Showing posts with label accountability. Show all posts
Showing posts with label accountability. Show all posts

Thursday, August 7, 2014

4.1. The Beginning of the End

Part IV: Cataclysm

"Great countries have fallen under less tyrannical rule than what you impose upon this guild."

World of Warcraft login screen,
during the Cataclysm ('11-'12) era,
Copyright © 2012 Blizzard Entertainment

We Meet Again

Doubt.

It's you again, old friend. That infection of the mind I just can't seem to shake. Battle scars from our former meetings are extensive. Whenever the biggest risks come to the table, when I have the most to lose, the marks are a reminder that I fought and won. You knocked at the door when I decided which guilds to assimilate and which to ignore. You had Graulm and Ater on a first-name basis at a time when it wasn't especially clear where my loyalties should lie. I remember you being clingy when it was time to shift out of AQ40 and into Naxxramas, leaving the bug-ridden instance unfinished.

You were out of sight for a bit, back when I thought I was untouchable. You got your little jabs in when I lost folks in Karazhan, when we took weeks on Magtheridon, when we wiped an embarrassing amount of times on The Lurker Below. I have to hand it to you, you've got spunk. You're like every man's personal forum troll and hater rolled up into a convenient little package. When my main tank and mentor left the game, there you were, with your sympathies that reeked of "told-you-so".

You were practically my copy-editor when it came time to rewrite the guild rules, my own personal YouTube commenter. Every word I typed was a joke to you, and you were certain to point a finger and laugh when I left loopholes for people to exploit, shirking morals in their illustrious rise to power.

You're tenacious -- if but a bit predictable. Didn't see you come out to congratulate us on all the bosses we dropped, and you certainly weren't there to pat us on the back as we took on the competition without losing players. See, that's the tricky thing about you. You don't really like to show your face when you're on the losing end of a debate, when you've been proven wrong. You linger, hovering over my shoulders when I know I'm about to make a decision I'll regret. But when that decision turns out beautifully, you're nowhere to be seen. How convenient that must be. You take off when things don't go your way; I can practically set my watch to it. Which begs the question: why are we squaring off again today?

The end of Wrath is only a few months away, and we've cleared nearly every boss in both normal and heroic mode. My guild is made up of some of the best played, best geared folks on Deathwing-US. Everywhere I turn, I see the Descendants of Draenor guild tag, so many well-known and accomplished folks on the server. They're already deep into the planning stages for Cataclysm's raid content. From all angles, we've nailed it, chief. And so, old friend, this is the part that confuses me, because under any other circumstance, you'd be as far away from this success as possible. Under what guise do you feel you still have authority over me?

I couldn't shake the feeling I had seen this all before.


A comparison of hit combo values between
 Street Fighter Alpha 2 (above) and Marvel vs. Capcom 2

No Scrubs

"Daaaaamn, you just got royally fucked up!"

"Another? That quarter yours?"

"Bullshit. And yes, I am going again. This fuckin' stick is busted."

The kid next to me dropped another coin into Street Fighter Alpha. The joystick movements hadn't changed much through the iterations. Ken had pretty much always been Ken, right from the first quarter sunk into Street Fighter II. Since then, Capcom rode the gravy train to success, rolling out sequel after sequel. Street Fighter II: Champion Edition let us choose the same character for hot Chun-Li on Chun-Li action, Super Street Fighter II added four new characters. Trip Hawkins made a horribly expensive console that I wouldn't have dreamed of purchasing, had it not been for Super Street Fighter II Turbo. Which led us to this prequel in the franchise, taking place before the events of the game that originally hooked me. I dug Alpha, and was particularly fond of the alpha-parry system, turning an opponent's attack into a block-counterattack in a swift 1-2 punch. With it, I could be on the offensive, even when on the defensive.

Hadoukens and Shoryukens glided out smoothly, muscle memory from years of performing the quarter-circle and zig-zag motions mapped to their respective abilities. I held the joystick with the tips of my fingers, believing it to give me a slight edge in precision. "Underhanded" was another popular style: the hand is turned upside down, nestling the joystick between middle and ring fingers. It was easy to size a player up that chose either grip: they knew their shit.

My opponent backed into the corner, nervous, waiting to see if I'd unleash another barrage. I snuck a glance without moving my head, trying to get a read on whether he was about to leap forward: the subtle nervous shake in a player's hand before his next move. The move that gives him away. He gripped the joystick with a fist, as if to pound a nail into a board. His movements were jerky, panicked, and he looked to tear the stick right out of the casing at one point.

Scrub.

He made his move, telegraphing the Titanic in the process. As he leapt, I caught him with another Shoryuken. He hopped off his back just in time to get a foot in the face, which I chained into several jabs, a low sweep, and a final Hadouken, sending him flying backwards through the air in slow motion. The screen read "5 Hit Combo Finish".

"Thanks a lot," he said, as if to imply we were taking turns trading wins -- a common tactic to make your quarters last longer. Quarters among friends. I didn't know this guy, or his pal...the one who spoke next.

"What's the highest combo you've ever got?"

"Ah, Christ, no idea. 11, 12 maybe? I can't even remember the last time I got into the double digits. The timing is insane." I was good, but not that good.

The guy I beat puffed out his chest, "I nail 30 hit combos all the time in MvC." I glanced over my shoulder at the Marvel vs. Capcom 2 machine. MvC took the SF franchise in a drastically different direction. Playing off the licensing behemoth of Marvel Comics, Capcom facilitated a tournament of infamous faces from their games, pitting them against super heroes I'd known since childhood. Matchups like Venom vs. Mega-Man, Spider-Man vs. Captain Commando, and Zangief vs. The Incredible Hulk were now a reality. The collective star power was unparalleled in MvC, and it drove some mad lineups to the arcade. For a time, at least. Players soon got wise to the gimmicks.

From the moment a seasoned SF player cast their eyes on the four buttons, something was amiss. Every SF game in the franchise delivered the standard six-button layout... but not MvC 2. Technically there were six, but two "assist" buttons masqueraded under the familiar layout. What was once a tried and true system, was now ever so slightly watered down. There was more.

The game diverged from its Street Fighter brethren in its over-the-top combos system. Basic joystick movements coupled with button presses yielded instant double-digit combos. Chaining these abilities together, then, caused ridiculous numbers to spin up. The average player rocked out with these Hyper Combos. A seasoned SF vet knew better.

MvC gave you the illusion you were doing better than you actually were. Comparing a 30 hit combo in MvC to SF was ludicrous, unless you scaled it appropriately: ratios varied from 1:8, to upwards of 1:30 in the most bizarre cases. Was the game less fun as a result? On the contrary, MvC was an absolute blast in terms of entertainment. It was easily the most stylish one at the party, and had plenty to go around.

Ah, but the substance...

You came to expect certain things from the SF franchise: Ken's red, tattered gi, Chun-Li's hair done up into two buns...and scoring a combo in the double digits took practice, patience, and timing. The numbers lied to you. With MvC, anybody could hit the double digits, and those who gloated were the least qualified to understand why it didn't matter.

"MvC is way easier than Alpha....game's insane!" one of them spoke, trying to sell me on the adrenalin. My eyes darted to the kid and his proclamation, then back to the MvC 2 cabinet. It stood alone, ignored. Yeah. 'Crazy fun'...that's why everyone is knocking down its door to play. On its release day, MvC had a lineup of kids walling me off from the machine. The jig was up.

