Archive for August, 2009

Guild Changes in Cataclysm: Part 1

This is a series of articles on the changes coming in WoW: Cataclysm as they relate to guild management and leadership. See the other articles in the series: overview, part 2, part 3, reforging links and final thoughts. Articles in the series will be published every Mon and Thursday from Aug 27th through September 14th.

Let’s start going into depth:

Guild Levelling

Guilds will level from 1 to 20 (and presumably beyond in future expansions) as their members perform “activities that they do anyway”.  The activities mentioned include:

  • killing raid and dungeon bosses
  • doing daily quests
  • playing in arena matches
  • playing in the new rated battleground
  • leveling up professions

The activities of the “20 top earners” in the guild will be added to the guild’s experience every day.  This is intended to prevent large guilds from having an advantage over smaller guilds.  If your guild has less than 20 active members, your progress will be slower, but as we don’t know how long the guild leveling process is meant to take, it’s not clear how much slower.

As a guild leader, this can break several ways.  Obviously Blizzard doesn’t want this to be a grind, but some members may go out of their way to do more of the above activities than they might under normal circumstances.  If more than 20 people are doing this, you might see a spurt of activity then a pull back as people who come in #21 or #22 a few times get discouraged.  I assume that we’ll have visibility of the top 20 via the guild log or the armory, but hopefully Blizzard lets us see other people who came close but didn’t make the cut.  One would hope that the gold and reputation rewards from doing additional dailies would be reward enough, but you may wish to offer some form of  incentive to those people to encourage healthy competition.

In order for boss/raid kills to grant guild experience, more than 75% of the members of the group need to be from the guild.  This is an interesting cut, and I hope that they change it to 60% for 5 man dungeons while leaving it at 75% for raids.  I wouldn’t want to be pushed towards bringing only one PUG in order to get guild experience if you have two free slots.

Guild Alliances seem to get the shaft here, as it’s unlikely that any of their raiding activities will grant guild experience.  Guild Alliances have always seemed to be a bit niche to me – I know they are more common on RP servers where people are members of their own small guild for story purposes but form alliances to take on larger raid content.  It’s probably too much to ask that Blizzard develop a formula that takes such alliances into account – even if you could make one that evenly did XP for two guilds, what about three and four-guild groups?

Guild Achievements

If you’ve been online when a guild gets a realm first, you may have noticed that the chat message that the server receives includes the guild name.  This suggests that Blizzard meant for these achievements to be tied to the guild and not the individual.  In Cataclysm, the new realm first achievements will be guild achievements.  I don’t suspect that existing achievements will be migrated, as there will have been much movement of members since and it’s not clear that Blizzard even recorded the member’s guild when the personal achievement was unlocked.

It will be interesting to see whether new realm firsts continue to have titles rewards attached to them, and if so whether you retain the ability to use that title if you leave the guild.  What about members who join after the guild achievement was unlocked?  Perhaps the achievements will have two parts to them – a guild achievement that can be looked up on the armory, and a personal achievement that grants the title.

In more than one guild I’ve been in, it was a running joke for an officer to kick someone for various silly reasons, then immediately invite them back.  If the title is only available to people who were in the guild at the time of the boss kill and isn’t granted to new members, then doing this could have a serious impact on someone.

Guild Talent Trees

Guilds will now have talent trees.  The images shown at the game systems panel suggest at least 7 tiers, with a 3 point investment per tier required to move down the tree.  The image suggests more than 22 talents, with some having prerequisites in lower tiers just like character talents.  Some of the talents mentioned include:

  • Everybody’s Friend: no reagent requirement for raid-wide buffs like Arcane Brilliance or Power Word: Fortitude
  • reduced durability loss on a wipe
  • Penny Pincher: reduce repair cost by 10%
  • Mass Resurrection: for use in raids (30 minute cooldown)
  • mass summon spell to summon an entire raid to a dungeon
  • Cash Flow: increased gold gain from monster kills (3/7/10% ?)

I assume the guild leader will be the only person who can set these talents, and you can re-spec your guild, either using guild currency or presumably guild bank gold before your guild is at level 20.

