Entries in Drama (4)

Downsizing Dungeons

Blizzard's raiding model has seen its share of changes over the years. First, it was raids that catered to 10-man, 20-man, and even 40-man groups. Then, with Burning Crusade, a curious mix of 10s and the new 25-man raids. And now, with Wrath of the Lich King, dungeons that can accommodate runs 10 and 25 strong in tandem. Like so many other things in the game, the idea has been to make end-game content accessible to as many people as possible. But I think they're onto something else, something beyond the mere ability to PuG the toughest dungeons in the game. You see, I think I've become addicted to 10-man raids. Forced into them due to low turnout from the membership, it's basically all our guild has been able to run lately. And you know what? I'm OK with that. I'm perfectly peachy. I've learned that the tighter, more intimate setup has led to a relatively stress-free experience. I don't think I'm the only one, either. As my server's population plummets over the Summer (and I'm sure it must have on many of yours, as well), I've found that several notable raiding guilds have fully converted to lean, mean 10-man raiding machines. It makes me think: would the whole game be better off this way? The immediate results would be obvious. Less people to deal with means less fighting over gear, less drama, and less people to round up for the nightly raid. On the flip side, if the "drama dragon" rears its ugly head, the impact on a smaller guild could potentially be devastating. But I find that, out of all the people I've actually played this game with, I feel like I could trust oh, about, ten or fifteen of them, and that means that I can deal with the occasional outburst and tense situations between members can be more easily defused. After all, the number one killer of WoW guilds isn't a raid boss, it's the "d-word." Urging guilds to operate on a more compact skill would be a long-term benefit for the health of the game, in my opinion, though that wouldn't help with cleaning up the messy business that would need to be carried out beforehand (I'm talking about trimming rosters and restructuring, which would no doubt leave many players homeless for awhile). The more people there are in a guild, the more they're going to feel devalued. When people feel devalued, they stir the pot to get noticed, and that's not good for anybody. It would be infinitely easier to understand what every person can bring to a raid when there are fewer bodies to consider. Another thing to take into account would be difficulty. With the exception of several fights (like Grobbulus, where an exponential number of targets decreases the chance of any one person being afflicted by a poison cloud), most encounters are, indeed, harder in their 25-man versions. Currently, 10-mans seem to be tuned chiefly through tweaking of "soft" numbers (reducing the min-max damage of a boss' spell) or "hard" numbers (4 adds become 2, 2 adds become 1, etc.).

Karazhan, one of the most iconic raids in the game, also happens tuned for 10-player groups.
If 10-man raids were to suddenly become the standard, Blizzard would have to take a more careful approach tobuilding encounters. I feel as though they could create bosses with more interesting mechanics, or ones that at least require a lot more strategic planning. With ten people, you're forced to "do more with less," but when that number goes up, raiding becomes more about "how many people can you throw at the boss." If you ever went through one of the classic 40-man raids with a full group, you'd know how often players simply got lost in the shuffle. Not to mention the problems with gear distribution. It could take ages to win a single upgrade! Besides, some of my best memories come from 10-mans. Countless runs through the atmospheric ruins of Karazhan or intense bear mount attempts (came as close as one minute) in Zul'Aman are among my favorite experiences in the game. All of this may sound strange coming from me, someone who just recommended not too long ago that Blizzard super-size their battlegrounds. While that may work for a grand melee, I feel that smaller raids empower individual players and make the experience a whole lot more fun for everybody involved. After all, it just seems kind of weird to march into a "dungeon" with an entire army. Haven't you always wanted to be "that guy," the one who just saved the world from utter annihilation? Making this sort of change, permanently scaling down the size of dungeons, would no doubt cause a temporary uproar in the community as guilds deal with shifting membership, but I honestly think it would help maintain the health of the game in the long-term. What do you think, perusers of Project Lore? My opinions on game design have historically been controversial, focusing on streamlined, semi-linear experiences. Do you agree that 10-man raiding is a viable prospect for the future of the game, or is it always better to have more options, even if that means diluting certain parts of the game (i.e. forcing the designers to effectively double their workload when producing both 10 and 25-man versions)? The comment section is, as always, open. I leave the floor to you!

