Recruiting Tiers

Not to be confused with recruiting tears (which sounds common for many guilds out there right now).

At present, we’re 11/13 normal and 5/13 heroic. I did manage to find a skilled pug on the weekend to get the normal Manneroth kill and the heroic Gorefiend kill just to get my quest going. Difficult getting consistent progression with three healers and a rotating fourth every raid night.

The creation of multiple tiers of raiding is great for the game, no doubt. Players and guilds can pick and choose the difficulty they want to progress and see the rest of the game at. This has a natural side effect of trickling down to the recruiting side of things.

During Burning Crusade, guilds could be bracketed and organized into completed content. If you were attuned to Serpentshrine Cavern or Black Temple, you were highly sought after largely because guilds didn’t have to go through that effort of going through that process for you.

In Wrath, the raiding scene split to those who wanted the tighter knit feel of a 10 player group or those who craved the 25 player scene (and it was divided further more into those who were okay with just doing normal and those who wanted heroic content).

Fast forward to present day, the selections have opened up to mythic raiders, heroic players, and normal players. In Burning Crusade, there were no raiding filters in place since you either wanted to raid or you didn’t. There’s so much choice that exists now.

Even as I’m cruising through the recruiting forums, I’ve started automatically sorting through players in my head. That 705 Mistweaver shaman that’s cleared 10/10 Mythic Blackrock during the first two months? Probably going to want something more than I can offer. I won’t waste their time or my time so I’d pass on making a pitch. What about that 660 Holy paladin? Sounds like they finished Heroic Highmaul but their guild wasn’t able to get down Heroic Blackhand in time. Sounds like an investment project since they’d need additional gear to get up to where we are (and survive the unavoidables). Is it worth making the pitch? Can they help us now?

Objectively speaking, it’s best to just cast a wide open net or take the shotgun approach. If I keep throwing crap against the wall, something will stick, right? Or at least, that’s what my University TA told me during exam prep. Even so, I can’t help but mentally filter and sort out players between those who are the right fit and those I’d pass on because I have a good idea my guild would get passed over.

Things were so much easier back then.

 

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What’s Going on with Mythic?

Indulge me in this observation.

It appears that a number of prominent guilds are starting to buckle and implode. These were once strong, proud guilds who had achieved success last tier during Siege of Orgrimmar. I can’t say for sure what the cause of breakups are, but it’s happening across the board.

Starting to wonder now if we’re walking in with too high expectations of ourselves and then getting hit with a huge dose of reality. Maybe it’s deliberate though since they want Blackrock Foundry to last a while before the next tier (which if history is any indication will be around during the summer or early fall).

Can’t even begin to surmise what’s going on here.

Is the extra difficulty level of Mythic simply too much?

Is it just due to the roster absences?

People getting tired and putting too much pressure on themselves?

I had a thought yesterday. All mythic guilds now were strong, heroic guilds last tier. But it does not appear that all heroic guilds can cut it as a mythic guild this tier.

We started the expansion strong with 27 players. Thank goodness for flex modes, because I feel lucky if I can even get 20 now. Trying to recruit and pickup raiders for a  guild seems insanely tough (and I still think transferring off might do the job).

Allow me to highlight two factors:

  • Too much competition: I’m not referring to other guilds. I’m referring to other difficulties. Between raid finder, normal, and heroic, players can now find the guild that’s raiding at the right pace and difficulty for them.
  • Too much accessibility: The group finder has been a huge blessing and a curse.

Take this nugget of logic below:

“Why bother going through an application and interview process in joining a guild when I can just take a few seconds to browse around on Group Finder or Open Raid and join a group at will?”

– Random Mage, 2015

Years ago, guilds were the only game in town if you wanted to defeat Arthas or tackle raids. No group finder meant if you wanted your moneys worth in the game, you had to join a guild. The only way to get picked up by a guild is by going through their process. The only way to stay in the guild is to not lose your edge and die to every third void zone on the ground. You had to be sharp, you had to be productive, and you had to be skilled otherwise you wouldn’t be able to see content.

