guild-management

Latest

  • Ghostcrawler on guild organization in Cataclysm

    by 
    Allison Robert
    Allison Robert
    06.17.2010

    In response to players' concern over guild organization and management in Cataclysm, Ghostcrawler's been frequenting a thread answering questions about their design goals for guild leveling and why developers decided to axe guild talent trees. While you should definitely read all of his responses, there are a few points concerning the new system that really jump out: They didn't want to encourage guild-hopping, and forcing a guild to pick and choose among talents would have wound up suiting some players and not others (e.g. a guild leader picking PvE-oriented guild talents and alienating the more PvP-focused players in the guild). Hence the leveling system rather than the almost-inevitable squabble over which talents to get. Because only a certain number of people in the guild can advance your "level" at one time, there's a cap on the advantage a large guild would otherwise have held. "The guild bonuses used to be talents. They are now more like leveling spells. We call them perks now instead of talents. We haven't cut any content, but just changed the UI from boxes with prereqs to a list." The hazing ritual to get into Ghostcrawler's guild "is pretty dehumanizing." The upshot is that Blizzard's trying to encourage guildies to stick together and reap the benefits of a strong guild without punishing players who don't feel they've got any choice but to move. I was initially worried about guild talents for just that reason, and the "leveling" system sounds like a much healthier way to do this.

  • Officers' Quarters: Emotionally invested

    by 
    Scott Andrews
    Scott Andrews
    06.14.2010

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. When you're frustrated with your guild, it's tempting to jump ship. But sometimes it's also difficult to let go. This week, one officer asks, can you be an officer in one guild and a regular member in another? Dear Scott, I am Raid Officer in a casual raiding guild. I attend the most raids and am one of the highest output players on each raid on all my characters. I am one of the most active, hardest working Officers in the guild. We have always been lenient with who is allowed to raid -- we have some healers who do less than 50% output of other healers who are similarly geared, we have DPS that do less than half of what they should be doing (with "casual" expectations, I don't expect everyone to do 10k DPS but 4-5k is low for a well geared player in ICC with the buff). Even members of our A-team have been slacking a bit. Many players don't pay attention to the leaders in Vent, don't react well to constructive criticism of their gear, spec etc. PUGs are further progressed than our guild is.

  • Officers' Quarters: Reforging loot systems

    by 
    Scott Andrews
    Scott Andrews
    06.07.2010

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. In the spirit of last week's column about various loot issues, I decided to feature the following email today. It comes from a guild leader who is worried about the stat changes in Wrath and Cataclysm and how they might affect his guild's loot system. Is it time to ditch the dice? I'm GM of a guild that has had a member pose a question about the way we do loot in raids. We are not a "hardcore" raiding guild though we do have around 2-4 scheduled raids per week both 10 man and 25 man. Our loot system was set up to try to be fair to and distribute gear throughout our members to help the entire guild grow and progress. We roll on gear and each member is allowed one main spec win, one off spec, and one tier piece per run. If you have won you are still allowed to roll on a piece that fits your character, but it someone rolls on it that hasn't won you will automatically lose to the person that hasn't won in that specific category. If all people have won something already it's just a high roll wins scenario. We also have guidelines concerning which type of gear is most suited to a particular niche of character; i.e. tanks, healers, dps, etc. The system has worked for pretty well so far, but this one member brought up a valid point concerning leather and cloth healer gear in the future.

  • Officers' Quarters: Mailbox roundup

    by 
    Scott Andrews
    Scott Andrews
    05.31.2010

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. Here at Officers' Quarters I receive a number of e-mails every week that don't get featured in the column. Sometimes they are too personal and the sender requests that they do not appear on the site. Others are topics I've already addressed. Some are questions that don't require a long and detailed response and thus don't have quite enough depth to merit an entire column. This week I am featuring a few of these latter e-mails with the common theme of loot. If you think the topic requires more discussion than I've given it, tell us about it below! Culling the Strong Scott, I am a part of a raiding guild which has been having a lot of growing pains. I have been with this guild for several years and many of the new players that we get are very poor players in general. I can often out dps someone in my same class running with my spec who has better gear. My guild has a loot policy which gears the lower dps players first in an effort to help progression, even if they have better overall gear than me.

