Will You Be Dual Spec-tacular?

Duality by vladstudio
Duality by vladstudio

Less than two weeks out from the Wrath of the Lich King release, I find that one of the upcoming changes I am most excited about will hit not with the expansion itself, but with an upcoming content patch. At some future point, many of us–particularly hybrid classes–will have the flexibility we’ve always dreamed of. The promise is that each character will be able to maintain two stored specs and switch between them easily. You won’t be switching during combat (imagine the exploits) but in a complicated dungeon, for one fight you could be the healer, and the very next you could be the tank or even (gasp!) dps.


There is every chance that this change will revolutionize gameplay, particularly for healers. Most of us would jump at the chance to heal for a 25-person raid and then tear through our daily quests as a long-feathered, wide-hipped, booty-shaking, snuffle-hooting Owlbeast. I know I would. However, I’m even more interested in the long-term effects of dual spec capability on the raid environment.

Of course, even with Matticus’ fascinating insights into raiding Naxx on the Beta, we still don’t have quite enough information to make fully-fledged (get it, a feather joke) healing strategies. However, that doesn’t mean that my evil little tree-brain isn’t working. As the healing lead for my guild, the following is my diabolical plan to take the fullest possible advantage of dual specs.

1. All healers will maintain a raid-viable dps spec and a raid-viable healing spec.
2. All healers will take appropriate dps gear at the off-spec dkp price and appropriate healing gear at the on-spec price.
3. All healers will practice both play styles in a raid environment.

Why is this plan such a winner? Read on to find out how the dual spec system will save your raid–and the world!–from much weeping and gnashing of teeth.

1. I can adjust the number of healers for each fight.

Based on what I’ve read on Matticus and elsewhere, it seems that Wrath of the Lich King raid encounters require, on the whole, less healers than Black Temple or Sunwell. My guild–and probably many others–recruited its healing corps with the latter two instances in mind. At the moment, we have at least 12 healers who raid on a semi-regular basis. Our healer retention has been excellent, and many of these players have switched part or full-time to alts for raiding in order to keep their spots. However, even with this partial solution, we sometimes have 10 great healers sign up to raid. My solution for Wrath? I’m not about to force people to respec dps or to reroll warlocks and enhancement shammies. Instead, we’ll share the dps and healing roles, and everyone will get to play what they want at least some of the time. In addition, I don’t fully trust the developers not to put in some fights that require 5 healers and others that require 8 in the same instance. With dual specs in place, it will just be too tempting.

2. My healers will become better players.

Yes, this belongs to the category of what I like to refer to as “L2P Raiding Solutions.” It’s going to be hard to switch from doing what Ghostcrawler referred to as “playing the UI, not the game,” to actually targeting a boss or, even more incredibly, assisting off a designated player. I look forward to this process. I need to go through the learning as much or more than anybody. An expansion, as I see it, is a great opportunity to get better at the game, and I know there’s going to be a learning curve. By, let’s say, next February, I want to be that player that people trust to do whichever task, dps or healing, is most necessary. Those players already exist, but I’ve had too much tunnel-vision to be one myself.

3. No one will feel stuck.

Sometimes all of us need a little change, a little breath of fresh air. I think that dual specs are going to help ward off healer burnout, and to demonstrate that, I’m going to resort to a very mundane metaphor. Let’s compare two real life humans–Level 30 Scholars, let’s say, and for the sake of argument, we’ll call them Sydera and Briolante. Now, Syd owns about 10 pairs of shoes she can wear to work, and she never wears the same pair twice in a row. Brio wears the same pair of admittedly very nice dress shoes every day. At the end of six months, whose footwear is in better shape? Variety is the spice of many things, my friends. If I know that I can cast gigantic Starfires on one of the bosses on a given evening, all the while hooting to myself in owlish glee, I’m likely to heal for the rest of them with good grace. Many healers feel victimized and put upon–our job is rather stressful, and blame sticks to us like cat hair on cashmere. What a nice relief it will be to sometimes focus on the boss instead of the little boxes on my Grid!