The last bit above there ties into something else about individual performance. If you aren’t as skilled or astute with your character, there’s a raid difficulty just for you. During the old expansions, it was play and perform at X level or else don’t raid. Now it’s, why play at X level when I can play at Z level with reduced stress and pressure and still see the same bosses anyway?

Random Mage might be on to something there.

Maybe they’re the smart one. Because you’ve got GMs like me who are wracking their brain and desperately looking for ways to find and retain talent. Other GMs are closing up shop due to lack of resources, time, effort, interest, and so forth.

Take a look at this list:

  • Summit (6/7 Mythic, ceased raiding 1/27)
  • The Horsemen (US 25th during Siege of Orgrimmar for Heroic Garrosh, ceased competitive raiding during December)
  • Blood Runs Cold (6/7 Mythic in Highmaul, ceased raiding in January)
  • Vanlyfe (6/7 Mythic, ceased raiding in January)
  • Victory or Whatever (US 38th, 25 man, ceased raiding)

Admittedly a small sample size, but I’m sure they’re not the only ones that had high hopes and aspirations. But for whatever reason, they’ve stopped raiding. Maybe expectations or other life factors interfered here. Who knows? But something’s definitely going on here.

For the purposes of raiding, guilds are meaningless and may not mean anything significant in finding success in raids because you can still do the same thing via Group Finder.

Someone pointed me over to Stoove’s blog post on Mythic raiding and how it has impacted a 10 man scaling up. Mythic took the difficulties of heroic raids and amplified the difficulty immensely.

It might be time to take a hard look at the mirror and realistically figure out what kind of guild we really are.

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How Guilds Make 800k Gold Selling Boss Kills

The news that cross-realms are allowing players to raid on other servers on both normal and heroic mode is a god-send! Players are no longer restricted to paying server transfer fees in order to raid. Cross-faction raiding isn’t going to be a thing anytime soon (and I doubt it ever will), but at least players can now raid across servers. This is a great way for a prospective player to “try” a new raiding guild before they commit to transferring. It’s great for guilds like mine to help fill out a raid in case we’re short players by using a service like Open Raid.

Another benefit? You can start selling guild runs and kills. It’s also known as “guild boosting”.

There’s a market out there for players who want the normal mode achievement. There’s players who want the gear that your guild has been routinely sharding week after week. People might scoff and laugh, but there’s always going to be a buyer. People want the loot, the achievements, and the mounts but aren’t necessarily able to commit the time required to a proper raiding guild. Just keep in mind that gold and loot still can’t be traded on non-connected realms so they’d have to transfer a character with gold plus the items that are the rough equivalent to the price negotiated upon. I’ve seen some players willing to transfer an alt and then boosting their main.

Want to make it even easier? Make sure the alt is the GM of their own guild. Last I checked, guild bank transfer limits were at 1 million gold. The character needs to meet the requirements though.

How does one go about it?

I’d strongly suggest doing this with a 25 man raiding team. I imagine it’s significantly harder to carry a person on 10.

Step 1: Discuss it with your guild

I’m using the word “discuss” in a loose term. It should be pretty easy to sell your guild on the idea. Remind them that that funds coming in are going to guild repairs and to the next expansion (recipes, crafting materials, enchants, etc). Will your participating raid members obtain a small cut? If you’ve already made that decision to sell runs, let the guild know. Any dissenters can be silenced with sound reasoning. If they still disagree, well that’s ultimately up to you to decide. No one has to participate if they don’t want to.

We’ll get to the actual agreements in a moment.

Step 2: Advertise it

You can sell something but if no one knows about it, you’re not going to be able to make any gold. No one’s going to come to a run they don’t know about! Hit up trade chat and see if anyone local is interested in the kills. Failing that, see if anyone on Open Raid is willing to go. Advertise on your server’s forums! They’ll ask you for a price and that’s going to fluctuate greatly based on things like your server progression, what they’re entitled to, what bosses are going down, and so forth.

