Showing posts with label Guild Stuff. Show all posts
Showing posts with label Guild Stuff. Show all posts

15.2.12

An End to Madness

Deathwing is dead.

Actually, he's been dead for a couple of weeks now. I'm just damned tardy in my progression updates these days.

My guild, Mountain Top, cleared normal Dragon Soul for the first time just before the 5% Power of the Aspects nerf hit at the end of January. Sadly, I wasn't there due to a family crisis, but I'm proud that our guild managed to down Dragon Soul before it's difficulty was reduced. And we managed it despite losing key members of the team and not having a regular raid night.

Did I mention we're recruiting?

I got my own first Deathwing kill on the first week after the nerfs, and am going in again tonight for my third. We've also begun working on Heroic Morchok, whom we got down to 10% on our first night before time constraints forced us to kill him on normal difficulty so we had enough time left to clear the instance that night.

At the beginning of this expansion I set a raiding goal for myself; I wanted to clear each raiding tier while it was current, something that I didn't manage to do in Wrath of the Lich King. With Deathwing's demise at the hands of my Shaman I have now managed to accomplish that on the last two of the three raiding tiers this expansion.

I view Raiding Progression as a very personal thing. As much as I share the accomplishments with my guild and couldn't do it without them, I look at the raid bosses I've downed as my measuring stick as to how well I've experienced the content and how I am personally progressing. I was enormously disappointed that I didn't clear all of Tier 11 while it was current, only going 9/12; I didn't get Nefarian or either of the Throne of the Four Winds encounters down before 4.2 brought the nerfbat to them. Despite that disappointment, I'm very happy to have accomplished what I have done.



ON DIFFICULTY

I promised myself that I would not make this post a discussion on the difficulty level but I need to at least mention that compared to Lich King, Nefarian or Ragnaros, Madness of Deathwing was a hell of a lot easier. It didn't take my guild very many attempts to finally kill him. I think I saw about five pulls on normal difficulty before I got my first kill. Even Ragnaros after the savage nerfs that he received seemed more difficult than Madness.

The question that I pose to you, dear reader, is: Was the Madness of Deathwing encounter inherently easier than previous end boss encounters, or did it simply seem easier because the vast majority of us had already seen and defeated a simplified version of it on the Raid Finder?



6.2.12

On Flexibility, Emotional Attachment and Mister Spock. With Ice Cream!


"Thus, flexibility, as displayed by water, is a sign of life. Rigidity, its opposite, is an indicator of death." - Anthony Lawlor, A Home For The Soul
Those of you who follow this blog closely and spend just a little too much time obsessing over it (and you know who you are) may have noticed that there has been a distinct lack of Paladin related posts around here recently. In fact, looking back at my archives the last post that talked about Paladins specifically was way back in July.

There is a good reason for this: I'm not raiding with my Paladin any longer.


A DISCLAIMER

You know, I started this post with the best of intentions: A short, to-the-point post about what I've been up to in WoW and why I'm not posting about or playing my Paladin. Half-way through it turned into something completely different. I guess you and I will both find out what the hell I'm talking about when we get to the end because I have no idea where this is going any more than you do. Maybe there will be Ice Cream and Whisky. Goodness, that would be nice, wouldn't it?


SHAMAN: The new Battle Medic? At least this one's actually a Dwarf.

With Dragon Soul on the PTR, I was approached by our Guild Master who asked me a question that took me by surprise: Would I be willing to switch my raiding main in order to help with raid healing? It turns out that our guild is so full of main-spec Holy Paladins that it is a little bit like a large, overfilled doughnut—taking a bite of which will get Holy Paladin goop all over your shirt. And that shit is hard to get out.

In the interests of trying to avoid a 10-man raid with three Holy Paladin healers—which would strain just about anybody's tolerance for egocentrics in a raid, I imagine—I switched my Raiding Main to my (then) newly 85 Restoration Shaman.

