Pattyfathead
12-28-2009, 11:00 AM
This is a long drawn out discussion which covers many facets of raiding and guilds in World of Warcraft. I usually prefer to pinpoint certain issues in posts rather than add a tremendous amount of variables which leads to a wandering discussion that is tough to follow.
Unfortunately this is one of those topics. I am just looking for emotions, responses, feelings to Blizzards strategy of making end game raiding more accessable to its players. You can stop reading now if you don't enjoy such long posts.
This is a search for opinion post rather than search for answer post. While we are on the topic though, all ideas are welcome, I would love to see what solutions others would come up with, I have listed some of my own here.
Cataclysm sounds promising to fix many of these issues, but these are changes that easily could have been released with Burning Crusade, and it frusterates me Blizzard took so long to even consider this end of the issue. I would like to keep that out of the discussion till its actually part of the game. This discussion deals with WoW as it stands at this moment.
Onward.
The ultimate goal of the PvE story line in World of Warcraft is raiding. And the percentage of PUGs that are successful at conquering the Hardmode, 25 man, end game content, is minuscule to the number of guilds that achieve it.
So it falls to guilds, created, sustained and driven by players to actually bring Blizzards storyline to fruition. Which I think is fantastic, it gives players the opportunity to really claim this game for their own in a way not many other games can.
But Blizzard comes to the issue of making World of Warcraft accessible to all sorts of players, what have their strategies been?
Shrink the size of raids, decreasing the amount of raiders a guild can viabley maintain, unless they want to move to two or three raid groups. (Lots of Work)
Introduce 10 mans. Very PUGable content.
Decrease the reward of being in a guild. With badge farming being so easy to do, without actually doing the raids. Quantity time spent is now a substitute for quality time spent in a raid. The gap between someone that breaks themself for a guild, versus someone who farms badges on their own. Has narrowed to a point its tough to justify being in a guild for anything beyond commradery. (Which is easy to find outside of a guild)
Blizzard has been attempting to make the end game raid content more accessible. And in doing so they have reduced the draw of a guild and decreased the overall enjoyment of raiding. Reducing the excitement, the grandjeur, the strategy, the comradery, the coordination, ,the difficulty, and awe generation of the 40 man content. To the bare bones, minimalistic, lacking necessity of coordination, lacking strategic raid build, lacking in difficulty, 10 mans.
With the massive changes to the way end game content is played in World of Warcraft since release, what changes have their been to guilds? The guild bank was introduced... A very cool feature, and can help a guild advertise themselves. But its a drop in the ocean compared to how they have reworked raiding to make it more of a draw for people.
My big question is why not Buff up guilds rather than Debuff raids?
Currently most guilds use a currency system such as DKP or EGP. With the increased ease and accessibility of raids I have actually seen just Roll off systems become more popular (Usually featured in those one month wonder guilds you see pop up on your servers a lot more frequently as of late). Guilds that use the system that gives no reward for loyalty have even less ability to retain players than guilds that do setup currency systems.
The currency system is the best a guild can do to keep track of loot, but it actually behooves a player to hop guilds. The player will take a few pieces of loot, get behind on the currency system... Then jump ship. They can go to a new guild, because now they have the gear to be accepted into this higher tier guild, and they get a totally fresh slate on the DKP or EGP numbers. There is nothing a starting guild can really offer these fresh players to keep them from hoping to the higher up guild. It creates this system where once one guild climbs to the top. The few guilds behind it, are basically just feeder guilds for that top guild.
There are two trends I see in guilds now.
The pyramid effect, in which one guild makes it to the top. And it is constantly fed the highest skilled players and the most geared players. Making the job of the guilds below to gear said people, but lose those people before they can use them to match the top guild in content. So it forces the guilds on a server into a certain order, all locked in their position on the progression charts.
Or the rolling wave: The one month wonder guilds. They pop up, they sort of work out for about a month, then they crack under the pressure of no real leadership, no real comradery, no real loot system and break up. Than a month later the cycle repeats itself, and they sort of work for a different month, under a different name, and then break again.
Now whats the solution?
The solution is to add features that allow players to make part of that guild their own. Get attached to a guild so they will stick with it, even if its not into the high end content yet.
Guild Halls,
Guild Trophies,
A more intrictue ranking system,
Accessible websites run through Blizzard, links from the armory.
Fix the VoIP system, or just subcontract it out to ventrilo or teamspeak.
Unlocking quests based on time spent in the guild. Take the idea of BoA gear and translate it to upgrade based on the content they have cleared, purchasable through time with a guild.
Bring back 40 mans, No, bring back 80 mans!
