Archive for category Cold Comfort

Primordial Trophies and Orbs, Oh My!

trophy Primordial Trophies and Orbs, Oh My!

When a new content patch is on the horizon, I like to go through my policies and see what needs to be updated – typically with regards to loot.  I continue to do this for Cold Comfort even though the guild is in stasis at the moment.  It’s a good exercise, and it helps build up a history with which to demonstrate my ideas on policy transparency.

For patch 3.3, I wanted to update the policies to remove old instances and set a policy for dealing with new items that would drop in Icecrown Citadel.  In doing so, I realized that I had never drawn up a policy for distribution of the non-gear items that drop in Trial of the Crusader.

I’ve heard many people complain about how their guild deals with things like Trophy of the Crusade.  Certainly the way that Blizzard set up the various grades of tier 9 armor didn’t help much, but most policies I heard about seemed to split one of two ways:

  • make them purchasable in the exact same way as gear, with anyone who is interested bidding on them
  • distribute them via some loot council system (even if the main loot system is DKP-like) when a member reaches some threshold (such as having the other materials required for turnin)

The way that you obtained tier 9.25 and 9.5 armor made either approach painful.  In the first case, people would try to grab the trophy early to ensure that they controlled when they were able to upgrade their gear.  In some cases, this let them skip the 9.10 tier entierly.  The second technique led to the opposite behaviour – if you didn’t know exactly when you were going to get your trophy, you might hold off buying your 9.10 set so that you weren’t emblem-starved when you did receive the token.

Crusader Orbs were also tricky, as they were used in 36 recipes to make gear on par with Normal 25 / Heroic 10 drops, but the items crafted were bind on equip.  Imagine that a Blacksmith tank has just purchased four orbs to craft Saronite Swordbreakers for themselves.  While waiting to do the last Titansteel transmute they need, Armguards of the Shieldmaiden drop.  The items are roughly equivalent (depending on the mix of stats you have on the rest of your gear).

Should the member be able to give the orbs back and get their DKP back?  If the items were given via loot council rather than purchased, does the member now owe the orbs to the bank because they would not have received the orbs if they’d already been wearing the dropped item?  What if they’d already crafted the item – are they now at the back of the line for orbs, even though they just wasted them?

Primordial Saronite, the new “orb” of Icecrown Citadel adds yet another variable.  While it’s used for half as many recipes, it is also used in large quantities to progress through the quest to form the legendary weapon Shadowmourne.  While you can purchase the Saronite for 23 Emblems of Frost, doing so would take weeks of pouring all your emblems into the task, and prevent you from purchasing any other EoF rewards in the process.

Even Blizzard doesn’t really have guidance for how Primordial Saronite “should” be distributed, acknowledging that it’s a problem of social dynamics (more) My Plan...

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Inexperience and Weakness

experience cos hc Inexperience and Weakness

In my last article, a comment led me to another blog post which in turn led me to a recently released addon called Experience.  The idea behind the addon is that when you target someone, it queries their character statistics to see how many times they have killed the bosses of each instance in the game, converting that to a measure of how much of the game they have experienced.

Like GearScore, this is just a tool to provide quick insight into another player.  The graphic above is of a 5-man group I ran CoS heroic with last night: as you can see, most of them were very inexperienced, but we breezed through the timed run only slightly slower than my personal best (5 minutes remaining instead of 8).  We then followed that up with a heroic Trial of the Champion run that featured none of the deaths or “stupid” moments that are a hallmark of PUG runs in that place.