Dual Specs are Wonderful! But Why Do We Have Them?

I’d like to spend a few moments speculating about the underlying reasoning behind the dual spec change. It goes against many of the trends laid in place during Classic WoW and BC. First, WoW has always made players pay for flexibility. As we all know, the Vanilla WoW design for hybrids could be summed up by the hackneyed refrain “jack of all trades and master of none.” Moreover, gold costs for respecs–used more by hybrids than other classes–used to climb to obscene levels in Classic.

In BC, the fate of hybrids improved somewhat. Aside from a few broken specs (notably Moonkin and Retribution Paladin), hybrids became raid viable, but also just as limited to one role as any “pure” class. Respecs were of course possible, and in BC they top out at 50 gold, which still cannot be considered a reasonable price for mid-raid respecs.

Maybe it’s my own selfish featherbrain, but I think that the changes we’re seeing to how respeccing works–which is basically the removal of the penalty for changing your mind–have a lot to do with the perceived fun of playing hybrids–bringing us closer to the jack of all trades model again. I think this change might even have more to do with healers than other classes. We know that, my own freakishly healer-heavy guild aside, healers are often in short supply. For Wrath, Ghostcrawler has laid out the possibility that raid healing might be overhauled entirely, just as was done with tanking. The idea, in general terms, is to make raiding “more fun.”

What is more fun, in the developers’ minds? Based on the druid class changes for 3.0, I can take a guess. Despite what some healers find entertaining, Blizzard doesn’t want us to be tied too closely to timers or set-in-stone rotations. Pre-3.0, I used to cast something–usually an instant, and many times Lifebloom–every time the GCD was up. This means that I can spare about half an eyeball for the raid environment, and I haven’t even seen many raid bosses. I spend too much time looking at Grid with one eye and the ground–for nasty AoE effects–with the other. To a certain extent, this is necessary for proper focus–I’m not sure that Briolante spends much time gazing longingly on, say, Archimonde’s face either, even though he’s up there tanking. Here’s a quote: “Demon crotches get old after a while.” The developers want play to be variable, engaging, movement heavy, and reactive rather than proactive. As a druid healer at the moment, I feel that I’m supposed to entirely change my playstyle, and old habits–like maintaining Lifebloom rotations–die hard.

At least dual specs are actually fun! Many times, the developers seem to design away from fun by putting arbitrary limitations on things–the recently removed movement speed reduction for trees comes to mind, as does the prohibition on flying in Northrend until level 77. It is my hope that, whatever they do to healing, the dual spec possibility keeps me from entirely losing my mind, or, should I say, my feathers.

Why I Love and Hate Achievements

As I predicted in an earlier post, the newly-fledged Achievement System turned out to be more than just a cosmetic change to World of Warcraft. In fact, I was far too conservative in my predictions. Instead of adding another layer of accountability to progression mechanisms already existing in the game, the Achievement System has in fact created its own unique avenue for progression–casual style. Achievements are so appealing because anyone can work on them, alone or in a group, and there’s a reward for every little thing you do. Even, famously, picking your teeth.

The Benefits

There’s a certain appeal to accomplishments that are tracked, defined, detailed, and instantly accessible. I find myself reading through the achievement tooltip when I’m in flight or waiting at an instance for a raid to start. I am by no means immune to the siren call of Achievements. In fact, I’ve been spending all the casual time I have in pursuit of non-combat pets. I have 49 of 50 to date, and I’m sorry to report that no matter how many times I log in when I’m supposed to be working, Syd somehow just cannot get a Sinister Squashling, either through the boss event or through trick or treating. My failure of an alt, Marfisa, has gotten two of them in treat bags so far. Never fear, dear reader, the cute little skunk pet will be mine–as soon as the Darkmoon Faire rolls into town and I buy an ugly old frog.

Moreover, I think the Achievement System is a brilliant move on Blizzard’s part. Many casual players are coming back to the game right now to refresh their knowledge of their characters ahead of the expansion, and the tracking system–and the cleverly written little tasks–breathe a little life into old content.

