Raid Flexibility: Preparing for the Inevitable.

 

“A pint of sweat, saves a gallon of blood. ”
George S. Patton

Matt had a great post about Raid Flexibility: A Healthy Obsession . If you haven’t had a chance to read it, please do so you’ll enjoy it. Matt broke down the pieces of a raid that need to be kept in working order.

I’d like to talk today about what goes into making that work when the unexpected comes up.

There are several events that may come up that can throw a monkey wrench into your raiding schedule. It is the job of guild leadership to make sure this does not happen. Lets look at some of the things that can become a speed bump.

1. Vacations and Real Life Events

Lets face it, real life happens. People need time to go and do things like visit family, and just get away from it all. My guild has a saying, “Real Life always comes before game”. No player should feel like they can’t take time off and enjoy having a life outside the game. If you find yourself in a position of wondering if you can skip the raid to go see johnny graduate, there may be a problem.

2. Burnout

Every guild I know has felt the burn of this one at one point or another. We play this game like a part time job sometimes. Spending hours grinding, running raids and heroics and prepping for the raids. It is fun and social but sometimes you hit a point where it just weighs on you. You see this when content becomes stale too, players get tired of seeing the same thing over and over again with little variety. I’ve been hearing tales about this from friends of mine along multiple servers with current content. When players hit the point of burnout they begin to resent the raid and the game and sometimes decide to take a step back and wait for themselves to become revitalized.

3. Acts of god

Things happen sometimes that are out of your control. Hurricanes, Fires, power outages, storms and what we affectionately refer to in guild as “shiv to the forehead” moments. Sometimes you lose people when natural disasters hit, people lose power in the middle of a raid. These things are out of a persons normal control and can never fully be prepared for, but you will have to be dealt with when they happen. My guild has many members who live in areas where they suffer from hurricanes, earthquakes and flooding, we know this and we have to be ready for it. Funny story for you guys on this one too. Shiv to the forehead is what my guild refers to people who go on extended AFK’s  “where’s johnny” “dunno I think he answered his door and got shived in the forehead”. We were in The Eye getting ready to bash up Loot Reaver when I got a knock on the door. I called out in vent “hey guys be right back, someone’s at my door”. I go to answer and  find one of my batty neighbors. I step outside to see what they want and I hear the door shut and click behind me. I immediately hang my head as I realize I’ve locked myself out of my apartment. After a good twenty minutes or so I manage to get back in the apartment and call the raid officer at the time to let him know what happened. Yeah, teasing ensued for a long time as everyone thought I went to the door and got “shived in the forehead”.

4. Drama

This is a big one. You’re spending a lot of time with a lot of different people. You cultivate different relationships with people over the course of your time together. Warcraft is very much a melting pot, you will have people from all walks of life around you. While you have a common goal, conflicting ideologies and life events can grate on people causing stress to a point of breaking. You’ve all hear the stories, maybe you’ve experienced it. Friends stop being friends in game over something and one stops coming to raids, two players who were in a relationship break up and try to put the guild at odds over it by choosing sides (this also covers two people pursuing the same love interest in game and coming to odds over that). Sometimes people “Ragequit”, often times over loot. This is where they abruptly /gquit and then log off. That seems silly but it does happen. Back in the days of Black Wing Lair my guild had a warrior who ragequit. A set of tank gloves dropped, and he put in for them. Problem was he was fury so tanking was considered offspec for him. A primary prot warrior put in for them, and even though he had less dkp then the fury warrior was given the items as it was prot priority. The fury warrior immediately flipped out and /gquit on the spot, taking his girlfriend (one of our healers) with him. The twist was that we continued to raid by pulling in a couple more raiders and the same set of gloves dropped off the next boss (gotta love shared loot tables). Go ahead laugh, it’s a funny story.

These things happen. It’s the leadership of the guilds job to be prepared for these things. So what can they do to make sure these things don’t keep the guild from moving forward and raids from happening? Well there are several things they can do.

Being Prepared!

