Showing posts with label perks. Show all posts
Showing posts with label perks. Show all posts

Thursday, December 25, 2014

4.20. Samurai Shodown

Mature gets direction from Drecca on Foe Reaper 5000,
as the guild cooks its 10,000th recipe,
Deadmines

Heroic

Achievements procc'd non-stop throughout December. Every glance at the familiar green chat window revealed yellow text punctuating the conversation. There was always someone vying to complete the Ring of Blood in Twilight Highlands, winning a rated battleground in Gilneas or Twin Peaks, forming up for Tol Barad and securing Baradin Hold, or simply sitting in a corner of Orgrimmar, cooking their 10,000th recipe. Nearly everything we did had an award attached to it, but the majority of those golden banners came from dungeons.

Heroics got most of our attention, thanks to another concept that Cataclysm introduced us to: Championing. In the past, players were relegated to the monotony of dailies and specific dungeon runs to max out their reputation with a given faction -- and there were quite a few of these factions in Wrath of the Lich King. Other than the shiny achievement placards that some arguably didn't care about, the reason why anyone would want to grind out those factions were for the rewards: a few pieces of gear that might offset a missing slot of raid-ready equipment, or perhaps a shiny new mount, pet or other toy. But dailies dragged, and forcing players into the same dungeon over and over was a recipe for burnout. In Cataclysm, wearing the tabard of a specific faction meant all rep-based quest turn-ins and dungeons completed would yield rep for that faction alone. It was a fantastic, flexible solution to the reputation grind of yore. The grind was still necessary, but at least now we chose how to approach it.

Dungeons were difficult once again, and the new difficulty fed our hunger; few in DoD drew satisfaction from heroics you could AoE your way through. Players adapted or were chewed up and spit out. Mobs hits like trucks; health bars spiked frantically. Enemies left unattended would run for help and casters had the tendency to summon in additional forces, both of which would overwhelm groups that weren't paying attention. Trash in Throne of Tides tossed healers up into the air, interrupting them long enough to prevent that one life saving heal from landing. And of course, there was fire everywhere...and players stood in it.

And I haven't even gotten to the bosses yet.

Ozruk, an elemental lord comprised entirely of stone, broke us on at least more than one occasion. Both Asaad of the Vortex Pinnacle and Erudax of Grim Batol had insta-death mechanics promised to those who didn't move into safety zones. Foe Reaper 5000, a harvester boss halfway through Heroic: Deadmines, caused grief even for tightly honed groups to come out of DoD. Throne of Tides (when not tossing healers up into the air) was, for the most part, one of the less intimidating instances, yet it required party coordination on nearly every boss in the instance.

I had to wonder how anonymous, random players in LFD were handling the new difficulty.


Merry Christmas, hon!

Booked Solid

What is December without a frantic mess of holiday related preparations? Buying gifts, sending out cards, coordinating family get-togethers -- it was a seemingly infinite to-do list. A well-adjusted gamer might consider Cataclysm plus Christmas more than enough to keep someone occupied every day of the month. For me, the demands stretched further.

A healthcare system dependent upon co-payments, minimum deductibles, and in-network referrals has the unfortunate side-effect of trending inconvenient surgery schedules that skew toward the end of the year. For my wife, this led to the decision to take care of not one, but two artificial replacements: a compressed disc in her spine near the base of her neck, and her right knee, a joint that had long since worn away its cartilage. Jul came out of both surgeries with flying colors, but the recovery was long, onerous, and would require a near full-time attendant.

Guess who?

While Jul recovered from her surgeries, I was shuttling the kids to and from school. That meant cutting into my work day to pick them both up, making up any missed hours in the evenings. The boss, Dave, was never high-pressure about this, yet I felt compelled to make up lost time -- I'd invested so much of myself in my work that guilt quickly set in if there was any hint of neglect. Some nights I spent rewriting code that didn't need to be re-written, to feel like something...anything...was getting done. Progress, even baby steps, meant forward movement.