If you have a guild website, consider creating a page dedicated to this information. Make sure you include the important stuff like the price and what they get. Include who they should message about it. Throw in the dates and times if you know it for a fact. If loot prices are different, specify that too.

In fact, some guilds have websites with full pages dedicated to just selling runs.

That’s where the next step comes into play…

Step 3: Settle on the terms and price

Are clients paying for just a Garrosh kill? Do they want a specific item? Do they want all items? Are they expecting a full clear? Heroic boss kills? All of those factor into. Speak to your client and figure out what they want. It seems the going rate for a straight up Garrosh kill with whatever loot they want is 15k.

A full heroic 14/14 run with loot, achievements, and the mount went for upwards of 800k gold.
A full heroic clear with just the achievements and no loot went for 300k.
Heroic gear: 20k Heroic Warforged: 30k
Heroic weapons: 35k
Heroic Warforged weapons: 80k.

Naturally the going rate of this stuff is going to be influenced by demand and the progression capabilities of your server.

Figure out and set your guild prices for:

  • Loot (Both normal and warforged)
  • Achievements
  • Mounts
  • Titles

Talk to your client and figure out exactly what they want and what they’re paying for. Once you have that step figured out…

Step 4: Arrange payment

Take a deposit.

Some guilds ask for non-refundable 15% up front. Other guilds ask for 50%. Consider cutting a deal on the price if the run is scheduled to occur on the day of. Again, this obviously isn’t going to work if the player is on a cross realm since they can’t trade gold but if they’re willing to transfer servers on an alt, take that into consideration. I find that the more well-known a guild is, the higher the deposit they can command. Reputation seems to play a big part. Guilds that routinely top the kills race ask for a higher deposit because they don’t want to be ripped off. Buyers can rest easily knowing that these are guilds who are also quite serious and skilled at what they do.

Step 5: The logistics

This up to the raid leader to decide. Which player is going to sit? Is the client going to attempt to participate and contribute? It might just be easier for them to die immediately and AFK lest they accidentally mess up the kill. This is where the client can pay up the rest of the fee associated with the run.

Does all this sound ridiculous? Unrealistic? Who’d pay that much gold for this stuff? Y’know, there’s over 7 million subscribers. There’s going to be a select few who are willing to buy their way to the top.

Last minute reminder: There is an absolute ton of risk involved in these kinds of transactions. There’s no guarantee the guild can carry a person from start to finish. There’s no guarantee a person is able and willing to pony up the rest of the mentioned fee. Either party can get ripped off at any time. If something doesn’t sound right, walk away. I doubt Blizzard GMs will be able to assist with this type of stuff if someone gets scammed or ripped off.

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6+3 Lessons on Guild Leadership: Don’t Make These Mistakes!