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Drama Topics: Guild Runs With PUGs

Can I Be The Right Baby? Can I Be The Right Baby? I've brought up my humble little guild a few times in the past.  We've had our fair share of issues, but most of them have pertained to getting a raid going, let alone completing it.  After some hardwork from the leaders, a few weeks of gear farming for new members and a fresh batch of core raiders, the guild is back on track and finally in Ulduar.  We've come a long way from scrapping together 10-man Naxxramas raids earlier in the year, but we are still a very much a casual guild, at least by my standards.  Casual or not, all guilds have their share of drama, and lately it has been surrounding the object of endless bickering, purpalz. If there is anything that can instill a sense of hatred among guildmates, for no other reason than favor from the RNG, it is loot.  Interesting and new encounters get players into raiding, but it is the off chance at a new piece of shiny armor, or a pointy new piece of metal, that keeps many of us coming back week after week.  Insert some unskilled, unknown or otherwise "undeserving" players into the mix and you have all the ingredients for Drama Soup.  Add a healthy dose of PUG to the recipe and you have yourself the chunkiest Drama Stew since the creation of The Real Housewives franchise.  This is exactly what has been happening in Warriors of Faith lately. I haven't raided in almost two weeks, but previous to my E3 sabbatical we had a few nights that our heroic Naxxramas outings were filled in with PUGs.  Some of the pick-ups were old friends or friends of guildies, so they were known to the group.  Others were entire strangers, unfamiliar with our flavor of raiding, discussion and joking.  All of which tend to be various forms of toilet humor and other unprintable topics.  Don't get me wrong, PUGs and everyone in the raid deserves a shot at the gear they helped create, but it irks me when some stranger picks up a piece of loot I have been after since our first clear.  To make matters worse there is currently no restriction in my guild of how much loot any single player can take in a run, assuming the rules of the last raid I attended still stand.  That is what really cooks my goose. My last heroic Naxxramas clear saw a pair of PUGs pick up not one, not two, but five pieces of gear!  As I said, I am all for giving our saviors (this is what they were since the raid would have been delayed, possibly even canceled, without them) their just dessert, but is it too much to ask for a limit?  Sure, they saved our bacon, but the raid was still a guild run (20 or more guildies), not a PUG group. I never PUG full raids so I am not sure what the norm is.  Would imposing a limit of two class-based items or a single multi-class item be too far?  How about a lower max roll for PUGs?  If there is no restrictions to what an unfamiliar face can obtain, thus making everyone's chance exactly the same, then why should members even bother with a guild run when they could run a raid at their leisure with the same chance at loot?  Think about it.  In my opinion gearing up members is what a guild run is for.  PUGers are enticed by these oppurtunites for the fast clear, easy emblems and, naturally, a shot at some - often unwanted - loot. What do the PUGers out there think about limits?  How about other guilds who fill their ranks with the helpful populace?  Does anyone place restrictions on what a PUG can roll on?  Do you force them to roll lower (such as /random 75), fight over the scraps (unwanted loot), or pay them off with gold if they win a roll?  Or are they simply privileged to be a part of such an amazing guild, even if it is just temporary? A limited loot solution surely isn't perfect, would cause loot and scoot syndrome, and a lower chance at winning would upset people from the start, but keeping guild members happy should be job #1 for the guild.

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A Non-PvPer's Dabble In The Arena Tourney

