When Good Enough isn’t Good Enough

With Conquest taking down Throne of the Four Winds and Theraliona on heroic mode, we find ourselves now at 7/13 hard modes for progression (We could also greatly use another Rogue or Warlock).

At that progress level, I’ve had to make slight adjustments to our recruiting requirements. Namely, gear that was good enough to get through normal mode bosses such as players with a mix of crafted epics, reputation epics and other blue heroic quality gear just won’t be enough anymore. With the way the lockouts presently work, we only tackle heroic bosses. There aren’t that many normal mode bosses that we can really take on lest it compromise our progression. We generally don’t downgrade heroic bosses to normal because we usually take them down within a couple of attempts.

Because of this, we’ve raised our gear requirements from an average item level of 345+ to 356+. Why? Because we can’t spare the time and effort to go back through and “carry” players to get gear upgrades. Our directive is to go progressive and look forward. Granted, because of this, there’s going to be a slight gap. Players that draw in will continue to get to gear and I also need to take care that the players who are sitting on the side get rotated in the week after so they can get practice and shots at gear as well.

But how can I get better if I don’t get to raid?

Therein lies the kicker. As a player on the outside looking in, that player needs to do well enough to draw into the lineup. From there, they’re off to the races. But as a raid progresses through the different bosses, the minimum requirements will go up. What may have passed as above average months ago may not be good enough now. If there was one thing I missed about having access to separate 10 man raid instances, it would be the capability to gear players on the side during the weekend. The success of pickup raids on vary wildly from server to server. I get lucky joining 5/6 clears in Blackwing Descent on my alt Ret Paladin. Not everyone is so fortunate in getting in.

Player patience

The other thing I notice is that player patience drops the moment we take something down on farm. I know my guys tolerate the first 20 – 40 learning wipes. Once we get a fight down once or twice, people get agitated if we wipe more than 2 or 3 times. Wiping more than that is inevitable if we pull in several newer players who haven’t taken down the fight yet (much less seen it at work). I counter this by placing them in the most easiest and least stressing of roles. I don’t try to switch up the tanks unless it’s extremely urgent (such as a missing tank). I’ll place new and less experienced healers on raid healing duties until they see enough of the encounter for me to get them to specialize in certain positions (Tank healing, or kiter healing or tackling the stupid Rohash platform on heroic mode).

I face pressure from the veterans from trying to get through the stuff we’ve taken down on a timely fashion to get moving onto the stuff we haven’t seen.

On the other hand, I face pressure from the newer players who are also dying to get in on some of the action for loot and to see the encounter.

This new system makes it a little difficult to accommodate both. I’m glad those big nerfs are coming in 4.2. It’ll spur up alt and pickup runs again for sure.

The bottom line

Performance matters. Is it the only factor? No, of course not. But it still represents a significant portion.

You can be the nicest person on the planet and still do lower DPS than the tank. Sorry, not good enough.

You can be the hottest guy/girl on the planet and still do lower DPS than the tank. Sorry, not good enough.

You can have the best gear available and still do lower DPS than the tank. Sorry, not good enough.

The bars on the DPS meters have a cutoff point where it becomes a liability to bring a player in. It’s up to that player to not be a liability. I’m not sure if I’m willing to stack the deck to help ‘em out or ask veterans to ease off the gas a little bit. It’s quite frustrating either way. I love the new lockout system and all. It’s freed up 3 hours of raiding that doesn’t have to be done, but it introduced an additional set of headaches.

With a 4.2 release but only weeks away, I struggle to find a line between straight progression to get as much down as we can or switch to gearing. If we go for the progression focus, I’m tempted to utilize lockouts to cut away the time. Right now, we’re operating on 3.5 hours for farm and 7 hours for progression. Basically, we spend our day 1 clearing to a progression boss and days 2 and 3 working on pulls, fine tuning and going through it completely phase by phase, minute by minute, attack by attack.

Heroic Nef is next. Could use some pointers.

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.

recruit-2

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.

recruit-1

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?

Tough Call: Handling the Churn

Note: Read the following italicized text in this voice.

In a world where bosses just don’t down themselves…

Cataclysm is crushing the souls of poor performers and now everyone is recruiting…

Top 100 US Guilds are looking for more players for this tier still….

Middle-of-the-Road Guilds are doing hard modes and need stronger players to progress…

Guilds that a year ago would have disbanded and now downshifting to 10-mans and are still recruiting to have a reliable 10…

All of this amounts to lots of homes and very few buyers with available credit. You may have never gotten that Guild House that you asked for at every Developer Q&A, but we sure are getting an equivalent to the housing-crunch. 