Tick tock.
That’s the sound of an expansion getting closer and closer to release. It hasn’t quite started yet, but players are starting to gradually trickle in and return to the game. Abandoned guilds are coming back online.  Some players are looking to try their  hand at starting their own guilds.
Does that sound like something you and your friends want to do? Like the Pandaren say in game, slow down! Take some advice from a few of my friends and the mistakes they’ve made when they started out.
One of the first mistakes I made in the formation of my guild was one that a lot of people make: we mostly relied on “common sense” to dictate what was and was not acceptable. For whatever reason, “common sense” was fine for the first couple of months, but after more recruits joined us, it became apparent that we actually needed to sit down and write out rules to let people know what behaviour was expected of them. The worst part of it all is that my officers and I were just dumbfounded at how poorly some people could behave! We honestly could not understand how anyone thought X or Y behaviours were appropriate. As such, most of the rules we wrote had a “private name” used to refer to them by the officers, as they were named for the guild member who caused us to write the rule in the first place, along the lines of “the Kurn rule” or “the Majik rule”. It definitely made for some memorable moments, but what I took away from it was that you have to be clear about your expectations from the start!
Conquest hasn’t really had a hard and fast set of rules. Going into Warlords, I knew I wanted to have a stronger foundation in place and really figure out what I wanted the guild to turn into. There were times where I felt it was too lax. I wanted to tighten that belt. It took us over a month and several revisions before we settled on the language that I felt reflected what I wanted my guild to become. It helps to have two or three goals in mind then ask yourself if the rules you are setting down will ultimately lead to those goals. If they don’t, reconsider them.
Rhidach (@Rhidach) | Rhida.ch
We had a raider early on who had a really difficult personality and didn’t get a long with a lot of our long-time raiders. Problem was that he was really good DPS, and I found myself with a dilemma after he caused a kerfuffle with some of my players. I had to choose between showing him the exit and hurting overall raid DPS, or attempting to smooth over the row and investing some of my credibility into him. I chose to do what I (mistakenly) perceived as being for the greater good and worked things out, but there was an even bigger incident not much longer after that and he really had to go that time. Trying to find a compromise (and compromising my own integrity) only kicked the ball down the road a little ways. I should have ripped the band-aid off quickly, and I paid for that dithering in the end.
Sometimes it isn’t always easy to control player behaviour. You want to do the right thing and let them go, but you might not be in the position to do that because removing a player means your guild doesn’t get to raid for a few days. It’s harder to pull that off in a 25 man raid because there’s almost always going to be conflicting personalities. It isn’t always easy to find 30 players who are able to raid effectively at a high level and be friendly with each other. But ultimately, the boss has to reconcile the differences.
Actually, there’s three ways that you can address it:
  • Find a way to deal with it: Involves muting, not socializing, or other methods.
  • Find a way to change it: Involves talking to the player and asking them that their behaviour needs to change.
  • Remove the problem: The ol’ gkick strategy.
Adam Ferrel (@FerrelES) | Epic Slant
One of the hardest lessons I learned the first time around is that people aren’t actually expendable. When you’re in a highly competitive environment with a ton of applicants it is easy to forget that. Everyone wants to be “uber” and kill the top monsters. As a motivation tool my officers and I leveraged this. We’d remind folks that there were people in the minor league waiting for the slot on the roster. It really demoralized more than it motivated. Later on I focused more on developing talent and retention. Keeping even average players for an extremely long time yielded far better results.
This one’s always a tough one. Some players end up being late bloomers. A player that might’ve not been the greatest in one tier could become an all star in the next largely due to class buffs or raid mechanics. Go with the sabremetrics methodology. How many fires do they stand in? What’s their survivability rate? Can they react to incoming missile attacks? Can they be counted on to nail every interrupt? Have they allowed any Malkorok puddles that were in there area to go off? Clearly Brad Pitt knew what he was doing when he built the Oakland A’s (I liked that movie).
Amy Emmence (@amyemmence)
While not an original or very early on officer, I feel when I became an officer, I felt a bit less than worthy and did not try and actively do more for my guild than I had done before.  I realize now that I was asked to be an officer because I was “worthy” of the role and respected in the guild and let that guide me now.
When the GM taps you on the shoulder and asks for your help, there’s usually a reason for it. It’s because they see something in you that can help uphold what the guild is doing. The great thing about being an officer is that the buck doesn’t stop with you. The GM is always going to be the fail safe and can ultimately veto anything that might not work.
Of course, you can always say no. In fact, maybe you should just say no. Much easier that way.
Liore (@Liores) | Herding Cats
Sometimes you have to be a jerk. Don’t farm it out to officers, don’t put it off, don’t hope that things will magically get better — part of your job is making people feel like you are securely in charge and protecting the guild community.
The world needs jerks. But it needs the right kind of jerk. The kind of jerk who’s willing to put their boot down and stop other jerks in their tracks. It’s a dirty job, but it has to be done. Officership comes with both prestige and responsibility. Liore recommends not farming it out and you shouldn’t the first time it needs to be done. I’m of the opinion that if a GM can’t directly tell a player that they’re no longer a member of the guild, then they’re not fit to be a GM at all. Now if you’re a veteran GM who’s looking for a successor, this is a great way to evaluate an officer’s fitness to eventually take over. Just be present for it and supervise.
When I took over as GM, I set expectations for officer activity too high. As an example, in the first month of MoP the role officers were expected to give raiders written reviews every week so we could nip any performance issues in the bud. After the first month, these were expected to be done monthly. This was great while it lasted but after a couple months sitting down and writing 8 healer reviews (or worse, 14 ranged reviews) really wore on people and the activity dropped off, causing some disappointment. A couple officers even stepped down from their roles – this wasn’t the only reason, but I’m sure the workload was part of it. The lesson? Set realistic expectations. It’s better to do things well, even if that means those things happen less frequently. People can only dedicate a certain amount of time and energy to the guild before they start burning out.
Burnout management is huge. If you need to tell a player to take a week off, you do it. They might go kicking and screaming, but they’ll be the better for it. But the flip side is also important. You have to manage your own burnout levels. I’m not impervious to it. My guild doesn’t realize it, but I try hard to not show any signs of burnout. In reality, I’m struggling hard to keep my game face on and the last thing I want to do is just flip out on someone for pushing my buttons too hard or something else that’s trivial. Pick and choose the days you need off and make sure there’s someone to cover for you. I need a vacation.

