Posts Tagged pug

Bridging the 10 to 25 Gap

bridge 450 Bridging the 10 to 25 Gap

In the post on guild mergers, I talked a little about what to do when you’re trying to expand from a 10 person to 25 person guild.  Today, I’d like to expand on that a bit outside of the context of mergers or alliances (the latter of which will be covered in a future post).  Hopefully this one won’t turn into an opus (I honestly didn’t expect the last few to run so long, that was just how they looked when I finished writing).

So, you’ve got a 10 person guild.  Perhaps you started it with a few friends, perhaps it was a group of former guild members who left your old guild at the same time, or perhaps you just stuck it out in the trade channel until you had enough people to run a regular 10 person raid.  You may be happy with the situation, but a few of your guild members are making noise about the better loot that they want out of the 25 person raids.  You’re not certain, but you suspect that the sentiment is a common one – people want to run what they perceive to be the “best” content, and for many people that means 25 man raids.

Some practical ideas on how to proceed then:

Is This a Good Idea?

First, make sure the sentiment is commonly held.  It may just be one person rabble-rousing, and you may be better encouraging them to seek a guild that is running 25 person content rather than try to push the guild into what can be a tumultuous period in its life.

There are two points to remember here: Blizzard has decided, at least in WotLK, that 25 person content gives one tier better loot than 10 person content.  They have not, however committed to continuing to do so in Cataclysm.  Remember than the 10/25 versions of every raid were a bit of an experiment for Blizzard.  I think everyone will agree that the experiment has been been successful on the whole, but the item level spread could do with some improvement.  We might see changes to the way the 10/25 split is handled in Cataclysm.

The second point is to remind people that a boss with more HP and damage numbers doesn’t necessarily mean that it’s a harder encounter.  Does it feel more epic?  Sure.  But in terms of raw difficulty, many 10 person encounters are harder.  You can’t recover from the loss of a healer (especially if you’re only using two).  You may not have the full complement of buffs and debuffs to boost your DPS.  For a good while after WotLK released, Sartharion-3D was considered to be significantly harder on 10 than on 25.  I know a former guildie who is more proud of his “of the Nightfall” title than “Twilight Vanquisher”.

What’s driving your members to raid?  Are they in it for the loot, or for the challenge of the fights and the feeling that comes from defeating an encounter after several weeks of refining strategy and execution?  I am more proud of what my guild accomplished in Blackwing Lair (Razorgore to Nefarian in six weeks) back in patch 1.9 than I am of my experience clearing WotLK Naxxramas in three weeks.  The raid size isn’t the point here – it was learning to master things like taunt rotations on the drakes, healing teams on Chromaggus and the periodic loss of a role on Nefarian.  These were new concepts to people used to steamrolling through Molten Core, and to get together with a group of people and overcome them was very rewarding.

I haven’t really felt that same level of accomplishment since (though I am proud of what my guilds have done in WotLK).  Then again, I’ve never been in a guild that pushed hard mode content.

You may find that what people are really craving is that feeling of accomplishment rather than the high item level loot.  When I inspect someone and see item level 239 items (which can only be found in Ulduar-25 hard mode), I’m impressed moreso than people wearing item level 245 (easily obtained from Trial of the Crusader on normal).  If so, perhaps now is the time to revisit the hard modes you didn’t complete.  The extreme hard modes from older content tiers are still something to be proud of beating (though obviously less so the further you get into ICC).

(more) Ways To Get There...

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Selfishness

selfishness Selfishness

Warning: rant incoming.  It’s been a while since the last, and the commentary on the time-to-emblems post pushed me over the line.

I’m calling out everyone who’s become a selfish, self-centered “me first” jerk since patch 3.3 was introduced and the Dungeon Finder became the best and worst thing to happen to WoW in recent memory.