This month I’ve had conversations with multiple GM’s, recruiters and available raiders. Everyone agrees that the market for available raiders is shrinking as guilds stall out, disband, or stop fielding successful raid teams. On my server there used to be about 40+ functional 25-man raid teams during ICC. Last night I checked WoWProgress and there are only five 25-mans left (Edit: Many of the ones listed have become inactive or switched to 10s). Lots of teams shifted to 10-mans in January & February, largely because of less-dedicated raiders leaving the pool. It was easier for them to shift to 10-mans and keep their identity & guild perks. Even so, several guilds folded entirely as their best players gave up the ghost and left for Top 100 squads, and the remainders are scrambling.

This is called the Churn and it is an unavoidable fact of life in Cataclysm. 

churn

So where does this leave you and your team?

Between now and the next tier of raiding, a lot of your performance as a leader will be judged upon how well you handle the churn.

To be certain, even if you’ve decided to go the route of 10-man raiding instead of 25, attendance and turnover issues are still part of the territory. I’ve yet to speak to a “close-knit 10-man” that doesn’t have some issue with either cancelling raids due to sign-outs, or trouble balancing bench players who may be brought in only occasionally.

Of course, no matter what size your raid is, the best way to handle the Churn is to stay one step ahead of it.  The steps below, in no particular order, should help you stay well informed and ready to act appropriately.

Things you can do for the team

  1. Know your team.  Know when they are approaching burn-out and make adjustments to help them de-stress before they give up the raiding game.
  2. Know your weaknesses.  Cata raids are harder; that’s a fact.  Eventually you will have to make either a personnel decision or a social one. Are you willing to replace the weak-link, even if it means bringing in an “outsider”, or are you willing to get the rest of your team to be satisfied with stalled progression for the sake of not changing your roster?  Are you willing to make concessions to keep that irreplaceable clutch player satisfied?  Are parts of your team not on the same page?
  3. Know your strengths.  You’ll be under pressure to pull off a raid team that not only survives the churn, but gets better and downs more bosses each week.  Don’t let the pressure make you try to act outside your leadership style.  If you’ve built a successful team, your leadership style must be working thus far (unless it’s the Sheerluck Holmes style, of course) but make sure that acting on your terms doesn’t mean ignoring future problems, because that’s how you get pushed into a corner.  
  4. Act fast!  Machiavelli teaches us that to delay war only serves to aide your enemy.  In less aggressive terms, one could say “a stitch in time saves nine”. Handle problems quickly and definitively.  When operating in a world of scares resources, you cannot afford to let problems fester and spread. 

Things you can do for the team you want

  1. Promote, promote, promote.  Make everyone on your realm aware of your guild, because you never know when another team will call it quits and their good players will be looking for a new home.  There is no benefit to being an unknown or understated guild.  Be proud of your team’s accomplishments; success breeds success.  Guilds that look stable, welcoming, efficient and knowledgeable will all appear attractive to raiders who want to get on a new team and not stop raiding.  In business we learn that every interaction is a step towards your next sale, the same holds true here.
  2. Recruit early and often.  Be honest about how soon and how often new recruits will have a shot at raid time, but don’t think that just because you don’t need them today, that you won’t be glad you have them tomorrow. I can speak from experience that if you stop recruiting for even a fortnight, you will regret it. Once the apps dry up, you start losing flexibility and start losing ground on the war of attrition.
  3. Be in touch with other leaders on your realm.  While you may consider them your competition, they can also be a good source of info, and potentially a future teammate. With the number of guilds imploding, merging, or breaking up and reforming as “super-guilds”, it’s better to be aware of the goings on than to be the guy who’s wondering why he just missed out on potential recruits and/or lost a few of his own guys.  
  4. Have a plan, even if it’s one you never want to use.  During Wrath, the rule was that you’d lose about 30% of your members (and the gear you’ve given them) from the start of one tier to the start of the next.  Due to the spike in difficulty for entry-level raiding, we’ve yet to get a good idea what this loss-percentage will be in Cata, but I’m certain it will be well higher than 30%.  Therefore, while we all may prefer to raid with the same team for the next year, as a leader you must have a plan of action for the day you find yourself with a dwindling roster.

In the end, the roster you will have the night 4.2 drops is almost certainly not the roster you had on December 7th.  The same thing will happen again between 4.2 and 4.3, only this time you can be ready for it, and hopefully be the one controlling the changes.  

3 Questions to Ask After a Recruit’s Trial Period Ends

In a recent episode of the Matticast, one of the topics we discussed was what guilds look for in applications. Once a player gets accepted, they typically undergo a trial process. The period could range anywhere from days to weeks. An application is a start, but it’s during this evaluation period where the recruit’s skill and attitude are truly scrutinized.