On it’s own, this mod gives a useful but far from complete view of players.  It has a few rough edges:

  • outside of combat, the boxes above appear every time you target someone.  I really don’t care about seeing experience for people I’m not grouped with, so I use the LDB toggle to disable it except when I first join a group, but the LDB launcher defaults to “on” and doesn’t remember the setting from session to session.
  • the total experience value isn’t very useful for people who do 10 or 25 person raids exclusively.
  • the default setting is to require you to kill a boss 3 times to get 100% experience.  For example, I’ve only killed Malygos-25 once, so I get a 33.3% rating.  You can change this via a slider – I find 2 kills to be more useful.
  • it doesn’t appear to count Onyxia.  As the addon was only came out on Oct 20th I’m not sure if this is an oversight or intentional.
  • As Malevica pointed out, not having the statistics be account-wide doesn’t tell me anything about the player.  I doubt that all the members of the above group were new 80s based upon their performance.

GearScore No More

I’ve decided to ditch GearScore and use Experience for a few weeks to see if it gives me a better view of what to look out for when doing pickup groups.

Even just from testing it last night, there were some moments when the experience value didn’t match performance.  The member with 9.2% total experience was pushing 4.5k DPS on bosses, which is more than you might expect from someone who had only done heroics (and even then not all of them).  In his case, he had been farming both EoC and EoT gear since the last patch, as he was sporting mostly tier 8.5 / 9 gear and obviously knew his class well.

As a tool for guild recruiting, I would be more comfortable using either Experience on its own or in conjunction with Gearscore to set a minimum bar for applicants.  I would probably set the threshold to one, just to see which instances an applicant had run to completion rather than using the default of three.

I don’t want to spend this entire post talking about this addon.  What I really want to discuss is the concept of experience, not just in terms of the content you’ve completed but how experienced you are at WoW in general.
(more) How Inexperienced are You?...

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Turning Bads into Goods

evolution of manWhen starting a new raiding guild, you’re eventually going to hit that chasm between the 10 and 25 person roster sizes.  Staying above 13 and below 22 active raiding members for too long can be dangerous – you can’t offer everyone a spot every raid, you can’t run two 10 person teams, and you can’t do 25 person raids without bringing in a few PUGs.  If you don’t push through quickly enough, you risk losing members and being forever stuck as a 10 person guild.

As a guild leader, the need to build up your roster may be stronger than your principle to only bring in qualified raiders.  Is it better to have 25 warm bodies, some of whom aren’t the best at their class, or to have 17 excellent raiders, 7 of which have to sit out each raid?  Pragmatism will probably win out here, and you’ll end up with a mix of skill levels in your ranks.

The question now is how much time you’re willing to spend to turn the bad players into acceptable (or even exceptional players).  You have a few options:

Weed Them Out During the Trial

The most obvious answer is just to never bring bad players in as full members – be very open in terms of who you will bring in as a trial, but take a firm stance on the performance that any given role has to meet in raids.  If you can’t meet that level of performance, you’ll get booted at the end of your trial and someone new will replace you.  It’s entirely your responsibility to improve your performance.

This is the technique that most guilds tend to use, and when you’re already at 25 person strength it’s a reasonable approach.  When building up to 25 person strength, you can waste a lot of time  here though – you have to give people a few raids to find their groove, so you need a trial period of at least two or three weeks.  Assuming your trial members are allowed to receive loot, this means that you may invest a few weeks of time and give several pieces of gear to someone who you end up booting out the door.  Do you stay principled and boot them if they can’t put out the performance, or is there a point where you start thinking “the guild has now given this person 8 upgrades, and I don’t want to lose that gear”?  Decide these things ahead of time.

Read the Fine Manual

Thanks to the proliferation of WoW sites and blogs, there is a wealth of information to be had on how to be a better player for any class and spec you can choose.  If someone isn’t performing up to spec, you can just send them to a good source of information and hope that it sinks in.

Remember though that some people just aren’t book learners – they have to be shown how it’s done rather than poring over pages and pages of forum posts.

Assign a Mentor

If you have a willing and capable member of the same class, you can use a buddy system.  Pair up a the poor player with the good player.   Have an initial chat between all three of you (unless the job of improving performance belongs to a class lead in the first place) and discuss the issue.  Have the good player analyze every aspect of the bad player’s game – rotation, gear, enchants, gems, spec, movement, non-combat roles (crowd control or dispels), and especially the reasons that they die if it’s to anything but a wipe.

