Posts Tagged recruitment

Trying to Solve the World’s Problems

sbPuzzled Trying to Solve the Worlds Problems

One of the things that has dogged me whenever I’ve been a guild leader is a desire to solve every problem that I am made aware of.  Even outside of a leadership position, I tend to internalize every little thing that goes wrong.

I have high standards for myself, and when I find myself playing with people who don’t share those standards, I get frustrated.  That’s bad enough in itself, but taking it a step further and trying to “fix” those people is completely futile.  I’m rarely going to be successful, and when my attempts fail, I’ll just get more frustrated.

Of course, I can’t take a completely laid back position – even if my personality would allow for it, there are some problems that guild leadership should address.  There are valid performance and behavioural issues that leaders should raise and address when the see them.  The skill lies in knowing what the scope of leadership covers, and what is not your problem to solve, even if you think you can help.

The core problem is a theme that’s come up before – trying to assert control over others.  Too little leads to chaos, while too much leads to a guild nobody wants to be a part of.  If you’ve ever felt that your guild was “slipping out of control”, you may be facing a mismatch between how much you want to control and how much you can.

Sometimes, the frustration with that gap gets turned inwards.  Rather than the problem being unrealistic expectations, you see the problem as an inability to maintain order.  At that point, the thing you enjoy becomes a chore.

The solution is to get realistic about what is and what isn’t the responsibility of guild leadership.  From the pile of things that are the responsibility of the guild, figure out what you are capable of doing and what needs to be delegated.  Don’t get pulled into things that aren’t the guild’s problems.

Simple advice, but if it were so obvious and easy to follow, I’d have no reason to write this post.  So let’s take a look at some of the issues that you might encounter as a guild leader:

Retention

You can’t expect to keep every one of your members forever.  Guilds are by definition a collection of like-minded but not identically minded individuals.  Everyone sacrifices a few ideals when they join a guild in exchange for the benefits that the guild offers them.

Some people will, against their better judgement, give up more than they really want to, and allow this to fester over time.  Over time, subtle things in the guild may change, or a new policy may be introduced which push them past their breaking point – when the sacrifice seems too much.

So long as you aren’t actively making policies to antagonize specific people, or going out of your way to alienate members, this isn’t your fault.  Some people will be happier elsewhere, and the best thing to do is part company on a friendly note in case they come to regret their decision and you need their class/spec.

(more) Infighting...

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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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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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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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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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