  • Officers' Quarters: Private channels

    by 
    Scott Andrews
    Scott Andrews
    05.24.2010

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. We've all been there: Someone makes a dumb mistake in a raid -- let's call that person Murbu -- and another player says, "Everyone /join ihatemurbu." A few people do exactly that, a few jokes are exchanged, Murbu shows up in the channel to joke around, too, and then people unjoin or simply forget that channel exists. Private channels like that can be fun for some good-natured ribbing. Other private channels can help two allied guilds communicate or allow a group of friends to stay in touch when they splinter off to different guilds. However, private channels can also have a more sinister purpose. This week, one guild leader is concerned about a channel some of his members are using. Hello Scott, I'd like to think I'm relatively new to leading a guild, but as my guild has recently passed our one-year anniversary I'm beginning to question that logic. Despite this, I have an issue that completely stumps me and the only reason I can think of why is inexperience. My question is, when does venting your frustration about issues cross the line from harmless venting to serious problems? Several months back shortly after the holiday break it came to my attention that a few of the more veteran members of the guild were using a private channel to discuss primarily their dissatisfaction with how I ran things. At the time I also led a majority of our raids, and one major point of contention for the group was the way that I lead the raids and their frustration at our overall progression. This might not have been a huge issue, but several of the people who talked about me in the channel were people I considered close friends, people I've known for years throughout many different guilds.

  • The Daily Grind: Are guilds too important?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.18.2010

    They're called different names, but a guild by any moniker is still a collection of players with a distinct affiliation. In some games, guilds offer wide-reaching powers and benefits; in others they're little more than a special chat channel with no rewards past that channel's existence. But whether you're in a kinship in Lord of the Rings Online or a linkshell in Final Fantasy XI, your guild makes a big difference -- some might say too much of a difference. After all, it's awfully easy to keep playing a game you're tired of because, well, your guild still needs you. World of Warcraft clearly uses the guild as a basic measurement of grouping, to the point where outside of your circle of friends, your guild name is often more important than your character name. It's been a long accepted fact that players who socialize and join guilds are more likely to stay in the game for the long haul. But are they too heavily emphasized? Would you rather see a greater emphasis on individual skill and accomplishments? Or do you feel that lessens your attachment to the game and your fellow players?

  • Officers' Quarters: Last stop on the gravy train

    by 
    Scott Andrews
    Scott Andrews
    05.17.2010

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. What is the purpose of an officer? Most would say, "to run a guild." Here's where definitions begin to diverge. To some players, running a guild means little more than handling guild invites and occasionally managing drama. Those duties are fine if your guild exists for purely social reasons. Any guild that is actively raiding, PvP'ing in an organized way or holding official roleplaying sessions requires much more from its officers. Too often, the vast majority of those tasks fall on the shoulders of a single individual. This week's email is a cry for help from one such officer. Hi Scott! I am the leader of a Casual/Raiding Guild, and we've been together for 2 years by now. We were like 5 or 6 close friends that met each other at another MMO and founded a Guild. When we decided to come to WoW, we founded our Guild together, and worked towards its improvement. Today, we are one of the biggest guilds at our server, and we have a strong realm reputation. Of course the guys that founded the guild with me were officers, including their spouses as we were all close friends, and founded the guild together. That was the right thing at that time. They sometimes worked as counselors at some difficult times that we had, when I was lost and didn't know what to do or how to do. However, most of these guys never helped me at all with the "every day job" like recruiting, leading a raid, being the master looter, handling drama, or every other daily task that all the guilds have. Every single problem or drama that shows up, I need to solve by myself.

