster gave while they were on it, full marks for doing their share.1

A no-show counts twice on purpose: it is a missed event in Attendance and a strike in Reliability, because signing up and not coming is worse than saying no. Reliability only looks at what they signed up for, so a member who rarely signs up loses points in Attendance, not there. Gear is always the member's current number, and keeping it up to date is up to them. Contributions is generous: when only half the roster gives, a member who never gives still reads 50%.

A part with nothing to measure is left out and the rest share its points: Gear until a gear field is picked and enough of the roster has entered it, Contributions in a game with no notice board and no donations, Activity until enough members are active to have a median. On a game's Merit tab, Gear and Contributions stay listed while they cannot measure anything, greyed, with a tip saying what turns them on.

Confidence & provisional scores

Two events say little about someone. Confidence is how much of a score is the member's own record: until their record is as long as a typical member's, each part leans on the group's typical value, and it moves to their own as the record grows. The record that counts as typical is the average of the group's, never more than 10 events for the event parts or 90 days for the time parts.

So a newcomer who went to all 6 of their events reads a little under 100, and one who missed 2 reads a little over their raw 67%, until they have been around as long as the others. When a game launches, everyone starts together, so everyone is compared straight from the first event. Gear has no confidence: it is their own number.

A score under 50% confidence is provisional: it shows muted with a ~ in front, takes no colour and is left out of the median. A dash means nothing has been measured yet. A part's line in the breakdown says its confidence while it is under 100%.

The Confidence checkbox on a Merit tab turns this off: every part is then the member's own record however short, so one event attended out of one reads 100%, and no score is provisional. The server and each game have their own checkbox.

Weights

The Merit tab beside the list is where you decide how much each part matters. Each part has a weight from 0 to 10, and the bar above them shows the 100 points split by weight; 0 turns a part off. There is nothing else to set: every threshold is fixed, and the weight is the one knob per part.

  • The server's tab, on the Members page, sets the overall score's six weights. Server admins only.
  • A game's tab, on that game's Members page, sets its five weights and its Gear field, the number field Gear reads (such as item level). Server admins and that game's admins. A game's weights move only its own score: the overall score counts every game's events under the server's weights.

Everything moves as you drag. The guild (on a game's tab, The roster) shows how many members score in each band of 10, coloured, with the median marked; once you move a weight, the spread you started from shows as outlines, and a line says who went into or out of the red. See it on a member shows the average member, or the one you pick: their score, the points each part adds and the last 12 weeks against the median. Undo (or Ctrl+Z) steps back one move at a time. Changes save by themselves.

Officer adjustments

Some things no number can see: a member who dies in every raid, or a great shot-caller. Officers can add an adjustment: points up or down (from -100 to 100) with a reason. Open a member's score and press Add under its breakdown, or use Adjust merit in the Actions on their profile.

  • A member's adjustments add up to one total, which moves their overall score and every game score alike, in every period. It is never taken into the median, so it never changes anyone else's colour.
  • Staff see the adjusted score with the total in a small pill beside it, such as 57 and -15, and the breakdown says what the score was before.
  • Members never see adjustments: their own score is the calculated one.
  • Every entry, with its reason, the game it was added from and who added it, is listed in the member's Record on their profile, where it can be removed. Adjustments never fade by themselves.

Admins and moderators add and remove adjustments; a game's admins add them from that game's scores. They need the Moderation module: with it off they are not applied, and they come back when it is turned on.

Who sees scores

Admins and moderators always see every score and every breakdown, and a game's admins see that game's. Who else sees them is Who sees scores at the top of the server's Merit tab:

ChoiceMembers see
ModeratorsNo scores at all. The default.
Their ownTheir own score on their profile, with its breakdown and how it moved over time.
EveryoneTheir own, and every member's score on the Members lists, the number only.

Nobody but staff ever sees another member's breakdown, and a member's own breakdown only holds things they could already see about themselves.

Standing colours

A score's colour says how it compares with everyone else's, not whether it is good on its own: a strict server would otherwise look all red, and a relaxed one all green. Yellow is the median, the typical member. Below it the colour runs through orange to red at half the median and under; above it, through yellow-green to green at twice the median. A close-knit server may show no red at all.

The median is over the scores that are not provisional: the roster for a game score, and the members active or on a roster in the period for the overall score. With fewer than 5 such members there is no colour, only the number. The tip on a score names the median and its weakest parts.

Attendance and the response rate on a game's lists and a member's profile take the same colours against their roster's median, and the tip ends with what is typical there. Strikes stay white: most members have none or one.

Merit in loot

A game's loot can reward merit in two ways, both set in the Loot page's Settings:

  • Bonuses: with Merit switched on, a member's game score (0 to 100) is part of their bonus, which is added to their rolls and to the DKP they earn by the shares you set (On rolls and On DKP earned).
  • The tie-breaker: a tied roll or council vote goes to the higher game score by default.

Both use the game score with any officer adjustments in it. Where members cannot see each other's scores, a roll shows other members the bonus as one number.