Guest Post: Is that it for the story of Warcraft?

This is a guest post by former WoW blogger Honorshammer on the state of the game and his theories on why the player base has decreased. Interesting read and another take on yet the state of the game.

Blizzard’s recent conference call for investors had the blogosphere churning about the announcement that WoW lost about 5% of its player base and it back to pre-Cataclysm levels. Everyone is giving their opinion to explain why this is happening. Unsurprisingly, most everyone is taking something they don’t like about the game (too hard/too easy/too hardcore/too casual) and pointing at that and saying “see, i was right all along. People are leaving because of x.” I’m moderately guilty of this myself to some degree, and I will acknowledge that up front.

But I think the player base is too diverse for there to be one factor that has flipped a switch and led to the decline. There are likely a myriad of factors, and in this post I want to touch on one I don’t see getting much play in this discussion, the possibility that the story of WoW has simply been played out.

I was introduced to the Warcraft universe through Blizzard’s excellent Real Time Strategy games like Warcraft III: Riegn of Chaos and Warcraft III: The Frozen Throne. It was my enjoyment of those games that gave rise to my initial interest in World of Warcraft.

In those games Blizzard’s developers introduced some incredible characters. Jania Proudmoore, Kael’thalas Sunrider, Lady Vashj, Sylvanas, Illidan, and of course, the big guy himself, Arthas became fan favorites.

During Vanilla, WoW was still fresh and there was the sheer joy of exploring a new world. We met Jania in Dustwallow Marsh, and Sylvanas in the Undercity. The other major lore characters were still on the horizon, calling us to become powerful enough for their notice.

From the very beginning in Burning Crusade, we were taunted by Illidian’s “You are not PREPARED!” The developer’s made it very clear were on the path to fight him. First though, we fought Kael’Thalas in Tempest Keep (and Magister’s Terrace), and Lady Vashj met her end in Serpent Shrine Caverns. Finally, in what was originally the last raid of Burning Crusade, we got our payoff and fought Illidan himself. Part of my motivation for the guild hopping of my BC days was my desire to see these character’s story arcs to their conclusion. It was like I had started a book in Warcraft III, and now I wanted to finish it. Not doing so would have been like listening to a song that didn’t resolve.

Wrath made no bones about its primary nemesis. This was it. The path was laid out to the Frozen Throne. We would face Arthas himself. From the moment you got off the boat in either Howling Fjord or Borean Tundrea, Arthas was there, taunting you, urging you on to a final confrontation with him. For this player, Arthas was the penultimate antagonist. Ever since we witnessed the amazing cut scene of Arthas running King Terenas through with Frostmourne, we wanted a piece of him. My anger was ignited when in his blind passion for vengeance he took up Frostmourne killing my beloved Muradin in the processes. Through the levels and expansions, one thing had remained, the quest to confront Arthas.

By the end of Wrath, my avatar stood over Arthas’ lifeless body. The character who adorned the cover of box for Warcraft III: Reign of Chaos (Human edition), Warcraft III: The Frozen Throne, and World of Warcraft: Wrath of the Lich King was dead. His arc ended. And with his arc ended, the developers had finished the arc of every major villain from the Warcraft III games. The story was told.

What would propel us into Cataclysm would have to be new villains. World of Warcraft was now going to have to have to stand on its own story, and not simply finish the story begun in Warcraft III. I believe for a portion of the player base, World of Warcraft did a poor job of communicating its ongoing story. Our characters needed more motivation than we have been given. We need more than ‘he’s got duh perps, yo” to raid week after week in search of the next villain. We never got the connection to Deathwing that we had felt with Illidan, or Arthas. Arthas called to you from two expansions away. Deathwing whispers can barely be heard the very expansion we will confront him. Too much of the story was obfuscated outside of the game in comics, wikis, and novels. Our characters set out to defeat Deathwing more out of duty than raw passion.