I’m specifically talking about anyone who:

  • drops group without saying a word (at the start of the run or otherwise)
  • complains when a group member’s gear is vastly beyond what is required for heroics just because it’s not equivalent to their own
  • complains about someone’s DPS without giving any constructive advice at all
  • queues as a group leader but doesn’t do anything that can be called “leadership”
  • doesn’t bother to check if the group is ready / in the right spec / buffed before they start pulling
  • pulls when they’re not the tank
  • pulls when the healer is out of line of sight
  • pushes the group to at an unreasonable pace (i.e. “gogogogogogo”)
  • skips bosses without checking what the majority of the group wants to do

If you’re one of the 80% of people I’ve run with who make my dungeon runs enjoyable, this post is not for you (though you may get a laugh out of it).

Here’s the problem I have with people who do one or all of the above: you don’t care if your actions inconvenience other people.

Now, there are always going to be some percentage of people that are jerks, but since patch 3.3, something has changed.  It’s not that I’m encountering more jerks – this was to be expected.  I’m running more dungeons, so given a stable percentage of jerks in the community, I’ll run into more of them.

Jerk Pride

What surprises me is that the “selfish jerk pride” I’m seeing in party chat, trade channels, official forums, and even in the comments to my posts.  Not only do they not care that they’re screwing other people over – they’re standing up and defending their selfish behaviour as if they think that there is a logical argument to be won here.

In real life, shame acts as a limiting factor to jerk behaviour.  If you have an explosion of asshattery among your friends, they’re going to call you on it.  Your desire to not face that and to maintain your friendships might prevent you from acting like a jerk in the first place.

Even among people that you don’t know, there are certain societal norms that discourage you from doing whatever you want.  When you know that you’ll be held to account, you may change the way you act.

The virtual world of WoW removes that shame factor, and these people seem to be missing the gene that self-regulates behaviour in such situations.

(more) Exploiting Anonymity...

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Time-to-Emblem Ratios

Inv misc pocketwatch 01 Time to Emblem RatiosSpell holy summonchampion Time to Emblem Ratios

Why do people leave groups in the new LFG system the moment a dungeon is assigned?

The instances I see this most often on are:

  • The Culling of Stratholme
  • Halls of Lightning
  • Halls of Stone
  • The Oculus

If you jump out of the group, you can’t re-queue for 15 minutes.  For a tank or healer, that means 15 minutes plus a few seconds until your next group.  For a DPS, you’re probably talking more like 30 minutes until your next group (on my battlegroup at least).

The thing I don’t get is that the ratio of time spent to emblems earned is better than it has ever been in the past.  Nobody’s doing these dungeons for the experience or the achievements – those are for groups you organize among your guildies or friends.  It’s a pure loot grab, sometimes with an eye for loot in the instance itself (for new 80s, or anyone if you get assigned one of the new dungeons), but most often by way of emblems.

Let’s look at the MPE (minutes per emblem) of various dungeons.  I’m assuming a competent heroic group chain pulling, including optional bosses and that this is not the first random heroic of the day.  If these numbers don’t agree with the time it takes you to run the dungeon, contribute to the poll to help make things more accurate.

Minutes Per Emblem

Instance Min Time Min Emblems Min MPE Full Time Full Emblems Full MPE
Ahn'kahet 20 5 4 30 7 4.3
Azjol-Nerub       15 5 3
Culling of Stratholme 23 6 3.8 25 7 3.5
Trial of the Champion       15 5 3
Drak'Tharon Keep       20 6 3.3
Gundrak 18 6 3 20 7 2.8
Halls of Reflection       25 5 5
Pit of Saron       25 5 5
Forge of Souls       20 4 5
Nexus       20 7 2.8
Oculus       25 8 3.1
Violet Hold       20 5 4
Halls of Lightning       20 6 3.3
Halls of Stone 15 4 3.75 25 6 4.1
Utgarde Keep       15 5 3
Utgarde Pinnacle       20 6 3.3

Assume that you get an instance you don’t like.  You ditch, and get into another one immediately after the cooldown expires.  I’ll use CoS followed by Utgarde Keep as an example.  The aggregate MPE is 6 (15 minute cooldown plus a 15 minute run for 5 emblems).  The only instance which gives that crappy a rate of return it the Pit of Saron.  If you’d just stuck with CoS, you’d end up with an aggregate MPE of 3.3.  You’ll only find three instances on the list above with a better return on your time investment.

