Showing posts with label Ready. Show all posts
Showing posts with label Ready. Show all posts

Saturday, June 25, 2011

Officers' Quarters: Ready to abandon ship

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 now from No Starch Press.

Last week's Officers' Quarters was all about people who complain endlessly to their leadership and what you as an officer can do about it. This week is a bit of a reversal: The officers involved have some legitimate complaints about their guild leader and their guild. They're wondering if they can do anything about the current situation before they all jump overboard.

Hey,

So, i'm a lower ranking officer of my guild for about 2 years now. My 4 closest friends are higher ranking officers in the same guild. We have been having issues, so many in fact that one letter is not enough to explain it all. Let me try to hit the top problems we're having though.


The players in this guild are not good players for the most part. Nice enough, good people even, but you name a standard raid rule, and its broken every night in this guild. Talking over the raid leader? Check. The Guild Master personifies pretty much everything that is bad in the guild...she treats the Guild Bank as her own personal stash, even the highest ranking officers can only access one slot per day from current content materials. She asks for advice in gearing and rotations and then completely ignores it and claims she tried everything she could.[...] And when it comes to raiding, she, and most of the guild are frankly "special". As in, we can not down a fight until the tanks and healers can sustain keeping the raid alive due to superior performance through standing in things, and accidentally toggling enrages. And poor dps [...]. As of now, the only current raid content we can even come close to downing is BH and normal Magmaw. Thats it.


If you havent guessed by now, me and my friends play the tanks and healers in the guild. Back in wrath, things were similar but tanks and healers could be so overpowered it almost didnt matter. [...] Every time we do get a few competent people over just the 5 of us that are qualified, a bunch of "special" normal people in the guild run and cry to the GM and she makes us blow up the raiding team and take people who want to go. [...] We regularly have to "8-man" raid bosses and the like in this manner.

Recently, its just been getting really old. [...] A few of the officers that had been there when i got there are gone now, random friends of the guild master are practically insta-promoted to high officers; but really, everyone expects handouts. No one researches fights, no one brings consumables to raids, no one gives to the guild, everyone shows up 5-10 minutes late (or joins an instance 10 minutes before a raid), the only people who do anything for anyone is the same 5 people. And we're all sick of it and we're all feeling like we want out.


I dont think we all want to gquit on the same day, we want to talk with the GM about it before it happens...but we dont think this can be resolved. Do you have any tips or things that we might want to try or good ways to not quite "blow our way out of town"?


Thanks,


Anonymous

Anonymous, I've written quite a few columns about casual raiding, and the one point that I make over and over again is that casual raiding doesn't mean lazy or selfish raiding. Lazy or selfish raiding doesn't work. Players need to exhibit some degree of personal accountability, and more importantly, the leadership of the guild needs to uphold some minimum standards about what qualifies someone to raid with the guild.

If everyone gets to do what they want, that's not guild raiding. That's a PUG where everyone just happens to be wearing the same tag. In fact, it's actually worse than a PUG, because most PUGs will not tolerate players who willfully underachieve.


In your case, it sounds like you and your friends have the necessary accountability, but few others do. To make matters worse, your guild leader doesn't seem to understand that raiding can't be a free-for-all. That sort of thing might have worked to a limited degree in Wrath, and heck, it might actually work when Blizzard nerfs Tier 11 in patch 4.2. For current Cataclysm tiers, though, this guild will never be able to clear bosses until someone steps up and imposes some kind of organization.


Last chance


It's understandable (and even commendable) that you want to give the guild leader one last chance before you all quit and leave her to pick up the pieces. I would recommend that you and some of the other frustrated officers ask the guild leader if you can chat with her privately over Vent at a scheduled time. Immediately after a raid would be a good window, because you can use examples in your arguments from that same night.


You can invite officers outside of your friends, too, but it sounds like your guild has quite a few given that there are multiple officer ranks. You don't want this dialogue to turn into chaos, so limit the meeting to no more than seven or eight people if you can.


When you talk to her, explain your frustrations in a constructive way. Try not to lose your cool or get emotional. Don't simply complain and point out the problems. Instead, offer realistic solutions. You're all officers, too, so your suggestions should carry some weight.