However, Achievements are not all sunshine and rainbows. Briolante–who’s smarter than me most of the time–tried to tell me a few weeks ago that Achievements were going to be a real drag. In fact, I think his comment had a lot of expletives in it, but his major fear was that Achievements would become the new badge gear–the measure of success that our guild members would pursue, doggedly, until they got every single possible thing. It turns out that he was right, and, like badge gear, many of those achievements require a tank’s help. Hence, the expletives.

Now, it’s not as if Briolante doesn’t like to help people out. In fact, he does, but in moderation, and for things that make sense. I’m starting to feel a little resentful of Achievements myself, even though I haven’t done a single thing I wouldn’t otherwise do in pursuit of them. What, then, is the source of my angst? Read on, dear reader. . .

The Drawbacks

1. I feel like I’m spying on my guildmates. If someone is crazy enough to go explore all the corners of Winterspring, even the really inaccessible one over by the cave full of crazed Moonkin, I don’t want to know about it. Without wanting to, those achievement reports influence how I think about each of my guildmates. It’s almost like opening a bathroom stall door while someone else is in there–very, very uncomfortable. I know I could turn the alerts off–but I can’t make myself. What if I’m missing important information that could be used for the good of the guild?

2. There’s a little voice in my head telling me I’m lazy. I have a ridiculously low number of achievement points for someone who has raided as much as I have. Perhaps it’s my competitive personality, but whatever the metric, my instinct is to catch up. However, it would be hard to do that without running all those heroics and Zul’Aman again, and to be quite honest, I’d rather not. That goes for most achievements–world exploration, holidays, and reputation grinding included. The non-combat pet is my only exception, as I’m all about achievement if the reward is cute enough. However, I’m not interested in the proto-drakes or other flying mount rewards. Syd never uses anything but flight form–nothing compares to the grace and freedom of actually being a bird.

3. The structured Achievements have altered my understanding of the game world. What I love most about the world of the MMO is its open, anarchic nature. I actually like remote locations like Winterspring–where I spent a lot of time grinding rep with the Wintersaber Trainers–because they feel wild and unused, just like the remote corners of the real world. If the game is telling me to go to a certain place to get points, it just doesn’t feel like a hideaway any more. For the most part, when I was grinding rep in Winterspring, I was the only player there. I love the sense of a hostile world with only me in it. I suppose, in general, that I would rather that my “casual time” be as unstructured and solitary as possible. However, that’s me. I’m a raider, and I have plenty of structured things to do in the bulk of my play time.

4. I haven’t felt it too strongly yet, as healers are a dime a dozen in my guild, but there’s a good chance that, as the game moves on, guild members will start to post events–dungeons and raids–for achievement purposes only, and that they’ll need a healer. I tend to run instances following a very practical model. If there’s something that someone needs–that I recognize as valuable–I’m happy to help someone do it. If there were a mount, a pet, or a piece of gear involved, I’m glad to come along. However, I feel the same way about Achievement Points as I came to feel about Badges of Justice–it’s a bit of a stretch to do something unpleasant just for points. Now, if I or my groupmates could buy pink bunnies with those achievement points, I’d understand. But without that, I’m just not going to feel motivated to revisit old content. I like new things, and once I move on from an instance, I really move on. There’s a very good reason my alts haven’t been through Karazhan. I follow the same rule for things like holiday events. If they are fun or profitable, I participate. If not? I let it go.

So what can I do? As a player, I am going to strive to use the Achievement system as a tracking-only mechanism. Where possible, and pet skunk aside, I am not going to let the tooltip tell me how to play. That way, when I pore over my achievements panel, it will really let me track Syd’s journey as a character.

Build Your Own Guild Part 9: Ambition

Once you have your own little Raid Machine up and running, it’s very easy to get a particular kind of tunnel vision. In the context of Burning Crusade, many new raiding guilds or casual raiding guilds worked and struggled to become the kind of organization that could reliably clear Karazhan. However, once Prince started going down every week, these guilds stalled out or stagnated. Believe me, I’ve seen it–I used to be in one of those guilds! One week, the end boss of the entry-level raid is dead and every one is happy. The very next week, the best players are leaving the guild for more progressed organizations on other servers.