1. Recruitment

This is pretty big solution to a lot of the problems. With raid size having been changed from 40 man to 25 man its a lot easier to keep a flexible roster of active raiders available. The leadership of the guild has to sit down and decide how many actives they need to keep around. Too many and you have too many people sitting out, too few and you run the risk of a large vacation or disaster of some nature taking too many out of the game to compensate for. For my guild the sweet spot is around 30 members at the rank of raider. In addition to raiders, we have a non raider rank of veteran. This consists of people that cannot meet the raid requirement but are still around and active, and friends and family. Friends and family are literally that, people who wanted to be in guild to play with close friends and family members, but never apped to be raiders. With veterans we tend to have alt runs to keep their gear level up, and this way we have a further pool of people to pull from if the number of raiders goes too far south.

2. Redundancy

Matt touched on this one a bit in his post. Redundancy saves the raid. My guild has two people ready to lead the raid at the drop of a hat. We’ve gone to lengths to make sure the raid can prevail under some odd circumstances. Let me give you an example. My guild leader normally runs the raids, and I take care of healers, we converse in officer to talk about strategies as needed and it works well. This also gives us two people to yell at folks to get out of the fire / void zones, and a check and balance in case we miss something. The other night we were running Heroic Naxx, and the guild leader DC’d due to some random Internet screw up. I made a phone call to find out what was going on, and then when he said he would probably be a while, got everyone moving to keep going till he could get back. I also sent out a couple tells to make sure we had a replacement ready in case he couldn’t get back on. Redundancy helps deal with burnout and real life events quite a bit. It allows players the safety of being able to go and take a vacation or enjoy real life without worrying about having to be there or else let the raid down. It also means people who are burning out can take their hiatus and get back to their normal frame of mind. I’m currently working on bringing up to speed a healer to take over healing assignments on the off chance I take a vacation or need to miss a raid.

3. Communication / Structure

This is another big fix. Making sure your guild can communicate with one another openly is a great (and important) thing. I have a very open door policy as an officer, something I have done throughout all my years of management as well. If someone has a problem, questions or concerns they can contact me. I’ve posted my email / aim / phone number on the guild forums multiple times, as have many of the other officers. This helps keep drama low as when someone has a gripe or complaint, they feel they can bring it to us openly and it doesn’t have to sit and fester. We also have a solid structure in the guild so there’s always someone they can go talk to:

Guild leader > Officers > Class leaders > Raiders > Veterans

We post any changes or pertinent information on the guild forums as well. Making sure information is flowing keeps a lot of things in check. It’s also important to have a set of rules in place to deal with complications. This helps cut down on drama and personal issues.

The officers do a lot on the back-end to make sure things go smoothly. Unpossible has been around for a very long time and is one of the longest lived guilds on Zul’jin, we’ve adapted to survive pretty much everything that can be thrown at us. We are able to do this because we have systems in place to deal with the obstacles you can’t control. Like Matt, my guild operates under the assumption that everyone is expendable. To quote Matt

The expendability thought is that no one person should be so important or required that the entire raid has to stop its operations in case a certain player is absent.

Thats it for todays post,

Until next time, Happy Healing!

As always feel free to follow me (@LodurZJ) on twitter And don’t be afraid to ask questions using direct message there or the contact form here on the site!

Raid Flexibility: A Healthy Obsession

worried

“If you want to build a ship, don’t drum up people to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”
Antoine De Saint-Exupery

The show must go on. It’s a common rallying cry among drama and theatre productions. It means that no matter what, the audience expects a show and the performers have to deliver. I have the same mentality when it comes to my blog. I do my best to ensure that there is something daily here for you readers to consume!

Keep that drama catchphrase in the back of your mind for a moment. We’ll revisit it.

A story

First, a story. Team Conquest finished off Naxx, Malygos, and Obsidian Sanctum. We had a reduced raiding roster. As were slowly working our way throughout OS, I received an urgent message. It’s not very often that I miss raids. It becomes even rarer when an unexpected event comes up where I have to sit myself out during the middle of a pull.

The usual trash clearing chatter was going on. I explained to the raid that something came up which required my immediate attention. One of our Resto Druids were on standby. I quickly explained to him my situation and he agreed to come in. I immediately passed off raid lead and master looter to one of my officers and said “He’s in charge.”

I returned home 40 minutes later. A quick glance on vent showed players were slowly disconnecting and breaking off into their own channels.

This meant either the mission was accomplished or that the raid had been called prematurely due to lack of resources.

I popped in.

“Is it done?”

“Yes.”

“Good.”

I was relieved. I think I felt a slight twinge of pride in there somewhere. On second thought, it might have been that sore throat of mine acting up.

