Showing posts with label veteran. Show all posts
Showing posts with label veteran. Show all posts

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.

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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.