Loot Council and You: One Player’s Take On Loot Council and Casual Raiding

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This is a guest post from @katagirl, Matt’s fellow guildie and a WoW Twitterati

Since this blog has its fair share of priests and druid posters – I thought it was high time for a Paladin to step up and give her two cents. There’s been a lot of discussion about the way the Loot Council structure is set up, and I wanted to share my take on it.

My story

My name is Kata, and I’ve been playing WoW for about two and a half years. I’m currently in Conquest, being known as “Queen Pally” or “hey, you’re on Rez Duty…” depending on the day.

Up until WotLK came out, I was part of a few very casual raiding guilds. It was first come, first serve to raid signups, very relaxed hours and atmospheres and don’t even get me started on Ventrilo during raids on Lurker. You’d need pain meds just to log in. I popped around a bit, even launched my own guild for a while that never got to raiding (that’s another saga completely). When Matticus started pitching Conquest, I chimed in pretty quick with ideas and feedback through Twitter and got a good dialogue going. I transferred in and the rest is history.

Anyways, back to loot distribution. I’ve raided with guilds that both use the standard /roll with a Master Looter, and with some version of DKP/ EPGP. Conquest was my first experience with a Loot Council, and to be honest I was a bit hesitant. I was spending money to transfer servers to put myself at the mercy of leadership that mostly knew each other. There was nothing keeping them from looting everything to each other based on their friendships in times previous.

I transferred and began the arduous grind to 80. The first official week’s raid schedule I sat out on, gearing up and watching all these strangers get boss loot. I’ve now been raiding with Conquest for a full month.

I really don’t write this kind of thing, so forgive me if I tend to wax narrative.

My verdict: Our Loot Council works. I’m in a unique position as a plate-wearing healer to be able to pick up any gear. At the beginning, even cloth pieces were upgrades for me. I had interest on a lot of pieces. There were many times my major +healing upgrade would be passed over for a minor upgrade for a priest/lock/druid. But just as many times as I sat at the end of a boss fight without gear, I was rewarded with major improvements over the first few weeks. Other players occasionally even withdrew their interest if they saw it’d gear me up – and that is impressive.

Not once have I felt that there has been a partiality in the distribution of loots by the loot council. Sometimes it did take longer to distribute loot at the end of a boss fight, but it was almost always accompanied by an explanation of the decision.

One thing I expected with a loot council system would be the likelihood of raid members to complain or protest decisions. From time to time, there’s the occasional light-hearted bickering – but I have yet to experience someone throw a fit because they did not get a piece of gear. As I mentioned before, I’ve seen players pass on upgrades for others. That was always a rarity when I raided with a DKP model. The Loot Council approach seems to shift the focus from a “me, me!” attitude to a “we, together” attitude. And it seems to be working. At last research, warcrafter.net had Conquest listed as one of the top geared progression guilds on our server, and top 500 out of over 40,000 guilds in US/North America. (not to brag, or anything!)

How can the loot council work in your guild?

Matt’s posted some great guidelines that he’s used for setting up our loot council. From where I sit, the most important things are being approachable and working towards a team mentality. I know that any of our officers are willing to hear me out if I have an issue or complaint. My opinions are valued, which then in turn makes me respect my leaders. As I’ve seen in Conquest, when the focus is on the team first and individual second things work out smoothly.

Other curious raiding notes

  • Naxx music is creepy if you’re the first one in the instance and you have your speakers turned up.
  • Toy Trains need to be patched so that they cannot be dropped in an instance.
  • Of all the bosses in Naxx, Matt has the hardest time with the Frogger boss. Ask me how I got my position…

Just because I have this public forum, I thought I ought to thank two amazing Paladins that guided me on my experience – Alyeska and Xonelith, who both popped around various servers with me. Without them – I wouldn’t be raiding today. (again with the fiction-type writing with a dedication… but I couldn’t help myself). And to all the players I’ve had the honor to work with… except the few that drop toy trains in raids. YOU know who you are.

Syd’s Fantasy Raid Instance: Part 1

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The New Year has given WoW raiders a little something to look forward to. Just now, a dribble of information about Ulduar has started to appear in blue posts. Nothing of substance exists yet–all we know, essentially, is that Ulduar will have lots of encounters and a corresponding amount of loot. Thrilling, isn’t it?