The Parts

Raid leader. No, not Red Leader. We’re not talking about Star Wars here. How many players are capable (and willing) to lead your raid? I have four players who are able to sit in the captain’s chair and direct everything. If your answer is one, then you may wish to re-examine your options. Not everyone is able to fulfill this role. Make sure your candidate has the will to do so and the undying respect of the guild or else it won’t work. You can’t make people respect leaders. They have to do so on their own.

Tanks. Brio does an excellent job flipping and rotating tanks around. It helps to keep the tanks fresh and interested in what they’re doing. I have about six players who have the ability and the gear to switch into tanking roles if it is necessary. We haven’t had that happen yet. But it’s comforting to know that the option is available.

Healing leads. Currently Syd directs the healers. I do step in if she needs a day off every so often or if she’s not as familiar with an encounter. That makes two who are capable of handling assignments. Handy in case one of them manages to inadvertently stab themselves in the eye. That hasn’t happened yet, thankfully.

Healers. This should go without saying. Either recruit extra healers or have players willing to switch from their main role to a healing role if the fight requires it. There are 7 of us on the starting lineup with another 3 on reserve.

Replenishments. Ret Paladins, Survival Hunters, and Shadow Priests. I believe this is getting further expanded in 3.1. Have alternative sources for Replenishment. The mana regen is going to be a must going into the next raiding tier. I’ve got a Shadow Priest, a Ret Paladin, and several Hunters who can supply it if necessary.

Heroism/Bloodlust. I refer to this as the raid leader’s personal shotgun. While not always a requirement in an encounter, it helps to have the extra damage available to push through a certain phase as quickly as possible.

Why?

We are all expendable. This stems from a core philosophy of this guild. We are all united in our desire to raid and clear content. I have a duty to minimize whatever obstacles or obstructions that could get in the way of that mandate. Not having players or not having the experienced is not an acceptable reason for me. The expendability thought is that no one person should be so important or required that the entire raid has to stop its operations in case a certain player is absent.

When Conquest was first conceived, I knew I wanted the flexibility there. I knew that I could not be there all the time. I knew Brio would not be there all the time. I knew certain key players would not be available. I recruited players into the guild who I felt had the potential to take over certain functions should the need arise.

Whatever happens, the raid must go on.

10 mans

This is where it gets tricky. I don’t know if that same philosophy above would apply here as the individual efforts of players becomes even more amplified. Several of roles above wouldn’t even apply here. You don’t necessarily need a healing lead among 3 healers. It wouldn’t be that difficult to divvy up the responsibilities.

I’m not as experienced when it comes to pure 10 man guilds.

My Newfound Respect for Melee

melee_is_hard

Remember how I told you all, on April Fool’s Day, no less, that I was going to run off and play Ret Paladin? Well, it wasn’t entirely a joke. Yes, I’m still raiding on Syd, and still healing, but I’ve been playing my paladin this weekend as both Ret and Holy. I have a lot more confidence when I’m healing, and I have a few amusing stories about that stemming from a Naxx-10 PuG that I healed last night, but today I’m mostly here to talk to you about the special challenge of melee.

Not many healers have a melee class as their alt, and now I can see why. I’ve done ranged DPS before in group settings. I’d say it’s more of a challenge to me than healing at this point, but I can see how it could be done well. However, I was determined to take my Ret Paladin to some heroics. As I’m in a confessional mood, here’s a list of the Melee Failures I’ve indulged in over the last five days.

Failure #1

Accidentally taunting off the tank. Sorry, Brio. I’m still not sure how I managed to hit Shift 1 with the back of my hand, but I certainly did it.

Failure #2

Pulling mobs by accident . . . with my butt. You know, when you’re a melee class, you have to get behind the mobs. I think that my time as a healer has made me scared of them, and I tend to stay at max range, which can be rather dangerous with patrols around.

Failure #3

Hanging out in the green stuff. I was so happy when we defeated the first boss of Heroic Gundrak. So happy, in fact, that I stood there doing the Macarena as the poison slowly killed me. As always, I was suprised when Marfi hit the floor.

Failure #4

Staying in for whirlwind. I realized belatedly that the last boss of Heroic Gundrak was doing his little spinny thing. By the time I strafed out, I was low on health, and a ghost rhino charge made me go splat.