  • Guild life pre-Cataclysm: Surviving the end times

    by 
    Lisa Poisso
    Lisa Poisso
    05.15.2010

    When I inherited leadership of a successful 25-man raid during The Burning Crusade, I had a steep learning curve. After the first year, I had mastered the fine arts of recruiting, juggling subs, managing raid time, resolving disputes and running a tight ship. Little did I know what awaited us when halfway through our Sunwell Plateau progression, Wrath of the Lich King was announced! Fortunately, my guild was able to weather the storm, and now that we are closing in on Cataclysm, I am much better prepared. Guild masters who haven't experienced the pre-expansion blues may find themselves overwhelmed with the task of keeping their once tight-knit community from turning into a ghost town. Some players may choose the months before an expansion to take an extended vacation from the game. Others may choose to focus on a favorite alt, and still others are chomping at the bit to farm the highest tier of raid content in order to complete their ideal gear sets. No doubt all three types of players are in your guild. How are you expected to funnel everyone's pre-expansion desires and expectations into group-friendly activities that keep them logging on night after night?

  • Officers' Quarters: An uncertain return

    by 
    Scott Andrews
    Scott Andrews
    05.10.2010

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. As I mentioned two weeks ago, we are really hitting the lull between expansions at this point. Many officers and guild leaders will be tempted to take a break from the game between now and Cataclysm. For a guild leader, it's a particularly tough decision. There's quite a bit of uncertainty about what will happen to a guild in its leader's absence. What many guild leaders don't think about, however, is the uncertainty that can occur once they return to the game. This week, one guild leader is returning from an extended break to find that the guild is still going strong, but that many things have changed in his absence, not the least of which is his own role. Dear Scott, I have a different situation than I have seen you discuss before. I am the guild creator and original GM of a raiding guild. I set up all the rules for the guild, with advice from my officers, set raiding rules, assigned ranks, and generally ran the guild how I wanted. It turned out to be quite a wonderful guild and I am happy that I was able to create a guild that functioned so well. Well, after leading the guild for more than a year, we started to grow rather large. We had 3-4 10-man groups going each week, 2 25-man groups, and other various activities. Even though I had asked some officers to step up and lead events, they didn't really pull through so I ended up leading a lot. At one point, I was leading 5 raids a week. With everything else going on in my life, I realized I couldn't maintain that sort of schedule for long.

  • Call for submissions: Keeping the guild together

    by 
    Lisa Poisso
    Lisa Poisso
    05.09.2010

    The fallow times are upon us. Your guild has cleared Icecrown Citadel, or at least the end is in sight. Guild members are growing restless, uncertain if they're up to logging in to farm epics in the face of no further content to use it in. Guilds who've been slower making the climb are having a harder and harder time finding raiders willing to commit to the final stretch. Everyone's worried how the expansion's changes to raid drops and incentives are going to affect the guild's motivation and team spirit. The community is holding its collective breath, waiting for Cataclysm ... How is your guild holding itself together during this time of transition? WoW.com is looking for an article on how guilds can keep from disintegrating during this pre-expansion period of transition. We're looking for thoughtful strategies and suggestions, between 500 and 1,000 words, on ways that guilds can successfully survive the period linking the end of Wrath with the launch of Cataclysm. What is your guild doing? What alternatives are working for other guilds and raiding groups? Preferably, you're the GM or an officer of a guild or the leader of a regular raiding group (although we won't discount submissions from other types of players). As with all guest post call-outs, only the best submission will be accepted. Here's what to do: read up about the Seed guest writer program, sign up and then submit your article (you can't see the article page unless you have a Seed account). Unfortunately, we are currently only able to take submissions from individuals living in the United States; we hope to be able to accept international submissions in the future. We'll accept submissions for this call-out until 11:59 p.m. EST on Thursday, May 13.