My GM's reasoning was pretty straightforward: Dragon Soul looked to be a very raid healing intensive series of fights and even with the strength of the 4.3 Holy Radiance changes it seemed as if our normal Paladin/Paladin/Priest setup wouldn't be ideal. This was made especially clear when we found that some of the fights would require only two healers, and neither Paladin had a DPS off-spec. My Shaman provided my GM with a different option.

So, the week before Dragon Soul opened I was running through Firelands, healing on my Shaman. I admit, it felt odd at first. Even though I had levelled her completely through dungeons I was woefully unprepared to take her on a raid. My understanding of the subtleties of the class were at a very basic level, my UI was not set up properly and her gear was, shall we say, eclectic; an odd mix of items cobbled together from every possible source and not powerful enough to even qualify her for the new Looking For Raid feature.

She's nicely geared now, although there are still some problem spots due to some very bad loot luck in Dragon Soul. I'm not sure why, but in our raids the only Tier Token that ever drops is Vanquisher tokens—we literally had a new Death Knight alt get his 4 piece in a single night, and the only reason he got each token was because all the other Vanquisher eligible players already had theirs. Meanwhile, I, along with a lot of other people in my raid group, are organizing strange voodoo rituals to influence the gods to drop something—anything that we can use. Now, I know that no one really cares about other people's loot problems, but that night made me want to roll a Druid just so I could actually get a drop.


THE SPOCK PRINCIPLE: The Needs of the Many, blah blah blah

Imagine, if you will, a dwarf lying on a brown leather couch, a worried expression showing through his beard and his armour poking holes in the leather and setting it smouldering because the shoulder piece is on fire, which for some inexplicable reason is perfectly normal. Next to him, seated at a comfortable armchair is a bald man with a white goatee neatly trimmed into a point and a notepad on his lap. He leans over towards the dwarf, and in a thick German accent asks, "Und how doez ziz make you feel?"

A long time ago I wrote an article entitled What Makes a Main?, in which it I talked about the emotional connection to a character as the fundamental element that determines which character would be a person's "Main Character". While that criteria certainly wouldn't apply to everyone (there are people who change their mains constantly due to many different factors, for instance), but it is absolutely true of me. My Holy Paladin is my main because I am emotionally invested in him, both in terms of character as well as the play-style and mythos of the Paladin. My Paladin just feels right.

So when Mylindara asked me to switch for the good of the raid, I felt a little conflicted. From a dispassionate point of view he made a lot of sense because even while temporarily undergeared, my Shaman brought something to the raid that we were lacking. Emotionally, however, my main is still my Paladin, and is the character that I am most interested in playing and progressing. Not only that, but I enjoy healing on the Paladin more than the Shaman.

So the real question that I, or anyone in a similar situation must ask themselves is: When does the needs of the group trump the desires of the individual? Should we always be selfless in order to help the group, or is it alright to say "No" so we can play the game the way we want to? Do the needs of the many outweigh the needs of the one when the ultimate goal of the game is individual entertainment? What would Spock do?


FLEXIBILITY: When is it okay to take one for the team?

I think the answer greatly depends on what type of player a person is. I believe that there are two extremes to this question where the answer is obvious and unchanging, and then there is a vast grey area in between where a large percentage of the player base sits.

The Activity-Centric people amongst us will look at this question as absurd because min-maxing every aspect of an encounter is fundamental to their play-style. Changing their character to bring that one extra buff or cooldown to the raid in order to gain any advantage—regardless of how small—is far more important than the attachment to a certain character or class. For them the emotional need is to progress at a personal level, and which character they do it on is only a secondary consideration; a tool used to achieve the desired end.

"Please don't shoot me"
The other extreme is the Character-Centric people. These folks form an incredibly strong emotional attachment to their characters, and asking them to switch their Main Character—or even to change their character's hair-style—is like asking them to shoot a puppy. It'll break their heart and the aftermath will be very messy to clean up. Not to mention that I like puppies, and well, shooting them is just wrong. I mean, look at those eyes.