Failure #5

Standing in front of the boss. Now, I know I’m not supposed to stand next to Brio. I’ve made many jokes in my life about melee humping the hind legs of bosses. I’m not sure why I ended up in front of Heroic Anub’arak, but I do know what happened to me when he cast pound. Pound equals splat, for something like 10,000 overkill.

Failure #6

Getting ahead of the tank. In Utgarde Keep, I was getting antsy. Guess what happened when I edged in front of Brio? More pulling mobs. I’m glad Brio and I have a stable relationship, because I know exactly what he would have said if any other melee did that. Oh well, at least I can bubble and save myself.

Failure #7

Getting too far behind. Also Utgarde Keep. I have no excuse this time, only that I had to pee, and that turned into rather poor dps for a minute there. It turns out that you have to keep up, all the time, as a melee player.

Failure #8

Ignoring the kill order. Skull is for decoration, right? I’m issuing an apology to Amava, who was tanking Violet Hold on his cleverly-named druid Moodyswinger.

Failure #9

Panicking about my own health instead of trusting the healer. No, I didn’t say, heal me please, but I definitely used my Art of War procs whenever they were up, mostly on the tank, but also on myself. I have also bubbled a record number of times during the weekend.

Failure #10

Incomplete gear switch. I’m sure both Ret Paladins and Feral Druids face this one all the time. I don’t use any inventory manager addons, because my laptop’s poor performance means that I can only run necessary addons–nothing extra. This Sunday I DPS’d about seven heroics wearing my Holy libram. . . from Karazhan.

That’s my list of spectacular melee failures. The only one I didn’t check off this week was Die in a Fire. In my defense, Sartharion was the first instance I did with Marfi as DPS. I didn’t realize at that point I was making a checklist. I did die in that fight, not to a void zone or lava wave, but to a stray add. I also did about 1000 dps in my full suit of greens, but hey, I’d just dinged 80 10 minutes before. My dps has improved a bit now, but the failures keep mounting.

The Value of Failure

I’ve always told my students that failure is instructive. Errors are acceptable–even a good thing–while you’re learning a language, and they’re acceptable when you’re learning a new class role as well. If you never allow yourself to make mistakes, you’ll never learn. You’ll just continue doing what is comfortable and never branch out. However, I know my limits. I’m practicing in Heroics because they’re the minor leagues. The next time I see the green stuff, I’ll be running away.

There’s a very good reason that I haven’t let myself DPS in Naxx yet. Even though the paladin is different from my resto druid, it’s the same raid role, and I have a wealth of experience healing on both toons from Classic to current. In a raid, I owe more to my group members, so I have to know what I’m doing to some degree. Sure, I messed up my Holy spec last night and forgot to even get Bacon of Light, but it didn’t matter. I still beat the other healer, a better-geared Holy priest, on the meters. It is true that I only pulled ahead because she died on the first pass of the Heigan dance, which then continued for 10 more minutes with about five players alive, but I was proud of myself nonetheless. It’s absolutely amazing how much energy playing a new character can give me on this very, very stale content. However, the Flash of Light spam nearly killed me. Syd uses such a variety of spells, which I have mapped for both hands (left hand for direct heals, mouse for hots), that I never feel stress in my wrists. This morning my left wrist is killing me from repeatedly hitting the C key. I don’t know how full-time paladins do it.

5 Phases in the Cycle of Drama

on-a-boat

I am not happy.

To be frank, I’m really annoyed.

There’s a player I know who is distraught with another player. They’re both able to work together, but that’s not the issue at hand. The behavior of one player irritates the other.

There are two problems. Those of you who are or who have been in guilds will recognize it. I’ll give you a quick excerpt of the conversation in a second. For the first time, I face palmed.

“What were the problems?” I asked.

“I can’t tell you.” He responded.

“How am I supposed to fix the problems if I don’t know what they are?” I questioned.

“I don’t know, man.” He squawked.

“Can you at least tell me who they are so I can try to talk to them and get to the bottom of it?” I urged.

“No because I don’t want to rat them out or they’ll be mad at me.” He wailed.

“So let me get this straight. There’s people in our guild who are slightly disgruntled. You can’t tell me why or who because you don’t want to rat them out.” I observed.

“Yes.” He croaked.

Note: I was reading a PDF with over 300 ways to say “said” and decided to try some to break into the habit.

Can you see how toxic this type of behavior can be?