  • Officers' Quarters: The benefits of Cataclysm raiding

    by 
    Scott Andrews
    Scott Andrews
    05.03.2010

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. If you've read WoW.com's reaction to the new Cataclysm raiding paradigm, you already know that I'm a bit biased about this whole situation. I can't deny that this announcement had me cheering. On the other hand, I'm hearing a lot of doom and gloom from around the WoW community. Few people seem to embrace these changes wholeheartedly, and that's all right. There's quite a bit of uncertainty -- even fear -- about how it will all play out. I understand that. All raiding guilds will be affected one way or the other, and it could be that your guild will have a hard time adjusting to the expansion's raiding environment. As officers, however, we can't give in to negativity. No matter how you might feel about these changes, they are happening, so let's move the conversation into a more productive area. Let's examine how Cataclysm raiding could help us as officers and how we can take advantage of these changes to help our guilds thrive.

  • Officers' Quarters: Pre-expansion doldrums

    by 
    Scott Andrews
    Scott Andrews
    04.26.2010

    Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. On most servers, guilds experience a severe lull in interest and activity prior to the release of an expansion. Players get sick of the old content. They achieve the goals they care about. Then they do other things with their free time until the next expansion gives them new goals to achieve and new content to conquer. These pre-expansion doldrums hit guilds pretty hard during the long wait for The Burning Crusade, especially considering that many raid teams were unable (or unwilling) to progress into AQ40 or vanilla Naxx. The situation grew so dire while players were awaiting Wrath that poaching -- despite its stigma -- became rampant (so much so that I had to rant about it). Now we are facing the same situation again while waiting for Cataclysm. One guild leader is reaching out for advice on how to recruit in this environment. Hello, I am writing in hopes that this could be answered in an upcoming Officers Quarters feature. I am an officer in a small, semi-casual raiding guild. We exclusively do 10-man content; we lucked into having a group of players that enjoy raiding, but not the "cat herding" required for the larger 25-man raids. I use the term casual loosely; we're (mostly) serious raiders, we just don't have attendance requirements for raids nor a complex looting system. We've had relatively steady raid progression thus far, where we're working on a few (normal mode) encounters in the upper spire of Icecrown Citadel. In short, we feel that the 10-player difficulty was designed for our level of play, and enjoy the challenge that it provides. Unfortunately, we've also run into the problem of some serious guild attrition.

  • Officers' Quarters: A friendly loot system

    by 
    Scott Andrews
    Scott Andrews
    04.19.2010

    The irony of loot systems is that, the "friendlier" they are -- the more social in practice -- the more they seem to cause drama. We're not lacking for examples. This week shows us once again why "friendly" loot systems are sometimes anything but! Hi, I'm a officer in a casual raiding guild, when I say casual is that while we do raid 3/4 days a week, teams are not locked, we offer rotations and try to give our members a nice balance of raiding with just fooling around for achievements or whatever we feel the mood for. Our loot rules -- to reflect our casual approach -- we use a main spec 1st roll followed by a off-spec roll, with the limitations on one 'need/main spec' roll win per run. That way all have same opportunities to get loot, and one person doesn't accumulate the lot in one single run. We dabbled with point systems before, but didn't workout as teams changed week to week, making those who raid more accumulate so many points that others with less raiding time had no chances over loot so made them raid even less. [. . .] The 'A team' party got on the usual one-shot boss business until a loot issue appeared. A lovely piece of kit dropped, and everyone in the raid knew who had been talking about it for weeks. he knew the loot tables by heart and every time we faced the boss wished for the drop. Everyone was cheering and congratulating the guy over vent and chat. He had been really unlucky with drops on the last months, and this was his price -- the one item he really was after. Then the problem occurred.