The vast majority of us, I think, fall somewhere in the middle. I have always considered myself more of the activity-centric type, but again, if I am to be truly honest with all of you, I tend to let myself get attached to my characters quite a bit and was a little bit annoyed when I was asked to not bring my preferred character to the main raids. There is a constant battle raging between the two sides when I'm making the decisions as to what to play.

In the end I made the change and the raid team is the better for it, I think. We have a good core of raiding healers now, with a lot more flexibility than we would have had otherwise. I may not be playing the character I would like, but the decision was right because the activity, in this case, was more important than my personal need to play the character.

And I suppose that's the fundamental answer to the question of when it's okay to make a personal sacrifice for the team, and the answer is a lot more simple than the length of this post would suggest. Simply put, if the goal is more important than which character accomplishes it, make the change and be happy about it.

Now, as I'm writing this I'm thinking to myself, "Damn, you've really outdone yourself in stating the blindingly obvious. Should we do a section talking about the different ways water is wet? Way to spend 1400 words talking drivel, dumbass".

It is a pretty straight-forward concept, but I think that everyone is going to approach it differently and everyone is going to have a different reaction to being asked to change the way they like to play the game. It all depends on the balance between the activity and the character within a person.

For me, the activity of seeing our raid progress smoothly won the day over my own desires to play the Paladin. So for now at least, the Battle Medic is a Shaman.

Have you ever been asked to play a class or role that you didn't prefer so your group could move forward? How would you react? What sort of balance to you have?


OH MY GAWD, WHAT WAS THE POINT OF THIS POST AGAIN?

Oh yes, Ice Cream and Whisky. Excellent.

There ya go. Ice Cream and Whisky all in one.
It doesn't get much better than that.

2.7.11

Fitting Into a New Guild

"Céad míle fáilte" - Irish Gaelic greeting
Imagine being invited to a party and walking into a room full of people you've never met before who are chatting amongst themselves as if they have known each other their whole lives, but the person who invited you is no where to be found. Finding oneself in a new social setting can, for a lot of people, be one of the most intimidating social nightmares possible.

Well, you know that new druid in the questing greens and blues that just joined your guild? That's what he's going through right now. He is the WoW equivalent of the guy standing in the corner of your guild's party trying to pretend he's interested in the photo of your Great Aunt Olga that's hanging on the wall. Which, depending on the expression on his face, can be extremely uncomfortable for everyone involved.

I started this article while dealing with helping new recruits fit into a very old, established guild as part of my role as the recruiter. Ironically, I now find myself in a new guild as well, trying to make new friends and fit in. In this article, I'm going to talk about this topic from both perspectives.


THE RECRUIT'S PERSPECTIVE
Or, Making Friends for Fun and Purples
"If a man does not make new acquaintances as he advances through life, he will soon find himself alone. A man should keep his friendships in constant repair." - Samuel Johnson
Join the Right Guild in the First Place

The first step to fitting into a new guild is to make sure that you are compatible with each other. Sadly, while Blizzard has added a lot of new functionality to make finding a guild easier there is no such thing as eHarmony for guilds, so finding a good match takes a bit of work.

Before joining up with that guild with the cool name that you've been eyeing up, do a little research to find out what they're all about. Whisper one of their members and ask what type of guild they are. Do they PVP, Raid, or just sit around in Guild Chat telling dirty jokes in character? No one is going to think less of you for asking questions about their guild, and they are likely going to be asking some questions about you as well. It's important stuff to know, because joining up with a guild that doesn't do what you're looking at doing is just a waste of everyone's time.

Blizzard's new Guild Finder tool is decent, but doesn't really tell a potential recruit much about the inner workings of a guild, and certainly won't help you determine if you'll fit into their culture. By all means, send in a Guild Request using it, but follow that up with a PM or in-game mail to the recruitment contact of that guild and ask them some questions. If nothing else, it shows that you are genuinely interested and not just clicking the Apply button randomly.