So once the new zones have been seen, and the new dungeons run through a couple of times, we, as players, came back to the question of our motivation. Before, the answer had been to stay on the course to Illidan, or to Kael’thalas, or Arthas. Now the answer now was to prepare for Deathwing. For whatever reason, some players found that answer left them unmoved.

I can only speak for myself. I am still actively playing World of Warcraft, and I have no plans to quit, though I am playing far more casually than I did previously. Before killing Arthas, leaving would have felt like leaving something unfinished, like putting down a good book only halfway through. But now, the book feels read, and leaving a natural progression when the next good book is published.

Guest Post: How to Choose Your Officers

Today we have a guest post by Sam from Top Rosters about Officer selection.

Starting a new guild is always tough. One of the major headaches is normally selecting your officers and so in this article I will try and discuss the various options that you have.

Viktory has already written about the various setups found in most guilds, i.e. guild master – class leaders – bank officer etc, but I want to cover the “who” part of the equation.

“Who” do you choose to be an officer and what role do you put them in?

In most cases if you are starting a guild you will have a couple of friends who are joining it with you. In a lot of cases they will be given officer positions immediately simply because they are there are the creation. Sometimes this works out well, but in my experience it is best to let the guild settle down for a couple of weeks while everyone gets to know each other before handing out responsibilities.

So you have a new guild with a new roster and you are looking to start raiding within a week. You need some officers. First off decide what structure of guild hierarchy you are going to use. I will not cover that here but check out Viktory’s post on it. In most guilds there is the guild master, a raid leader, class/role leaders, a recruitment officer and a bank/website officer.

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The raid leader position is definitely the most crucial and the one that can have the most dramatic impact on the guild’s progression. We have all experienced good and bad raid leaders and so here is my opinion on what makes a good’un:

  • They need to be vocal. Fairly self explanatory – you don’t want a timid raid leader.
  • They need to be keen on researching the latest strategies – they will normally be the ones deciding which tactics you use for each boss.
  • They need be a great organiser – they will be forming the raids and need to get class composition correct (less important these days with the changes to buffs.)
  • They need to have good “people skills” – players that get sidelined for raids will come to them for answers.
  • They need to be authoritative during raids – if they tell someone to do it they need to do it.

Some guilds run with more than one person leading the raid but personally I have always found one to work better.

Class/role leaders are usually easier to find. The best starting point is recount (or whatever meter you use.) The top rogue will usually be the best rogue. Now of course there is a lot more to being a class leader than topping the meters. They also need to be able to:

  • Ascertain when a class member is performing sub-par and then have the gumption (odd word) to go and talk to them about it.
  • They need to be up to speed on their class – (perhaps ask potential class leaders which class relevant blogs they read)
  • They need to be inspecting their class members and advising them on necessary changes – be that gems, enchants, reforging etc. This should be the individual players responsibility, even in a casual guild, but you would be amazed how many players in raiding guilds are not optimised correctly and need a gentle nudge form their class leader.
  • Just like the raid leader, they need to have “people skills.” They need to be able to sideline a class member for a raid and let them know why. They need to be able to confer with the raid leader if he/she needs to know class specific details for a fight.
  • They need to be the most active members in the guild (attendance-wise.)
  • They will normally need to have the time to read through any class applications that get past the recruitment officer.

So you have picked your core team of class leaders and raid leader. Most guilds now opt for a recruitment officer. This is the poor sod who has to sift through the mountains of unreadable applications every week. Look for someone who is:

  • Patient – you do not want someone who will ragequit two weeks in after reading the 9th application from someone who does not have any professions.
  • Has good attention to detail – they will need to scan each application with a fine tooth comb and be able to ask the right questions.
  • Literate – you need someone who has great written English skills to reply to the applicants.

Sometimes you will want to pick a banking officer. Many guilds do not even bother with one and the guild leader simply does it. However if you do decide that you need one then they need to be:

  • Trustworthy – pretty obvious but ideally you do not want a ninja as your banker.
  • Organised – they need to keep track of what is going where and who is using it.
  • They need to be able to advise the guild master on cash flow and whether it could use a boost via BOE epic sales, boosting randoms through BWD etc.