The questions vary from guild to guild, but there are 3 big ones that cross my mind.

can-they

We’re looking for the technical players. Can we count on recruits to execute? In Cataclysm raids, we want players who can easily understand and respond to the different challenges with minimal hand holding. For Conquest, things like DPS rotations are foundations that are expected before applying. If I give a Rogue a spell or an ability, I expect them to shut it down when paired up with another player. If I give tank healers their assignment, I expect tanks to survive through the worst. It shouldn’t take more than an attempt or two to stay out of fires, dodge discs or deal with any easily avoidable mechanics.

Because if a recruit can’t handle that, then we’re not the guild for them.

will-they

The nature of boss fights means there will be players who have to do the crappy job. No one really wants take on these responsibilities because they’re either:

  • Boring
  • Crappy
  • High stress

These are the roles that won’t get you the girl, but it is a necessity all the same.

Taking one for the team and volunteering for these will amplify your value. The guy who says yes to doing the hard stuff looks better. It’s one thing if you can’t actually do your job because your class or setup prevents you  from doing so. But not doing interrupts or dispels because you don’t want to and making the raid jump through hoops is a frustrating experience for leaders because we need to come up with a functional setup that might not be optimal for what we’re doing.

That’s just selfish. It might end up being the reason you get passed over for future raid invites.

Normally, I’m the guy that tackles the dispels . But it’s reassuring to know that another player or two in the raid is both able and willing to tackle the high stress jobs in the event I’m not around.

Especially with playoffs starting today. Go Canucks go!

they-fit

This is actually something more along the lines of what Kat would say. Although she is the more warm and fuzzy hosts on the Matticast, I would have to back her sentiments on this one (but don’t tell her I said that, I have an image to maintain). While the aforementioned skills and willingness to do the dirty work are important, at the end of the day if recruits aren’t fitting in with the guild, then they need to get cut loose. Not every guild is right for every player. It’s easy for guilds to say yes, you’re in. It is much harder for guilds to say no, you didn’t make the cut especially after a breakout performance. Being able to recognize players who don’t fit in and acting on it swiftly will save you grief in the long run.

It was a difficult lesson for me to learn during the first year of Conquest. I had to make several compromises. I either found a way to work with troubling recruits or we didn’t raid. It took every ounce of diplomacy to maintain an uneasy peace. The two week grace period we have going lets me check out players and see if they fit in both in the raid and outside the raid. I might even join up with them in PuGs or other activities and see how they react to the banter in guild chat. I actually booted a really creepy player a few months ago because he made several members in the guild uncomfortable. But that’s a story for another time.

If you happen to recruit a player who answers positively to all of the above questions, then the odds are in your favour that they’ll be an excellent addition to your guild.

11 Suggestions for the New Guild Leader

Whether it’s Rift, WoW, or Star Wars: the Old Republic, guild problems and solutions can be carried over from one game to the next. Having organizational skills are crucial to being an effective guild leader.

I went around and had an open call with several guild leaders in the community to see if they had specific advice to offer to anyone who wanted to  be a guild leader (Many of them started off with “Don’t do it”).

Think long term

Well planned guilds have long term commitments from the leadership. I’d classify long term as something over a year. Conquest has been around for almost 3 years. It wasn’t something I wanted to just do for 6 months. I wanted to commit to it over a long period.

The top bit of advice I can give is find your essence and let it guide you. Find what makes your guild truly unique and special, and be proud of it. That essence isn’t your ranking, or how progressed you are – it’s what makes the people and the team a fun place to be. My guild, Imperative, started with an essence of serious college gamers with a light schedule, and even a year later, we’ve still got that one core. 

Don’t ever sacrifice that essence for short term success. Think in the long-term. Starting now, don’t think about making a “successful guild in Firelands” – think about making a kick-ass guild in patch 4.5, or the next expansion. We have an old saying that “progression is a marathon, not a sprint.”

As a guild leader, you have quite a responsibility: you will be solely responsible for the happiness of several people for multiple hours each week. People are going to look to you for the enjoyment of their hobby. At times, it’s easy to feel that burden and consider quitting. At times, every leader will get a feeling of burn out and think that the costs outweigh the benefits. Just remember that what you have is real, even if it exists within “just a game.” There is an essence to your team that can never be recreated, and it has value beyond the game.

Blacksen, Imperative

Delegate what you can

For some players, assisting comes naturally. In other cases, it’s best to outline exactly what you need your officers to do. They want to help but may not know what boundaries they shouldn’t cross.