So, What Happened?

Many Karazhan-capable guilds encountered problems after they cleared the place for one simple reason. The guild’s wildest dream had come true, and it’s hard for a guild to outlive its founding vision. When you are at the helm of the raiding guild, it is your responsibility to adapt your goals and plans to a changing environment. Always plan weeks or months ahead, and make sure your guild is aware that you have a vision for their future.

Making Plans

Your thoughts and planning should extend to at least one instance beyond where you are. Collateral Damage practiced an extreme version of this. Because we started late, hitting Serpentshrine Cavern only in January, we had a very small window of time to clear two full tiers of content. We are less casual now than we were when we started, and we spent a full five months in T5. However, we started thinking about the next step about the time Leotheras went down. At the time, attunements were still in place for T6, and the officers started planning and strategizing about how we were going to kill Vashj and Kael. We shared part of our plans with the guild, in the first of what became a series of goal-setting posts from our raid leader.

In T6, we knew time was running short. Attunements were lifted just as we were ready to start, and we knew that Sunwell was on the horizon. Our goal, however, was to get through Illidan and Archimonde–we didn’t think about anything beyond that. We made posts promising a dead Illidan by the end of the summer, and all of my recruitment ads promised full clears of T6 by that time. And you know what? We did it. I think that the planning, goal-setting, and above all, the stubborn refusal to accept the possibility of failure allowed us to do it. Mind you, we’re not a hardcore guild, and we were even less so the first time we took a peep at Naj’entus.

On Progress

In order to survive, a raiding guild must always have progression in mind. Some weeks no new bosses will die–that is only right and good, as it is the sign of challenging content. We don’t want it to be easy, right? However, a guild must never be content to rest on its laurels and only raid farm bosses. As your group masters more and more bosses, the farm list will grow longer, potentially leaving less and less time every week to work on new content. There are two ways to manage the dichotomy of progression and farming: the fast method and the slow method. Each way has its own benefits and drawbacks.

The Fast Method

Following this method, a raid leaves farm content behind as soon as it is feasible. The raid may set some essential gear goals, like a certain amount of tank health or survivability, but no attention is paid to the completion of gear sets or the acquisition of best-in-slot items. End bosses in particular, because of their relative inaccessibility and high level of time investment, are more or less neglected. The raid may kill the end boss of an instance three or four times at maximum, and all fights in the dungeon will not be on farm status before the raid moves on to the next boss. Inevitably, gear gaps arise, as people do not have the opportunity to collect all the gear from the instance. In Burning Crusade, players looked to badge gear, craftables, and Zul’Aman gear to fill the gap. Similar opportunities for gear outside of raids may also be available in Wrath. This method allowed Collateral Damage to get through T6 in short order, but if you ask some of our members, the progress was too fast at times. The pressure was consistently high, especially for a casual raiding guild, and members spent a great deal of time outside of raiding optimizing their gear.

However, the great benefit of this method is that players never get bored. The challenge is consistent, and the raid doesn’t stagnate. Even if they farm on Tuesday, they know they get to wipe to fun new content all night on Sunday. If you are a guild behind the curve of progression, which many guilds that start up at the dawn of Wrath might be, this is probably the best progress model to adopt. Before you do, however, make sure your players are up to the pace.

The Slow Method

According to this tactic, the raid farms instances until the majority of its players complete their gear sets. These guilds do spend time on new content, but they happily farm the old until they reach a comfortable overall gear level. If the guild follows this method, the members have little need to acquire gear outside of raid instances. They can spend their non-raid time in less stressful ways. The risk, however, is that members will get bored. Over time, a good raid can master so much content that it is impossible to go through it all in a week. There will always be people who want one last thing out of an old dungeon. Take, for example, all those raiders, casual and hardcore alike, who farmed Karazhan into the ground.