I turned back to Alpha, the announcer's voice barely audible against the backdrop of relics that lined the room.

The 25-Man progression team takes a photo
on the back of their respective mammoths,
Ruby Sanctum

Identifying With Neither

I sat, staring at the monitor, not knowing what to type, not knowing what approach to take. The document title stared back: Descendants of Draenor - Changes in 4.0. The cursor blinked on the plain white screen. I was at a loss. What's your strategy, chief? How exactly do you plan on getting people to stay? I didn't know. No matter the angle I framed each possible solution, a logical solution failed to present itself. Antisocial players submerged in mediocrity would have no incentive to grow. Not with the back door left wide open by our friends in high places.

A week earlier, screenshots of the 25-Man raiders floating above Dalaran on their Frostbrood Vanquishers went live on the forums, signaling our last great accomplishment in Wrath. Plenty of time remained on the clock, if we so chose to eek out Heroic Lich King, but people wanted their gear, wanted to finish off their Tier 10 four-piece bonuses. Some would want breaks, gone for the summer months. And they'd earned it. Pushing Heroic Lich King ran the risk of burning players out, discouraging them from returning. Better to give them a breather now so that they could come back refreshed later, ready to pound the virtual pavement. If a tactic had the remote possibility of regenerating stamina in the roster, I had to employ it. We'd need every last drop.

From the moment it was made public, Blizzard's announcement of merging the 10-Man and 25-Man raids into a unified lock never left my mind. I carried the baggage to and from work, and played WoW like a zombie, contemplating possibilities. Each time I thought I had it, nope...that simply won't do. The back door is wide open. After the propaganda of the Blizzard PR machine settled like so much dust, one fact remained perfectly clear: once a guildy made a choice to run a 10-Man each week, they'd be systematically locked out of contributing to the 25. It didn't help that both sizes now shared the same loot tables, but Blizzard even went so far as to claim that the difficulty would remain the same between both sizes. It was an absurd claim. Most preposterous of all: Blizzard claimed to be returning a level of difficulty more in line with The Burning Crusade. It didn't take a genius to determine how this would play out.


  1. WoW would become brutally difficult.
  2. 7.5 of the 12 million WoW players, groomed on the Wrath content, would very quickly get a wake-up call -- having never known the way things were.
  3. They would do the napkin math in their head, and leave the 25s behind, joining the far more digestible (in theory) 10-Man content.
  4. Without a healthy pool to pluck from, the 25s would collapse.

Players...guildies...would choose the path of least resistance. No offense, old-school raiders, this was a simple reduction of risk. How could I convince them otherwise? Players owed the guild nothing.

They owed me nothing.

Sure, some people might stay. I wasn't happy with 'might'. Lessons learned from Vanilla and TBC proved to me that reliability wasn't built on good intentions. You had to provide structure, rules, and a system that acknowledged and rewarded players for their contributions in order for them to make the right choice. All the structure in the world didn't account for this new threat. Part of being in the DoD team meant you were never done learning, you were willing to grow, improve, seek new ways to be a better player, a better person. What if at the end of the day, all you wanted was some phat lewts and to not have to deal with people? To not have to be told you need to shape up. Your heals need work. Your DPS is at the bottom of the charts. You're dying in the fire too much.

You're failing. Fix it.

So, given the option of taking criticism or not taking criticism, how could one hope to keep this Mediocrity Swim Team pushing for the gold? The casuals would flock together, frolicking across the land without a care in the world, while the hardcore, 5-day-a-week raiding crowd would demand excruciatingly skillful guilds as their base of operations. Where did that leave us? As I stared at the empty screen, unable to type anything, unable to even begin to guess at what the answer might be, an upsetting reality set in...

For the first time in my career as a guild leader, it wasn't doubt in myself that I feared stood in the way of our success...it was doubt in Blizzard.

Thursday, July 24, 2014

3.77. My Third Mistake

"Epilogue"
Artwork by Kala-A

The Fourth Marx Brother

It was Monday, December 6th. To millions of World of Warcraft fans around the world, it was the day before Cataclysm launched. To me, it was like any other day at the office. Steam rose from the coffee in my cup as I caught up on the morning gaming news. My fellow co-workers drifted into the office behind me; I nodded and waved without diverting my gaze. Eventually, my IM window sprung to life with conversation, chatting with people thousands of miles away. It was my intent to give this particular day no special treatment. I wanted no vibe, no hint, no miniscule clue that could tip anyone off that anything was wrong. And as I began my conversation with Cheeseus, I repeated the mantra in my mind. Nothing is wrong. Everything is cool.

At the start, I shared the results of a new DKP tool Drecca and I had been testing. Getting Cheeseus chatting casually about numbers was something I knew spoke to his interests. Forever the number cruncher, his love of mathematical puzzles got him focused on what he did best....which was my strategy to catch him off guard. He was about to be hit with something I knew he wouldn't expect that particular Monday morning.

"Hey, when you get a minute, you mind giving me your straight-shooter, from-the-hip post mortem on Eh Team?"

"Could you rephrase?"

"I'd like to hear your thoughts on what transpired in the Eh Team chat channel, back around Ulduar."

Cheeseus seemed confused, "Hm, do you mean what I thought our strengths and weaknesses were? Or the sort of stuff that went into day-to-day decisions?"

"Not really, no."

"Do you mean like, where egos were clashing? Who rubbed who wrong?"

I dropped a few more breadcrumbs to point him in the right direction, "More like, guild manipulation-related decisions, who took part, who turned a blind eye, etc."

"Oh, you mean the Crasian thing?"

Interesting. "Sure, let's start with that."

He began detailing how he wished to put together his own 10-Man team after becoming jealous of Blain's success in the first tier of content in Wrath, about the same time as his promotion to Raid Leader for the 25-Man. After taking the reins, he felt there were only 17-20 consistent players week-to-week and the rest were continually carried. He grew frustrated with people that didn't improve. His lack of faith in the 25 was exacerbated as he flipped back to his own 10-Man, one with a very different mentality. The one trying to push realm-firsts. The one called Eh Team.

Things got worse as his 10-Man started to down hard modes; over and over, they were not getting the drops they needed. Thorim's AP trinket, the healing mace off of Vezax...week after week the loot tables failed to cooperate. Meanwhile, other teams like Starflex and Cowbell were hitting the jackpot, adding to the jealousy. In Cheeseus's eyes, this was when Crasian took it a step further.

"He began to ditch out on Eh Team raids and run with other teams, to try to score the items we never saw. He constantly talked about loot. 'If I got this so-and-so item, I'd be so much better off...', and how we shouldn't roll against him."

The seeds being planted.

Communism Works

"Eventually, we got Yogg+1, and that was when you promoted Taba, effectively turning the Eh Team completely Elite."

I remember the promotion. Struggling with it. For months and months, as the pressure continued to be levied on me. And then, letting my guard down, while cooped up in a hotel in Williston, ND, waiting for my car's transmission to be repaired. At what was my lowest point, I wanted to acknowledge something positive. Something good that was happening: Eh Team's success.

"We were struggling on Algalon, and then ToGC shows up and, surprise!...better loot. So Crasian falls back into his old ways, going on about his loot, and somehow, the idea of allocating loot vs. rolling on it was born. In general, I've always liked the idea of communism, but I was still getting shit loots, that wasn't why I supported the idea."