I handled the dinners, the laundry, the gift purchases and wrapping. I sat down at the kitchen table with the kids in the evenings, helping them with their end-of-semester school projects. I made sure we had the necessities, and that Jul's knee-cuff compressor had a fresh batch of ice in it every twenty-four hours.

...and, I still made time for the guild.

Each time I logged in to WoW, exhausted from the day, I was greeted by the DoD machine running on autopilot while yellow achievement text spammed its way through chat. Yes, I had a full plate, but it was a plate fit for a king, and not one I ever took for granted. The guild was focused on leveling, repping up, acquiring raid-ready gear, awaiting the crucial announcement that we would begin 25-Man progression raiding. Blain shared the date with me, and planned to post it to the guild very soon: January 7th, 2011. So, I took advantage of DoD's self-sustenance and devoted time to administrative tasks. I reviewed emails of applicants, cleaned up the forums, and fielded recruitment requests from the Tacticians as they began to wrap their arms around their own 10-Man teams.

I won't lie to you: I couldn't do it all myself; frankly, no leader (in their right mind) should. Delegation is key, an absolute necessity. I learned this by Wrath, leveraging it by assigning certain tasks to officers and role leaders. But I felt I could push this a step further in Cataclysm, and did so by baking delegation into a new guild rank, one I felt we desperately needed.

Mature wraps his final heroic dungeon in Cataclysm,
earning "Cataclysm Dungeon Hero",
Throne of the Tides

Neither Casual Nor Hardcore

With Saint now a more exclusive rank replacing Elite, I took a hard look at those formerly falling between the cracks of lower- and upper-tiered raiders. Exiting The Burning Crusade, I saw players of two types populating DoD: those with casual level attention and priorities in the video game world, and hardcore, top-end players whose fresh cuts would bleed raiding. I singled the two categories out in Wrath, identified them, and empowered them to change their titles (if they were unhappy).

In practice, however,a  third type of player emerged: one with the tenacity and skill of a hardcore player, but lacking the motivation / schedule / priority to dedicate every waking moment to the game. In examining this third group, I realized my oversight in Wrath: my former ranks improperly married skill with gaming priority. It was, in fact, a matrix of player types:


Skill \ Priority
Plays Whenever
Plays All the Time
Beginner
Raider
???
Expert
???
Elite/Saint


While the upper right quadrant seemed awkward (and we'll get to that later), it was the lower left quadrant that caught my eye. Beginning raiders intent on working towards a spot amongst the Elite were doing so by putting their best foot forward, devoting untold hours to the game to hone their skill, but the same couldn't be said of a raider in the reverse position. If you were already expertly played, you came and went as you chose -- you needed to prove nothing to nobody. Players choosing this path, therefore, were clearly in a league of their own, frozen forever in a position that was too good for Raider, yet not good enough for Elite. Treating them as either ran the same risks as treating a Raider as an Elite -- the worthy feel neglected and move on, and you're left with what collects at the bottom of the barrel.

No player represented this category better than Ben.

Ben's lone gunman style mirrored that of his brother, Ouleg, whom I bonked heads with in TBC: magic behind the wheel...when you manage to strap him in place, taping his hands to the controls if necessary. When harnessed, however, Ben could be pointed down the right path, turning the lone gunman into the gun for the hire, the samurai of the guild. He proved it to me, going from drunken tirades to texting me when he'd be late for a raid so that we could hold him a spot.

With the proper measures in place, you can empower this vast majority to do great things, meet (or exceed) expectations, and cause your team to be an overwhelming success. These are the 'Save-ables', and they are the topic of this book.

In Cataclysm, I created a third rank for the Bens of the guild: Samurai, and for the first time in DoD's history, I put the guild in power of helping decide who was worthy of the title.

In order to qualify for Samurai, the first requirement was to be sitting on at least 50 forum Karma, the current quantifier of guild contribution via peers. Potential Samurai would be posted in a nomination forum and vetted on their knowledge of both the game and their class. How they answered would help the peer review pool determine if a promotion was the correct course of action for the player.