There are plenty of tools out there to perform this analysis, so make sure that the mentor is familiar with them – if your guild always uploads a combat parse then you can use that, but if it’s a sporadic thing for the guild then make sure that the mentor is doing their own combat logging.

A side benefit of this approach is that if assigning a mentor forces the mentor to learn new tools and new levels of analysis, they may be a good candidate to be a raid leader, as the skills required to analyze the performance of one person aren’t very different from the skills required to analyze the performance of the raid.

Make sure that the mentor discusses performance after every raid (or the next day).  Don’t let several raids go by without the bad player getting some solid feedback.  Even if it’s just “your performance was better than last week, but I need you to tighten up your rotation to reduce your DPS idle time”, that’s something that the student can focus on.  Every time you do analysis, try to pick the worst aspect and get them to improve that – don’t give them a list of ten things they need to work on next raid.

If you don’t have a capable member of the bad player’s class, you can do this yourself – but it helps to have more than a passing familiarity with how that class plays at 80.  Unless you’re a serious altoholic, the level of specific analysis you can provide will be limited.

WIFO

“Worst In, First Out”.  Recruiting needs to be a continual process.  Assuming you achieve a moderate level of progression (possibly with your good members carrying your bad members), recruiting is going to get easier.  You will see more qualified candidates.  When you get a stellar trial member in, you do have the option of giving their raid spot to someone who isn’t performing.   You might even kick the worst members from the guild entirely.  It’s a bit cut-throat, but perhaps that’s how you want to run your guild.

If you choose to do this, be upfront with your members.  Don’t stealthily just stop inviting bad players to raids.  Make it part of your guild policy that your raid spots go to the best performing members regardless of how long they’ve been with the guild, and that everyone has to perform or get out.

Don’t Forget Gear

When evaluating any player, don’t forget to set your expectations to match their gear level.  You don’t want to dismiss a great player because their performance isn’t where you want it to be only to find out that they were pumping out as much as was reasonable in their gear.  If you choose to pick another established member whose gear score is similar, make sure that the skill level and spec is also in the same neighbourhood before you compare their performance.  Class leads can be helpful here if they know their stuff, as can the various class spreadsheets that float around the net.  Remember as well to adjust your expectations as your members gear up (or don’t if there is a streak of unlucky drops for a class).

Here’s hoping that you spend as little time as possible in the 10-25 chasm.

Until Next Time

Do All Guilds Suck?

WeSuck Do All Guilds Suck?

When I first chose the name Cold Comfort (the idea for the guild predates this blog by more than a year), I had just left a guild I was an officer in after a falling out with the guild leader.  Things had been rough in the guild for a while.  Combined with the pain of leaving, I came up with the tag line “All Guilds Suck.  We Suck Less” for Cold Comfort.

At first, I wasn’t sure if it was just something to catch the eye in a recruiting blurb or something I truly believed in.  Exploring the latter has been on my mind as I prepare to open recruiting for the guild.

Obviously I’m not suggesting that all guilds suck to be a member of.  I am stating that by their very nature, all guilds have the tendency to suck more than they have the tendency to rock.  This probably doesn’t apply for the purely social guilds who do no progression, but for all raiding guilds, you are trying to focus 9-24 other people’s personal goals into a common effort.  There’s no employment contract to enforce desired behaviour, no “we all win or nobody wins” situation – some people are going to give it their all, others will half-ass it and not everyone will go home with new loot every day.  To continue to slog your way through that night after night, you need to take the long view – something that guild leaders tend to adopt easily but that you can’t assume members will.

With no push in either direction, I maintain that guilds will fall apart due to the conflicting forces.  Nobody wants to be in a guild that isn’t moving through content, because that removes your primary benefit for being there.  Perhaps what I’m trying to say would be better stated as a postulate: Guilds Tend To Suck.