So if you’re just there for loot, why are you shooting yourself in the foot, making the Dungeon Finder experience worse for others, and as some have suggested, exacerbating the problem by leaving a bunch of “just need a tank for Oculus” groups at the top of the DF queue?

Either you’re a mercenary or you’re not.  If you’re looking for specific loot, queue for specific dungeons you want.  If you’re in it for emblems, just suck it up and let the system work the way it was intended.  Your failure to perform simple division makes you look like even more of a fool than when you just ditched the group.

Ah, and note to self: Mondays still happen when you’re on vacation.  Post deadlines do too.  :)

Until Next Time (when I hope to have something a bit more substantial for you instead of minor rants)

Update 5 Jan 2009: with the announced changes to Oculus, the instance is one of the lowest minute-to-emblem ratios around.  It’s sad that this change was required, and even sadder that people are saying they’ll still drop group when assigned to it.  Some people’s children….

Update 7 Jan 2009: Smells like wow.com’s been here.  Updated a few mistakes in the original post and added min/max emblem calculations

Update 7 Jan 2009: I’ve added a http://blog.cold-comfort.org/long-heroic-runs/ to help get better data on the time it takes to run each dungeon.

Update 9 Jan 2009: With 30 some-odd repsondents to the poll, my original estimates seem to agree  with our readers, save for Ahn’kehat, which was bumped up by 5 minutes for both full and minimal clears and Nexus, which came down from 25 to 20 minutes.


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Loot Accessibility and the Role of Guilds

insert coin evolution Loot Accessibility and the Role of Guilds

I read a post on a bluetracker last week (and forgot to bookmark it – again) in which the poster asked “do you need a guild now that we have the dungeon finder tool?”.

Thinking about that leads me to consider the changing role of the guild in WoW.  Since the initial release, guilds have changed from being the only path to high-level gear to a primarily social organization that provides access only to the highest tier of gear and the latest content.

While the response to patch 3.3 has been overwhelmingly positive, it has pushed a major change in the social dynamic of WoW.  For those who are not driven by the pure challenge of raiding the latest content, the argument for joining a guild as a way of gearing up no longer has as much weight.

Let’s look at what your guild could do for you with regards to loot from release until today.

Vanilla WoW

If you weren’t in a raiding guild, your loot capped out at Dungeon Set 1 (commonly called “Tier 0″), and later on Dungeon Set 2 (Tier “0.5″).  The later parts of the quest chain to upgrade your gear from dungeon set 1 and dungeon set 2 were quite challenging and can arguably be called the first “hard mode” in the game, but once you’d finished it, that was the limit of your progression.

The only raids available were 40 people, and in the early raids like Molten Core and Zul’Gurub the number of warm bodies was more important than individual performance.  As you progressed further, the level of technical skill required increased, as did the rewards.  Still, the raid size requirements meant that you didn’t necessarily join a guild for social reasons.  On any given realm there were a limited number of guild capable of fielding a team into the later raids.

Several encounters (Twin Emperors in AQ40 and the original Four Horseman come to mind) were known as “guild killers” because a few weeks of wipes against them could break the tenuous bonds that held some guilds together.

If you wanted PvE loot, you joined a 40 man raid guild.  There was no incentive to go back and run the old 5 man content on your main.

Importantly: if you ruined your reputation in a large guild, your weren’t likely to get into another top-tier guild that easily.  There just wasn’t as much choice as there is today.  This pressure helped keep some of the drama in-line compared to the nerdrage explosions we see today.

(more) The Burning Crusade...

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Reflections on the Dungeon Finder

dungeon finder Reflections on the Dungeon Finder

What does it take to be a leader?