And what of closed-door politics? If nominations were jaded, or accusations of playing favorites were made, those responsible for the conflicts-of-interest would themselves be dinged karma. Make enough bad judgement calls, and a Samurai could find themselves back amongst the Raiders.

This seemed to be a very straightforward loop of accountability. Perform, be rewarded. Make bad choices, suffer the consequences. No longer would it be just "the hand of God" making these decisions...it was the core of the raid team, the very individuals themselves that healed you, tanked for you, and helped you bring the internet dragon down. With the guidelines in place, this new delegation would afford me the time I needed to split my attention between guild and life, as life was quickly taking precedence.

---

"Well, what do you think about being the inspiration for a new guild rank?"

"Cool!" Ben replied. Silence followed in Vent.

"So...are you looking forward to getting started on the 7th?"

"I dunno what my schedule is gonna be like here, I have a lot of stuff coming up that I gotta work out with the wife."

Schedule? You don’t have a job, Ben.

"I see," I said, disappointed, "Well, that'd be a real shame to not have you present for 25 this go-around. You were crucial in Wrath."

"Yeah, I'll check on some stuff, but I dunno, I may have to move stuff around a bit. Might even just see what the 10-Man options are like for this tier."

Ben never signed up for, nor attended a single 25-Man progression raid throughout Cataclysm...not on Aeden, not on Scruffiebear...nothing. The one player I designed Samurai to appeal to, a player unable to meet harsh requirements of a former Elite, to enjoy freedom of rotations but be acknowledged for superb play...never earned the rank. Before the 25-Man progression even got off the ground in Cataclysm, Ben's career in it had come to an end.

His story, however, did not.

Tuesday, June 11, 2013

3.9. Outselling The Competition

Mature sets his title to "Twilight Vanquisher"
after completing The Twilight Zone,
Dalaran

Comparative Pricing

How do you become the "Top Guild on the Server"?

Is success measured by the design of the guild's spectacular website? What if players can't be bothered with a site (or don't know how to set one up), then maybe the lack of a website is more enticing. The ability to communicate and treat others with respect and maturity could be a good measure, but mutual respect could also be the exact opposite of what a player wants. Maybe they are introverted and don't want excessive communication, and prefer to be left alone, speaking only when a very specific question arises. Perhaps a reflection of the guild's goals and ideals, then, and how they approach the discipline of raiding (or PvP) is what floats a guild to the top. Maybe the top guild on the server demonstrates fantastic discipline! But, what if you don't want that? What if you thrive on trolling and griefing, and after a hard day at school or the office, the only comfort you get out of life is ganking noobs as they quest in ignorant bliss? Maybe the top guild on the server is the definitive griefing guild, and you salivate at the mere mention of being a part of that. Maybe I'm overthinking this...perhaps it is simply a measure of size. Yeah, that must be it. The top guild on the server must be the largest, no question about it, the top guild on the server is the largest...

...or...is it the smallest?

This philosophical question spent time in general chat nearly every day that I played WoW. Someone always wanted to know who the "top guild" on the server was. And you'd often see the same patterns of names fly by. After a smattering of comedians spammed their own unknown guilds as an answer, trends typically started to show up. During Vanilla it was Depraved; around The Burning Crusade, it became Pretty Pink Pwnies. Occasionally, a troll would spam support for the Alliance, and we'd see guilds like Inertia or Costa show up. In an anonymous medium lacking moderation, the various responses I read often boiled down to the same opinion:

"Our perception of the top guild on this server is the one that's furthest progressed in raids."

Conveniently, that answer didn't speak to how those guilds carried themselves. Some were comprised of genuinely cool people. Others set the standard for a new level of douchebag. In many cases it was a melting pot; a guild with good intentions containing bad seeds, and the only differentiating factor between guilds was how askew their decent-to-douchebag ratio was unbalanced. Whether arrogant leadership led timid yes-men (and yes-women), or officers with a moral compass led a gang of hoodlums, the variety of guild options on Deathwing-US was anything but. Yet the one consistency that remained was the continued perception of the most coveted guild on the server being a measure of their dominace in PvE.