Don't Join a Guild Hoping it Will Change
"Happy families are all alike; every unhappy family is unhappy in its own way." - Leo Tolstoy
A player that is mismatched to the guild they're in is an unhappy player who is unlikely to stick around. A guild with unhappy players is an unhappy and drama-filled guild. The best and happiest guilds are the ones which have a membership that is all on the same page as to what they want to do in-game.

As a potential recruit, make sure that the guild you are looking at joining is doing the things that you want to be doing before you join, and don't expect the guild to change just because you show up with different plans. A casual guild will always be casual, a PVP-oriented guild will always want to eat the opposing faction's faces, and coming into that type of guild with a different mindset will eventually cause problems.

Be Social!

As a recruiter, nothing annoyed me more than inviting someone to the guild and then have them remain stone-cold silent in Guild Chat only to quit the guild the next day. Going back to the party metaphor, if someone walks into a room full of people and then doesn't make any attempt at all to interact with the other guests... well, it's kinda creepy.

What I always want to see is a new recruit start interacting in Guild Chat immediately, even if it's just something simple as introducing themselves or asking more questions about the guild and how things are done. It's very hard to jump into a new social group and instantly be the life of the party, and no one expects anyone to do that, but the only way to begin to fit into a new guild is to start talking to people.

I think that the internet has skewed normal social rules to a degree, and it's become normal when going into a new social situation (forums, for instance) to lurk for a while to get a feel for the culture. Imagine yourself back at that party and the new guy is hiding behind a potted plant listening to your conversation: what would be considered strange and abnormal behaviour in the context of normal, face-to-face social rules is now the norm on the Internet. I understand the desire not to jump into a social scenario until you understand the dynamics, but Lurkers in a new guild tend to forget one, simple and important fact:

These people wouldn't have let you join if they didn't want to talk to you.

So talk to them! Ask questions about the guild, or about their Raiding or PVP habits. Tell them a little about yourself. Ask them if they like kittens or puppies or My Little Pony. Jump into a conversation with a joke or an observation. Just say something so that you're not just another anonymous and silent name in the guild roster.


Forums


Virtually every guild has a webpage with forums, and every guild that has forums complains that their members don't use them enough. 

If you must Lurk or feel more comfortable getting the lay of the land before jumping into a conversation, the Guild Forums are a great way to get an idea of your new guild's personality without having to actually communicate with them. The variety of posts will tell a new recruit whether the guild is serious and business-like or whimsical and fun-loving. Most times the forums will also let you in on a lot of the inside jokes and past accomplishments of a guild, helping a new recruit feel more a part of it.

The forums are also a great place to post an introduction to yourself so that the guild can get to know you. Oftentimes it is easier and far less intimidating to post something like that rather than typing it in Guild Chat or saying it in Voice Chat. If your new guild has an introduction thread that other people have used, so much the better, as the previous posts will give you a good idea who these people that you've signed up with are, and what they would like to know about you in your own introduction post.


Groups

Of course, the best way to get to know people in a game is to play together. There are many different ways to group up with your guildies: Dungeons, Raids, Battlegrounds, Arenas or questing, among others.

Sharing an activity is the easiest and most comfortable method - in game or out - to get to know someone. It gives everyone involved something in common to talk about which, given time, will allow openings into other, non-activity related conversation topics. And if nothing else, grouping with your new guildies and sharing a gameplay activity will show them what kind of a player you are, even if nothing is said.

It's unlikely, depending on the guild and how friendly and welcoming they are, that a new recruit will be swamped with group invites upon joining. In my experience, most guilds are friendly to new people but don't go out of their way to try to immediately include them in spontaneous guild activities, and it's left up to the recruit to find a way in. This really is a horrible way to welcome a new member into your social group and in my opinion, the worst mistake that most guilds make with their new recruits.