I decided to take advantage of this moment when we know practically nothing about what is to come and imagine what my ideal raid instance might be like. Of course it’s not Ulduar, or even my own design for Ulduar. I don’t think I’m invested enough in the lore surrounding the Makers to give anything like an approximation of the story.

I thought it might be enjoyable to start out 2009 with a series of posts sketching out the kind of instance that I would like to play over and over. I’m very interested, though, in what the readers think is fun–so don’t be shy about making suggestions in the comments!

In this first post, I will be looking back at past Blizzard instances and analyzing what makes them fun (or, I suppose, un-fun). It is my hope that I–and of course the Blizzard designers–can learn from the strengths and weaknesses of past content.

What Makes an Instance Fun?

All truly great dungeons have to follow a set of general principles–let’s call them the 6 Rules of Playability.

1. There must be an engaging story line that develops throughout the dungeon and gets at least a partial resolution at the final boss.

2. There must be adequate rewards for the time spent.

3. Boss encounters must be numerous and varied.

4. The length and difficulty of trash clears has to suit the difficulty level of the dungeon.

5. No part of the dungeon should feel like a pure timewaster. Everything–trash included–needs to serve a purpose.

6. The design should support a sense of gradual progression. The most visually stunning environments and encounters should accompany the end content.

Wait, have there been ANY great instances in WoW?

If I go by my own Rules, WoW has had a lot of misses and only a few hits. I will say that, in general, the trends are encouraging. The Burning Crusade dungeons are a step above Classic, and in Wrath. . . well, we have yet to see.
In order to reveal the areas where I think dungeon design most desperately needs improvement, I’m going to go through a few popular dungeons in terms of the 5 Rules and highlight their strengths and weaknesses.

Instance #1: Deadmines

I know, I know, it isn’t a raid. However, it’s my feeling that the developers took their time with this content. Just like, say, the Northshire Abbey area, it’s a starter zone that stands up extremely well to repeated playthoughs. Deadmines scores 6/6 for my rules–it’s just the right difficulty at the right moment. The story of the Defias gang develops through quests in Goldshire and Westfall and receives an extremely satisfactory conclusion when you finally make that scurvy scalawag Van Cleef walk the plank. Moreover, the letter in his pocket and its resulting quest chain really gives your poor little lowbie the feeling that he or she has affected the game world for the better. As far as the rest of the rules go, the Deadmines hits every high note. You can’t tell me that it wasn’t at least a little bit exciting to blow open the door at the end of the cave to reveal an underground harbor with an enormous pirate ship. Not to mention the rewards–which were always pretty good and got a significant buff last year.

Instance #2: Karazhan

There’s quite a large jump from the Deadmines to Karazhan, and if you, dear reader, choose to take that as censure of the many instances that fall in between, well, I won’t try to dissuade you. As I see it, Blizzard made a lot of raid experiments at the end of Classic, of which the best was surely Naxxramas, but my own thought is that the developers were still learning what made instances fun. Karazhan, the flagship instance of BC, scores 5/6 on my scale, and is in my opinion the best-designed Blizzard raid instance for its level to date. Let’s take a close look at its successes.

1. Story
Karazhan did an excellent job of introducing familiar lore characters–Medivh and his father Nielas Aran–and giving them life. When you play through Karazhan, you’re hanging out in Medivh’s house, interacting with the ghosts of his friends, loved ones, and servants. The Moroes encounter is particularly great–you can even imagine the kinds of conversations Medivh and his steward might have had (Oh dear….). In addition, Karazhan did two things that made the story develop over multiple instance runs. First, the quests give you story information in stages, culminating with the cut scene you get as you learn to summon Nightbane. Those quests give insight into Medivh’s personality. In a certain sense, it’s a shame that Medivh himself never appears as a boss, but I must say I do enjoy him as an opponent in the Chess event. Secondly, the Violet Eye faction and their reputation rings give players a reason to repeat the dungeon. In general, I am always in favor of reputation rewards in dungeons. The interaction with the rep-giving faction is always a plus.

2. Rewards
In terms of bringing down the purples, Karazhan was one of the best instances ever. The sheer number of drops per player for a full clear is truly mind-boggling, and yet the loot tables were varied enough that it took several months to get everything.