I knew what I was up against on a daily basis; my reminder scrolled up automatically through general chat. Chuck Norris jokes, insults, political arguments, profanity...all arbitrarily intermixed with raw demand. Smithies looking for work. Need help running this Heroic. Need help with this one quest, hey can anyone tell me where Mankirk's wife is? Where do I turn in these tokens for gear? How the hell do I get back to Orgrimmar from Dalaran? Hey, how do you get that bizarre mount? Hey, how do you get that title?

Hey. What's the top guild on this server? I am LFGuild, thx.

"Enigma"

"LOL its Enigma"

"Top guild si Enigma, tlak to Fraya"

I knew what I was up against.

Fraya stands among Kerulak and other various players
on Daetwhing-US, after defeating Emeriss,
Ashenvale

Market Leaders

Fraya had been on Deathwing-US since the early days of WoW. We had bumped into him several times since Vanilla, where his time was mostly spent in Admonished Prophets. My ex-warrior officer Annihilation clocked the most time in Fraya's presence. According to him, Fraya was a good kid, loved to PvP on his druid, and had helped us out killing world bosses like Emeriss and Azuregos, back in the day. By all accounts, Fraya was good people. We even tried to nab him a couple of times, but no...he respectfully declined. Said he had big plans to start a raiding guild. Wanted to make a name for himself. See how far he could push a team into progression. And soon after the release of Wrath, we saw what he was up to: the guild name Enigma started to spread quickly throughout the Horde community on Deathwing-US. As promised, Fraya would be making a name for his new guild, and I had every reason to be concerned. Depraved had poached players from me during Vanilla without giving it a second thought; the same was true for Pretty Pink Pwnies during TBC. But back then, my attitude was one of disbelief, shock, disgust, surprise. How could another guild treat us like this? Weren't we all in this together?

It doesn't work like that. Not on Deathwing-US.

In the business of building a raiding guild on this backwater server, you take what you want. I'm often curious what the general feeling is on this topic for European guilds; my locale limits me to being exposed only to the North American servers. Perhaps a mutual respect exists on a handful of other servers here in the US of A. At least as far as Deathwing-US is concerned, guilds treat each other like Corporate America treats greed. There's no honor among guild leaders; hell, I'd be surprised if any of the guild leaders on Deathwing-US even knew who I was...or cared!

But I wanted to know them.

In the corporate world, public relations and ethics are barely enough to keep people virtuous. Pretend for a moment that you are completely protected by a thick shell of anonymity, free from the repercussions of doing whatever the hell you want, saying what you want, and acting how you want. Nobody's hand can be held to the fire, because nobody knows whose hand to force into the flame. Now, surrounded by that lack of a moral code, more and more join in with that behavior, one gigantic hive mind of douche.

Well, now you have a general idea of what it's like to be a raiding Guild Leader.

We touted ideals and morals in DoD, and four years in I had a pretty good handle on setting the standard behind our walled garden. My guild had made a name for itself, helping each other without being asked. They'd go out of their way to be respectful to players in other guilds, no matter how ignorant a response they got in return. A strategy I particularly enjoyed was killing trolls with kindness; responding to players that had gone way overboard in the what-is-appropriate department with hugs, apologies, and bubblegum candycane hearts. It only drove them into a greater fury.

I loved that.

Behind the scenes, I kept a close eye on the competition, because I knew how the "game" was being played on our server; rules of engagement were non-existent at best. The grand majority of players I brushed shoulders with would never see my website, never read my rules, never once get to know me or my guild, and learn about our ideals or values. They would never come to see how we tried, every day, to separate ourselves from the herd.

...and they couldn't care less.