The best way that I've found to get involved in your guild is to simply ask. Let people know what you're doing and ask if anyone wants to join you. Or, if someone is organizing a group for something, offer to join in. I feel that a brand new recruit in guild is still queuing for Random Dungeons or Battlegrounds by themselves without at least asking for company in Guild Chat is not doing themselves any favours - both in terms of fitting in socially and showing the guild that they are a team player.

Remember, if you've done your homework right and are in a guild with compatible goals to your own then there should always be people willing to join you in doing whatever it is you want to do. All you need to do is ask.

Voice Chat

Ahh, Voice Chat. For a person who is nervous or uncomfortable in new and unfamiliar social situations, chatting in Ventrilo or Mumble can produce a lot of anxiety. Who do you talk to? Which channel? Is it okay to listen into a conversation in a channel, or will you be thought of as that creepy guy behind the ficus tree again? Is it okay to jump into a conversation between two people? Oh god, oh god what the hell do you say?!?

Every guild will have a different culture when it comes to Voice Chat, and it's a lot harder to generalize than Guild Chat. Some guilds will use it only for organized guild activities such as Raiding or PVP, others will use it as the primary means of communication, with a dead silent Guild Chat and a buzzing, lively Voice Chat server.

Everyone knows that Guild Chat is public and available to anyone in the guild to see and therefore the rules are understood to everyone without being spoken. Voice Chat can seem like it's completely different, but it really isn't. Here are some basic things to keep in mind:

Get in there and start chatting! It's surprising how much of some guild's social interaction goes on in Ventrilo or Mumble. If your guild is like this then get in the channel and jump into a conversation!

Voice Channels are public forums unless they are marked private in some way. Normally, as a member of a guild you will have every right to join any of the public channels in your voice chat server. Any channel that you're not supposed to be in will be marked Private or password protected. These are normally reserved for Officers or specific functions, but often there will be specially marked channels for people who want to have a private conversation.

If you interrupt or join a private conversation, the people involved will either stop talking, find somewhere else to chat or ask you to leave. It's important to remember that this doesn't mean that they're anti-social or that they don't like you, it simply means that they are talking about something that should have been done in a private channel. You had every right to be in the channel, but out of respect for the people involved it's best to say sorry and find a different channel. In this scenario, don't worry about it if they're a little rude asking you to leave; you don't know whether or not they are talking about something personally upsetting.

There's no point to being in Voice Chat if you don't talk. If you're in Voice Chat, by all means, say something. Even if you just break in now and then to offer a comment on what other people are talking about. Talking to someone is the best way to get to know each them, and they you.

Don't worry about it. Seriously, there is nothing that anyone can say to you in Voice Chat (or Guild Chat for that matter) that will change who you are. If someone is saying or joking about something that you don't like, simply leave the channel. If you say something stupid that you immediately wish you could take back, don't worry about it - ignore it or make a joke about it or apologize then move on. I guarantee you that everyone you're talking to has said something completely asinine themselves at one point or another.

Surviving the Trial Period

Most guilds will have a Trial or assessment period of some sort, and all of them will have different rules on how they run it. It's a good idea to know about these before you join, or at least ask about them after.

Offering specific advice on how to survive the trial period is impossible because each guild is looking for something different. A Raiding Guild will evaluate you based on raid performance while a PVP Guild will rate you based on how proficient you are at melting Horde faces. Study up on your class, Enchant and Gem your gear the best you can and play as well as you are able is about all you can do.

Outside of game performance, however, there are things you can do to make yourself stand out, and a lot of it is simply following the advice I've detailed above. Be friendly, have a great attitude and play your best. Regardless of performance, it's much harder to kick a friend out of a guild. It may not help you get your raid spot, but a good, friendly attitude will never ever hurt your chances.