Cheeseus noted that this was when the major problems began. Omaric was winding up Ikey, so they agreed as a group to allocate more loot towards him to gear out the druid. Not everyone agreed to it. And aside from Bheer getting burnt, the allocation "worked'...which is when they began to slowly introduce it during the 25-Man.

"I'd like to think it wasn't me who was responsible, but I can say that in previous guilds, we commonly had a separate channel, say /rogue, in which we would work out amongst ourselves who was most appropriate for the next upgrade, and this often meant figuring out what other classes we needed to beat in the bidding. I understand if you consider this unethical, essentially ‘bid-rigging’ but even now I don't disagree with the concept."

The reason it worked, Cheeseus explained, was due to the 1st-round loophole: bidding 1st-round had no noticeable ramifications, so Eh Team's modus operandi officially set to "go all or go home". The minimum bid of 50 DKP for 1st-rounds meant nothing to players sitting on hundreds of DKP, the product of their consistent, reliable raiding. There was no reason not to go all in, even if members of Eh Team had differences of opinion on the matter.

"Deal making…'plotting'...was definitely happening. Crasian was guilty of this. Bheer was completely opposed. Omaric was probably a plotter, I attribute this to his need to gear the bear out, even though people like you and Dalans still needed that stuff. Guns was excited about the idea, but I don't believe he actually ever participated in it. The rest of them...I honestly can't recall, so I'm either ignorant, or it isn't worth mentioning. I think it is fair to say I used my power as Raid Leader of the 25 to plot on behalf of the Eh Team, to assist people like Omaric."

Whether my nonchalance strategy worked, or Cheeseus was naturally forthcoming, it was refreshing to see someone be so honest about the alleged events -- more so than any other individual member of Eh Team.

It didn't, for one moment, excuse the behavior away.

Good Crop, Bad Crop

When I shared the news with the officer core, the first thing they wanted to know was why hadn't I kicked each and every one of them to the curb. I would have loved nothing better. You've demonstrated what loyalty you have to me: none at all. Enjoy your permanent vacation. I couldn't. The situation had changed significantly in the months that had passed since ejecting Bukwinkul for what seemed like a trivial infraction by comparison. The roster was once again taking control over my guild, not the other way around. The difference this time wasn't due to a lack of experience or structure. Instead, a changing landscape was emerging, and any guardrails that once existed to keep from throwing gutterballs were evaporating within hours.

The consequences at my disposal were far and few between. Stripping anyone of their title had little effect. Elite had been reworked from the ground up, complete with a new name, and everyone would be starting from scratch in Cataclysm, anyway. Meanwhile, those formerly holding the role of an officer already stepped down by this point. At least I could take comfort in knowing they would never be given authority over any decision-making in DoD again. Expressing my disappointment in their behavior came off like a parent scolding an employee for stealing shit from the office. Wrong place, wrong time. So, I stuck to the unemotional pragmatism of a boss, and whatever employee perks they'd earned evaporated. Whomever remained into Cataclysm was nearly guaranteed to be shackled in political chains. With little else to work with, I got creative in making an example out of them.

The final order of business was to ensure that Eh Team's exploits left a message to future manipulators. Verbiage regarding who was guilty of what remained ambiguous on the forums, sticking to Ater's old adage: praise in public, scold in private. But, when guildies took me aside expressing interest in setting up their own 10-Man in Cataclysm, I briefed them with a conversation in Vent. "What we don't want is a repeat of what went down in Eh Team." This mysterious introduction would almost always be met with "Oh? Eh Team? What do you mean?" I'd tell the tale, expecting a little cross-pollination as word has a way of travelling. I made sure that players knew Eh Team put the traitor in "perpetrator".

In my research since the incident, I've come across many sociological explanations on what went down in Eh Team and why. Enclothed cognition causes people to take on the attributes of their clothes and labels, which may explain how a title like Elite and being draped in the most powerful gear could cause a player to act with disdain toward a perceived lower-class. Deindividuation happens when groups of people temporarily lose their sense of self, succumbing to a hive mind in which the group's actions protect against unethical behavior. Insulated from the guild's authority, it might have justified their choices as easily as a group of onlookers goad a suicidal jumper teetering on a ledge. Agentic State Theory supposes that people who see themselves as incapable of making authoritative decisions will defer to the group, thereby allowing atrocities to continue as they are no longer responsible, merely an instrument carrying out another's wishes. Pick whatever puts your mind at ease.

What picks away at me at night is the contradiction between Cheeseus's beliefs, and their actual effects in practice. Communism is a socioeconomic system in which everyone is treated as an equal. I'd already made it very clear that I intended DoD to be a meritocracy. Communism has no titles, we had very distinct ranks for Guildy, Raider, Elite, and Officer. Cheeseus's preordained allocation of loot was to ensure an efficient spread of wealth, yet the Raiders remained upgrade-starved while the Elite remain strong...and firmly in control. Everything Cheese said went directly against the new order of DoD, so why didn't I pick up on this -- perhaps the biggest red flag of them all?

Because I assumed that Cheeseus had an obligation to the guild first, before himself.

Just because you say a rule exists, or write it down on paper, doesn't mean it will be followed. Getting people to pursue the necessary steps to climb the guild ladder was easy because it's what they wanted, it was a part of their internal game plan. When their obligations to the guild no longer fit with their internal game plan, I lacked the checks and balances to hold them accountable, and this was My Third Mistake. I spent the better part of The Burning Crusade listening to excuses from the losers in my guild. Now, I was getting excuses from the winners. Perhaps there's some truth to the old Communist saying, "Good crops come from good farming, bad crops come from bad weather."

We don't live in a just world. People do bad things, sometimes without even knowing it, other times defending it as "not really bad". A smart leader knows the system can be broken, and takes measures to keep his or her people on the path. If a person's moral compass points the wrong way, you can't prevent them from following it. The job of the Guild Leader, instead, is to be the magnet under the compass. If my greatest triumph in the reworked rules was a system to acknowledge the star performers, my biggest failure was a system to keep them honest. If you wish to continue to believe that most people are inherently good, I will not dissuade you...but only a foolish leader would proceed without taking precaution to the contrary.

So, trusted blog reader...is your own conclusion similar to mine?

Left to his own devices, overwhelmed by frustration and jealousy, Cheeseus's ideals floated to the surface, let them get the best of him, let him excuse away the behavior that directly violated the rules of the guild. But without understanding his (arguably common-sensical) obligations to the guild, this belief system flourished long after his departure, perhaps made easier by Agentic State Theory (see above). Eh Team claims, to this day, that there was no true one person in power, that all decisions were made equally; I'll leave it to the reader to decide where authority in Eh Team truly rested, and who was ultimately responsible for collusion that followed. He who was smarter than all the others, who had strongly held beliefs in loot distribution that stretched further back than even their induction into the guild. He who had an unwritten responsibility to me to communicate the issues he saw unfolding and, given the right clarity of role by the guild leader, be expected to uphold what was I declared to be right...even if it meant going against his own idealistic system. He who had multiple opportunities to come clean, yet failed to do so until directly questioned.

Reader, once you have decided for yourself who the real perpetrator, the true villain is, let me be the the first to tell you:

You’re not even close.