As regular readers will know, my approach to leadership tends to be fairly structured, strong-handed stuff.  I’m not a hardass, I just have little faith in people to self-govern themselves in an environment driven primarily by personal acquisition.  But leadership can be subtle and sublime.

Hopefully you’ve all had a chance to spend some time with the new dungeon finder tool.  From a technical perspective, it’s one of the best changes made to WoW in the time I’ve been playing.  Even with the early Northrend dungeons, I’m getting into group after group on an alt.  Most of the time, I mark myself as being an experienced player.  Sometimes I don’t, and what I’ve learned very quickly is this: many people who think they can lead have no idea what it entails, and successful leadership (even for a group whose lifespan will often clock in under a half an hour) doesn’t require much effort.

All you need is a light guiding hand – there’s no need to bring out the iron fist until things have really started to get out of hand.  Most people are pretty good at falling in line behind an assertive leader.  At the same time, most of the groups that I’ve been in have been pretty crap at following the lead of someone who doesn’t assert themselves.  The biggest problem seems to be people stating that they can lead when they aren’t experienced at all the dungeons the tool might match them to.

I’ve also seen both extremes of assertiveness – someone who says nothing, assuming that the group will sort itself out, and people who take the “I’m the party leader and you will do what I say” approach from the get-go.  The former only works if everyone has performed their given role in the specific dungeon before, while the latter really doesn’t have a place in PUGs, being better suited to groups where people have chosen to make someone their leader rather than having the game select for them.  Even when things start to go downhill, a firm but calm voice can go a long way towards re-focusing everyone.

The best groups I’ve run so far have been those where the leader does a quick check that everyone knows the dungeon, then gives a quick synopsis before bosses if anyone isn’t familiar.  I also find it refreshing when the party leader marks groups when the tank refuses to do so.  As an aside, why do some tanks think that the need to mark means the group isn’t good enough?  The days of planning pulls is coming back in Cataclysm – getting some practice while misplaced marks won’t wipe a group is a good idea.

The new DF tool has added an additional social aspect to the game – a lack of long-term accountability.  You’re now automatically matching from a pool around twenty times the size of the one you used to match from manually.  Screwing up massively in a cross-server PUG has little chance of haunting you, or preventing you from getting into heroics in the future.  Screwing up massively on your own realm could get your name called out in trade and have more than a few people add you to their “do not group” list.  If  “Integrity is doing something right even when nobody is watching”, then the difference between good and great cross-server groups are that the great ones do things right even though they may never run into you again.

As a Recruiting Tool

Not surprisingly, the traits that stand out in great groups for me are the same ones that would draw me to a raiding guild – effective leadership, setting a pace that matches the group’s capabilities (and with that, the ability to eyeball a group’s capabilities quickly).  Unfortunately, my prediction that the DF tool might prove to be a source of recruits for guilds trying to entice people to server transfer doesn’t seem viable.  With Emblems of Triumph dropping in such quantities, everyone will soon be in iLevel 232/245 or better.  Mobs just don’t survive long enough nor do mistakes impact a group enough to get a good feel for someone after just one run.  Since there’s no way to coordinate a second run with someone promising, you’ve got one shot to make such a stellar impression that the recruiting talk moves outside the game, or you’re likely to never see the person again.

Lessons to Take Away

Are there any lessons for guild leaders and guild members to take way from the dungeon finder and the experiences it leads to?  Sure:

For guild leaders: a gentle guiding hand usually works better than an iron fist, but some times you just have to step up and make a decision.  The amount of decisions you need to make ahead of time is directly proportionate to the expected lifetime of the group.  When things go to hell, a calm but firm voice can help to bring things back into focus.

For guild members: just because nobody’s watching, that doesn’t mean you shouldn’t do your best.  But remember that your “best” includes fitting into the group -if your tank is lesser geared, nobody’s going to respect your dps when you keep pulling agro over and over.  You may be used to running with the same crowd every time you play, so you don’t have to adjust your playstyle much.  Running random dungeons will force you to attenuate or boost your damage and healing to fit the other players in your group.  The ability to discern and adjust will make you a better raider, so don’t throw the opportunity away.