Sometimes you will have a website officer but in general it is not necessary. Basically whoever creates the website deals with any problems that crop up with it!

So in essence choose your team based on those qualities and ‘you’ll be laughing.’ If you take my advice, try one week of raiding with yourself as raid leader and then decide on who should fill each role at the end of that week. You will have a better idea of who is suited to which role.

Thanks for reading and if you liked it feel free to visit us over at Top Rosters or follow on twitter @toprosters if that is your ‘thang. We are currently looking for a few class columnists so if interested please send us an email: mail@toprosters.com. Thanks for the opportunity Matt and keep up the great work here at WOM!

Improving the in-game Recruitment System

 

We just downed heroic Atramedes last night on 25 man. We’re now 5/13.

So, the in-game recruitment interface.

I love it.

It’s about time something like this was added. Not every guild can afford its own online presence or has the desire to monitor constant  forum posts. Instead of listing how serious a guild is (hardcore or casual), there are options allowing leaders to indicate guild interests. Weekdays and weekends could be a little more specific, but it’ll do the job for now. Same thing with class roles even though it is extremely basic. I like how they subtly allowed leaders to show whether the guild is a leveling or an endgame guild. It doesn’t say it per se, but come on. For me, I left the Any Level radio button checked. I might have rerolls wandering around and exploring guilds or something.

I do have some suggestions to make.

From the guild leader perspective

I would like to see more screen real estate for additional options. Weekday and weekend availability is nice, but we all know people take their Friday nights off to go watch movies like Fast 5 (Anyone see it yet? Worth it?). Add 7 checkboxes for each day of the week showing what days the guild does stuff on.

Why stop there? How about some buttons for times like:

  • Red eye early morning
  • Morning
  • Afternoon
  • Evening
  • Late night

Approximate time of day would need to be based on server time. At least prospects will have an idea of whether or not they can commit to the rough time.

See the class roles? Setting tank, healer and damage is great for queuing for instances. But we need a little more precision when it comes to class selection at least. Throw class and spec icons. If not, consider adding in classes so we can choose to recruit elusive classes that players seem to be ditching these days like Rogues and Shamans.

I’d also like the ability to set permissions on who can view the Requests tab. I cant seem to find it in the permissions settings anywhere.

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From the applicant’s perspective

The upside to this is that if you’re in a guild, you can’t browse other guilds. That means you need to be an unguilded, free agent.

Here’s the thing.

I imagine most players would want to retain benefits of their guild or at least enjoy some social interaction before their time to leave. I’m sure that if a player is leaving their guild, they would have informed their leadership anyway (At least, I hope). If I were looking to change guilds, I know I’d want to minimize downtime between current guild and guild-to-be. 

Okay, I guess I’ll be more realistic. If I were a player unsatisfied in a guild, I’d love to at least explore what guild options are available to me. Being able to browse all the guilds that are looking while guilded would be nice to have. Perhaps remove the “Apply” button or render it unclickable to minimize any errors.

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Besides, as a GM, I’d love to see what my competition colleagues are looking for. It’s also amazing how many “blank” applications are out there. A good number of players who wanted to join Conquest don’t even fill out the description so I have to guess based on their role and level. Usually what I do in cases where I think the player has serious interest is I’ll decline their application but I’ll fire them an in-game mail asking them to formally apply on the Conquest site anyway.  

How about you guys? What do you think of the in-game recruiting interface and how would you improve it further?

A Letter from a Level 25 Guild Leader

First, I just want to say to my Chicago readers that you should be extremely proud of your team. They’re going to be an awesome hockey franchise for years to come. And oh my god did they give me the biggest scare of my life.

Anyway…

I found this letter linked on Reddit the other day. It’s one of the side effects of the new guild leveling and perks system in WoW.

Dear Plebs,

If you’re here, and raging, it’s probably because you just realized you were gkicked. I’ve already deleted all your forum accounts, and removed all your boards. There’s nowhere you can post or vent so please, just read this.