All the sample talents shown seem to be PvE related, though they are a small slice of what will be available when Cataclysm launches.  Choosing the talents for your guild is something that will require some planning and foresight – you want the talents to complement your guild’s purpose.  If your guild doesn’t have a clear purpose but caters to PvE/PvP and casual dungeon runners, you may find it difficult to find a set of talents that benefit everyone.

An interesting idea would be to tie the Cash Flow talent with the guild tax feature – if you get 10% additional money from mobs, have 10% of the gold people earn go to the guild bank, making the transaction effectively cash-neutral. Then use the guild cash more freely than you might in today’s game – pay for guild repairs all the time instead of just on hard progression nights for example.

Once we have more detail on what the full talent tree looks like I’m sure you’ll see cookie cutter builds for PvE and PvP guilds come out from sites like WoW Popular.

Guild Currency

Once your character hits max level, quest XP is converted into gold.  Once a guild hits level 20, guild experience will be converted into guild currency.  The sample pics show a guild at level 16, so we didn’t see how this will be represented.  I assume it will be similar to the current guild bank total, though perhaps not delimited into gold/silver/copper.  The currency can be used to buy guild-bound profession plans, vanity items like tabards and mounts, and “create guild versions of items that cost less or use new reagents”.  I’m guessing this will be things like repair bots that you build using reagents you buy with guild currency.

I’ve had an article about guild policy transparency on the burner for a while – the short version is that the activities of guild leadership should be visible to members if it involves gold or materials that the guild members helped to acquire.  In the same fashion, the way in which guild currency is spent should be visible to members.  Perhaps this will be by default in the guild log and/or armory for any member to see.  If guild currency can be used for items that have use both for the guild and the individual, you need to ensure that those who can spend guild currency don’t splurge, especially in the novelty period right after the guild hits level 20 and currency starts to roll in.

By the same token, hoarding guild currency the way many guilds do their gold today probably isn’t a good idea.  No extra effort has to be made to earn guild currency, so the use of it should be budgeted.  Once you have an idea of how quickly you earn guild currency, plan to use say 75% of it on a weekly basis to support the activities your guild does.  Remember to adjust your expenditures when the guild’s activities (and thus income) go down, as they are no doubt to do in the summer months.  If you’re farming an instance, consider reducing expenditure in the weeks leading up to a new patch so you can go crazy on consumables and reagents when the next tier of content is available.

Someone best call up Microsoft and ask when they’ll be updating MS Money to support WoW Guild Currency.

This is a series of articles on the changes coming in WoW: Cataclysm as they relate to guild management and leadership. See the other articles in the series: overview, part 2, part 3, reforging links and final thoughts. Articles in the series will be published every Mon and Thursday from Aug 27th through September 14th.

Guild Changes in Cataclysm: Overview

cata Guild Changes in Cataclysm: OverviewBy now most of you have hopefully had a chance to absorb the bulk of the changes announced at Blizzcon 2009.  In keeping with the focus of this site I won’t be getting into much (if any) of the class or mechanics changes.  What I do want to go into more depth on are all the changes that will affect guilds and guild leadership.

The list of changes truly is massive.  Rather than try to get everything into one post, I’m going to publish an overview of the changes and then go into further detail on the impact of each in subsequent articles.  With luck, that will completely hide the fact that I’m on holiday for two weeks and have essentially turned what would have been a 5000 word wall of text into six bite-sized chunks.

First, I’ll go over the changes in brief.  Then we’ll cover each in a bit more detail and finally examine what we think are Blizzard’s goals of these changes.

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75k Gold in Three Months

gold coins images 75k Gold in Three MonthsI’ve written in the past about the lengths I go to do complete each of my characters.  Part of that is just my personality, but there are some serious financial benefits to my approach.  I didn’t realize quite how much until I sat down to add up how much gold I had earned and spent while leveling all of my characters from 70 to 80 on the US realms over the summer.

My three-month subscription on both accounts is about to run out, coinciding nicely with a vacation.  Once I get back, I’m going back to my EU characters, so this week has been a massive cleanout of character and guild banks, liquidating as much as I can, as Cataclysm will likely have been released by the time I get back to these characters.