What I was attempting to do with the tag line was to say “guilds tend to suck.  We recognize this and have some ideas to focus our members in the other direction”.  Having explained all that the tag line works both as an eye-catcher and as a motto.  Still, I can’t help but think that over the long term it might seem trite and childish, as it certainly will to anyone who doesn’t read the explanation.

So, before I start spamming this on forums and in chat channels, what do you think?  Do guilds tend to suck?  Is the tag line functional, or just cheesy?  Should I drop it before I open recruiting or see how far it takes me in garnering interest before deciding?

Until Next Time

Wall of Text Crits you for Over 9000

20021223 05 mistake Wall of Text Crits you for Over 9000

I know I said I’d get away from the dry stuff, but organizational prep is where I’m at right now, and I get as much out of writing articles about what’s in my head as you (may) get out of reading them.  This week, the balance may lean a bit more towards me.

Here’s what I’m trying to do: I don’t want to start recruiting for Cold Comfort until I’ve got a full website / forum / etc. set up and ready to go.  If you go back through my archives, you’ll see that I’m big on clear and understandable policies, so recently I’ve been working on the guild charter and loot policy.  The problem is that I can be a bit … wordy … at times.   I don’t consider this to be a bad thing – I have a tremendous respect for the written word and I’d like to think that I do a pretty good job getting my point across without resorting to text or l33t speak.  Written communications used to be much longer than the sub-1000 word blips we take for granted in our RSS readers today.

Powerpoint Makes You Dumb

The problem is that not many people like reading through walls of text.  They want the three bullet point powerpoint slide version that gives them succinct detail without requiring an attention span beyond that of a gopher on crack.  Not anyone who reads this blog, surely – but I can’t assume that the people who will be interested in joining Cold Comfort the guild will be of a similar mind as the readers of Cold Comfort the blog.

I can’t just put up the bullet point version though, because while it may be quick to read, it sacrifices detail that may one day be needed.  I can explain how EP/GP will work in the guild in a few sentences and link to the wiki, but the moment a wierd situation comes up, more detail will be required.  Do people have lower priority on pieces that are of a lesser armor class?  What if the community considers them to be best-in-slot despite that?  How do we deal with legendary items?  Is there standby EP?  Are there EP penalties?  What about trial members?  And on it goes.

(more) Making up policy on the fly...

Policy Transparency

 Policy Transparency

I’ve always been a proponent of policy transparency.  I figure that if you’re open and honest with people then they are more likely to trust you, and trust from the membership is required for a strong guild.

For the sake of this article, let’s set aside a few things that I’ve written in the past that might suggest that full transparency is not a good idea.  You’ve decided that it is, and now you need to know what that decision entails for you.

What is Transparency?

I’ll crib from the Wikipedia page, which states that transparency (in a social context) implies openness, communication and accountability.  Looking at the related pages on open government and radical transparency, public scrutiny and oversight are also mentioned.

Transparency in the context of a MMO guild is conducting the guild’s business such that:

  • the way decisions will be made is published for the members to see
  • details of specific decisions made are published for members to see
  • members have the right to ask for more detail on a specific decisions
  • the guild leadership is responsible to follow the rules they have laid down for themselves

Let’s explore each in turn.

(more) Open Policies

Foresight

eye color changed ForesightWoW is in a double-lull right now.  Not only is it summertime, with all the attendance issues that this time of year brings, but we’re at the point where juicy information about the next content patch is being dangled in front of us.

If your guild started running Ulduar right when patch 3.1 came out, you should have Yogg down by now at least, if not working on and hopefully completing a few hard modes.  Perhaps attendance issues have slowed down your progression, or stopped it entirely.

Regardless of where your guild may be in the 3.1 content, now is the time to put on your thinking cap and think about how 3.2 is going to affect your guild.  While the raid content being added may be smaller than Ulduar offered, there are a number of important changes that will have an impact on your members and your guild.  Having a plan in place early can help you retain current members and attract new ones over the summer months.

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