Entries in dkp (2)

How To Join A Raiding Guild Part 3: Fitting In

So you've found a guild and you think you've got the chops to run with the big boys now. You know your class well, you're all geared up, and ready to go. Though you may very well find acceptance in a top-tier raiding guild at this point, there is still one more hurdle to cross: they have to like you. If it isn't evident by now, World of Warcraft is a social game and that covers everything from trade chat to the end-game experience. If you're not comfortable or friendly with the other 24 people running alongside you towards that next boss, you're not going to get anywhere. And if you're outright rude and abrasive, you'll find yourself tossed out the front door faster than Jazzy Jeff by Uncle Phil. My guild once had to let one of the best Warlocks on our server go not two weeks after he joined because he wouldn't shut up on Ventrilo and acted like a know-it-all. If you're the silent type, don't fret. A lot of them will probably still accept you as long as you communicate to them in one way or another that you understand what's going on. In fact, the players that are going to find themselves in trouble are the loudmouths. That doesn't mean you can't socialize or talk with your fellow guildmates, but do know what your limits are and when to zip those lips. Let me be clear that tolerance levels are going to be different for every guild, and the best way to figure that out is to simply look up their rules, which may be on their webpage or in their forums. Since you don't always know what people are going to be like before you join or become accepted, message boards are also a good way to get to know the "personality" of a guild beforehand. Who knows? You might decide that you don't really like them! Learn how to fit in and you could be the next Sarah Jessica Parker! Don't and, well, you're doomed to be Amy Linker. Learn how to fit in and you could be the next Sarah Jessica Parker! Don't and, well, you're doomed to be Amy Linker. But, as an officer of a progression raiding guild, I've encountered my fair share of malcontents and I do believe that there are some fairly common ground rules that should be followed no matter who you apply for:

  1. Be Social, Not Rude - I briefly touched on this already, but it's a good idea to get to know your fellow raiders in a friendly manner. If you're invited to join, talk them up in guild chat for awhile. Don't make cute jokes or sarcastic statements, and don't attempt to discuss topics that you don't know anything about. In general, make strides to get to know people, not insult them. Like any social group, people will eventually relax while they're around you, and once you've earned their trust, you'll be free to open up a little bit more. If you don't like making small talk, think of the conversation as an investment in your raid spot. There have been people who joined our guild in groups and some of them never once spoke up. You know what happened to them? We didn't invite them to raids because we had no idea who they were and, soon enough, they left or were kicked out of the guild.
  2. Don't Talk Over Officers - I cannot stress this enough! In a raid situation, let the raid leaders do the talking! Different guilds may have different policies concerning guild or raid chat, but Ventrilo is a whole different beast. If you've used voice chat before, then you know how confusing it can be when too many people try to talk at once. It sounds like an echo chamber and it's impossible to figure out what anybody is saying. Deal with that in the middle of an encounter and you can chalk up yet another wipe. If communication is essential (and it is), then knowing when to keep your mouth shut is just as important as knowing when to open it. And, on occasion, you should do that too! Certain fights can be dependent on players calling out when they're under the effect of a certain condition (often spells or debuffs cast by the boss), but generally only do this when the officers ask for it before the fight begins.
  3. Participate - Like knowing when to speak up in rule number one, participating can also raise your position in a guild. Being known as the kind of player who is willing to help fellow guildies can go a very long way. This doesn't mean you necessarily have to lend a hand at every given opportunity, but try your best to run instances with all your new friends and show up on time for raids, even if you're not guaranteed a spot to go. Merely being available is a good thing. Coupling availability with a well-geared character and knowing how to play can be a great thing! We've had numerous people come and go from our guild over the years. Some have been around nearly as long as the officers have and yet show no signs of increased activity or the desire to ascend in the ranks. Others have earned premiere raid spots mere weeks after joining. How do they do that? They act cordially, demonstrate that they know how to play, and participate as much as possible. The officers will notice those who are making an effort (and, subsequently, delivering during raids), rewarding them accordingly.
  4. Deal With It - Develop a thick skin and do it quick. No matter how friendly your guildmates are, there will inevitably be some aspects of the experience that you find undesirable. Another member's personality bothering you? Unless it's obvious harassment, learn to tolerate it, especially if you're the only one with a problem. If you're not the only one with a problem, then it will soon become evident as even the officers tip-toe around conversations with said person. Chances are, their days with the guild will shortly be over. Not satisfied with the gear situation? Tough. There are several ways for a guild to determine how loot is distributed, and often you'll know what it is before you join. If you don't like it, then respectfully decline membership. Common systems amongst raiding guilds include DKP (an officer-administered point system that tends to reward participation) and loot council (which utilizes the wisdom of the officers to give drops to those who need it most -- easily corruptible when done wrong, but one of the best methods if done right). Both types are intended to eventually spread gear drops evenly amongst those who consistently show up to raids. And what about those asshole raid leaders yelling at people over Ventrilo? Well, the fact of the matter is that some people don't do what they're supposed to be doing, and that can quickly lead to frustration. A good leader will develop tolerance of their own, but everybody has their breaking point. Listen well? Know how to play? Then you're in good shape. Constantly messing up and potentially wiping the raid? Take the criticism on the chin and improve your performance for next time. Nothing is more frustrating that consistently bad performers who refuse to better themselves.
If these conditions seem too harsh, remember that I'm trying to help you join a good progression raiding guild. Those without such strict policies are doomed to failure, and casual guilds, in general, are going to be more lenient with disruptive behavior. To some, everything I've communicated in these articles is going to seem like common sense, but my experience as an officer time and time again has proven to me that a lot of people out there playing the game still have no clue what is expected of them in a serious raiding environment. To everyone else, I hope I've equipped you with the tools and knowledge to find a future home. Look at it this way: we want you in our guild! From a recruiter's perspective, it's extremely hard to find good, quality raiders. Some have gear, but not skill. Others have skill, but a bad attitude. Yet more have the gear and the skills, but never actually attend raids when we need them to. Be the whole package, and we'd be happy to have you along for the ride. Of course, if you're still having a hard time or have any further questions, post them below and I'll be happy to provide you with some good advice in due time!