  • Officers' Quarters: Tax time

    by 
    Scott Andrews
    Scott Andrews
    04.12.2010

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. In the United States, federal and state taxes are due in just a few days -- April 15 is the deadline. If you haven't figured out your taxes by now, you're probably in a bit of a panic. Though we often resent paying, taxes are the price of living in an organized society. They pay for defense, schools, roads, social programs and a host of other benefits. Some we can all agree on; some are a matter of fierce debate. In a guild, taxes are often a controversial issue. Some guilds who use point-based systems like DKP will tax members' point totals to prevent point hoarding. This week, one reader is wondering about a different kind of tax. Hi Scott, I am a member of a casual raiding guild. Recently some of the officers have been kicking around the idea of a "raid tax" -- a set value of mats used in a week's worth of 25-man raiding that can be paid by members either in gold or through supplying the mats themselves. It's funny because the "tax" for a given week sounds exorbitant to me (close to 1,000 gold when they figure in the price of enchanting mats and gems for loot).

  • Breakfast Topic: The motivations of guild leaders

    by 
    Alex Ziebart
    Alex Ziebart
    04.10.2010

    This Breakfast Topic is brought to you by WoW.com's guest blogger program. Want to participate in a future call for guest posts? Read up on how to contribute, and keep an eye on the site for program announcements. My guild sucks. No, no ... it's okay. You don't have to comfort me. I've already accepted it. My guild sucks and it's entirely my own fault. I never finished our website. I've never done any proper recruiting. We have a tabard, but I'm not sure that it's very "sick" or even "awesome." I've been a terrible guild leader so far and as a result, I've watched our membership dwindle down to just the dedicated few over the past several months. I'm not stuck there by any means. I've been offered spots with raiding guilds that actually do things like -- say, I don't know -- raid. So, why do I do it, you ask? Well, I choose to continue leading my cold, dead husk of a guild because I so thoroughly enjoy the concept of the guild management metagame. Call me stubborn, but for me it's a huge part of World of Warcraft. Even if I were to finish off every single achievement in the game, it wouldn't give me nearly the same sense of satisfaction that leading a mildly successful guild would. Doing that, however, takes a lot of work. You can only get so far with word-of-mouth recruiting and a friendly atmosphere. Eventually, you have to have something to offer your few members or they'll find greener pastures. It's a big job, but somebody has to do it, right? Have you ever tried to run a guild or is that a job that doesn't even interest you? For those current guild leaders out there (both successful and otherwise), what drives you to keep on keepin' on?

  • Officers' Quarters: PDA

    by 
    Scott Andrews
    Scott Andrews
    04.05.2010

    Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. Everyone seems to have their own opinion about public displays of affection (PDA). What's acceptable to some may be scandalous to others. What makes one person feel awkward may make someone else jealous and yet a third person happy for the lucky couple. This week, one reader is facing a PDA outbreak in guild chat. Hi Scott, First off, I really like my guild and everyone in it. We all get along (as much as it is possible) and I've had some great laughs as well as some intense fun. We do guild events, we all know how far to go in guild chat, and so on. However, a problem is arising from the relationship between a guy and a girl in the guild. They are both long-time members, but have recently hit it off and have gradually become more and more smitten with each other. This has happened before and never been a problem, but due to the extremely charismatic nature of the couple, they are having a negative effect on the guild chat.

  • Officers' Quarters: Not an officer

    by 
    Scott Andrews
    Scott Andrews
    03.29.2010

    Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. Who deserves to be an officer? Guild leaders struggle with this question quite a bit. It comes down to this question: In your guild, does the officer rank exist to reward players or to give them responsibilities? In other words, what is the purpose of the officer rank? Later, I'll talk about the two most common purposes. But first, this week's e-mail comes from a player who feels he deserves a promotion to officer. Hey Scott, I've been playing with a group of people for five years now. We've stuck together as a guild for most that time, though we've moved from tag to tag over the duration. I left WoW for a short period while I moved across the country and upon my return found the guild I had been in was disbanded and we had merged with another guild. No big deal, we've done it before. I was an officer in the old guild, but was not promoted to officer status in the new (too many officers, not enough members, etc.). Again, no big deal.