3.Variety
Karazhan introduced what I like to think of as 2.0 boss mechanics. I won’t replay the whole dungeon for you, but I think that Shade of Aran, Chess, Netherspite, Nightbane, and Prince were all quite innovative. None of the encounters may have been particularly “hard”–though they certainly were difficult for me personally at the time–but they were all very different from each other.

4.Trash
Here is Karazhan’s weakness. I think that it was originally conceived of as a multi-day instance, and as such it might have seemed appropriate to build in some long slowdowns. However, the trash clear between Curator and Shade should have been streamlined at some point. The rest of the trash in the instance seems proportional, but I remember when it took an hour to clear between Curator and Shade. I think a lot of people used to stop for the night after Curator–I know we did. I would think that–at any difficulty level–a trash clear of even half an hour between bosses is too much. For the sake of fun, 10-15 minutes would be best.

5. Sense of Purpose
The reputation gain with the Violet Eye helps keep even an enormous amount of trash from feeling superfluous. In addition, the trash epics soften the impact of long clears.

6. Design
The movement onward and upward–from the servants’ to the masters’ areas of the castle, and always up toward the parapets–gives Karazhan a nice sense of progress. In addition, the most visually interesting encounters–in my mind, Nightbane, Netherspite, and Prince, are at the end. I like the feeling of creeping through an enchanted castle, room by room, progressing ever onwards toward the source of the place’s madness.

Instance #3: Black Temple

I know, I know, I’ve skipped SSC, TK, and Hyjal. There were good things about them, of course, but I’ve decided to run ahead to my personal favorite instance of all time, Black Temple. Illidan’s House of Pain scores a 4 out of 6 on my scale. Let’s look a little closer at how different aspects of the dungeon measure up.

1. Story
By the time I entered Black Temple, I had been hearing about Illidan and fighting his minions for months. I had talked to Akama and Maiev as part of a quest chain, and I had even spent hours upon hours masquerading as a Fel Orc, only to score an interview with Illidan himself when I became exalted with the Netherwing. I think that of all of the BC instances, Black Temple made the best connections to content outside of the raid itself. Moreover, when we killed Illidan, I really had the sense of participating in a drawn-out battle of epic proportions. It was just right for the story. I didn’t even mind Illidan’s speech–and I agree, Akama’s duplicity was hardly surprising. I saw that one coming a mile away.

2. Rewards
Thanks to the purples, the Hearts of Darkness, and the epic gems, adventurers certainly profitted from BT runs. The only change I would have made concerns the allocation of tier pieces. I would have spread them out a bit–I would have put the shoulder token on Gurtogg Bloodboil just to motivate people (ahem, healers) to pay the utmost attention in the pickiest boss fight in the instance.

3.Variety
All of the bosses of BT test different skills. My personal favorites for the sake of sheer ingenuity are Teron Gorefiend, Reliquary of Souls, Illidari Council, and Illidan himself. Gurtogg Bloodboil has unique mechanics too, but I didn’t particularly enjoy that fight. However, I realize that BT offered a chance for players to challenge themselves with many different mechanics.

4. Trash
No points awarded here. The BT trash is monotonous with its reused models and much longer than it needs to be. Particular weak points are the clears between Naj’entus and Supremus and the clear between Akama and Teron Gorefiend. It’s a relief to get to the shorter clears of the end of the instance. The total clear time for BT for an average raiding guild was just too long, especially when BT formed only half of Tier 6. The only “good” trash in the instance is the gauntlet of ghosts before Reliquary. I would like to see more mini-clears of that type.

5. Sense of Purpose
I’m only giving BT a half a point on this question. Yes, we were introduced to Illybeans early on, and we had a good reason to fight him, but other than Teron Gorefiend, all of the other bosses were relative strangers. Yes, the Illidari Council seems like a logical set of advisors for Mr. Illy Dan, but all the others? Why is Naj’entus even in there, especially when he seems to think his boss is Lady Vashj? And why are they even keeping the Reliquary in there? It’s all very unclear.

