Posts Tagged performance

Arouse in the Other Person an Eager Want

This article is part of the series “How To Win /friends and Influence /guildies”.  See the introduction for more.

If you’re reading the original book alongside, this corresponds to Part 1, Chapter 3: “He Who Can Do This Has the Whole World with Him.  He Who Cannot Walks a Lonely Way”

If there is any one secret of success, it lies in the ability to get the other person’s point of view and see things from that person’s angle as well as from your own.

Henry Ford

The principle behind this rather long-named chapter is really quite simple, and eloquently summed up in the above quote.  There is only one way to get someone to do something, and that is to make them want to do it.

To do that, you have to talk about what they want, and not about what you want.   For a raid or guild leader, these should nominally be the same thing, at least at a high level.  Whatever your guild’s purpose is, that’s what everyone is showing up for – PvE progression, PvP dominance, or clean hard mode execution for example.

I won’t go into the examples that Carnegie uses in this chapter, as they’re all very business-oriented and somewhat dated.  Instead, let’s look at some situations in which you might be trying to win your members or an individual member to your side.

In a Raid

An impassioned plea for people to focus on the next boss attempt usually come after the basic “here’s how the fight goes, let’s give it a try” approach has failed.  You’re pretty sure that everyone understands the mechanics, but the execution is just going awry at some point.  You may even understand who’s going off the rails first, but know that calling them out won’t make things any better.

In this context, you probably are going to be talking to your raid as a whole or to roles within the raid.  What wants can you appeal to?  The most obvious are the material rewards from the boss, but this only works if the boss has intrinsic value to the raid.  Sometimes you get unexpectedly blocked by a boss that you’ve had on farm for a while.  The loot is no longer appealing, at least not to most of the raid.  You can appeal to everyone’s desire to just be done with the fight – perhaps asking certain roles to double-up and keep an eye out for people who you suspect are not focusing closely enough.

If the boss is linked to trash that is particularly annoying to clear, you can appeal to everyone’s desire to not repeat that the next night.  This is effective when people are requesting to move to another boss in a non-linear dungeon.  Do you remember pushing extra hard for a Shade of Aran kill in the early days of TBC just because of how painful it was to clear the trash after Curator?

If none of these seem appropriate or are having effect, you can drop one level lower and appeal to people’s desire for loot in the future (assuming you have a loot system that can offer bonuses).  It may seem cheap or compromising to have to offer bonus DKP or EP to get people to do what they should have been doing all through the raid.  Ideally, this is a last resort offered to encourage people to stay beyond a posted raid end or to go all-out on consumables in order to push progression.  Offering strictly material bonuses regularly dilutes their value.

I know we’re all fed up of this boss, especially since he went down so easily the last few weeks.  It’s late, and we all want to wrap up.  But I’m sure nobody wants to spend an extra 20 minutes slogging through that trash again tomorrow night.

I know we can do this, and I’m sure you all do too.  Let’s take five minutes to clear our heads, then come back and take him down.  1000 bonus EP if we do it without anyone dying in phase 2.

(more) One-on-One...

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Give Honest and Sincere Appreciation

This article is part of the series “How To Win /friends and Influence /guildies”.  See the introduction for more.

If you’re reading the original book alongside, this corresponds to Part 1, Chapter 2: “The Big Secret of Dealing with People”

A feeling of importance.  My article on what motivates your raiders could have just been that one line and it would probably have covered most everyone.  How we get that feeling differs somewhat, but underneath it all that’s what we crave.

In this chapter, Carnegie lists off a number of things that people want[1]:

  1. Health and the preservation of life
  2. Food
  3. Sleep
  4. Money and the things money will buy
  5. Life in the hereafter
  6. Sexual Gratification
  7. The well-being of our children
  8. A feeling of importance

Forget about the first seven in our context, as they all exist in the real world (save perhaps for a bit of #4 – though in-game that just leads to more of #8).  It’s that last one – a feeling of importance that I think drives many, if not most WoW players.

(more) The Desire for Greatness...