Thursday, July 17, 2014

3.76. Burying the Leader

"WoW: Lich King"
Artwork by Grampsart

An Inconvenient Truth

Much transpired between the end of July and the launch of Cataclysm in December. The transition event marked the coming of Deathwing, and the land suffered many earthquakes as elementals sprouted forth, calling us to battle. The dedication of many players in the guild continued on into the summer months, returning to raids for gear and achievement acquisition. Players rolled alts, flipped to the Alliance to secure a Lich King kill on the enemy's side, and even returned to older content to wrap up outstanding achievements.

As you probably guessed, I headed off on my annual summer vacation, albeit taking a different route, likewise returning with a different mindset. The 4.0.1 patch eventually made its debut come October, and we settled in to our new talents and abilities. I even returned to BlizzCon that year -- my first time returning since the original "Deckard Cain" visit in '05. A great number of changes happened in the roster as we approached Cataclysm, and...just as I had done near the start of WotLK...I rolled out refinements to our guild rules, closing what I hoped to be the last remaining loopholes left unattended.

These paragraphs could produce a hefty amount of blog posts. And they will, I promise. But those posts belong to a different story, however, one we can't begin until the current story ends. In the meantime, there remains a bit of unfinished business to attend to. For this final part of the story, we'll have to leap ahead to the first week of December 2010, a few days before the launch of the expansion that ends it all.

---

I rolled the last of my raiding rule updates out to the guild forums that morning, preparing to answer questions as they arrived. I popped Pidgin open, fired off an instant message to Bheer, asking him what he thought of the updates. I expected he would be impressed and thankful; Bheer was in a group of a select few people to hold me accountable several times throughout Wrath, pointing out loopholes that needed to be closed. I remembered his state of mind when my Wrath changes were announced, two years previous. I remember being nervous, predicting the worst. And I remember Bheer being one of the first people to acknowledge the changes as exciting and beneficial for us, sating my fear and providing the validation I needed. He made me believe I was on the right track.

This time, he gave me a different response.

"So, no more guaranteed spots?"

"Negative. The day of the Elite is over. It had a good run, but...I'm concerned about how the title grew into their head, changed their attitudes over time. It changed how they treated people. Privileges became entitlements. That's not quite the direction I intended. Once their spot was 100% secure, they...well, some of them...began to act like they were untouchable."

"I'm not sure the new incentives are gonna be worth it."

Perhaps my wording wasn't entirely clear. "Look, functionally, it is the same thing as it was. If you behave responsibly and are consistent...essentially, the Elite of yore, you'll still have the same spot week-after-week. I've just removed the language about a permanent guarantee." To add clarity to my stance, I framed an example around Bheer himself, "Let's look at your spot. You were in a highly sought-after position. There were no other enhancement shaman. You were a model citizen. You signed up. You showed up. In this framework, you yourself would be present in practically every raid you request."

"But you still have the old rule written in the new Elite rank that they're expected at all raids."

"Absolutely. Again, it's not functionally different than before. The new Elite rank is still going to grant perks, but they're going to be held accountable this time. The same goes for the changes to 1st-round bidding. They're going to have to really think about what they want to burn their first round bids on, because in doing so, they reset their pool. Just additional guardrails in place to prevent people from abusing the loot system. They can still bid 1st round...it's just that now, the price to come to the table is far more significant."

I sat back in my chair, confident I'd clarified the change to Bheer. His response popped up a few moments later.

"Hopefully, that will fix the problem with folks like Eh Team colluding behind your back."

The excitement and energy in talking about my changes to the guild rules instantly came to a halt. At first, I thought I misread it. I tilted my head, squinting, leaning closer to the monitor, and re-reading the words next to his name.

.........What?

"What do you mean 'colluding'?"

As Bheer's words began to appear in the IM window, a debilitating rage welled up inside me. My teeth clenched as his story unfolded, and the glow of my monitor took on a reddish hue.

Mechanism of Convenience

A cycle repeated as Bheer revealed the grand conspiracy. Part of the story would appear in the IM window, causing my mind to leap back through time like a movie on rewind, trying desperately to pinpoint what happened when, and why I wasn't able to pick up on it. The further back I rewound my memories, the more lost in a trance I was, tightening my fists until my knuckles were white and my fingernails dug in to the skin. Then, I'd snap out of it, re-focus on the story, only to have each successive reveal toss me back into the projector of the mind, the anger blinding me to my own self-mutilation. And I scrambled to isolate the individual pieces. What had I not paid attention to? How had I let this happen? What signs had I missed?

It came about during Ulduar, Bheer claimed. The "initial discussions". They set up a chat channel in-game, protected by a password. Originally, it was to serve as a private bitching area for members of the Eh Team to collectively shit on players they felt were being carried in the 25-Man. Nobody was to share the existence of the channel to anyone in officership. Guild members that were deemed "too close to Hanzo" would also be excluded from this information. Once all of the individual members of the Eh Team acquired a rank of Elite, an alternate looting strategy was floated to the group. As items dropped from bosses, there would be a quick discussion among the group on whether or not the item would be beneficial to Eh Team. If it was, they coordinated their bidding, ensuring that someone locked down the item via a 1st-round bid, denying the item to any potential Raiders that were working towards their own upgrade.

"Were you in on this?"

"I refused to participate, as did Guns. Everyone else had a hand in it."

"Why didn’t you tell me about this before?"

"It was a mechanism of convenience that allowed the Eh Team to flourish, and we were doing well. Really well, actually. I didn't agree with it, but I also didn't want to jeopardize our track record."

I zeroed in on the irony of that statement, "...even though they kicked you to the curb, anyway."

"Well, yes, but that came later. I didn't know they were going to turn on me like that."

I took a deep breath. "Whose idea was it?"

"Crasian was the one who initially started suggesting it. The rest went along with it."

Crasian. The death knight who came and went as he pleased. The player who earned Elite, only to leave to go skiing, who claimed to have thrown a hissy-fit when I chose myself as the first to claim Shadowmourne. The death knight who lost a melee officer promotion to Jungard by a simple lax in judgement. Jungard himself had warned me about Crasian's two sides. There was the popular, guild-friendly face who loved to help fellow members knock out achievements. Behind closed doors, the other face emerged, following his own agenda to establish a steady flow of upgrades to himself, no matter what promises to guildies went unfulfilled. As long as he got his skiing in, that was the most important part.

Crasian.

He would never set foot in this guild again.

The Unusual Suspects

There was nothing I wanted to do less. Staring at the Eh Team's vent channel made me want to just draw a box around all of their names, right-click, and mass ban in one fell swoop. There's your mediation. But I owed it to them to hear them out. I was obligated to consider both sides of the story, to get a clearer picture of what actually went down. It was all part of the job. Kicking out a wife on account of her husband's bad behavior, or removing a stand-up guy from officership because he couldn't cut the mustard were tasks that seemed lightweight upon reflection. Now I was going to have to call people's credibility into question. Was Bheer's story a fabrication? Or had they genuinely lied to my face about their behavior -- Enron-esque loot funds diverted into their own accounts.

One by one, I plucked them out of the channel, dragging their name down into "Officer" for interrogation. The line of questioning was the same for each Eh Team member. I'd like you to take a moment and explain to me your point-of-view of the events that transpired in the private Eh Team chat channel with regards to loot. It should have been enough to convey exactly what I was speaking about, without playing my full hand to the table. They didn't need to know Bheer was the one who revealed the conspiracy; in the absence of that knowledge, I felt they'd give me a more accurate story.