The slow method, however, can backfire as easily as the fast method. Raiders may become complacent and sloppy if they’re not motivated to reach new content. It feels terrible to wipe repeatedly to farm content–this is what happens when players do not pay attention or, worse, stop attending farm days.

The Happy Medium

Is there a way to combine the approaches? I would tend to say yes, but from my experience, certain types of guild structures manage the struggle between farming and progression better than others. Naturally, hardcore guilds are the best at farming–they have structures that ensure their members’ attendance, and those members tend to be really interested in raiding anyway. Smaller guilds will always have an easier time leaving instances behind than guilds with deep benches because they have less members to outfit. However, small guilds run the risk of not filling farm raids if members lose interest. However any raiding guild, regardless of size or structure, can both farm and progress, as long as its leadership is actively managing the relationship between the two. The key idea here is responsibility: farm responsibly, and progress responsibly. Here are some tips on maintaining the equilibrium between these two opposing terms.

1. Farm it like you mean it.
When you do farm old content, or clear the front half of an instance in order to get to new bosses on the back, play as if every fight were a progression fight. Many raid leaders will be tempted to be more inclusive on farm rosters, letting more casual members of the guild see the content. Do this with caution. Make sure that whoever you bring along will not slow the group down. Your highest commitment should be to your regular raiders–make them happy, and you will have a stable guild. I also advise against allowing raiders to bring alts in farm content. In the long run, they will be sorry they spread their DKP over more than one character, and their play may even suffer because they have not concentrated adequately on one class and role.

2. Always have progression time.
In a 12-hour raid week, which seems to be a typical raid schedule, try to dedicate at least 4 hours to new content. That is enough time to take down a new boss if it’s fairly easy or to make significant progress on a difficult one. I have seen bad weeks and good weeks of raid progress, but the only thing that guarantees a stagnant week is dedicating insufficient time to the fun new stuff. Make sure your people have a reason to farm quickly–they should know that, at the end of their raid week, they get to challenge themselves with something new.

The key idea here is reasonable progress. Don’t force your raid through content at lightning speed, but don’t let your group stagnate either. Remember that a guild that makes steady progress will be happier and more stable than the server-first guild that rushes through thanks to sleep deprivation and a Raid Leader who knows how to crack the bullwhip.

After all, what are you going to do when you run out of content? At that point, it’s all farming until the next patch comes out. Make sure that when your guild gets to that happy point, the members all like each other enough to stick around through some slow farming weeks. That’s the kind of organization with real staying power.

Build Your Own Guild Part 8: Dealing With Feedback

Successful guild masters and officers are always attentive to the concerns of their membership. It is your job to understand your guild’s psychological makeup and status. If your raiders are happy and enthusiastic, you’re probably aware of it, as people tend to be demonstrative about positive emotions. However, little worries and concerns can bubble below the surface of an otherwise stable guild, and, without the leadership ever being aware, a small problem can turn into a guild-breaking one overnight. How can you address these explosive problems before they grow to dangerous levels? Read on for some tips on eliticing–and dealing with–feedback from your members.

How Do I Get Them To Talk to Me?

Face it, Guild Master, you are one scary dude or dudette. You are The Man (or The Woman), and that means most people will tiptoe around subjects that might be controversial when you’re around. Rest assured, however, that your guild members have opinions, and they want the leadership to listen and to react to them. Here are four things you can do to get your guildies to tell you their little secrets.

1. Have Guild Meetings on Vent
Collateral Damage does this every couple of months, and it’s quite helpful. The officers start out with a little “state of the guild” address and then turn over the floor for member questions and concerns. Now, when it’s time for members to talk, don’t expect the discussion to start immediately. I learned through teaching my college classes that a little silence is ok at the outset of a discussion. People are getting their thoughts together and mustering the courage to speak. You can ask little questions to prompt them, but make sure you let people have time to get the ball rolling. From what I’ve observed, the first person to speak will say something really positive. Others will comment on it, but the feedback will start to roll in. Eventually, you may get people’s most passionate objections to your guild policies. The important thing in such meetings is to listen. Let people know that you will hear their concerns and take them to the table at the next officer meeting.