6.Design
Once again, I’m awarding only a half point. Black Temple is big and scary, and I love that we get to fight Illidan just when he’s stepped out on the rooftop for a moment to collect his thoughts (or maybe smoke a cigarette?), but the instance as a whole reuses too much of the look of Hellfire Peninsula. I think I would have expected something more unique, perhaps with more staircases and outdoor encounters under the eerie stars of Outland. And yes, I know it’s the BLACK temple, but I don’t think that means that every room had to be black. Just a decorating suggestion. . .

Honorable Mentions

I’ve already discussed what I consider the best WoW instances in detail, but some dungeons excelled at certain aspects of design. What follows are my honorable mentions.

1. Best Trash
I have to give this one to the timed bosses of Zul’Aman. The bear run was challenging yet manageable with a well-geared raid, and each of the trash clears was in some way special. This is the one trash clear that really inspired all-start play, and as stressful as it was, I’m glad I did it a few times.

2. Best Boss Fight
Hands down, Lady Vashj is the best ever end-boss fight. To a greater degree than the too-talkative Kael or the overly-emo Illidan, Lady Vashj made a raid really work for a kill. It was all about movement and coordination. I think healers may have had it the easiest of anyone in that fight, but when I imagine what it might have been like to kite a Strider? Pure fun–and lots of difficulty.

3. Best Scenery
This might be a controversial choice, but I have to give the reward to Maraudon. I loved the three discrete areas, each with their own look, color, and indigenous mob types. Jumping down an enormous waterfall into a pool full of Hydras? Very cool. It felt like Elf Fantasyland…except that the princess at the end was rather flatulent and cellulitic. In terms of looks alone, this place is my very favorite.

So what have we learned? It’s no easy thing to make a good dungeon. In the next installment in the series, I’m going to tackle what must be one of the biggest dungeon design challenges–the entryway and initial trash clear. This part of a dungeon can’t give away all the surprises within the instance, but it does have to catch players’ interest.

Recommended Requirements for Naxxramas (Normal and Heroic)

Your requests have been heard and I am here to deliver. I’ve received repeated emails for minimum Naxx requirements for both 10s and 25s. Unlike the Kara or ZA guides I wrote, this one will be much more brief. I won’t be able to give precise numbers for stats or anything like before due to radical buff changes in raiding. I spent a lot of time writing, re-writing and scrapping this post repeatedly because it’s extremely difficult to pen this. Here’s what you should shoot for.

Before you even read the numbers, you should consult Anna’s blog: Am I Ready to Heal Naxx?

Note: These numbers are good for both Naxx 10 and 25.

Note 2: Your mileage may very. Experiment with different raid combinations to find out what works best.

Tanks

Health: 25000 unbuffed
Defense: 540 (Crit immunity)

Note: Druids will have a higher health pool. 30000 health is a good number to aim for.

Melee DPS

Hit: 9%
DPS output on average: 2000 DPS

Obviously the more the merrier.

Caster DPS

Hit: 17%
DPS output on average: 2000 DPS

Note: Both percentages assume you are completely naked and lacking in hit-increasing buffs. You can find your hit percentage by mousing over the hit rating on your character screen.

Healers

Spellpower: 1550
Mana regeneration: 700 (is what I was able to get away with)

Paladins mana regeneration: around 200 with 25% crit is a good start

Shamans may have slightly lower mana regen.

Treat these as guidelines! Use your discretion. If you can handle a few heroics under your belt, then you’re ready to give Naxx a shot! Don’t expect to be killing Kel’Thuzad or anything right away. Know your limits.

Resolutions

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On New Year’s Eve, I was at a friend’s house celebrating and having a good time in general. I played a clutch game of Taboo of guys vs girls. Heh, one of the memorable ones went something like this:

Aimed shot!
HUNTER!
YES!

All the guys cracked up and all the girlfriends had confused looks on their faces. It was glorious.

Once 12 AM hit, we did the usual toasting and cheering and we went around the room listing off resolutions we’d all do this year. This was done to the sound of a modern day Mo-Town type group on the TV (I resolve to sing on-key in Rock Band). Some of the ones I heard were realistic (I resolve to maintain a 3.0 GPA), to the downright impossible (I will never drink again). Then there were the usual ones that people say every year that never goes through (I resolve to lose 30 pounds).