  • Officers' Quarters: PUGs are people too

    by 
    Scott Andrews
    Scott Andrews
    03.22.2010

    Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. As Wrath of the Lich King winds down, interest in the current raiding scene will wane. Members will play less, attend less, or even quit the game until the next expansion draws them back in. More and more guilds will have no choice but to invite PUG players to fill their remaining slots. When PUGs join your raid, loot can become an even more sensitive issue. This week, one player is fed up watching PUGs win loot over fellow guildies. /salute I'm writing to you Scott to request assistance or advice with an issue i seem to be having. I'm the offtank for my 10 man ICC guild, we only have 1 wing down, but we are extremely casual. Usually during our runs we will take 1-3 pugs with us as not everyone who signs up for a raid makes it. Here is where my issue comes in. The pug's get to roll on the gear that we guildies have been bashing our heads into a wall to get for the last month, and they WIN!! The GL/RL just hands it right on over like it's a piece of candy. I'm tired of it Scott and I don't know when to put my foot down as an officer and say "enough is enough" and "It's time for a change".

  • Officers' Quarters: Rolling like jerks

    by 
    Scott Andrews
    Scott Andrews
    03.15.2010

    Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. Ah, the good, old-fashioned /random command -- where would WoW be without it? It fixes so many problems. It's utterly impartial. It can't be bribed, cajoled, or reasoned with. The /random command is the friend of every PUG raid leader. In a guild setting, however, using /random for loot distribution only works when you're sensible about using it. When you're not, you open up your guild to some terrible situations. I present Exhibit A: Hi Scott, I'm a semi officer in my guild (I get to be in officer chat, but I can't invite people or make policy changes, though I'm asked for my opinion quite a bit). Lately, our guild is just managing to kill the first four bosses of Icecrown in both 10 man, and the 25 man that we have to pug. (We're not a huge guild.) But lately, we've been having some problems with loot distribution. I know I know, that's always the case isn't it? Well over the past few weeks, we've been noticing some problems with the /rolls we've been doing. In one 25 man ICC, 3 pieces of tank loot dropped, were rolled on, and went to 1 single tank(not even the MT). Problem is, Tanking isn't the role he likes to do. He enjoys healing or DPSing... but because he's gotten the loot, our Guild leader and MT wants him to be the offtank... If that was the end of it, it'd be easy enough to fix. Get a loot council and be done with it. But, since we PUG our 25 mans, those rules don't apply, and they got worse when one of our healers rolled on a healing weapon, then immediately posted in guild, "Anyone in the raid want this thing for 6K? I need my epic flyer."

  • Officers' Quarters: The A team question

    by 
    Scott Andrews
    Scott Andrews
    03.08.2010

    Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. The "A Team" -- in WoW, it's not a bunch of guys in a van who help people by . . . shooting other people. Rather, it's your best players grouped together to the exclusion of other guild members. Most guilds don't have the numbers to fill two 25-player teams, so this issue usually relates to 10-player runs. The forming of a 10-player A team can be riddled with drama. This week's e-mail asks whether allowing an A team is the right choice. I enjoy reading your perspective on guild leadership. I'm hoping you can give us some ideas on balancing progression versus inclusion. We are an established raiding guild that works on the top tier of content. While we are not a guild that makes server first kills, we steadily progress through the content and see hard/heroic modes on 25 man difficulty. Our raiding core is pretty solid, although there are levels of skill, from very high to adequate. We typically complete the ten man content, and use the ten mans as a base to gain experience on the twenty five mans. Our problem mainly rests on the makeup of our ten man groups. One school wants to have the maximum number of people get in the ten man groups. This school spreads our best players among multiple groups. All of the groups have some success, but because there are weaker players included, these groups usually hit a wall on harder fights (Heroic Anub or the Wing Bosses of ICC). There is a lot of frustration on the part of our best players when this happens.