In some cases, they really played dumb. When I fished the answers out of them, you would've thought they had just joined the guild yesterday -- manufactured shock and surprise to mollify me. They all told me something different, speaking as though they were an outside observer to something they had all been privy to. It only fueled my rage further.

Gunsmokeco: "That was going on? Really? I guess I wasn't paying attention to it."

Just like you weren't paying attention to your addons that I specifically required all players and officers to have configured for the 25-Man? At what point did you feel like you wanted to start paying attention?

Larada: "Had no idea anything was going on like that. I definitely wasn't doing it, though."

The ignorance defense seems to work incredibly well. I wonder how that works in the real world.

Sixfold: "I knew that they were trying to find a way to keep things in the inner circle, but it...I dunno...it felt unfair. I wasn't happy about them doing it. I didn't really like the idea."

...and yet you didn't feel the need to bring it to my attention, that perhaps maybe this was going against the rules.

Bulwinkul: "I dunno why I didn't say anything, but I'm not proud of it. It started as a way to vent frustrations at some of the other players who weren't contributing as much as we were."

Except that you don't get to decide what level of contribution is rewarded in this guild...I do.

Omaric: "Crasian got a little loot hungry, sure, but I wouldn't call it 'collusion'. They were just trying to work out what the most efficient path was for a certain set of upgrades."

And working together to decide who bids on what and when, under the guise of 'efficiency', you wouldn't call that collusion, eh?

Bretthew: "This is an absolute lie. Who told you this? I mean, this really pisses me off, Hanzo, I really really want to know who it was that gave you this info, because it is totally false and unfair. God, this makes me angry! The stuff that we chatted about in that channel was not collusion. Totally not collusion. The kinds of things we talked about regarding loot were no different than anything that was talked about in the officer chat. Officers did exactly the same things as we did, and nothing more. I'm offended, Hanzo."

So, what you're saying is that when I type "Please let it be heroic Deathbringer's Will" in officer chat, that's the same as you typing, "Anyone here need Voldrethar? Should we snatch it up?" Thanks for clarifying that for me.

One thing they all agreed on: when questioned on who the ringleader was, no individual member ever stepped up to take responsibility. Crasian certainly took the brunt of the bus' tire treads when it came time to place the blame on someone for the idea itself...but allowing the idea to take root and flourish fell squarely on the shoulders of the Eh Team's leader.  Yet in a stroke of either convenience, genius, oversight, or simple dumb luck, nobody in Eh Team claimed to be the one calling the shots! The one thing they all believed to be true was that they made decisions together -- a democracy of misfits and anarchists whose plausible deniability absolved them of any accountability.

What they didn't realize, however, was that there was someone who was responsible. Someone who had long since taken their leave from World of Warcraft. Someone whose ideals weren't quite aligned with my own -- especially when it came to loot. Someone who had the means to let their belief system justify a new world order of their own. Someone who had an obligation to the guild to report bad behavior and greed, rather than allow it to flourish.

Someone who really should have known better than all these bit players in the Eh Team show.

Someone that I trusted.

Thursday, May 9, 2013

3.3. Wrath of the Lich King

"Lich King"
Artwork by Justin Currie

Checks and Balances

On November 13th, 2008, nerds the world over were greeted to the sounds of Uilleann pipes as their zeppelins and ships brought them to the ice-touched continent of Northrend. Alliance and Horde rushed out of their respective transport crafts, weapons in-hand and guild-chat ablaze with new life, as they explored the frozen north. Howling Fjord, a forest playing home to the giant Vrykul, viking-themed humanoids that extended their occupation north into the Grizzly Hills. Borean Tundra, a barren and unexciting valley playing host to the Lich King's various minions, as well as the now-hostile blue dragonflight; many players would come to refer to this zone as boring tundra. Dragonblight, a glacier-thick icy boneyard that the dragonkind inhabit at the end of their lives. Zul'Drak, home to the drakkari ice trolls and which now bore the undead stench of the Lich King's grasp. Remnants of Night Elf history lay exposed in the sparse brush of Crystalsong Forest. Looking up from the forest revealed the floating city of Dalaran. The Storm Peaks, frigid mountains climbing higher than any peaks previous in WoW, were a mountain range hiding mysteries of the origins of life on Azeroth -- clues to the Titans influence on the creation of the world (further uncovered in the unusually temperate Sholazar Basin). The Storm Peaks were also home to a dark secret trapped deep below the dwarven city of Ulduar. And of course, Icecrown -- the final zone in which Arthas himself had amassed millions of undead scourge, now bent to his will, as he surveyed our arrival from atop Icecrown Citadel.

Northrend was nothing short of epic.

Descendants of Draenor once again became a flurry of activity. Day by day, we logged on, greeted each other, and continued to quest, explore, and level to 80. I was well behind most other players, since Death Knights began their life in WoW at 55; I was fine with playing catch-up. Besides, I wanted the extra time to learn my class, get comfortable with the new mechanics of runes and runic power, and hoped to eventually consider myself an expert in the class. Meanwhile, I harassed the officers on a daily basis. How are thing progressing? Are you pinging players to update the Raid Slot Template? Is there anything we need more or less of? The officers responded with equal enthusiasm. The Raid Slot Template continued to see activity as people decided what role was best for them. I kept tabs on what we needed, and tailored my recruitment accordingly. As per my new rules, all officers were directed to guide new recruitment to me. If people wanted to get a foot in the DoD door, I'd have them fill out an application. After receiving the application via email, if it passed an initial screen, I'd set up a time to meet in Ventrilo, to have a more personable interview. This process worked extremely well: 9 times out of 10, I was able to turn away people right at the app process from not paying attention to the application requirements; if they couldn't read a simple "how to apply" post, I reasoned, what chance would they have in paying attention during raids?

The new DoD public / private tags in effect
(phone numbers are blacked out),
Icecrown Citadel

The New Crew

The roster grew, both from old faces returning, and from new recruits passing the audit. Familiar names we welcomed back included Kragnl, one of my original earlocks from the 40-Man Vanilla days, who had taken time off during The Burning Crusade. He was back and ready to raid once again, this time on his druid, Beercow. The Shaman brothers Gunsmokeco and Deathonwing returned, ready to find their place in progression, as did Wematanye and Mcflurrie. Larada, one of our TBC progression Hunters, whom was now acting as hunter officer, was back for more, as well as the warriors Jungard and Abrinis. Even Ekasra returned, now as the warlock Nestonia, having taken my advice to switch out of healing. And, one of the longest running mages in the guild, the infamous Turtleman, also returned to our roster, his love of doing ridiculous amounts of damage was rivaled only by his love of pizza and tacos.

Joining these vets were new faces: Omaric, a warrior who snuck in at the tail end of TBC, yearning for a spot in progression, demonstrated spectacular expertise with his class, and had a knack for keeping the guild amused in Vent with his many vocal impressions. Also joining us near the end of TBC was Lix the resto druid, who came to us by way of my former officer Annihilation; they had PvP'd together extensively and Lix wished to contribute more to raiding. Lix's hubby, Vrykolakas the warlock, would join the guild three months later. I acquired Riskers the start of October, a friendly, well-played rogue who would soon earn the nickname "Seňor Riskers". Also new to the roster was Arterea the priest, who was welcomed into the DoD community and playfully referred to as "The Blind Healer", who managed to play exceptionally well, despite his tendency to run around in random directions. We also welcomed Robmelendez, a warlock who pushed out damage that rivaled even Eaca's, earning him the nickname "Aggromelendez". The list of new names grew and grew.