Over the three months I was playing, I took five alliance and four horde characters up to 80 plus created a new Death Knight and took him to 80.  On five of those characters, I completed Loremaster of Northrend.   All my characters now have at least one crafted epic weapon, epic flying, cold weather flying, and an epic flying mount.  I didn’t farm dailies, nor did I play the auction house beyond using AuctionLite to set the best buyout price for craftables.

The big ticket things that I bought:

  • epic flying training x 4 @ 5000g each
  • dual spec x 4 @ 1000g each
  • cold weather flying x 10 @ 1000g each
  • epic flying training, cold weather flying and an epic flyer for a friend @5700g
  • various AH purchases for leveling tradeskills @ 2500g

I started with about 8k gold left from my TBC days.  As I get ready to retire these accounts again, I have about 35k gold in two guild banks and what I keep on my characters – more than enough to let me comfortably level these guys up in Cataclysm if I ever return the North America (or just repeat this exercise from the EU again).

There’s nothing incredibly profound here; just the numbers.  If you’ve ever found yourself short of gold, perhaps you need to look at what’s out there for the taking if you actually complete the questlines.   If I had the time to finish Loremaster of Northrend on the other 5 characters, I could probably bump the total up by another 10 or 15 thousand.  There were some extenuating circumstances – I wasn’t able to raid with my latency, so I didn’t spend that much money on full gems or enchants, but even if I had gone down that road I have 440 or higher in every tradeskill between my characters now – the only impact would have been to my leftover cash, as I would have had a few less gems and enchanting materials to sell.

Even if you don’t play as frequently as me, earning this much gold over six months or even a year should let you pimp out your main however you want, or maintain a ready army of alts as I do.

I’m a wee bit burnt from staying up late to watch the DirectTV stream of Blizzcon here in the UK (the interesting panels didn’t start until past 2am here), but I will be writing up my take on the guild leaership news that was released.  Blizzard has some very interesting ideas for helping people feel more connected to their guild, or at the very least to make the connection to the guild more tangibly valuable.

Until Next Time

Is WoW Too Easy, or Are We Too Lazy?

lazymansdogwalkqd2 Is WoW Too Easy, or Are We Too Lazy?

WoW’s getting too easy

You just get handed epics, you don’t have to work for them

Noobs who have no skillz have full tier 9

If you visit the official WoW forums (or indeed many other WoW-related forums), these types of complaints will be familiar to you.  The vocal minority claims that because raiding is easier, the hard work that they put in “back in my day” is somehow made worthless.

Raiding is not as difficult in WotLK as it was in TBC, which was in turn easier than in Vanilla WoW.  There’s nothing wrong with that.  People who clamour for the days of old either aren’t remembering everything that went into a successful raiding guild in vanilla or were never there in the first place.  It would not surprise me at all if the commonly claim that only 5-10% of players ever saw the high end raid dungeons was accurate.

The goal behind making things “easier” is to get more people to experience raiding, and to see the work that the Blizzard encounter and art teams put so much work into.  To do that, you have to bring the complexity down.  Can you imaging trying to run a casual guild or PUG through a fight like Chromaggus, with the required healing teams and carefully timed heal/regen cycles?  Impossible.

(more) Easier Raiding...

I Want To Trust You, But I Don’t

funny pictures cat bubble bath trust I Want To Trust You, But I DontReading over some of my older posts, I’m struck by a pattern in my advice.

I tend to describe the ideal situation, the way I would love things to be.  Usually these ideal situations require the active, rational participation of all members of the guild or raid team to make them come about.  Then I say “but because that will never happen, here’s what you should do instead”.

The subtitle of this blog is “Rational Cynicism in the World of Warcraft”, which was, I suppose, my way of admitting that I’m a pessimist when it comes to the the majority of people I play the game with.  There are always exceptions, and I’ve been lucky to be in a few guilds where there were more people who I could count on than I could not.  Generally though, I don’t tend to get into PUG groups expecting to be blown away by their level of insight or skill.