Of course, the last one was made by me. Then a friend spoke up and said something like this:

”Matt, you shouldn’t do that. Don’t set a goal as a resolution. Set a process. Resolve to walk around for at least 30 minutes a day. There’s a Starbucks nearby you, I know that much. Or even go to the public library. Spring and summer are a few months away. Come out and play soccer with us sometime.

And I thought about it and I realized he’s right. You can’t have a goal without a way of attaining it.

Blog

Goal 3000 subscribers

Process: Continued discipline in blogging, raising awareness of posts, more use of Twitter. This blog is in it for the long haul as is the editorial team. Double or nothing.

Goal Increased content (to at least 1.5 posts per day)

Process: Further expansion into the healing arena. More partnerships with player/bloggers. Looking to team up with a Resto Shaman, Holy Paladin and a Disc Priest on the blog to provide more.

Game

Goal Top 10 server

Process: Ner’Zhul is one of the most competitive servers to play on in terms of raiding. Around 20 guilds have taken down Malygos and done Sartharion with 1 drake alive. To do this, loot council will have to continue making smart choices. I need to remain diligent about upcoming raid content and experience it first hand myself via the PTRs if it’s possible.

Goal Avoiding burnout

Process: For the sake of myself and the blog, I cannot risk overdoing it. Healing is both fun and stressful. I can’t do it all the time or else I risk losing interest or not playing my best. To do this, I may level an alt like my Paladin or have some more fun on my Shaman (who is now 2/5 T7.5).

Goal Raid achievements

Process: Going to start looking at these in more detail and determine what we can do and what’s out of our reach. I’m going to start publishing achievement strategies (or at least, my proposed approach).

Personal

Goal Let things go

Process: There are people out there who intentionally go out of their way to try to irritate me for no reason (in life, in game, etc). Yeah it’s annoying and it’s incredibly dumb for them to do that. I’m just going to ignore them until they have something intelligent to say.

Goal GPA to 2.5

Process: The last semester saw my GPA climb to a 2.25. That’s enough for me to get into my program. I got momentum going into the exam. Found me study buddies, converted all my notes, and (the key) applied real life examples to all the concepts I learned. I realized late that the best way to understand a concept is to apply it.

This will be an intriguing 2009. More guest posts are coming (thanks to all the submitters)! A lot of ideas are on the to-write list.

But I think I’m going to go for a walk first.

Check out some other New Year resolutions from the WoW bloggerati:

What are your resolutions? Feel free to add it to the comments below or write on your blog with a linkback here (it shows up under trackbacks).

Image courtesy of sofijab

Circle of Heartbreak: Proposed Fixes

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This a guest post by Jason who examines other ways that Circle of Healing can be “fixed” other than using a cooldown.

Within my guild I’m referred to as the “Pre-Nerf Priest,” lovingly, I’m sure.  However, I’ve recently started getting in-game whispers asking me to heal some heroic “before the nerf hits.”  It’s one thing for gentle ribbing from your guild, those you live, die, and progress with.  It’s a different matter entirely when strangers are bringing it up in the first line of dialogue they’ve ever had with you.  It’s the latter scenario that has really opened my eyes to just how big this coming change is.  Not only are the Priests concerned, but also it appears that every class is painfully aware of what’s to come.

Of course I’m referring to the proposed Circle of Healing nerf coming in patch 3.0.8.  For the uninitiated, Circle of Healing is the spell responsible for life on this planet, grants Chuck Norris-like invincibility allowing all DPS to AoE at will with no ill consequences whatsoever, and (rumor has it) Circle of Healing has beaten WoW.

Twice.

Alright, so maybe that was a bit of an exaggeration. Circle of Healing (CoH) is actually one of four AoE healing spells available to Holy Priests, and the only one requiring a specific talent build as it’s the 41-point talent in the Holy tree. CoH heals five targets in the party or raid within 15 yards of the target. It is one of two spells that can effect targets in the entire raid, and it and Wild Growth (Druid specific ability) are the only instant-cast AoE heal in the game with no cool down timer. In that last part we find our problem.

Blizzard has expressed concern with the over-use of CoH by holy Priests. I’ve personally witnessed usage up to 50-60%. Blizz reports that there are individuals out there who are using it 70% of the time or more. Understandably, they feel that if we’re leaning on the spell this heavily, it’s overpowered.