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A New Guild and the EPGP Loot System

[caption id="attachment_4967" align="alignright" width="300" caption="This Is All Done Without User Intervention"]Fear My Total Disregard For Achievement Points

It finally happened.  My Guild Master called it quits and Warriors of Faith is no more (for all intents and purposes).  The guild that got me back into raiding - pot popping, min-maxing and all - fell apart for a few different reasons.  Naxxramas and Ulduar will no longer feel the wrath of WoF due to the well-timed departure of a handful of key members for a variety of reasons, summer, vacations, money, ninja transfer and flat out boredom.  The camel's back was not officially broken until the last two active Officers /gquit and formed a new guild, with the apparent blessing of their former GM.  WoF is still alive, but raiding is done and said GM has been inactive since.  With a need to raid I /gquit with a heavy heart, and asked for an invite to the next powerhouse of Magtheridon-NA, Smooth Criminals. I know some people /gquit all the time, but it always depresses me a little bit.  Its makes me feel like a, well, a quitter, and that annoys me.  Then there is the notion of betrayal and abandonment to my former mates.  When I quit my original vanilla WoW guild it ate me up for a few weeks, but I was quickly forgotten so I got over it.  Since Smooth Criminals has a "blessing" from old GM, and one of my favorite people to play WoW with is an Officer, it feels more like a reformation rather than a new beginning.  I hope these facts manage to keep my feelings of remorse to a minimum, but the simple 6-keystroke act still penetrated deeper than expected. I already know many of the members in the guild, so I assume my "standing" won't differ much.  Naturally I will continue to be highly vocal (see this entire blog) with my opinions, but respectfully so.  My nature has already lead me to go head-to-head with my new Guild Master.  Thankfully he is as chill, articulate and respectable as I (hope I) am. We've discussed loot issues here at PL quite a few times, from ninjas to the woes of PuGs.  I even went on a triad about my old guild's severe lack of a fair - in my mind - loot system when dealing with PuGs in the raid.  After that ordeal the old (tear) guild saw its first loot system implemented.  It was a newish system, not used by many guild, but it worked relatively well.  It was basic enough to not impede raiding, but robust enough to deal with dual specs, auto-ignore members who can't use certain items and kept a running list of who received gear that night.  We only used it for a few weeks, but it received my approval.  Of course the new guild decided to go a different direction, EPGP. In theory EPGP is a solid DKP system.  It does all the basics, rewards players for attending successful raids, tracks one's points for receiving gear and allows raid leaders to keep records of all the happenings.  The best feature is the basic design of the system.  Like most systems players are given points for being present at kills (Effort Points or EP).  Separate to this is their Gear Points (GP), a number which climbs as gear is acquired through the system.  If two or more people want a piece of gear then the quotient of the two numbers (EP/GP) is calculated and the raider with the highest number is rewarded.  Essentially it gives people who can only raid here and there a chance to acquire gear over time, rather than always losing to someone with super-high DKP.
This Is All Done Without User Intervention[/caption] Confused or interested?  Read more about it at the EPGP website. Just going by the basic theory I like the system.  It is as if it was written specifically for my raiding schedule.  Unfortunately the stand-by EP system that my guild chose to run with is simply awful.  You must be in the raid group to acquire any EP on boss deaths.  This means that I couldn't do anything, dailies, quests or leveling my priest, outside of grinding while waiting to attend Ulduar.  The opinion of the GM is that by being in the raid you are showing you are ready.  Apparently you can't go AFK while in a raid group.  It just doesn't happen, okay! Expressing my dislike of the stand-by setup directly to the GM did nothing for me.  He wouldn't budge.  He did create the system, so his hardheadedness is understandable.  In an effort to equalize the system without upsetting my GM I found other routes.  After some secluded whining to my officer buddy, who went to the GM, the system was changed to allow raid ready members to receive 1/2 EP if they are outside of the raid group (and in the guild).  A compromise, but at least I can level my priest (for the guild no less) and still be rewarded for my availability. I still maintain that EPGP is overkill for a 10-man raiding group, possibly even 25-man - it would have been awesome in the 40-man days - and hope that the arduous task of recording everything becomes too much for the officers and it's abandoned.  That being said the creator(s) deserve a pat on the back for its robust feature set, integration as an add-on and ingenious distribution system. I re-learned two important lessons from the experience.  Most importantly that making yourself heard, rather than sulking, is important in our massive multiplayer online setting.  After all, if you aren't a happy raider chances are you won't be an active raider.  Remaining rational, open-minded and cool-headed also goes a long way.  Second, political shenanigans, ear-marking and wooing is not only for heads of state. iTZKooPA 2012 perhaps? What elaborate loot systems does your guild use?  To bad we can't just find nine (or 24) close friends to employ the honor and worth system with.

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