I can tell you, sometimes CD officers have felt frustrated and under-appreciated at our open meetings. Try to think beyond yourself and your immediate reactions. Is there something helpful you can learn from a person’s complaints? We’ve found that even the most ardent whiners aren’t able to sidetrack the guild from its most cherished goals. However, we’ve also discovered some useful information in open meetings. In at least two cases, at the next officer meeting, we changed policies based on public opinion.

2. Post Officer Meeting Notes
Officers spend a lot of time discussing policy in meetings–earn credit for that time with your members by posting notes. You don’t have to expose every controversy, and naturally, anything pertaining to specific players should be kept quiet. However, when you’re writing new policies, a little item in your notes that says something like “Discussed Revisions to Attendance Policy” will let your members know that the officers are actually responding to the changing conditions in the guild. CD allows members to comment on officer meeting notes–we get many good ideas this way.

3. Have a Feedback Forum
CD has a forum in which only officers can post and everyone can reply. The purpose is to elicit member opinion on major policies. Recently we have decided to implement a Raider Status and attendance requirement for Wrath of the Lich King. Our policy drafts went up in this forum, and there was a lively exchange between officers and members. We were able to clarify our intentions, and the final document is, as a result, very clean and easy to read. Of course, some members disagreed with the officers’ decision and thought that we should continue without Raider Status. We tried to assuage their (mostly unfounded) fears, but we did hold firm to what we had decided. However, some of those objections led to clearer policy, and as such, they were a very fortunate thing.

4. Allow Members to send PMs to Officers
Your guild website should have the capacity to send Personal Messages. These are like emails, only less formal. When CD members have personal complaints–either something they want to keep private or something that only affects them–the best way to communicate that is a PM to one of the officers. If they do not request that the note be kept private, often we share these with other officers so we get a balanced solution. A good example of this kind of issue is the perennial loot quandary. It has happened several times that a CD member has felt that loot was distributed incorrectly. Sometimes the members are right. Inevitably, things go a little bit awry with any loot system. These member issues have actually helped CD officers revise the loot system for Wrath so that it is more fair to all raiders.

The Two Types of Feedback

As a guild leader you can expect to get two types of feedback: legitimate concerns and QQ. Here is how I suggest that you address each type.

Legitimate Concerns:
Sometimes members are able to see around officers’ blind spots. Often the members are first to know when someone has been treated unfairly. Even in the best guilds, this can happen by accident! Make sure your policies are flexible enough to change if they are really not working.

Here are some common examples of legitimate concerns.
1. One of your guild members is behaving in an offensive manner or specifically antagonizing someone.
2. One of the guild policies has had unintended consequences. For example, there might be a loophole in your loot system, or you might be distributing BoE items like Hearts of Darkness in an unequal manner.
3. A specific member or subset of the guild is feeling overworked or burned out.
4. Something in your raid strategy is not getting desired results.

Sometimes you’ll get a PM and just know that the person has a valid point. When that happens, don’t panic. Reply to the person and let him or her know that the issue is going on the next officer meeting agenda. Make sure you talk about it, and make appropriate policy, rostering, or strategy changes.

QQ

The letters QQ are meant to resemble crying eyes, and QQ is synonymous with whiny complaints. QQ is constant and unavoidable. I am going to make a radical suggestion here for how to deal with this. As you read or listen to the complaint, try and imagine that it is legitimate. Even if you end up disagreeing with the person or even reprimanding her, hear her out before you do that. QQ is called QQ because it’s communicated in a less-than-constructive way. However, separate the content from the means of delivery to find out if, behind the tears and snivels, there is actually a valid issue to be addressed. If the person has a point, put their issue on the meeting agenda just like any other member concern.

The following is a list of issues people tend to feel passionately about in the game. As such, they are likely topics for QQ.

1. Loot Issues.
This will always be the number one cause of weeping and gnashing of teeth in the World of Warcraft. Most of these complaints are unfounded. If you have a loot council, you will be dealing with this often. Try to make the person reasonable, or at least resigned.

