Posts Tagged reputation

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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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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GDKP – Where Does It Fit For Guilds?

gdkp run GDKP   Where Does It Fit For Guilds?

A few weeks ago, an article was posted on Elitist Jerks detailing the GDKP loot system.  Since then a few other blogs (Pwnwear, Deathknight.info) have picked up on the idea and spread it around.

I was hoping to provide a bit of an overview and practical suggestions for organizing GDKP runs, but as that’s been done to death I’m going to look at where GDKP can fit into a guild’s loot strategy.

What is GDKP?

A quick refresher: GDKP is a loot system where every item is bid for openly using gold.  Highest bid wins, and at the end of the run everyone splits the pot.

The name is a bit a misnomer, as there are no “dragon kill points” involved.  DKP, EP/GP, Ni Karma – all of these loot systems are closed.  You earn points within the system that you then use in some fashion to receive loot.  No matter what you’ve done before, when you enter into a new DKP system, you’re starting from scratch.

GDKP runs on the other hand implicitly favour people who have a lot of gold, at least from the perspective of getting drops.  But interestingly, GDKP doesn’t solely attract people who are interested in loot.  You can be dressed to the nines with no need of any drop in a dungeon and come out the other side with a tidy sum of gold in your pocket.

Who Is It For?

GDKP attracts three distinct types of players: low-geared members who are willing to spend a reasonable amount on multiple pieces of gear during a run, high rollers who want just one item and are willing to spend large amounts to get it, and people who are just there for the gold.

For the right balance of performance and payout, you probably want no more than 40% low-geared members, 40% people looking for a payout and the rest high rollers.  Depending on just how under-geared the lowbies are, you may need to set more strict gear and experience limits on the rest of the players in order to avoid hitting enrage timers.  Similarly, you can’t go overboard on the people who are just there for the payout or the total gear purchased will be low (as will the payout).

Unlike forming a PUG run where warm bodies are your first concern, building a GDKP run is a balancing act.  Don’t try starting one up on a whim – you need to announce it, review people who are interested, and build a group that serves the needs of everyone attending.

Lowbies Buying Loot For Gold Is Wrong!

Perhaps.  But it’s been going on for a very long time.  Even before Zul’Aman bear runs (costing 15 to 25 thousand gold if I recall correctly) were popular on most servers, there were always guilds who were willing to carry people through higher-level content for a hefty amount of gold.  The difference was that they typically brought one or two people at a time as part of a regularly scheduled guild farm run.  The gold usually went back into the guild bank, and members saw the benefit in that the guild could afford to pay for more repairs or for gems / enchants / etc.

GDKP is just one variant of this.  It’s a framework for doing PUG loot runs that will hopefully become common knowledge.  All you need to do is announce that you’re doing a GDKP run and specify the tuneables: minimum bid amounts, rules for getting kicked, etc.

(more) GDKP as a primary loot system...

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