For the most part this was an awkward experiment we never intended to go as far as it did. I jokingly recruited a few people out of trade chat, gave them ginvite power, and this thing for the most part grew itself. With it was the nice realization that our 10m raid crew could push levels faster and not have to farm heroics every day, so we let it ride. We figured it was a nice give and take, you guys got the best perks available and we got our XP cap every day. To be honest we mostly let it go because we thought cash flow was going to be awesome, but it turns out you guys were collectively pretty sh*tty at farming gold. (Over the last 5 months we’ve made about 14k off of a roster of 900+ people). But the XP was flowing, life was easy, and this was a nicely self-sustaining little eco-system that we just sat back and watched grow.

Unfortunately what accompanied this was an alarming number of less desirable members. Guild chat was basically useless, there were too many idiots to even try to manage, and for the most part nobody wanted to do anything. We gave you forums. We gave you vent. We gave you calendar events. We left GMOTD’s saying “come sign up on the forums for X event!” and 2-3 people would do it. We tried to coax some of the more promising members into leadership roles, we gave them an entire section of the forums with spelled out raid strats, pvp discussion, and more.

We tried. We really did try.

What we got was a whole lot of nothing but people bitching that we wouldn’t buy their epic flying, or pay their repair bills, or let them have potions out of the bank. People whining that we never carried them in our main raids, or that we didn’t run them through heroics or lower level dungeons. We got a million stupid questions a day about how to spec or what stats are good for X class. We got the few people we thought were worth keeping making a mess out of the little power we gave them. Promotions / Demotions were fucked around enormously, guild MOTD and notes were all ruined, and gchat just eventually became a giant sea from which all the idiots could troll.

When we hit 25 I kicked everyone that was inactive. I gave you all a few weeks after I cleaned out the roster to see if you would actually do anything other than occupy space in the guild pane and badger the bejesus out of us with stupid f*cking tells. I gave you your time to finish reps, buy heirlooms, get what you needed, and get out. The time has come, and now, the ride has come to an end.

That’s not to say you’re all bad, or useless, but let’s be honest; any of you worth a sh*t shouldn’t be in this guild anyway because the reality of it is that we’re never going to do anything but 10m raiding. We have no spots for you. We have no spots in an alt raid for you. We have nothing to offer you but a backup spot on a roster of people that don’t ever miss raids. It probably seems like a dick move to kick you, but in the long run we’re doing you a favor.

So, to all of you, thanks for what you did, we hope you enjoyed the perks while they lasted, but we’re ready to have our nice quiet, mellow guild chat back. Enjoy the heirlooms, enjoy the mounts, enjoy the recipes, and I hope you enjoyed the ride. I can definitely say it was at least, interesting, for me.

I sympathize with what the GM went through. The guy tried to help create a cohesive ecosystem  out of chaos but ultimately wasn’t able to pull it off. It virtually polluted the guild and he got frustrated with everything before dropping the reset button. It sucks putting time and effort in, just to get stomped on or disregarded.

At the same time, I can’t help but imagine if there were a few productive members in that pool. If the GM had been open from the start stating that they were going to be utilized in power leveling the guild to 25 and in exchange those members could purchase whatever rewards they wanted heirloom  wise, would that disclosure have made a difference? I can’t help but wonder if the situation could have been salvaged. What if incoming players were more thoroughly filtered? 

I still think the design of the guild leveling and perks system was a good decision for WoW.

There are always going to be guilds that will abuse the system and the players. That isn’t the fault of the system though. There is much more “power” to the GM’s position and that of the leadership. When there were no guild levels or perks, guilds were nothing more than organized geeks. But now, not only can a GM wipe away membership they can also remove a member’s access to powerful bonuses and items.

On a side note, we discussed player satisfaction and guild leaving in  Episode 16 of the Matticast. If you’re torn between leaving your guild for personal progressions, listen to our thoughts on the matter.