Much of this comes from deep psychological issues.  I’d be lying if I didn’t say that I’m similar in my dealings with people in real life.  A friend at work who is of a similar disposition says “I’m not a pessimist, I’m an optimist.  I start every day thinking that things are going to get better, and every day I’m disappointed”.  That pretty much sums up my experiences in WoW.  I want my gaming experience to be with a group of rational people who push themselves to excel and think of the group before themselves.  I just haven’t been able to find a large group of people who fit that description.

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Interviewing Applicants

job interview2 Interviewing ApplicantsHow do you interview potential guild members?  Do you have a trial period?  How do you measure performance during raids?  What (if anything) can a trial member do to shorten their trial period if they prove exceptional?  What if they prove to be a waste of time?  What about the ones you’re not sure about?  Do you offer an extended trial if you just aren’t sure about someone?

Every guild has different answers for these questions.  Some have very strict procedures while others take a more laid-back approach.  Each has their pros and cons.  Today I’d like to talk about some of the different recruiting and interviewing styles I’ve used in the past.

The Trial Period

The first thing to decide is whether you have a formal trial period or not.  Guilds tend to break one of three ways here:

  • a defined trial period lasting one week to a one month
  • an undefined trial period, where the trial is made a proper member or booted whenever the guild feels that they’ve gotten a feel for the applicant
  • no trial period – you’re brought in as a member right away

The last of these tends to be used in one of two ways: by guilds that are desperate for members and don’t want to discourage people by forcing them to go through a waiting period, and guilds that have strict discipline where you can be booted for non-performance or other issues regardless of how long you’ve been around.

My preference is a short defined trial period (ten days or two weeks) combined with a strong suggestion that trial members try to do as much with the guild in that time.  If you only raid three nights a week, having a trial log on for just those raids and logging off immediately after isn’t going to allow for you get a feel for them, or vice versa.  Make sure that everyone understands that at the end of the trial period, people are either in or out.  If you feel that you might need to extend trials, write that into your policies and do it in properly sized chunks (one week at a time for example).  Don’t let a trial applicant linger without a defined date, because people will get fed up of hanging around waiting for you to make up your mind.

(more) Raid Performance...

The Appearance of the Repeating Clique

clique The Appearance of the Repeating CliqueWhat do you do when groups of your guild members form a clique?

This is one of those difficult situations for guild leaders to manage, because it’s often difficult to see cliques forming, and by the time they have, you’re in a position where any action taken is multiplied by the size of the clique.

It isn’t my intent to suggest that there should be no social aspects to a raiding guild, or that recruiting members who know each other should be discouraged.   My intent is to help guild leaders be aware of the potential pitfalls when your guild is made up not of 15 to 40 individual raiders, but 5 to 10 groups of raiders who will act in unison.

The Gaelic Brigade and the Fall of the Clan

All me to illustrate with an example from the last guild I was a member of.  When I joined, you’d frequently see reference to “the Gaelic Brigade” (the name has been changed) in guild chat.  To someone unfamiliar with the situation, you’d think that it was another guild on the server that we were allied with.  The reality was that nearly half the guild was made up of members who all spoke the same language and operated almost as a guild within the guild.  They’d run 5 man groups and 10 man raids together, though if you didn’t know who was a part of the clique and who wasn’t, you might never realize that this was going on.

We started 25-man Uludar two days after patch 3.1 was released.  As with many guilds, we plowed through Flame Leviathan, but had some serious problems with the other bosses in the siege, especially XT-002 (who has been nerfed four times since I believe).   Everyone probably went through two full repair cycles for a couple of nights, and morale was low.  The next time we had a raid scheduled, we found that the members of the brigade were already in Ulduar running a 10 man group “because they were tired of wiping”.  This left us unable to do 25 man that night, and more than a few unkind words were exchanged in guild chat – nobody was very pleased that this sub-group had killed our heroic raid.

The next night, the brigade didn’t run 10 man Ulduar, but refused to join the scheduled 25 man run.  The night after that, the officers got together and booted the entire clique from the guild, decimating our ranks.  The guild has never really recovered – more than half the core raiders left in the next week, and while they have built back up to heroic raiding strength over the last four months, they haven’t downed the keepers on heroic yet (we were up to General Vezax on 10 man when I left).

(more) So What Went Wrong?