I don’t even know who the other dissatisfied players are because he doesn’t want to tattle. This isn’t grade school. We’re supposed to be civilized and mature people with the ability to talk to each other.

If they can’t trust their GM, then maybe they should shop around until they find a guild and a GM that can be trusted.

Now I know everyone has a tolerance meter. Some players are able to put up with and deal with a lot more crap than other people. It’s not something that can be taught. As a side note, GMs must have an amazingly high tolerance meter.

Here’s a look at what I deem the cycle of drama:

cycle2.001

Join a new guild. This is the stage where low drama player has just entered a new guild after being promised an environment where they can flourish and share goals with their new found guild mates. Things are generally good as a new guild functions like a breath of fresh of air.

Experience discomfort. Now that the new player has grown familiar with the players and atmosphere, they start noticing some aspects of the guild that they don’t like. Perhaps they find a certain player coming on too strong. Perhaps the style of looting isn’t done how they prefer. Maybe the leadership isn’t all that great. Whatever it is, the problem is significant enough to disturb them.

Code of silence. The new player vows to not let themselves be the cause of any dramatic events. They will try their best to deal with it and move on. Meanwhile, the rest of the leadership proceeds onward with the belief that everything is okay. This is the really critical stage and it could span days, weeks or even months.

Climatic triggering event. Enough is enough. It has gone too far. The guild member has reached breaking point. After a long period of time trying to keep it in, the guild member discovers he has reached the limit of his tolerance. An even triggers and months of frustration pour out possibly causing serious damage to the integrity of the guild.

Guild quitting. Once step 4 happens, step 5 happens pretty soon thereafter. The player has made a mess of themselves and an embarrassment. They’re so unhappy that leaving and starting fresh somewhere is the only logical course of action remaining.

And then the cycle starts a new.

It’s time to break the cycle. Veer away from step 3 and talk to someone. Otherwise you know what will happen next.

Next, there are two statements here that irritate me to no end.

“I don’t want to rock the boat.”

Before I became a GM, I agreed with this sentiment. I didn’t want to cause any problems. I didn’t want to force anyone’s hand. Confrontation is something I didn’t want to deal with. I’ll just grit my teeth and deal with it as best as I can. The GM’s already got a ton of Talbuk dung to deal with. No sense in giving him any more.

And I’m sure most of you would agree. Your GM’s are harried as they struggle to go from raid to raid trying to make sure everything’s running as smooth as possible.

Until one day, you (the exasperated player) decided that you have had enough. You are done putting up with the kind of crap that you have had to endure. You set your alarm for 2 AM before going to bed. Hours later, you wake up to the sound of Wham’s Wake Me Up Before You Go Go, log into WoW, and quietly leave the guild while everyone is asleep.

“I’m not the only one who feels this way.”

That just expands the problem even more. Now it’s a trust issue. Loyalties here are torn between the players who said something in confidence versus the GM trying to salvage and remedy the situation.

Everyone wants to be a rebel. No one seems to like or respect authority. At the end of the day, the GM’s just a regular player as well. It’s a shame. It really is. It’s a thankless job that’s hard enough already without having players that conspire by passively resisting. It’s making management difficult.

I wish people weren’t as shy. I wish they’d be willing to stand up and grow a spine. Normal and sane GM’s aren’t going to kick you out or feed you to the sharks if you rock the boat. The ones that do aren’t the ones you want to play with anyway.

Snap out of it!

I am begging you. If you have a problem with someone or something, talk to your GM. They are the last line of defense. If there’s nothing you can do, then you are free to go. But until you as a respectable person can take that step to explore every possible option to resolve your differences, then you’re going to continue to be handcuffed. The cycle will repeat itself. Contrary to popular belief, we don’t have the capabilities of the NSA or the FBI. We can’t wire tap your computer. We’re not psychics.

If your GM doesn’t know what the problem is, he can’t solve it. By with holding it now, it’s going to be made even more catastrophic later. If you respect your GM that much, then you should go have a talk with them in private. If a resolution can’t be reached, at least you tried.

But the fact remains, it begins with the guild members. Once the guild member speaks up, the ball can get rolling. Someone has to open a dialog. Too often, silence is interpreted as nothing wrong. But it could also mean nothing is right.

Whatever happens, happens. It’s the actions and choices that people make which matter. Sometimes there really is nothing that can be done. I accept and I understand that. What kills me is when no one ever tries to cooperate.

It’s disappointing.