But it was the curious application from an ex-hardcore raider that got most of my attention. His experience surpassed our own: He'd had previous experience leading raids in other guilds, and was himself a part of a guild that had achieved the pièce de résistance of TBC raiding: Kil'jaeden the Deceiver, final boss of The Sunwell Plateau. Sunwell's extreme difficulty curve was comparable to that of Naxxramas 40; an instance we only carved a fraction out of. Anyone who had cleared that content had my instant respect. But I often wondered, why us? Wouldn't that be a step backwards? As it would turn out, he didn't care about our progression at all; it was the respectful professionalism demonstrated to him by a guildy during a random 5-man dungeon that impressed him enough to apply. We hit it off immediately in the interview process. He was Canadian, so was I. He had a passion for getting raid content cleared; I was of the same mindset. He bore the casualties and war stories from raids past, I had my own bruises and scars to brag about. It was clear in my mind I wanted him on-board. His only request was to bring along his RL friend; I obliged. Thusly, Descendants of Draenor became home to two additional players: Cheeseus the rogue and Sixfold the druid.

The raid signup sheet for Dec. 7, 2008.
DoD begins WotLK PvE

No More Excuses

With the roster exploding from both returning players and brand new faces, I worked to streamline the process of getting the guild to know one another. Our roots grew out of a family-based mindset, and I wanted that to continue. To encourage and facilitate communication between these old and new guildies, I instituted a simple change to the in-game guild listing. Previously, public and private tags maintained no consistency or held any function; officers would sometimes put random jokes in people's tags, and sometimes even make underhanded "inside" jokes for only the officers to see in the private tags. Effective at the start of WotLK, I wiped all the public and private tags clean, and filled them out using the following system:

Public Tag:
  • A player's main character would read "Main"
  • A player's alternate character or would read "Alt of XX", where XX had to map to an existing character in the guild list.
Private Tag:
  • If a player was invited as a social app, a friend of a friend, this would read "Social of XX", where XX was another Main in the guild listing. This tied responsibility back to the inviter; if the person you ended up bringing into DoD was a douchebag -- you would have to answer for it.
  • If a player was a Raider (or intending to be one), their phone number would be entered here. This allowed the officers to be able to contact a player in an emergency, thus preventing a raid from stalling. Additionally, it gave them direction on whom they should start with: players with verified working contact numbers in their private note had obviously given a shit about raiding in the past, and therefore, should be the most appropriate to go to when fires needed to be put out.
Once these updated guild notes were in place, I was able to point players to the roster in order to figure out the answers to questions like "Hey, is XX on?" Now, the guild was empowered to check on their own. Strike one thing off the administration list. When it came time to start raiding, what if we had a no-show? What if someone was stuck in traffic, or perhaps we lost connectivity with them mid-raid? Who would we call to replace them in a pinch? The officers had the tools they needed to pop open the roster, scan the list, find appropriate replacements, and phone or text them immediately. The admin load continued to lighten.

When the day finally arrived that we had a large enough roster to move forward with, I circled back with the officers, and started plugging a schedule into our signup sheet. Meanwhile, the officers assisted me in vetting these players. We would check their gear, run 5-Man heroics with them, get a feel for their eligibility into progression. Once comfortable, the Guildy was promoted to Raider, and directed to the signup sheet. I also began posting initial information regarding the new raids: Obsidian Sanctum, Eye of Eternity, and our old favorite, Naxxramas...now re-designed to favor a 25-Man sized raid. I kept the Raiders honest by invoking a new feature I plugged into our forums: raid strategy posts were flagged as required reading; the forums would physically prevent you from doing anything else until you read the topic. No longer would I have to listen to the excuse of "Oh, I didn't know I wasn't supposed to stand in the fire!" -- a Guildy wouldn't be able to sign up for raids unless their account had been promoted to Raider...and once they were a Raider, the forums would ensure they saw required reading posts.

In short, you wouldn't even be considered for a raid rotation unless you were a Raider, and by being a Raider, I knew definitively that you had seen our raid strategy posts. Excuses were no longer an option. It was time for the progression team to be accountable for themselves.

I surveyed the roster, full of excited (and vetted!) Raiders, and felt the adrenaline pumping. It was official: We had a start date etched in stone, had a verified, qualified team to field the raid, and the excitement of new PvE content awaiting us.

There was just one problem: we had no raid leader.

Tuesday, January 15, 2013

Let's Talk About Raiding

Six months into The Burning Crusade, progression had come to a dead halt. Factors included a thinned pool of raiders after 40-Mans shrunk to 25-Mans, Ater's growing work schedule which took him away from researching boss strategies, and a lack of assistance from Blain, who had retired from leadership to pursue arenas. More than anything, however, the family-friendly guild I had grown from a handful of friends at the start of Vanilla lacked a common set of expectations in approaching raids. Every player defined 'fun' a different way, and many players allowed their own interpretation of 'fun' to absolve them of any accountability in raids. 

When Ater, Blain and I determined that we had to find a way to motivate a family-friendly guild to approach raiding with the mindset of a hardcore player, we determined three things needed to change. We had to foster a sense of individual ownership in the guild's goal of defeating Illidan. We needed everyone participating in raids on the same page, which meant everyone's expectation had to match that of the guild's. And, we needed a way to identify those players which were aligned with the guild's goals, keeping them separate from those whom chose to tread off the beaten path.

By the beginning of October, Blain had returned to raid leadership and turned around the stagnant progression team, going from no progress in months, to going 5/6 and 1/4 in SSC and TK, respectively. As we began to acknowledge the efforts being made by the team to foster ownership of the guild's success, it was time to tackle resetting expectations. I drafted a forum post which intended to clear the air and set the record straight on exactly what we were trying to accomplish.

Submitted for your perusal is the content of that original forum post titled "Let's Talk About Raiding", initially drafted on October 8th, 2007.

---

When DoD first began raiding, we honestly did not know what we were getting into. A bunch of us were heading over to Zul'Gurub one night to tackle some content when Kadrok sent me a tell, "You know...we have 40 level 60s on right now. We could potentially go to Molten Core." And with that one quick whisper, God damn him, it was over. We were off and running, pretty much by the seat of our pants. The officers and I scrambled to find out what was fair, how to distribute loot, where to learn about boss strategies, when the best times to run a raid were, who should lead those raids, and what all of our roles would be. And while all of those decisions were made, we tried to keep the atmosphere fun, laid back and enjoyable.

A lot of players would call this: "Casual Raiding".

We ultimately decided that, for what our guild wanted to do, 2 hours an evening was an adequate amount of time. And, furthermore, we would maintain a large pool of players, and focus heavily on rotations. Rotations would allow us the freedom to have more people available to fill spots in an emergency. What we found in practice, however, was the following:

1) Two hours an evening was barely enough to accomplish anything. As the raid-game increased from MC to BWL, and BWL to AQ40 and so on...we felt we had a responsibility to continue running old instances, and so continued to grow our guild to a massive size, which lead to problem #2...