For example, recommend using the calendar to set up events. Ask people to sign up for the raids that they plan to show up for -- on time -- and then hold people accountable if they are late or don't show up without letting an officer know. Keep track of consistent offenders and stop bringing those players to raids.


Give priority to people who commit to the raid by signing up and showing up prepared. Poor players can usually be coached to improve if they're motivated to succeed and willing to do what's best for the raid team. Players who lack such motivation will never improve.


That way, you can gradually filter out the people who are selfish, lazy, or don't communicate properly. Odds are, most of them are the ones who are driving your raids into the ground.


Bring a list of similar constructive suggestions to this meeting and discuss them with your guild leader one at a time. Based on her reactions, you'll know whether anything will ever change. If she is too unmotivated to take these steps herself, as a last resort, one of you could offer to serve as a raid leader to help the guild progress. Just make sure she understands, if she agrees to this, that the new raid leader will be changing the ways raids are run.


A lot to overcome


One big problem that I see is that she is also one of the players who are holding the guild back. She's probably pretty comfortable with putting in such little effort, and she won't want things to change. After all, your suggestions will mean she has to step up not just as a leader but as a raider, as well.


Even worse, your guild has allowed its entire culture to thrive on self-interest, apathy, and favoritism. At least, that's the picture you're painting for me. None of this can change overnight. It will take some serious housecleaning and the imposition of policies where none exist today. Some guilds have managed it, but it requires a hefty buy-in from the officers in order to enact lasting change.


Casual raiding can work just fine, but successful raiding in any guild requires work from the leadership to make sure everyone is on the same page and work from the players to show up on time, prepared, and ready to do their best. Lazy, selfish players have no business in a guild, let alone a raid -- and it's the job of the officers to make sure that kind of attitude does not prevail.


In your case, that attitude has run amok from top to bottom, but that doesn't have to be the end of the story. Give your guild leader the opportunity to turn things around. Offer your help and support if she'll do it. After that, she can't blame you if she chooses the status quo and you leave for a better overall environment. In the end, what's the point of a guild where everyone, aside from a select few, only cares about themselves?


Whatever happens, I wish you and your friends luck!


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Wednesday, June 8, 2011

Ready Check: Is your raid group socially compatible?

Ready Check helps you prepare yourself and your raid for the bosses that simply require killing. Check back with Ready Check each week for the latest pointers on killing adds, not standing in fire, and hoping for loot that won't drop.

Those people who know me would probably say I'm a rather agreeable person. Perhaps not always entirely nice, but if you ask me to do something or for help, then chances are I'll say yes. However, should you demand that I do any task, then you're better off talking to the wall, and you'll be lucky if I so much as recognize you exist.


This makes being a part of a raiding team interesting. Raid leaders often do make demands of their raiders, and usually that's just considered to be how it is. On the other hand, there are raid leaders out there who do nothing but ask, and they do so ever so nicely. They're effective, yet these leaders can sometimes be viewed as soft, weak, unable to actually control the raid. Every raid is composed of several different personalities; every raid is led in a different way.


How, then, to know what to do as a raider? How do you know the best way to handle your team as a raid leader? It's all a big, jumbled mess.


Rules will be rules


Each and every raid or guild has a set number of rules and regulations that they expect their members to follow. These are usually listed on the guild website or explained clearly at the start of a raid to newer members. Despite this, most of these rules don't actually address the more common issues encountered within a raid setting.


For the most part, these rules address loot and attendance. There may be a few generalized social rules, such as no talking during raid encounters, but these are generally the social norm; it's pretty common knowledge that you shouldn't chit-chat over Vent while attempting a boss. What usually isn't addressed are the more free-form issues that often arise.


If you ever managed to sneak into our Vent server during a raid night, the most common phrase you'd probably hear would be, "Murmurs, shut up." During raids, I tend to be a fairly social person, talking, laughing, joking, things of that nature -- and this isn't uncommon, either. There are several people in my guild who are similar, and these people exist in most other guilds as well. Yet that simple phrase creates a rather complex philosophical question.


What is the extent of a raid leader's control? Does a raid leader have absolute authority over all things in all situations? Is it expected that I would obey such a command?