The only exposure to Descendants of Draenor they'd ever see were those things right in front of their virtual faces: gear, titles and general chat. I already committed to keeping my opinion out of general chat (and compelled DoD to do the same), so that left me with only two concrete selling points. For the masses, I hoped to impress upon them our degree of progress, reflected by what we wore and the titles that displayed next to our name. If they happened to see us flying a coveted mount, it would be icing on the cake. Then...and only then...could I hope to make a pitch on exactly why it would be lucrative for them to choose Descendants of Draenor over another hardcore, further progressed guild:

Perks.


Mature chats with Beercow while
Scruffiebear converses in guild chat,
Argent Pavillion

Added Value

Hardcore raiding guilds were known for keeping a short leash on their raiders, and this included the raiders' individual schedules. Guilds competing for world-first and server-first titles were expected to clock long hours, raiding many nights per week. We couldn't compete with that. We had jobs, wives, kids, responsibilities -- all the wonderful things that like to jam the gears of a hardcore raiding machine. We had to sell that deficiency as a perk. Rather than force you to raid inappropriate hours during the week, we'd give you the option to maintain a more flexible raiding schedule. In order to make this happen, I made it a rule to handle the rotations myself and work very closely with the players to accommodate their schedules. Various guildies were notably concerned about my heightened expectations in our updated Wrath rules, but I assured them I would do my very best to make the schedule work.

One raider in particular, a feral druid named Beercow, expressed his concerns to me over IM. He desperately wanted to be a regular part of the 25-Man progression team and earn his way up to the "Elite" rank, but felt stifled by the fact that there was no room to consistently bring him in the tank role. Beercow was an old-school veteran of DoD; he had raided with the 40-Man team on his warlock Kragnl. After taking time off for TBC, he returned to consume content with us in Wrath. Players that helped us get where we were today held a special place of importance in the guild. Hence, it was important for me to find a way to carve a spot out for him in the raid roster. Abstaining from trying to convince him to play something we needed, I fished out another interest: Enhancement Shaman. I saw a need for that role and told him he'd easily be able to prove his Elite potential by choosing that unique position and sticking to it. He obliged, and Beercow -- now Bheer -- became the only regular enhancement shaman we saw week-to-week in progression.

Another player I made allowances for was a long standing player in DoD, one who had become a regular face in progression and was a player we all knew by many names. He had a multitude of characters on his account, and fashioned himself a PvPer at heart; he had spent many late nights cruising through Alterac Valley, Arathi Basin and Warsong Gulch with some of our other veteran PvPers like Neps and Annihilation. He jammed his foot in DoD's door via his brother, the warlock Ouleg (also a PvPer) who had been known to contribute to raids from time to time throughout TBC. Ouleg never demonstrated to me any real significant amount of loyalty to the raid team. I recall nights that we would wipe incessantly in Serpentshrine Cavern, only to hear that "something's come up, I gotta go", and conveniently, Ouleg was gone from the raid. It was the general sort of douchebaggery I came to accept as par-for-the-course when leaning on our PvP crowd to wrap up a raid.

So, when Ouleg's brother stepped foot in progression, I set my expectations appropriately. On occasion he would miss sign-ups completely, or he would show up late and miss the raid invite, so I didn't go out of my way to weave intricate tapestries around his spot. But when he did bring a toon to the raid, whether it be his boomkin druid Scruffiebear or his shadow priest Aeden, that boy would unleash hell on our enemies. He was an unexpected sharpshooter, a hardcore player in every sense of the word, and yet, was simply a laid-back, fun-loving kid that liked to drink and party. He became the guild mascot, known by everyone and liked by all. Rather than call him by the many names of his toons, DoD simply referred to him by his name in real life: Ben. I did what I could to make room for Ben in the roster, as his jokes always kept the raid's spirits up, and his damage was nothing to laugh at. But, I didn't have high hopes that he would ever see a rank beyond "Raider".

While it pleased me to see returning faces and find ways to work them into the roster, some names required a bit more thought during consideration. I'm referring, of course, to those faces who left DoD under bad terms, the bridge burners. But were they bad people? Or was their exit strategy simply marred by bad circumstances?

How does a Guild Leader decide when it's OK to bring someone back across that burned bridge?