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Reasonable Expectations

expectations Reasonable Expectations

Against my better judgement, I’ve started working on gearing up another of my characters that I abandoned after hitting 80 in the month after the WotLK launch.  I’d finished with all of my EoT gear on my Paladin and Shaman, and told myself that I was just going to get exalted with two factions for a couple of tailoring patterns.  In the course of doing that, I ended up getting enough EoT to pick up a couple of pieces of Tier 9, and before long I found myself chain-queueing for heroics on a character that I was going to let rot until Cataclysm.

That’s a long way of saying that I’ve been running even more dungeon finder groups than is my custom recently.  It’s taking a bit of a toll on me – I find myself having less patience with people than I’d like to, and at times acting like a jerk in response to jerkish behaviour.  I wiped a group on heroic Halls of Reflection because I refused to exploit the escape encounter with them.  Technically, they wiped themselves, as I was just standing in a safe spot and didn’t move to heal when when the first wave of adds came, but it’s the same thing in the end.

Around the point where my frustration was getting the better of me, I read an interesting article by Matthew Rossi on wow.com.  In short, he says that putting raid-level expectations onto the people you meet in dungeon finder groups is not only a recipe for driving yourself batty but is unfair to everyone involved.

Between the point of his article and the ongoing commentary from my post on selfishness, I started to think about why these groups were getting to me.  Was it the groups, or me?  Were the groups completing the dungeon?  Yes, for the most part – maybe 5% of the groups I’ve been in have failed to complete the instance, and that was usually on the path to Tyrannus in the Pit of Saron.

Reflection

So if the groups were completing the dungeon, and I was getting my emblems and rolls on loot, why was I getting annoyed?  It was because the groups weren’t living up to my expectations.

A much wiser man than me gave me this sage advice: “expectations are just premeditated resentments”.

The groups that I meet in the dungeon finder don’t tick a check box that says “I promise to live up to the standards of an experienced four-year raider”.  So why was I treating them like they had?

In my defense, I’m pretty lenient about performance compared to some people.  The numbers I quoted in the selfishness articles are the ones I live by – I don’t complain about DPS unless they’re consistently below 1500, and I’ll happily heal a tank with 25k buffed HP through the original heroics.  But when it comes to situational awareness and having respect for other people, I take a hard line.  Neither of these are required for random heroics.  The fomer makes things run a bit more smoothly and the lack of the latter is more a comment on society as a whole than WoW in specific.

Yet I find myself pushing the things that are important to me on people who may have a completely different set of values.  I like clean execution.  The myriad melee DPS who have killed themselves on Krystallus obviously don’t.  But they seem to have fun and don’t blame anyone but themselves.  Obviously I’m taking things a bit too seriously if someone else gets themselves killed and I let that bother me.

Does this mean that I’m going to instantly become an easy-going dungeon runner that lets nothing bother him?  Not likely.  But I will try to put myself in the shoes of people who don’t take this game as seriously, and not judge them so harshly.

(more) Type A Personality...

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Tools for Mentoring

mentoring Tools for Mentoring

A few months ago, I wrote an article on ways to turn bad players into good players.  Today I’m going to expand on the mentoring advice that I laid out in the hopes of showing some practical ways you can help even a completely new player improve their game very quickly.

Advice vs Mentoring

First, let’s be clear on what mentoring is.  It’s not just throwing someone a few URLs to your favorite class specific blogs or sites and expecting the person to perform better next week.  In order to perform the job of  a mentor well, you need to analyze their current performance, identify the problems, help them find workarounds, then measure the improvement.  It’s a coaching role.  A football coach doesn’t just show up at the start of practice and tell the team “just kick the ball better this time” before walking away.

This means that mentoring is a non-trivial thing for a member of your guild to do.  If this is not something that someone has already agreed to do (say by becoming a class leader), then make sure they understand what they’re getting into.  This may be a good place to offer loot system bonuses, commensurate with the amount of time invested.  If someone’s going to spend even two hours per week talking with and measuring the performance of another member – time that they can’t be doing dailies or random heroics – then shouldn’t they be rewarded in the same manner as you reward people for time spent raiding?

What you want to avoid is having someone say “sure, I’ll help _blank_ get his DPS up”, only to have them get frustrated and quit (or be short with the person they’re helping) once they realize the scope of the task.  I’ve been playing for nearly four and a half years, most of that as a healer.  I’m now pretty close to the top of my game, but to transfer what I know today to someone who is new to WoW and/or new to healing is going to take several weeks of coaching, as well as some heavy hands-on with user interfaces and explaining the nuances of experience.