Shawn

My biggest mistake was a significant lack of game/life balance. I poured an unfortunate amount of trial-and-error into the guild in the early years, lacking any formal knowledge of what it took to build and maintain a successful guild, to the detriment of those around me. Guilds are demanding (especially raiding ones), but all can be managed if you have the necessary tools and know where to set boundaries.

Yup. See above! Shawn isn’t kidding!
(@Zaierpally)I think the biggest mistake I’ve made is not having enough communication.  I’ve had a couple of different instances where I thought everything was going great and then it all blew up in my face because there hadn’t been good enough communication.  I’ve had situations go from good to terrible because of a lack of communication both between myself and other officers/the GM and between myself (as an officer) and the rest of the members of the guild.

We’re not psychic. Even I need to remind myself that we may be on the same page on a philosophical standpoint, it doesn’t hurt to keep pestering people about stuff. Keep talking to the officers and make sure everyone understands what’s going on week to week. What’re the goals? Which bosses are we going to kill? Do we plan to reset or extend? Who’s the new person that just applied and did they get the introduction?
Outside of me as the guild leader, the leadership had no structure. Officers had no specific tasks and I simply promoted every “founding member” regardless of ability or desire to lead. Committed and organized leadership is a key part of a successful guild, and the lack of it made everything way more difficult for me in the early going than it should have been. Fortunately, many of my officers stepped up in a big way when I needed them, or the guild would have died in its infancy.
Yes, yes, a thousand times yes! If an officer is charge of overseeing melee players, outline that out. Tell them they’re there to assign interrupts, offer opinion on new melee apps, and that they have to tell you if a rogue is starting to fall off the wagon. Guild treasurer? Good. They need to make sure the bank is liquidated of crap, and that there’s money coming in somehow. You might think it’s obvious, but get each role defined.
Still want to do this? Make sure you examine the articles I have on Guild Management. It ain’t easy, but being the GM usually never is.

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Raid Leader Questions: Reset or Extend?

Back in Wrath, right around the era of the Trial of the Crusader patch, Blizzard pushed out a new feature. It was a tool designed for raids who didn’t raid as often or who had trouble investing significant and meaningful hours in progression before the week reset and all their progression and work had been lost.

Yes, the lockout extension feature.

To my knowledge, it was one of those things that not many players really raved about but no one slammed it down either. It was completely optional and not many had the desire to extend it. Two expansions later, raids are getting larger, there’s more trash in the way, and time just seems to be a factor. This isn’t 5 years ago where I was in a raid that insisted on everyone going way past their bed time to get that much needed kill in. I was in guilds that asked much of their players to sacrifice sleep and hours for the sake of progression.