I played EQ, (I know there were a few other games that touched its raiding scale, I am not well versed in them) the raiding was MASSIVE, on a huge scale the World of Warcraft doesn't even touch, but has every ability to. Don't bebuff the size of the raid, buff the ability of guilds to keep enough players together to do these large raids.
For example, Take a 40 man, but really toon it to a 35 man. This way a GM can run this large run, but he can still fit in a few of those wives, husbands, children, that don't perform at the level required for Vanilla 40 mans. The largest issues to keep guilds together is people have friends. And they want to raid with friends, but with wow Raids its all or nothing. You either have 40 hardcore players to get the job done, or the guild falls apart. In EQ you could bring 60 great players, and if you had 20 players that were good but not great? Thats OK, the raid could still happen and you could include those players and it wouldn't change the fight.
Blizzard basically wants to make the game accessible to players that are just average. I think thats great, but its an injustice to this game and especially its very skilled players. To bring the raids down to their level of "just average" Rather than bring guilds up to the point of "Fantastic" so they can actually handle "Fantastic" content.
I am fortunate enough to run a guild that is at the "Top of the Pyramid" now. But it was a bitch to get to that point and it didn't need to be. I for the longest time was, by no choice of my own, the feeder guild for a larger guild on my server. And I had no way of convincing people not to jump. Know why? Cause there was no reason to, there was nothing I could offer them at that stage.
And now that I am in that position of being the top dog. I am flooded with apps from guess what. All the small guilds that are trying to make it below me. And I am stuck, because if I don't take the skilled, geared players below. I will lose my "King of the Hill" spot, and I am not willing to be in that low position again. So in the process of maintaing my spot, I am screwing the rest of the smaller guilds on my server by accepting their skilled applicants, that are looking to jump ship.
I just want everyone to have the opportunity to explore the raid content, and the joy of downing a very difficult encounter with 40 of your closest friends.
So now I am at the point where all the guilds on my faction side of my server are crumbling. And all I want is to grant people all the ability to raid, so I have streched myself to the point where the guild is ballooning, running up to 6 10 mans a week, 2 ICCs, and Three ToCs a week. Its mayhem, but we are the only guild that can semi keep it together, so there is no other option for people on our server.
I want every guild on my server to succeed, help Blizzard!
Anyways, Thoughts, Ideas? I would love perspectives from both ends. GMs trying to keep guilds together. Players that are desperate to find non fail guilds. GMs that are running the top guilds that notice themselves screwing other guilds even if they don't want to. Etc. Etc.
Thanks in advance!
http://gmcompensation.blogspot.com/
Unfortunately this is one of those topics. I am just looking for emotions, responses, feelings to Blizzards strategy of making end game raiding more accessable to its players. You can stop reading now if you don't enjoy such long posts.
This is a search for opinion post rather than search for answer post. While we are on the topic though, all ideas are welcome, I would love to see what solutions others would come up with, I have listed some of my own here.
Cataclysm sounds promising to fix many of these issues, but these are changes that easily could have been released with Burning Crusade, and it frusterates me Blizzard took so long to even consider this end of the issue. I would like to keep that out of the discussion till its actually part of the game. This discussion deals with WoW as it stands at this moment.
Onward.
The ultimate goal of the PvE story line in World of Warcraft is raiding. And the percentage of PUGs that are successful at conquering the Hardmode, 25 man, end game content, is minuscule to the number of guilds that achieve it.
So it falls to guilds, created, sustained and driven by players to actually bring Blizzards storyline to fruition. Which I think is fantastic, it gives players the opportunity to really claim this game for their own in a way not many other games can.
But Blizzard comes to the issue of making World of Warcraft accessible to all sorts of players, what have their strategies been?
Shrink the size of raids, decreasing the amount of raiders a guild can viabley maintain, unless they want to move to two or three raid groups. (Lots of Work)
Introduce 10 mans. Very PUGable content.
Decrease the reward of being in a guild. With badge farming being so easy to do, without actually doing the raids. Quantity time spent is now a substitute for quality time spent in a raid. The gap between someone that breaks themself for a guild, versus someone who farms badges on their own. Has narrowed to a point its tough to justify being in a guild for anything beyond commradery. (Which is easy to find outside of a guild)
Blizzard has been attempting to make the end game raid content more accessible. And in doing so they have reduced the draw of a guild and decreased the overall enjoyment of raiding. Reducing the excitement, the grandjeur, the strategy, the comradery, the coordination, ,the difficulty, and awe generation of the 40 man content. To the bare bones, minimalistic, lacking necessity of coordination, lacking strategic raid build, lacking in difficulty, 10 mans.
With the massive changes to the way end game content is played in World of Warcraft since release, what changes have their been to guilds? The guild bank was introduced... A very cool feature, and can help a guild advertise themselves. But its a drop in the ocean compared to how they have reworked raiding to make it more of a draw for people.