2) The rotations which were to help us fill spots, now became our crutch: We would rotate so many people in, we would often find ourselves running a raid with strangers, with whom we were unfamiliar with, gear-wise, spec-wise, and experience-wise.

You live, you learn. We adapted and changed our outlook on raiding slightly, while still maintaining a sense of the original guild's vision, "To have fun, and enjoy playing WoW in a respectful, mature group of players, and to progress as far as we could through end-game."

However, TBC threw us a curveball again. We discovered from previous raids that two hours is simply an unacceptable amount of time to get anything significant accomplished. Two-hour blocks cannot be overcome by adding more nights to the week; you inevitably end up with another insignificant amount of time where nothing is accomplished, and it causes burnout. Furthermore, our pool of raiders has become saturated with people that are perfectly comfortable with doing the minimum amount possible, relying heavily on their raid-mates to cover their ass, or hoping that Blain will instruct them on-the-fly as to what it is they ought to be doing. And in their defense, some direction is in order ("no direction" is flat out dumb)...but hand-holding is far too much micromanagement.

DoD will always be a guild where you can log on and hang out with friends and enjoy some quality time with people you like, I will never impose restrictions on how/when you should play WoW. But, starting today, the restrictions on the raid-team requirements change. Let's talk about those changes now:

1. Guild Ranks

The Guild Ranks have changed:

A. Guild Leader. Pleased to make your acquaintance.

B. Raid Leader. Blain. He oversees everything that goes into raiding. What bosses are we working on, and which nights. Who our top raiders are and who remains a liability. He'll mark targets and be sure that by the time we kill a set of trash, the next set is already marked. He'll review boss strategies with us pre-pull, but he won't hand feed them to you. He'll let you know when we are performing well and when need to call the raid because it's our third (and final) attempt on Lurker. He is the coach of the team, and as expected, you'll execute his plays.

C. Class Officers. You'll remember these folks. They will carry on with their duties. They'll give you advice on your class, spec, and generally be a mentor if need-be. They help me with handling applications, and will be doing a bit more in their off-hours to recruit across servers, but for the most part, their role remains unchanged.

D. Raid Assistants. This is a new role I've created to help manage raids. Raid Assistants are people of various classes and roles that are vital to a smooth and efficiently run raid. Raid assistants have various roles, such as calling out targets, declaring healing assignments, communicating cc targets to the raid, and so on. In their off-hours, they communicate raid needs back to officers, the raid leader, and myself, so that if we have poorly performing players, we know to take action. They understand raid mechanics well and will assist you in learning how to use Wow Web Stats to improve your own personal performance. They also have access to officer chat, so they can let us know discreetly if there are grave concerns in a raid that need changes.

E. Bank Assistants A & B. These are two placeholder ranks I hope to take advantage of in WoW 2.3. More info will come on their use when I know more about the future of guild banking.

F. Raider. If you are a raider, you've passed the test. We've raided with you and seen that you are a huge benefit and a core member of our raiding team. You'll be considered for all rotations in the 25-man progression raids.

G. Veteran. You have been with DoD for a good long time, and you may not necessarily feel that Raiding means all that much to you, in fact, it means more to you to hang out with us online, chat, perhaps level some alts or run some 5-mans. It simply means you have a different goal and direction than the raid-team and nothing else. You are still an important person to us. You are a veteran.

H. Recruit. You're new to DoD and still cutting your teeth with the guild. We'll promote you when we see that you've made a name for yourself with us.

I. Silenced. You've pissed us off, and now it's time to be quiet.

2. Raiders

The rank of raider is a special one. It lets us know you are an exceptional player, looking to do exceptional things.

A) You care about self-betterment. Constantly striving to improve oneself in the PvE realm. It is your day-to-day tweaks  that make our raid team strong and dynamic. To you, it is no longer acceptable to just be 20-30% below your fellow players in a statistical analysis. Every night you raid, you push yourself hard to be #1.

B) You have the same vision as the raid team: Serious, competitive progression through end-game raid content, with the ultimate goal of conquering all that WoW has to offer.

C) You learn quickly, can adapt and work well under pressure. You take criticism well, and grow from it. You have excellent coordination and can deal with emergency situations, and you hone this skill in your off-hours through PvP.

D) You are always prepared, with consumables and flasks. You are on time and never make excuses. You take personal responsibility for your own performance, and never blame other people for your own faults. If you have a legitimate problem with another player, you take it to a Raid Assistant, or higher up the food-chain, if need be.

The main difference between raiders before and raiders today, is simply this: Raiders are here to win, at whatever the cost. For some raiders of the past, it may have equated to "Just something to do tonight, no big deal, just here to have fun." It's important to understand what's wrong with this thought now:

Raiders who want to justify poor performance and behavior with 'just being here to have fun' are not raiders.

To the new raid-team, our definition of "Fun" is constant, consistent success.

In order to do that, we all need to be on the same page and be in the same frame-of-mind, and that is to stay sharp and be performing at the top of our game...every night. If you are here simply to fill the evening with something to do, or you feel compelled to raid because of something we've said or done, now is the time to step down from raiding. To those who wish to stay on and help us work through this content, I salute you. Read on...

3. Schedule

The new schedule begins this week, and it is as follows:

Friday: 7pm - 11pm (MST)
Sunday: 3pm - 7pm (MST)

We are going to start with two blocks of four hours each. The #1 cause of burnout in the past is too many nights of the week where nothing is accomplished. Most dedicated, PvE focused guilds raid in blocks of four hours (anything more is simply ridiculous imo). We are going to ease ourselves into this new schedule to start, and see if, in the near future, we can possibly work a third night in. For the moment, I want the Raiders to focus on Fridays and Sundays until we come to a point where we can reschedule.

These two blocks of time were chosen, simply to allow the most Raiders an available spot due to family- or job-related restrictions. For people that balk at this initially, keep in mind that I am well aware of Tuesdays and Wednesdays being the most common nights of the week for raiding. If we can move to them in the near future we will. I politely ask that the Raiders please work with us on these initial nights and we will see how well we do before manipulating the schedule again.

4. The Raid-Game

1. We will be analyzing our top performers each weekend and rewarding exceptional performance with gold from the bank, to assist with repairs and flask purchases. It doesn't mean you have to be #1 Dps or #1 Healer...it just means you have played well enough that weekend to make the raider leader and assistants take notice. All raiders should have the potential to be #1 at any given night, based on their luck with crit streaks or other random factors.

2. All raiders are now flasked. Every night. This is no longer optional. Potions are mandatory. Mana for casters, Health for DPSers and Tanks. Food is optional but extremely recommended. It is cheaper to flask for trash/bosses, then it is to wipe and re-clear. We are going for the gold, and we are going to be buffed accordingly.

3. We are imposing a three-wipe maximum, also to curb burnout, and to encourage the raid-team to stay alert at all times. In a four hour block, the potential for burnout on 2 full clears of trash and 17 attempts on The Lurker Below is mind-numbing. Perhaps in other guilds, the Raid Leader would call you "idiots" and continue to throw you at the boss until he dies, but we're not even going to bother. If your head is not in the game and you can't perform the task on bosses we've killed many times before, the raid ends early and you go home empty handed. I don't want to suffer through four hours, and neither does Blain or the rest of the team. So, a three-wipe maximum on previously killed bosses is your "room to breathe".