THE GUILD'S PERSPECTIVE
Or, How Not to be a Dick to the New Guy
"Ah, beware of snobbery; it is the unwelcome recognition of one's own past failings." - Cary Grant
As an established member or officer of a guild, there are a lot of things you can do to help a new recruit feel at home. Most of them are common sense and blindingly obvious, but rarely done. I can't even count the number of times that I've invited a new person to a guild only to have Guild Chat remain frustratingly silent and unwelcoming.

Include the New Guy

Assuming the goal of guild recruiting is to create stable, happy, long-term members, the most important thing that a guild can do to make their new members feel at home is to actively go out of their way to include them in guild activities. A new recruit that is invited to a Raid, or a Rated Battleground or even a simple Random Dungeon will immediately feel more comfortable and have a much greater likelihood of sticking around than if they were left to their own devices. Think of it as offering to get that new person at your house party a drink when they arrive instead of just pointing them in the general direction of the fridge and telling them to figure it out for themselves.

One of the most intimidating things that a new member of a guild has to do is ask to be included in group activities. Since a recruit doesn't really know who any of the people in the new guild are, running a dungeon or a battleground with a guild group is not a whole lot different than a PUG. And while it's in the recruit's best interests to be sociable and start or ask to be included in groups, it's much friendlier if the guild offers and attempts to make the recruit feel welcome and included.

Engage Them Socially

What is a recruit to think when the rousing and encouraging chorus of "Welcome!" that he gets in Guild Chat when joining is followed by nothing but intimidating, icy silence? Just as with grouping, starting a conversation with a new group of people is intimidating as the new person. It's much more natural and comfortable if the established members of the guild take the initiative and try to get to know the new recruit. Even simple questions like, "Where are you from?" or "How long have you been playing?" will go a long way to breaking the ice and help the recruit feel more comfortable.

This is especially important in guilds that are old and established or composed primarily of real life friends. Guilds like these are very hard to fit into successfully for a new person. Inside jokes fly around constantly, leaving the new recruit on the outside with no idea what anyone is talking about. Large guilds that have been around for a long time also tend to have cliques - groups of people who primarily talk within their own group - which are extremely hard to break into as a new recruit. If a guild like this doesn't make an effort to include the new recruit in some way or give him some kind of acknowledgement that his input and participation is desired, the odds of him sticking around and making the large effort required to be accepted by these groups on his own is slim.


Tell Them How Things Work

You've been a great host at your party so far, you've pulled the new guy away from starting at Aunt Olga and introduced him to a few of your guests and they're chatting away like old friends and getting to know one another. But then you make a mistake and say something like, "Help yourself to a drink in the cooler, but don't take one of Jack's or he'll rip your teeth out with a Yellowstone National Park commemorative spoon". Great advice, unless you neglect to mention which drinks are Jack's.

Having a new recruit that is fitting in but that doesn't know the rules or how things work in your guild is asking for trouble. Let them know the things that they need to know. Are there any restrictions on using the Voice Chat server? What are the Guild Bank rules and does the recruit even have access? If not, when will he? How do the promotions work? How does one sign up for raids? Is there something to never bring up around Jack lest he go postal on your bicuspids? Whatever taboos or unusual policies your guild has should be communicated to a new recruit. Most guilds will have a post on their forums detailing a lot of this stuff, so make sure that the recruit knows where that post is.


CONCLUSION

The guests have left, your house is a mess and your liquor cabinet was emptied around 2am to create a "Super Cocktail" in your dearly departed mother's favourite fruit bowl, but the party was a rousing success. Judging from the fact that one is passed out in the corner with a lampshade on his head and drooling into the azaleas, the recruits fit in fantastically, had a great time and left Aunt Olga's picture unmolested.

Fitting into a new guild, or helping a new recruit get comfortable in an existing guild really just boils down to commonsense and friendliness. The best way to get accepted by any new group is to simply be social, and conversely, the best way to make someone feel accepted is to talk to them and include them in activities. Remember that the people on the other side of the computer screen have the same fears and insecurities that you do. Being friendly and open will, in the long run, make everyone feel that the guild is a safe, comfortable home that they would be crazy to leave.