Zul’Gurub and Zul’Aman Boss Strategy Notes

Plan on invading Troll instances today? Not quite sure what to expect? Got you covered. You can find the TLDR versions here. Comment if there’s any additional noteworthy mechanics that you find on live servers that glossed over. Notes were taken from my experiences on the PTR and from kill videos.

Zul’Gurub

Venoxxis

Stay within the maze.

Players will get linked (Toxic Link) which deals damage to both players. Break the link by increasing the distance between the two players. Poison bolts get shot at players, heal through it. Boss has a frontal cone attack. At some point, watch out for pools of poison. Not sure if that’s linked to time or health.

Bloodlord Mandokir

Randomly targets a player and one-shots them. Mandokir levels up. Kill the raptor. The raptor goes around killing ghosts (which will resurrect you when you de) and you have a certain amount of them.

Watch out for big conical, fire spike thing

Kilnara (Panther boss)

First 50%: Tank and spank. Last 50%: Calls in panther buddies.

Interrupt Tears of Blood. Pull 2 packs of panthers during phase 1 and kill them to reduce the amount of panthers coming in the final phase. When they do engage you, AoE them down.

Zan’zil

Three phases (Fire, Ice, Poison)

Zombie troll phase: Grab red cauldron . Gives your attacks additional AoE powers. Destroy zombies.

Berserker phase: One big mob? Grab the Ice cauldron. Attacks gain freezing powers. Slows down Berserker and kills them quick.

Cloud phase: Entire environment covered in gas. Grab poison cauldron, become i mmune.

Jin’do

Phase 1:

Casts a green shield bubble reducing magic effectiveness within it. Keep the tank and Jin’do within it. When Jin’do casts Shadow of Hakkar, run into the shield. Then run back out and resume DPS. Last I checked, he’ll do an AoE chain nuke of some kind if you stay too long within the shield.

Phase 2: Hakkar

There are four chains on the ground. They each have 1 million health. Those chains need to be broken. Look for Gurubashi Spirits. Really big mobs that have the ability to jump. The group needs to stay near chains so that the big guys will jump onto the chain thereby breaking it. Arrow on the player’s head signifies the target. Clear out the Twisted Spirit mobs.

Kicker: Need to keep moving to dodge assorted Shadow Blasts.

Zul’Aman

Akil’Zon (Eagle boss)

Eagles will pick players up and fly them around. DPS the birds. If you’re picked up, you can still DPS them. Look for the thundercloud and stand beneath it.

Nalorakk (Bear boss)

Standard tank and spank. Also does an AoE silence.

Charges the furthest player standing away. Inflicts a +500% damage taken debuff on the target. Don’t get charged twiced. Rotate with other group members in being the furthest person away. (Thanks Katherine and Wynn)

Halazzi (Lynx boss)

Kill totems. Kill the pet Lynx (likes to randomly rush players, healers need to stay on top of that). Lynx form frequently hits random players for massive damage. Your healer needs to be on the ball. Any self surviving cooldowns are encouraged to be used. (Thanks Katherine)

Jan’Alai (Dragonhawk)

Has a straight line fire attack, watch for it.

Watch for fire orbs and make sure you don ‘t stand near them. That hit box is a little larger than the graphic. Kill 1 of the hatchers. Healers need to dispel a fire debuff which comes from the hatched eggs. If Jan’Alai drops beneath a certain percentage, he hatches all of the eggs.

Hexlord Malacrass

Only 2 ads now. Kill them, blow up Malacrass. Remember Malacrass will assume the powers at random of the different classes in your group due to his power drain.

Daakara

Similar to Zul’Jin, he instead undergoes 2 animal forms instead of 4. Switches phases every 33%.

  • Lynx form: He rushes everybody and his damage gradually ramps up.
  • Dragonhawk form: He will dish out fires in a line from him as a center point. Watch out for flame pillars. It was a pain in BC, it’s a pain now.
  • Bear form: Randomly charges a player.
  • Eagle form: Spawns 5 random cyclones. They tend to stay stationary but will shift position every few seconds. Will shoot out lightning to players nearby.