If the first question out of your mind is, "Does the three-wipe maximum reset on each boss?", my answer to you is, we'll call it as we see it. Obviously, this rule doesn't count on bosses we're learning.

4. We are going to be looking at raiders (current and future) and their abilities spent in off-hours PvPing. It has become painfully clear that most of the dynamic players who work well under pressure and adapt quickly in emergency situations do so because they have honed their skills PvPing. I am going to recommend that raiders do investigate some PvP in their off-time if they have not yet done so.

Final Thoughts

In conclusion, I would hope that these changes encourage and revitalize a lot of you for raiding. For some, I won't disagree, it may be painful, or hard to take. I will not hold it against you if you cannot step up to the task of meeting these new requirements. If you are burnt out, or if raiding no longer holds the appeal it once did, now is the time to step down, so that we can begin the process of looking at our pool of raiders and recruiting if need be.

Thursday, December 20, 2012

2.21. The Thin Yellow Line

Blain displays his Armored Netherdrake from Season 1,
Shattrath City

The Prodigal Son

"If I'm coming back to lead raids, there's gonna have to be some changes."

Blain made his expectations abundantly clear. My former 40-Man raid leader had been primarily responsible for driving progression throughout Vanilla. Along with Ater, the Warrior responsible for bringing Blain to me, Descendants of Draenor had blown through Molten Core, Blackwing Lair, ½ of Ahn'Qiraj (40) and ¼ of Naxxramas (40). Blain's no-nonsense and often brash style was pivotal in pushing our raid team to their maximum capabilities. But, when The Burning Crusade launched, his priorities changed, and he took to PvP while Ater was left to fend for himself as the driving force behind raid progression.

It hadn't gone well.

Several months in, Kadrok had thrown in the towel. Losing my Paladin officer was a nasty wound, as he was also one of our key healers. His second-in-command, Volitar, had been hand picked by Ater to take on Blain's responsibilities and help direct our raid traffic. But our stagnation in progression had eaten away at what remained of Vol's sanity, driving him to frustration and anger. Rather than face further disappointment from a group of fire-eaters, Volitar had gone AWOL, a second deep gouge in an already infected wound. Star players were walking away, and I was holding the bag of leftovers, while Ater turned to his work as a means of funneling his own disgust away.

The class pool was horribly askew; I had so many shamans, I felt a guilty sense of duty to sacrifice my own shaman in lieu of a shadow priest for the sake of progression. Without a leader, the paladins were in a constant state of flux; I didn't have a solid grasp on who my tanks or healers were. Entropy begets regression, and where we could once kill the most simplistic of bosses (namely The Lurker Below), we would instead spend hours wiping like amateurs. Once again, the threat of a guild collapse loomed, and any potential of us defeating Illidan had long since gone out of sight.

Ater wields Zin'rokh, Destroyer of Worlds,
Blackwing Lair

Resetting Expectations

Blain, fresh off claiming a victory at the end of Arena Season 1, was my only realistic hope at realigning the raid team. But the truth of his departure still had to be addressed. It was public knowledge he stepped down to pursue Arenas, but he had ultimately revealed to me the real reasons behind his psychological leave of absence: he had become fed up with the whining and excuses, and was tired of having his leadership challenged and questioned by kids who thought they were gods at the game.

"The problem is they are not taking it seriously enough," Blain stated over Ventrilo, "we can't continue to cater to casual players who aren't dedicated."

"That's the type of guild we are, though", replied Ater, "we need to be able to allow anybody who wants to raid...y'know...to do so!"

I tossed my two cents into mix, "The problem isn't that we are allowing everyone to raid, it's that everyone’s opinion of raiding is different. They come to have fun but...fun isn't wiping for four hours on a boss we already know how to kill."

"That's common sense," Blain answered, "we shouldn't have to tell them that."

"I think we've gone long enough assuming people have common sense. We need to tell them what we think 'fun' is."

With the margin of error now a practical negative value, personal accountability was that much more important. There simply wasn't any opportunity for people to be "carried" any longer. Everyone had to pull their own weight. At the start of The Burning Crusade, we had enjoyed so much success in progression, I merely assumed this sort of thing would be common sense! 

The problem with Descendants of Draenor at this point was everyone's common sense was different.

"Well, sounds good so far," Ater replied, "so what's your plan on telling them this?"

"I'm gonna write up a post, tell them Blain is returning. Clear the air on a brand new set of expectations." I took a deep breath, "and then, I'm gonna do exactly what you told me to do, Ater. Acknowledge them."

Hanzo continues to level Zanjina the troll priest,
Orgrimmar

The Bridge From Both Ends

In order to have Blain return to raid leading, change was needed at the top. His expectations of a player were very high, but that hadn't been communicated properly to the officer core. This was my own fault, and was due to a lapse in judgement regarding the chain of command. In Vanilla it was an assumed title -- but without making an official statement, officers let their egos grow into TBC and the result was unpleasant. Blain had to deal with back-talk, arguments, and debate regarding strategy, when it hadn't even been open to discussion in the first place. This was a plight often known as "too many cooks in the kitchen." I was determined to set the record straight. Blain was in charge and was doing the work necessary to build our raid strategy. Unless the officers wanted his job, they would need to keep their comments to themselves and stick to the micromanagement of their respective classes.

Additionally, we would need a unified goal; something that each individual player would need to be able to see, absorb, and relate to. We all knew we were raiding, and the goal was progression, but that wasn't finite enough; it didn't quantify any particular grade of success. So, I re-clarified the goal to Ater and Blain, who in turn, insured that the rest of the raid team knew exactly what we were pushing for:

Descendants of Draenor was going to kill Illidan the Betrayer, before the next expansion rendered him obsolete.

Once leadership was aligned, I had to do work from the bottom up as well. We had imposed no hard restrictions on raiders in the past, with the justification that we weren't a hardcore raiding guild. It wasn't enough. Some level of responsibility needed to be placed on the individual player, otherwise I would lose Blain again, possibly forever. With Blain setting the bar high once again, coupled with Ater's moral obligation to uphold our guild's ideals, I turned to the single unifying thread that defined Descendants of Draenor: to have fun. 

So, what did 'having fun' mean? It meant that what separated a Raider from a Non-Raider was you gave a shit about progression. In order to hammer this thought home, I created new ranks in the guild: Raider and Veteran. With a visual title associated to the concept, players now had a concrete way of describing their level of dedication to the team. And, to reinforce that concept of teamwork, I imposed a 3-wipe maximum on bosses we had already defeated. We would succeed together -- and we would fail together, but we would not force an individual to demoralize and waste the time of 24 other individuals.

With the bridge rebuilt from both ends, it was at least time to clarify to the guild what our definition of "fun" meant: Constant, consistent success.

To help catalyze these changes into the guild bloodstream, I drafted up a forum post which was previewed to a select few guild members. I wrote as I never had before, funneling every emotion that had wrecked me over the last few months, gutting me, leaving me worn out and exhausted. In that email, I indicated that we would be adjusting our raid schedule, so that we could begin the process of embracing structure; a constant, consistent schedule of raid evenings that the players could come to rely on. If they were going to commit to becoming a true Raider and leave Veteran behind, then I should be able to commit to them a schedule that they could arrange their own lives around.

I felt the reins tightening in my hands. It was time to turn this stagecoach around.