If you’ve never been an officer before, you will be absolutely overwhelmed with the amount of time you will need to dedicate to your guild as the guild master.

The best piece of advice I can offer an aspiring or new GM is to delegate. Delegate, delegate, delegate. I’m a bit of a control freak myself, so it’s difficult for me to delegate, but surround yourself with people you trust for officers, and give them very clearly-defined duties. If you’re not the raid leader, refer ALL questions regarding raiding to that officer. If you’re not the bank administrator, refer ALL bank questions to your bank officer. If you’re not the caster DPS lead, refer ALL questions concerning caster stuff to that officer. See the pattern?

Kurn, Apotheosis

Pace yourself

While some organization is important to have from the beginning, take a bit of time off and actually play the game. It’s not a bad idea to have a dry run of different policies to see how effective or received it’ll be by the crew.

Start slow. Don’t try and create the entire guild structure, loot system, various rules all at once. All guilds started as a group of friends just wanting to get together and play some World of Warcraft. If you have goals, lay them out and set out to accomplish them. However, if you spend all your time setting everything up, you’ll never get around to doing the fun part that keeps people coming back every week: killing bosses.

You won’t see all the bad (or good) situations that will come up through the course of your tenure as GM, so don’t try to look for them. Shoot from the hip and go with what feels right for you and your team.

Borsk

Manage Expectations

Lay down tangible goals. Set out deadlines. Anything that helps indicate progress is good because players want to feel like they’ve actually accomplished something.

Setting expectations is key to a solid leadership foundation. By managing guild member’s expectations, you can mitigate disappointment and set the stage for exceeding expectations. People enjoy a sense of accomplishment, needing it as a component of motivation. If you set expectations that cannot be achieved, there will never be a sense of accomplishment. On the other hand, setting expectations that can be successfully met will lead to people achieving the expectation, gaining a sensing of accomplishment, and providing them an opportunity to exceed expectations, further contributing to their self motivation for success.

Within my guild, the expectation was set that we would hope to start 25m raiding within 1 month, allowing plenty of time for people to get to level 85 at their own pace without the pressure of having to take time off work or sacrifice spending time with friends/family during the Christmas/New Years. The reality turned out to be 30 excited nerds hitting 85 within two weeks and two 25m bosses down in the 2nd week of release. This far exceeded all expectations that had been set, invigorating the guild with a massive sense of accomplishment and injecting an incredible amount of motivation.

_M

Invite with Caution

It’s entirely possible to fire off too many invites at a time. This can be counter-productive to your cause. While low barriers of entry are okay, at least some player standards should be maintained. I’m not referring to just gamesense or players skills. Being in your guild should be a privilege.

Back in the mid-BC days, I cycled through 5 raiding guilds in as many months simply because they fell apart. They got too big too fast, a group of 4 or 5 people quit in rapid succession, or the better raiders spread themselves into too many teams leading to progress stalling, the symptom could be any of the above (or something similar that I didn’t mention). If you want to start a successful raiding guild: guard your ginvites closely. After going through a new guild every month, I got sick of the transitions and, along with a few friends, founded a raiding guild that, at most, recruits 2 new players a week (though most weeks we didn’t recruit at all). I’m still a proud member of that guild today, 3 years later (and am now the guild leader).

If you guard your ginvites, your members begin to understand that while you might use the occasional pug, being a guildie is something special. This in turn fosters a sense of community that makes raids and 5-mans more enjoyable. It also makes for a nice reason for them to stick around when progress stalls (we all have hiccups in progression every so often). One team of ours bashed their heads against the Lich King fight for a solid month and not one person left the guild (this was before the guild rep system, so they could’ve jumped to another guild without any long term problems). In short, be selective about your ginvites. You can group with anyone, but guildies should be a step above the rabble.

Zet

Recruit like minded players

Heard of the phrase birds of a feather will flock together? It applies here just as well. Having similar interests with someone helps lower resistance and it ensures everyone is on the same page. Plus it cuts down on the drama. No one’s going to complain about hating PvP if all the players are into PvP.

Have your mission all laid out? Then you can focus on surrounding yourself those that help drive that mission forward. What sort of people would best fit and are like-minded to your mission? You wouldn’t recruit a bunch of casual players if you ultimately want to become a raiding guild in the top 10 guilds on your server, would you? Its nearly impossible to survive, recruit, and ultimately be a leader who others trust and respect without this defined

Our raiding guild has several officers who are all raid leaders, all equal, very flat organizational structure. We have a level 1 guild master as a placeholder only because we have to. We formed and lead the guild as a team and make decisions that way, period. Not all guilds follow a “cookie cutter” approach, it’s important to take the time to really define what fits with your guild’s mission. 