When Conquest was first formed, one of the key decisions was laying down our hours. In order to maximize the potential pool of players, I ensured that our times were west and east coast friendly. But this had the cost where we would not be able to go past our end times even if we had gotten a boss down to 1%. With Siege of Orgrimmar being the deep instance that it is, many of the players lobbied for more time on end bosses and extensions on the week to put in more work. It’s paid off because we secured kills on Nazgrim and Malkorok on the days where we normally would’ve reset.

At the same time, like other raiding guilds, we’ve seen our share of players come and go. This is the part of the expansion where many players are slowly returning back to the game. They’re smart and skilled players, but sometimes there’s nothing they can do to survive through a large explosion even with all their defensive cooldowns used simply because their health is too low. Or we’re not able to meet a DPS check on an earlier boss like Norushen and Sha of Pride.

It’s a tough balancing act between providing our newer players with the gear and experience they need now so they can be in a position to help us later versus ensuring that the raid has adequate time to work on progression bosses in the second half of Siege. Blizzard has announced the end of the Challenge Mode season coming soon to coincide with a new patch deployment. While there’s been no mention of a friends and family alpha, the patch signals that we’re one milestone closer to the next expansion and our time in Siege is growing shorter.

How long does it take to gear a freshly geared 90 and put them in a position where they are no longer a detriment to a heroic raid boss?

My estimate is 3-4 weeks. This includes running the raid finder, flex raids, using crafted pieces, and completely carrying them through any available farm content. On 25 man, that time could be cut to 2-3 weeks largely due to the larger pool of gear that drops from killing bosses (6 items on 25 vs 2 items on 10) and this assumes they’re diligent in farming their Lesser Charms on the island or via pet battles.

Reset please!

My original stance was to continue weekly raid resets. Until we’ve got a core group of 25-30 players who’ve been around long enough where they don’t need gear anymore, we’re going to need to keep that farming going. Every once in a while, we can pull in a player who is already at our level and ready to go to the point where we don’t need to gear them out. If we don’t funnel gear, eventually we’ll reach a point where we run out of players to bring in (because turnover, people leaving/quitting/new jobs/no time, etc). Our depth is amazing. It’s how we can even field raids sometimes. There’s always going to be a bottom end and we have to narrow that gap between top and bottom to help make it easier for us when we reach the harder progression bosses. It makes sense to do this at the beginning of the tier as well to really maximize all that gear coming in.

Now here’s the flip side of the equation.

Extend please!

When we get to a new boss, we need time to learn the nuances. We have to learn the new phases and mechanics that come with it. We have to wipe to it. We have to see it so that we can understand and then execute. This usually happens towards the end of the week because the first part of the week is spent clearing UP to that boss. Our ultimate end objective is to KILL everything in this instance. The fact that it’s the final tier in the expansion means that we have a silent countdown clock hanging except we don’t know what the end time is going to be. I’d rather err on the side of clearing everything early then clearing everything too late. I want to get these guys a heroic Garrosh kill. That’s what we’re all here to do. Just when it seems like we’re all prepared and ready to take down a new boss, we run out of time, and it’s Tuesday. We have to kill all that stuff again. And guess what? There’s days where our consistency and our mindset isn’t there and we don’t even GET to the new boss that we want which cuts in to our progression time, and then boom, reset again.

This is where we are at today. This is why I proposed the compromise of 3 pulls to get it done on farm or else we move on. It helps ensure chances on getting the players that need gear their gear while simultaneously ensuring that we have enough allocated time to work on a new progression boss. Problem is, that isn’t good enough anymore.

We’re still lacking on time. In the end, we’ve opted to switch to an extended week schedule. Week 1 is spent getting as far as we can, week 2 is spent extending to work on whichever boss we just cleared to. Any new recruits are typically brought in during week 1 to learn and get suitably equipped.  Our veterans and heavy hitters are brought in for the progression stuff.

I really miss winged instances.

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