The proposed nerf is a 6-second cool down to be applied to the spell.  To me this means the spell isn’t healing for too much, it’s an issue with the raw number of times it’s being cast in a raid/dungeon. Their developers and designers put a lot of hard work into those other spells, and dang-it, you need to use them more!

For me, CoH has always been that emergency spell I can pull out of my pocket when things are out of hand or when the boss mechanic calls for it.  Those accidental patrol pulls with vicious AoE, Loatheb’s 4-second window to heal, Malygos’s Vortex ability are all examples of situations where CoH is a godsend and can save a raid.  This is the true value of the spell: the utility of it.  Yes, the 6-second cool down would indeed lower the number of times a Priest can use CoH in an encounter, but it also removes all the previously mentioned utility and, to me, removes all purpose and uniqueness from the spell. 

Further, how creative is a 6-second cool down?  Come on Blizz, you can do better.  However, since you seem set on your solution, let me propose a few of my own.  The idea here is to create a limitation on the use of CoH by giving the players a choice with consequences, as well as retain the core purpose of the spell. 

Think of healing as a water balloon fight. Throwing a water balloon at a single target is relatively easy.  You have one balloon, one target, and two hands (in most cases).  You’re clearly well equipped for this task.  Now take 5 water balloons (6 if you have a special piece of paper stuffed into a book) and hit the 5 driest targets at the same time.  Not so easy is it?  Not only do you have to aim these 5 harbingers of the soak, but it also takes 5 times the effort to throw them.

Yes, you could alleviate the additional strain by waiting 6 seconds between tosses to make up for the additional strain.  However, the purpose of all these water balloons is to make a lot of people wet, fast, in the case of a heat wave.  What do you do?  You have two choices.  Toss progressively smaller and lighter water balloons until you are no longer able to do so, or continue to strain with the same size balloons, throwing slower and slower until your arms give out.  At that point you rest, recover your strength, and are able to resume barraging your victims… err… targets. 

So let’s apply this to CoH with some game-specific mechanics.  While there are several ways to do this, I’m going to mention the two that makes the most sense to me:

Holy Exertion
– Casting CoH causes the debuff “Holy Exertion” to appear on the caster.  The debuff lasts for 6 seconds and can stack up to X number of times, with each cast of CoH refreshing the debuff timer.  Each additional debuff lowers the effectiveness of CoH by a set amount in one of three ways (not all three, just pick one):

  • With each use of CoH within the 6 second window, one less target receives the heal until it reaches 0.
  • Each cast heals for Y% less healing until the amount healed reaches 0.  So if Y is 25%, then after four CoH casts within a 6-second window, you have 6             seconds before casting it will generate heals again.
  • Increased mana usage.  Each cast within the debuff window requires 50% more mana, for example. 

Holy Exhaustion – Similar to the above mechanic with a 6 second timer on a “Holy Exhaustion” debuff, however, there is a more severe penalty for over-using CoH.  In this case, all of your healing spells would be impacted by your decision to use, or not use CoH.  See the following two possibilities:

  • Every time you cast CoH while the debuff is active, you become exhausted.  Each cast causes some percentage decline in your haste rating.  For example, you cast CoH once, the debuff becomes active, no haste penalty.  You cast it again within that 6-second window, and you take a 5% haste penalty.  Again and it’s 10%, then 15%, and so on and so forth.  Sure, this won’t impact CoH as it’s an instant heal, but 6 seconds with a flash or greater heal that takes 50% longer to cast could be fatal to a tank or dps player.
  • The other option is that once the debuff reaches a specific number, you are exhausted and can no longer cast any spells for 6 seconds.

So why are these better solutions to the problem than just slapping on a 6-second cool down?  These allow the spell to remain true to its design and purpose while adding a degree of penalty if over-used.  Now instead of spamming CoH, or under the proposed solution, hitting it and counting to 6, we have to analyze the fight on the fly.  Is it worth taking a possible haste reduction or losing all my heals for 6 seconds to get off this one last CoH? 

Blizzard has said they want to make healing “more fun” and move away from the whack-a-mole model we currently have.  I think they have a great opportunity to start moving in that direction with the CoH change.  Let the players know the risks and weigh the consequences.  Give us something with substance to it, not just another bland spell we’ll tap every 6 seconds.

Image courtesy of woodsy