To Match Class or Not

Let’s say that you’re a small guild, or one which is light on a few classes.  You’ve recruited a resto shaman but their performance isn’t where it needs to be for the content you’re on.  The only other shaman in your guild is enhancement and is very good at DPS, but only heals in a pinch for 5-man runs, never in raids.  Pairing the two shaman may seem to be the obvious choice, but I would argue that any raid-capable healing class would be a better mentor.

In 5-mans, there’s no other healer to compare yourself against, and you rarely have to heal continuously for more than a few minutes.   Overhealing doesn’t matter, there are no healing targets to stick to, and the mix of spells you use isn’t that important.  Any sufficiently geared shaman with a resto spec can chain heal spam their way to victory.  When you get into a raid environment, everything changes.  You have to pay attention to more people, you can’t afford to overheal too much, and you have to know when to not heal a raid member because another healer is assigned to take care of them.  If you don’t heal raids, you won’t have this type of discipline.

For everything related to healing, I’d rather pair up the resto shaman with a priest, druid or even a paladin (who, for all their history vs shaman are probably the least like them in healing style).  When it comes to things that are shaman specific (such as totem synergy), you can either rely on web site resources, or pitch those questions over to the enhancement shaman.

Know the strengths of your potential mentors and match them up based upon the value they can provide, not just the color of their raid frame.  This is itself an argument against class leads and more towards role leads – a technique I’ve found to be more effective in the guilds I’ve been a member of (more) Website Resources...

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Performance-Based Loot Systems

STRONGMAN Performance Based Loot Systems

While browsing the US guild relations forum, I was struck by this post: PerLoot – a new Loot System

Not struck by the brilliance of the system, mind, but the process by which a reasonable goal (rewarding people who perform better) fell apart in the implementation.  What’s worse is that the original poster didn’t seem to realize how much things had fallen apart.

In summary, the poster proposed a loot system whose rewards were based upon performance in raids.  The better you perform, the more loot you get.  They proposed to measure performance by the meters – your DPS divided by your GearScore times the cubic root of the number of dispels or interrupts you perform.  The post made no allowance for how tanks would be handled, but did say that they would gauge Discipline priests differently “because they heal by prevention”.

The premise that gave birth to this loot system is attractive: ultimately, loot distribution should reward those who perform well.   I’m sure most people who generally perform above the average of their raid feel they should be rewarded for doing so.  But the loot system as proposed fails on so many levels.

(more) How Do You Fail Me?

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Sullying Our Good Name

reputation Sullying Our Good Name

On my main’s server, I’ve been running PUGs pretty much daily for the last few weeks.  The time just isn’t right to form Cold Comfort the guild it seems, so I’ve resolved to try again closer to the release of Cataclysm, when there is bound to be a fair amount of shakeup and re-rolling.

Standards

As any regular reader will be aware, I have reasonable but strict standards for the people I play with.  I’m not going to tell a tank that they need 35k buffed HP to do Naxxramas, or that you have to have surpass 4k dps to join an Onyxia-10 PUG, but if I invite you to my group for Trial of the Champion and you fail more than once to avoid Radiance when fighting Eadric, then I’m not going to group with you again.  The record of failures I’ve observed in one fight was 11 spread among 3 people.

I use the excellent addon Do I Know You? to keep track of such people because it instantly tells me when someone whispers me if I’ve marked them as negative in the past.  I track more than just people who don’t meet my standards: trade spammers, griefers, people who have caused loot problems, people who ditch on groups and especially that bloody Death Knight who won’t shut up about how the Dragonball-Z game is available on PS3 but not on XBox-360 all get on the list.

Over time, patterns start to emerge with regard to the guild tags of people on my list.  On my main server, two guilds in particular are responsible for a disproportionate number of negative entries, and as such I won’t accept invites from members of those two guilds.  It’s not a foregone conclusion that any group I join started by someone from the two is going to go poorly, but I’ve wasted enough time in the past and play roles that are in enough demand that I’m not robbing myself of opportunities by doing so.

If a guild on a realm gets a reputation for actively antagonising the other members of the realm, the decision not to group with them is pretty obvious.  Has the guild been proven to harbor ninja looters?  Don’t group with them.   Did they transfer in to steal a server first from a home grown guild?  Don’t group with them.  Simple.