However, sometimes loot issues are very much legitimate. If someone is concerned that he consistently gets passed over for loot or that others of his class and spec with similar attendance have significantly better gear, he is probably right. Loot systems of whatever type tend to have loopholes through which many purples flow. These complaints are a way to discover if your system is really working the way you intended it to. It may be that “unlucky” players, or players in certain roles, truly are not getting their fair share. If this is the case, do something about it! Whenever you find injustice in your guild, stamp it out!

2. Personality Conflicts.
In a raiding guild of 35+ members, not everyone is going to get along. Members who are at the high end or the low end of the competence scale may attract a lot of complaints due to jealousy on the one end and resentment on the other. Evaluate each of these complaints for validity. As an officer, you need to know the difference between one of your raiders having a bad day, or a bad week, and just plain out being a bad egg who either does not play up to the standard of your raid or makes everyone miserable. You should also ask pointed questions to decide if harassment is involved. For example, if one of your female members is having to field consistent come-ons from a male raider, this is a legitimate complaint and you should probably kick him. Many guilds let rampant sexism, racism, and all-out prejudice go on in g-chat or vent. In my opinion, this kind of thing isn’t very funny–or very conducive to successful raiding. I would rather play in an organization that’s open to different types of members. Sure, Collateral Damage cuts loose a bit late night on vent, but on the whole we’re an organization that 10-year-old girls could happily and safely belong to. “Cutting loose,” by the way, is different from encouraging prejudice. No one minds a little innuendo or even well-meaning jokes at someone’s expense–the problem comes when members harass each other. As a guild leader, you should be able to tell the difference.

3. Bench Issues
The #1 topic of PMs sent to officers in Collateral Damage has to do with raid scheduling. Long story short, people want to be in when it’s convenient for them and out when its not. A lot of people feel frustrated that they’re not in full control of when they get picked to raid. For the most part, people just have to deal with it. Officers can lend a sympathetic ear, but we know that we have to balance the needs of many different people. Bench happens, more often than some people would like. However, if a person complains that they are consistently being passed over for a raid spot, you need to investigate that issue. Look at that person’s attendance and performance. Does he have a legitimate complaint? Has he been forgotten, or is there a deeper issue? Is someone getting preferential treatment and not sitting their fair share of time? If so, rectify that immediately. No one–especially not officers–should get out of sitting the bench. Sometimes, however, the raid leader is perfectly justified in sitting a player frequently, especially if he’s not performing up to the standard of the group. This can be a good opportunity for the class or raid leader to work with this person on improving his play. After all, raiders are supposed to want to play up to their potential. If that interest isn’t there, it could be time for a frank talk about that player’s status in the guild.

Conclusions:

Don’t fear feedback from your members. Embrace it, and deal with it in a timely manner. After all, you are in service to your guild members. They’re really not trying to ruin your day. When members complain, they do so because they care about the quality of their in-game experience. Never fall back on the “it’s just a game” excuse for unequitable behavior. Sure, it’s a game, but games have rules. They’re only fun if you follow them. One of the rules of being a GM is to create an environment your members feel comfortable in. Otherwise, you’re no better than the three year old who kicks over the Monopoly board and then sticks the house from Park Place up his nose.

Is Sydera a Barbershop Addict?

In a word, yes.

I don’t actually have pictures for you of all Syd’s new haircuts, but I will admit that they occur at the rate of about one per day.

Here’s the look I’m currently sporting. I find it ironic that Phaelia of Resto4Life couldn’t wait to get rid of her facial tattoo–I couldn’t wait to get one!

Below, you can see yesterday’s pigtailed look. It was a good thing too, because my hair was out of my way when I got sick from too much Halloween candy. Carmelita, to my left, is pretending not to know me.

All this, after I promised Briolante I wouldn’t change my hair. . . much. My favorite tank/ significant other extraordinaire says he’s very glad I always look the same in tree form. Syd just doesn’t look like herself these days.

Oh well, at some point there will probably be a return to my long mint-green locks.