My big question is why not Buff up guilds rather than Debuff raids?
Currently most guilds use a currency system such as DKP or EGP. With the increased ease and accessibility of raids I have actually seen just Roll off systems become more popular (Usually featured in those one month wonder guilds you see pop up on your servers a lot more frequently as of late). Guilds that use the system that gives no reward for loyalty have even less ability to retain players than guilds that do setup currency systems.
The currency system is the best a guild can do to keep track of loot, but it actually behooves a player to hop guilds. The player will take a few pieces of loot, get behind on the currency system... Then jump ship. They can go to a new guild, because now they have the gear to be accepted into this higher tier guild, and they get a totally fresh slate on the DKP or EGP numbers. There is nothing a starting guild can really offer these fresh players to keep them from hoping to the higher up guild. It creates this system where once one guild climbs to the top. The few guilds behind it, are basically just feeder guilds for that top guild.
There are two trends I see in guilds now.
The pyramid effect, in which one guild makes it to the top. And it is constantly fed the highest skilled players and the most geared players. Making the job of the guilds below to gear said people, but lose those people before they can use them to match the top guild in content. So it forces the guilds on a server into a certain order, all locked in their position on the progression charts.
Or the rolling wave: The one month wonder guilds. They pop up, they sort of work out for about a month, then they crack under the pressure of no real leadership, no real comradery, no real loot system and break up. Than a month later the cycle repeats itself, and they sort of work for a different month, under a different name, and then break again.
Now whats the solution?
The solution is to add features that allow players to make part of that guild their own. Get attached to a guild so they will stick with it, even if its not into the high end content yet.
Guild Halls,
Guild Trophies,
A more intrictue ranking system,
Accessible websites run through Blizzard, links from the armory.
Fix the VoIP system, or just subcontract it out to ventrilo or teamspeak.
Unlocking quests based on time spent in the guild. Take the idea of BoA gear and translate it to upgrade based on the content they have cleared, purchasable through time with a guild.
Bring back 40 mans, No, bring back 80 mans!
I played EQ, (I know there were a few other games that touched its raiding scale, I am not well versed in them) the raiding was MASSIVE, on a huge scale the World of Warcraft doesn't even touch, but has every ability to. Don't bebuff the size of the raid, buff the ability of guilds to keep enough players together to do these large raids.
For example, Take a 40 man, but really toon it to a 35 man. This way a GM can run this large run, but he can still fit in a few of those wives, husbands, children, that don't perform at the level required for Vanilla 40 mans. The largest issues to keep guilds together is people have friends. And they want to raid with friends, but with wow Raids its all or nothing. You either have 40 hardcore players to get the job done, or the guild falls apart. In EQ you could bring 60 great players, and if you had 20 players that were good but not great? Thats OK, the raid could still happen and you could include those players and it wouldn't change the fight.
Blizzard basically wants to make the game accessible to players that are just average. I think thats great, but its an injustice to this game and especially its very skilled players. To bring the raids down to their level of "just average" Rather than bring guilds up to the point of "Fantastic" so they can actually handle "Fantastic" content.
I am fortunate enough to run a guild that is at the "Top of the Pyramid" now. But it was a bitch to get to that point and it didn't need to be. I for the longest time was, by no choice of my own, the feeder guild for a larger guild on my server. And I had no way of convincing people not to jump. Know why? Cause there was no reason to, there was nothing I could offer them at that stage.
And now that I am in that position of being the top dog. I am flooded with apps from guess what. All the small guilds that are trying to make it below me. And I am stuck, because if I don't take the skilled, geared players below. I will lose my "King of the Hill" spot, and I am not willing to be in that low position again. So in the process of maintaing my spot, I am screwing the rest of the smaller guilds on my server by accepting their skilled applicants, that are looking to jump ship.
I just want everyone to have the opportunity to explore the raid content, and the joy of downing a very difficult encounter with 40 of your closest friends.
So now I am at the point where all the guilds on my faction side of my server are crumbling. And all I want is to grant people all the ability to raid, so I have streched myself to the point where the guild is ballooning, running up to 6 10 mans a week, 2 ICCs, and Three ToCs a week. Its mayhem, but we are the only guild that can semi keep it together, so there is no other option for people on our server.
I want every guild on my server to succeed, help Blizzard!
Anyways, Thoughts, Ideas? I would love perspectives from both ends. GMs trying to keep guilds together. Players that are desperate to find non fail guilds. GMs that are running the top guilds that notice themselves screwing other guilds even if they don't want to. Etc. Etc.
Thanks in advance!
http://gmcompensation.blogspot.com/