 I’ve been really busy this last week or so. Haven’t got as much beta testing done as I’d have liked, but there are only so many hours in the day when I can play the game. Many times, I can write articles or forums posts most easily. I wanted to highlight a few key things.
EJ
For over a year and a half, Suno has been maintaining the DK tank thread at Elitist Jerks. He’s done well and I
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 I’ve noticed these topics being discussed more recently: burnout, slacking raiders, low attendance, and poor morale. Pre-expansion, it’s something we all expected. The summer in the northern hemisphere also correlates with raiding problem, since for some reason beyond my comprehension, people want to go outdoors and not play WoW.
True geeks have no life outside their cave.
Jokes aside, the impact of all these factors can be personal and upsetting. It’s also inconvenient. Finding a new guild can be
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As the pre-expansion malaise thickens, as some guilds fold after killing or failing to kill the Lich King, as summer for the northern hemisphere ruins raiding attendance and as the environment and economy continue to get screwed-over by humans, oh and as volcanic dust continues to interrupt European trade and tourism… people are beginning to look for a new guild.
I am not looking to change guild. In fact, I just told the guys of my commitment to my
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Mostly, people have trouble saying exactly what they mean. Language is a complex thing. Encoding your message successfully in words can be difficult.
Then, the receiver needs to take what you have said in words, and then decode what you were trying to say: ideally, they should seek first to understand, but that doesn’t happen as much as we’d all like. A good listener will compensate for the difficulty in expression by working with you to get the meaning from what you
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I recently had a major pain in the ass with my authenticator fob. Eventually realised its battery must have been fading, and it had got out of sync with the Blizzard server, so would just give me wrong codes and then lead to me locking myself out when I tried to log on.
One of the three MTs in our guild just got hacked. He’s naked, guild bank largely empty, etc. Tickets raised now for restoration of all that.
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A little while ago, wow.com published a touching story about a couple who found each other in-game and fell in love. Since yesterday I posted on motivations, this story came to my mind.
A few thoughts related to this are around the social aspects of gaming, guild management, relationships and the bonds that bring people together within a guild.
- there are a few hardcore guilds I know of who do not recruit women, because they (wrongly) think they
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Nick Yee developed a four-page assessment. It doesn’t take long to complete.
It rates you against 3200 other players, so it’s statistically valid, and measures you on three dimensions of why you game: achievement, socialisation and immersion. Each of these are driven by sub-factors, so within achievement are: mechanics, advancement and competition.
As you’d imagine, I scored highly on mechanics because truly I love analysis and theory and how this game works. I think this is self-profile worth doing,
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This deserves more discussion. One of the difficult balances a leader has to manage is the number of tanks required in a raid, or the guild, as a proportion of the total guild.
The problem is largely caused by the ratio required of tanks to others:
- In 5-mans, you need one tank (1:4 ratio).
- In 10-mans you need two (1:4 ratio again).
- In 25-mans, you need three (1:7.3 ratio), but mostly you need two tanks (1:11.5 ratio).
- I wrote about this in my Ulduar guide, highlighting the tank requirements varying between 10 and 25-mans.
That’s half as many tanks for 25-man raiding as for 10-mans.
The problems this brings are manyfold:
- if you are changing from being a 10-man to 25-man guild you need to make sure your tanks are the most hardcore reliable players, so you can swap in/out everyone else
- or you can have more tanks than you need, to allow for casual playstyle, yet accepting the consequence that each tanks’ gear will be lesser and possibly some will be benched on a night
- growing a guild from a 10-man raid to 25-man raid guild distorts your recruitment needs to not more tanks, but more of everyone else. So during the growth period you might run 10-man raids but not have enough for a 2nd 10-man, and get disgrunted players. You can’t just instantly go from a roster for 10s into 20s, so this growth period can be awkward.
- running two 10-mans in one night requires more tanks than you’d usually have in a 25-man raid, so sometimes a 25-man guild can’t do two 10’s because of tank shortages. This limits your options when laying out a raiding calendar.
Also tanks need to be amongst the better players in your guild. They need more situational awareness, better reaction time, often more leadership personal characteristics. Luckily, you don’t need a lot of tanks, but good ones can be hard to find.
Tanks tend to stick with their guild, they’re not chopped and changed so freely as deeps, which in turn means a tank will guard his raid slot more. He’ll try to attend more nights and be more active.
No doubt, dual-spec helps us all with this problem, but doesn’t solve it. Tanks want to tank. Personally, I don’t enjoy dps. So this complicates the roster management for leadership, since you are juggling people’s personal desires too.
Point is: the divergence of ratios between tanks:rest whilst a guild is growing from 5, 10 to 25 man raiding is a pain in the ass for guild leadership.
Here’s the blue post that reminded me of this prevalent issue. » continue reading
Quick funny post. The random guild I joined on my new realm. I log on one day to see the most ridiculous GMOTD, from the now former GM Panzer. You can see it in the picture.
Notice who is the new GM.
Right. The guy who left the guild, the former GM, put his alt as placeholder GM.
Guild doesn’t have much future, right, if the GM abandons it without a successor (deliberately? stupidly?) and instead
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The income and expenses of a guild are sometimes not a focus of leadership, but they do represent an organisational factor that should be managed.
Cataclysm will help income significantly by allowing guilds to take a share of their members’ gold drops.
Income
The usual sources of income I asked about in my poll, but it had too few votes to be a scientific result. Tankspot had a thread on selling runed orbs, whilst in earlier progression of course
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This is really big news for top 250 raiding guilds, but it will help everyone.
I was interviewing the leaders of 120-world ranked guild Semper Fildelis last night. We got to talking about recruitment, whilst topically today Blizzard announced the realm transfer cooldown is now only three-days; down from 30.
Think about this.
If you had wanted to join a hardcore guild on another server, you would apply, get accepted, transfer your character, then trial.
What if you don’t
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Teza, who set up worldofraids, with his colleague Csulok, have a new site. Teza told me WoR was founded back when Naxx40 was on PTR. Makes me feel old in a wierd way. WoR was my daily news source for a long time, but this week I removed its bookmark and replaced it with wowraid.com. I always liked how Teza was available, just like another raider who did wowjournalism, and this new site is his too rather than part
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Many of you might be familiar with the incredible, voluminous and precise research carried out under the Daedalus Project, by Nick Yee. The researcher looked at MMOs for ten years before finally ceasing, just recently.
His work on burn-out shows raid leaders that it’s largley inevitable, and guild member turnover is therefore a factor you simply need to accept and manage.
Nick’s research is still available to peruse, and it’s a gigantic library of primary research mostly gathered through
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Loot is a huge topic.
Do not think “I raid, therefore I DKP”. A loot system is a solution. To take your guild in the direction you intend, firstly define the problem you’re solving: is it to minimise drama, to reward attendence, to help decide who has more right to loot than another? What are the weightings you should apply to the choice of loot system? I value simplicity of admin very highly.
A bad loot system implementation can
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