The position I take on the smaller stuff – just not being a good player -  is one that I seem to take a bit more seriously than others.  I want to play with skilled people.  If your guild is made up of people that tend to end up on my “do not group with” list, the impression I get is that you recruit for numbers, not for skill.

Is this fair?  Should guilds be responsible for their members’ actions, and what, if any actions by a guild member outside of a guild event reflect on the guild?

It’s my $15 a Month

We all pay our $15 / £9 / €13 per month to play WoW, so shouldn’t we be able to do whatever we want?  Why should I have to conform to a playstyle or set of rules that I don’t like just to stay in my guild?  There’s a nearly year old post on Fel Fire that is still a good read on this subject.  In essence, your guild can’t force you to do anything, but they can say “these are the requirements for continuing to be a member – break them and you’re out”.

So, when leading or joining a guild, it’s a good idea to be clear on what is and is not tolerated.  I touched on this more specifically a few weeks ago; in the same way as guilds tend to gloss over the bigotry issue with terms like “respect your guildmates” they gloss over other unwanted behaviour with terms like “respect the members of the realm”.  Use words and like “respect” that have different meanings for different people and you’re just setting yourself up for an argument when someone crosses the line you’ve drawn in your mind but is still far from it in theirs.

(more) What should be written down?...

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The Importance of Dealing with Dead Weight

anvil2 The Importance of Dealing with Dead Weight

Last night I joined an Ulduar 10 semi-pug (half of the attendees were from one guild). Only about half of the members had any experience with the fights, but most of the inexperienced people were receptive to explanations we gave.

Except one.

Our group included one member who had no experience in the instance, hadn’t read any strategies beforehand, put out mediocre DPS for his gear level, continually interrupted the raid leaders with inane comments, and didn’t pay attention to the directions that were given. When he inevitably died early in every boss fight, he continued to spew into raid chat, distracting those who were working to get the boss down. After every lost roll he screamed at the unfairness of the universe.

Basically, he wanted to be carried through the instance and didn’t care that he was making the experience worse for everyone else in the process.

As main tank, I used what latitude I had to address this: more than once I told him to go read strategies during breaks, but he didn’t. By the end I was outright telling him to shut up and asking the raid leader to kick him (as were others who were whispering me).  (as an aside, being on a RP server does  have it’s advantages: I can /yell “for the love of all that is holy, please shut your mouth before my shield shuts it for you” and it fits perfectly coming from a paladin).

This type of character isn’t uncommon in a pickup group. Depending on the instance, you can usually threaten them with replacement and let their desire for loot, but the raid leader last night didn’t choose that route. We got as far as Auriaya and the group disbanded.

We’ve All Seen This Before

The problem is that this archetype is far too prevalent in WoW. Someone who doesn’t feel they have to pull their own weight and doesn’t adjust their behaviour when told that it’s detrimental to the group. It’s not realistic to assume that such people only “turn on the jerk” when in pickup groups, so I have to assume that this was just that person’s personality and that he’d be the same among his own guild members.

As a guild leader, you’re going to run into someone like this really quickly if you haven’t already. How you choose to deal (or choose not to deal with it) can have an impact on your group or guild.  Whether it’s spoken or not, the members of your group or guild will expect you to deal with these situations when they arise.

Why should you care? Because your ability to manage a misfit member of a group is what makes or breaks you in the eyes of the others members of the group. If you can straighten the person out or get rid of and replace them, you’re making their lives easier and they’ll be more eager to group with you or follow your lead in the future. Conversely, if you refuse or are afraid to deal with someone who is pulling the group down, many people (myself included) will either take the job upon themselves (which leads to anarchy) or suffer silently through it and resolve to not join another group that you’re leading.

These more polarized positions are of course more likely to be taken when in PUGs. In a guild, the effect may be more subtle but also more damaging because it affects morale. Nobody’s going to quit because you failed to deal with someone causing drama during a raid. But the episode will be remembered, and when it happens again, you’ll be under increased scrutiny to do better. Fail to do that and you may find people not signing up for raids or otherwise avoiding guild activities because they don’t want to deal with the people problems that go hand-in-hand with large group activities.

(more) Management...

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