Overall, I’m still really impressed with patch 3.3.  Par-for-the-course server instability aside (which will surely subside after the holidays), the content looks to be really good.  I’m a bit less impressed with the community and their nerdrage on the official forums – I can’t imagine how this will end up with the player base in a better position than we have been in the past, but there you go.

What about you?  Have you gained any insight into groups and players since the patch dropped?

Until Next Time

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My Dog Ate My Frost Resist Set

dog ate my homework shirt My Dog Ate My Frost Resist Set

A comment by Malevica on a recent article inspired me to write about excuses.  Excuses for leaving groups, for missing raids, for poor performance, for lack of knowledge, for not heading to the dungeon when your group fills up and generally just not giving your all when playing with others.

WoW is a game, first and foremost.  Let’s get that out of the way.  Games (not just those played on the computer) have different levels of interaction with others, and different levels of commitment required.

You can stop a game of Solitaire to go make yourself a cup of tea without issue, but the pitcher can’t just walk off the mound halfway through game of baseball because his mother tells him dinner is ready.

I like to think of WoW as being around the same level as a friendly bowling team.  You don’t tend to bring substitutes to the alley, so if one person doesn’t show, the game is off.  If you’re in a tournament or league, an unannounced no-show may prevent your teammates from playing themselves.

I don’t think anyone believes that WoW should trump all else, or that nobody should ever be pulled away from the game for something important.  If a family emergency comes up, you have to go.  The issue is the subjective value of “important”, and the ability of people to be honest, both with themselves:

How much time do I *really* have available to me before I jump in this heroic or raid?

and with others:

I’m sorry, I can’t join the Thursday raid because I have a paper due on Friday, but I’ll be sure to unsign well in advance so you’re not left hanging because of me

We’ve all heard the various excuses for why someone fails to meet a commitment they’ve made to other players:

My guild needs me for a run

I have to go to eat

I wasn’t feeling well

Or the best excuse of all:

What I’d like to discuss (and what I think Malevica was getting at) wasn’t so much the veracity of the excuses themselves, but the need to make them.  Regardless of the reason you give, having to make excuses comes down to two things: not managing your time and assigning a different importance to WoW than the people you play with.

(more How Important is WoW to You?...

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Investing in Other Players

person question Investing in Other Players

How much time and effort are you willing to invest in another player?  If that person is in your guild, the answer is probably a fair bit more than you’re willing to invest in someone you meet in a PUG.

For obvious reasons, we’re willing to invest in the long-term performance of people we expect to be playing with in the future.  We’ll accept lower gear levels, the need to explain strategies, and perhaps some out-of-raid consultation on rotations, gear, spec and enchants – all in the name of producing a better player some weeks or months down the road.  We may not consider it to be an investment in the same way you think of mutual funds, but it is – you’re investing time that you would otherwise spend running heroics or gathering materials.  What you hope to get back is a smoother experience in the future.

This willingness to invest is almost exclusively contained within our guilds.  Advice to people we run PUGs with is more perfunctory:

You should use Seal of Vengeance instead of Seal of Light to tank

or

Move when you see the “Ticking Time Bomb” debuff

These snippets are designed to make our immediate experience better.  Even loot advice (“that mace is better for a shaman than what you’re using because Shaman get no in-combat regen from spirit”) isn’t really an investment in future performance.  It comes from that “how can you not understand the core stats that are important for your class” place, at least for me.

There are exceptions, to be sure.  Sometimes when I’ve left a run I’ll get into a chat with someone about class mechanics or things that have a long-term benefit, but there’s never any follow up.  It’s just friendly advice, and whether it results in improvement I never know.

The introduction of cross-server dungeons in patch 3.3 is only going to reinforce this lack of investment in PUGs, as the chance of running into the same person twice will go up by a factor of 20 or so, depending on the size of your battlegroup.

(more) The Standards We Keep...

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