At first, I didn't give it much thought when a WoW acquaintance asked me to join his 3v3 arena team for the tournament. "Sure," I said. "Sounds like fun." Actually, I didn't think it was a serious request. I mean, really - he was asking me, of all people? I'm still working to ding level 80 for the first time, and haven't ventured much into the realm of PvP. Back in the pre-BC days when my main was a warrior, I played a bit of Battlegrounds in Warsong Gulch. Even then, I never dared walk into an arena. And since I switched to my rogue, I've been focused more on leveling and only try out a battleground here and there when bored. So it seemed like an odd request. But the idea grew on me. I kept thinking about how fun it would be to play a super-beefed-up version of my rogue. A nice change of pace, I thought. And it turned out the guy was both serious and persistent in asking me to join. I explained my lack of experience, and he didn't seem to mind. So I caved. I paid my $20 fee. Rolled Pixiestixy. Signed the team charter. Decided on a 41/5/25 mutilate spec. Set up my action bars. And spent a couple hours figuring out the best gear, enchants and gems to use. All I needed was confirmation that the team had been formed so we could start playing toward 200 matches (and a glorious, golden-armored pet murloc) before the April 6 deadline to qualify for the next round. So I waited. And waited. Played around with some macros. Admired my glowing-red berserking Deadly Gladiator's Shankers. Waited some more. A couple days later, I got an e-mail. My friend decided to play with a couple of his other (and, as it were, more experienced) friends, instead. I sighed in exasperation. I saw it coming, but had been hoping that wasn't the case. So I started with the obligatory search for a PuG. It seemed no one wanted a PvP noobie in their group. I don't blame them - most people who sign up probably have at least some clue what they are doing. I got no responses, not even to "BElf rogue LF a good time." I started asking RL friends (I had my husband convinced at one point, but we still needed a third). I saw several PuG requests from people saying they would just play 200 matches and lose each one to get the murloc. Pet collectors, I guess. But, somehow, that feels like cheating to me. If I'm going to do this, I oughta at least try, even if those attempts are futile. So I made a final effort to PuG it before the extended deadline to register last Friday. And finally, found a couple of takers. Myself, an affliction warlock (who also said he was no good at PvP) and a hybrid holy/ret paladin (who wanted to make top 1,000 teams to earn the Vanquisher title, but said he'd stick with us even if we lost). We became The Misfits. The first few matches were mayhem. I had absolutely no experience to back up everything I've read about PvP. And let me tell you, the experience is much different. It's way harder to keep track of everything going on than I had expected. We only played 6 matches the first night, with an even 3-3 record, and set a time to play again Saturday. Another 12 games in Saturday, and we had been getting worked. Despite me starting to get a better feel for the hectic arenas, our record was 6-12. Our paladin kept going AFK between matches. And then, the dreaded message. Pally "has left The Misfits." Teamless, again. I'm taking a break to work off the annoyance, then perhaps back to PuG-ing. What have I gotten myself into? So who all's in the tournament? What have your experiences been so far? How should us who are new to PvP find a group willing to stick it out through the 200 matches? And is there still enough time to squeeze in 200 matches before the 6th?

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When is Content on "Farm" and What Does That Mean?

Project Lore serves as a ground for people to learn, live and love everything Warcraft but recently myself and the guild I reside in have come to a crossroad. When is content under "farm" status and what does that mean for your guild? As of late, the guild I am in has swelled to the biggest it has been for a long time and it's given us some great opportunities. We can have more than one Naxx 25 man run, which is a great thing for us. We've seen people who we didn't know anything turn into great raiders who could be counted upon. We've been able to get people into raids they would never see otherwise. Those are all things that, as a guild, you hope for. We get to help the casual raider really get to feel like they're getting their moneys worth out of a game, and makes everyone much more of a happy group. This brings unity, but will inevitably hit a difficult wall and will be jarring for people who aren't used to the wiping that Burning Crusade used to bring. What happens on the flipside? People have become dramatic, myself included, with the future of what will happen under new content. Four rogues, under current circumstances, have no place in a raid. We'll probably be able to bring two at most because of how much other top heavy survivable DPS classes are useful to a raid. Ret paladins bring kings, shamans bring totems, warriors bring battle shout to any respectable raid. Do you, can you cut the people who are your friends to see the betterment of your guild? Will people who think they are working hard realize that they just aren't as good as some who put in less effort? Furthermore, what does Farm status mean for your guild? Does it absolve a normal loot system, does it change the award system? How does your guild clearly define what furthers your guild in the content being as easy as it is at the moment? I'm having the problem deciding when something is on farm so clearly, does it change the loot system or who attends raids? How does one draw the line? In what is classified as a casual guild, can you be the person who cuts those who can't carry their own weight but are the life of the raid? I'm hoping you fans can come through in the comments and really bring clear how some guilds do it, because honestly I've never been in a content cleared situation such as this.

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