Bottom line? Start with a focus on defining your mission and build the guild around it with people just as passionate about it as you. 

Gina, Healbot, <Cold Fusion>

Establish your guild’s “identity”

Before selecting your leadership base, it’s a good idea to figure out what you want to do. Don’t try to be everything. At least, not right away.

Are you a casual guild?

Hardcore raiding?

PvP?

Amazingly, once you’ve established what kind of community you want to build, the rest of the pieces will really begin to fall into place. Finding people who share this vision with you in the beginning will really shape how your guild grows. In a Cataclysmic-world, guilds are more than just tags floating above your head, they’re identities. Finding the right guild and sticking with it now has actual tangible benefits beyond just a great social hub and people are (as they should) not taking the decision as lightly. Attracting like-minded individuals who really care about the growth and development of your new guild is important and these people will become your officers at some point.

The Magette

Pick the right person for the right job

Personalities matter. It’s not enough for everyone to buy into the philosophy. Your leaders need to exude the right qualities to appropriately carry out their duties. Putting the really shy guy on the job of evaluations and feedback is not exactly the best combination.

Any guild should not need more than 1 officer per 5-8 players. Example: a 20 – 25 player roster (which should amount to 80-100 characters) should have no more than 3-5 officers). Be sure to pick the right person for the right job because your in game or RL friends may not be best fit. Just because someone is a nice person or great player doesn’t mean they are right. A great player could have a condescending tone and attitude, but would not be the right person for an officer whose tone can easily be misconstrued. On the flip side, a friendly sub-par player with the awesome personality may not have enough clout to provide the right constructive criticism.

In short, it’s never easy to pick the leadership core, but it is an first important step.

Quori

Check discipline

Be clear with the rules and watch the grey areas. While leaders do their best in enforcing policy, not everything gets caught. There’s all sorts of disciplinary action that can be taken. Be careful what you do and how you do it.

Depending on your guild set up and recruitment process, it should be made clear what the guilds rules are and what any disciplinary actions may be for breaking the rules. This way if anyone breaks the rules you have a clear course to follow without having to think too much about what to do and by doing so it adds some structure to the guild. No exceptions should be made to the rules or the whole thing will fall into disrepute. An example from my guild is that we have a “No Loot Ninja-ing either in our raids or any PuG you might run while in our guild” – on person ran a VoA pug and ninja’d some loot, which came back to me and I G/kicked him without remorse, as per the guilds rules – which went down well on our server.

Valilor, Aggro my Own Vegetables

Stop trying to do everything

There’s enough responsibility to go around. You know you have too many officers when there’s someone who is sitting around not really doing anything because anything that needs to be done is already done.

Don’t make the mistake of wearing too many hats – if you end up as the Recruitment officer, the website maintainer, the raiding coordinator, the PR officer, the guild bank organiser and especially the guild sounding board, burnout is inevitable. Little things, like making sure that multiple people can update the guild website, will ease daily pressure on you. Logging on to a dozen small issues every day will whittle away at your patience and free time, and make you feel tense at the idea of logging on or checking the forums. Ask yourself if there are tasks that you can delegate, share, or roster – partly to avoid burnout, but also so that if you have to go away, your guild isn’t left with a gaping hole in its management team.

Keeva

Listen

Disagreements are going to happen. Having a group of all yes-men isn’t the best idea. Use them as a sounding board and take into heart what your players have to say before carrying through. Every risk has a possible reward. Every action has a consequence. It’s up to you to decide if it’s worth it.

Who will these yes-men be? Sometimes it may be obvious as your RL BFF, spouse, that dude you have run with since Vanilla, or maybe someone you’ve met fairly recently. Start with a small officer core and take time to work through at least the main start-up issues with these people. You may even want to get the guild up and running a bit before expanding the leadership.

Be aware that not everyone – even your BFF – is cut out for guild leadership – and that may not be apparent until you are in the thick of things. Be sure that the officers are people that can work through disagreements. If you and your spouse have conflicts with both of you running in the same raid, leading a guild together may magnify that. Real life relationships are more important than a game – don’t forget it. Oh, you thought this would be all peaches & cream? Only if your dictatorship is structured well.

Zaralin, Force of Impact

Thanks to everyone who took a moment out of their day to add their thoughts. I would have added more but some of the responses I received would have constituted a post in itself.

That’s what happens when you ask raiding and GMing bloggers to add one response. They give you a novel.

Our community can be crazy sometimes!