Creating a social environment


I would imagine (or at least hope) that there's a variety of responses to those questions. I am sure there are those out there who feel that, yes, the raid leader's word is effectively "law," and if I'm told to shut my mouth, then I should shut my mouth. On the other hand, there are those who would say that the request needs to be within reason. Asking me to shut up for no practical reason is rather silly.


The truth is that both and neither are correct. Although each raid will have its set rules listed and defined, the actual social dynamic of a raid is determined by the raid consensus -- that is to say, the collective belief in socially acceptable behavior held by a raid group.


In one raid group, it might be expected that if a raid leader tells you to do something, you do it without thinking, without objecting. In another raid, it might be viewed as silly to think that a raid leader is some supreme dictator given some form of divine right to lord over the rest of the players. Some raids might find it more acceptable to openly question things such as strategy over Vent; others might feel it is best to bring these issues up in whispers. It is all a matter of what the raid collectively believes to be acceptable.


Keep in mind that I am not speaking in terms of things that occur during an actual encounter. I doubt most people would think it's acceptable to tell your raid leader "no" when told to switch healing assignments or interrupt a certain ability in the middle of the battle. What I am talking about are the social rules that apply outside of encounters.


It may seem a trivial topic, yet it is this social contract, so to speak, that creates the entire atmosphere of a raid group, which is a huge factor in how well a raid performs, raider retention, and raider happiness.


What makes a raid leader?


Although each raid group is different, I would say to every raid leader to expect and accept that you probably don't have absolute authority. Raid leaders are under a lot of stress and pressure -- I know, I was one for quite a long time -- but a vast majority of that has to deal with the social dynamics of any given raid group.


Most raiders I'm sure honestly believe that their raid groups are "perfect" (or at least "good"). They don't have drama spilling out all over the raid chat, they don't have yelling matches or people screaming at each other over Vent, and they probably don't have major personal conflicts. It's possible those people do have a perfect raid group; however, often the case is that they simply have a fantastic raid leader.


Leading a raid is not about choosing where the guild is going for that night. It isn't about configuring strategies or making on-the-fly battle assessments. Those are things that a raid leader has to do, but it's probably only around 30% of the actual "work." Instead, the vast majority of a raid leader's job is to keep the drama under control, to keep every little nasty, dirty thing that happens behind the scenes, behind the scenes.


I was once a part of a fantastic guild that ran via loot council. For a time, I was raid leader and even guild leader. In the several years that I was with this team, never once did anyone ever say that we had loot drama. In fact, one of the major selling points that our guildies would bring up was that we literally had no loot issues at all. To this day, I can honestly say that we only ever lost one person in the raid to a loot issue, and that was because the fellow was just a crazy.


Those people had no idea. There were loads of loot issues constantly going on; virtually everything was a "problem" or an "issue" of some form or another. I can say that I spent more time putting out fires over loot than anything else. Yet no one ever knew. That's a raid leader's job: to keep the drama quiet, contained, and out of the public eye. Trust me, it sucks.


What raid leaders really do


It is important to understand the role of a raid leader for one reason: They have to keep the social order. What the social order is in any given raid group is drastically different from that in others. There are raids where silence in Vent is expected, where there isn't any measure of joking or playful banter. This isn't because the players are dull or unfriendly toward each other; some of them just need that to focus, and because of this, the raid naturally creates a social atmosphere where it is frowned upon to behave in a demonstrative manner. In this situation, having the raid leader tell you to "shut up" means you pretty much better do it.


On the other hand, there are guilds that are highly talkative, that socialize with each other during raids frequently and joke or tease each other constantly. In this situation, it may never happen that the raid leader tells raiders to quiet down, or if he does, it might be understood as a joke and not a dictatorial demand.


The important thing for the raid leader (and in fact the raid) to understand is what it is that a raid wants and to then do his best to accommodate that sentiment. If a raid group expects or accepts commanding, dictator-like leadership, then that is how a raid leader should behave. If the raid doesn't respond kindly to demands or orders, then change your approach.


I have found that the biggest reason that any raid leader fails is because he doesn't understand what it is that the raid group wants in terms of leadership. Often, they attempt to enforce a specific form of leadership that isn't what the raid collectively expects and therefore are met with resistance. This will cause the raid leader to become frustrated and probably quit.


Although a raid leader behaving like a highly antagonistic tyrant is usually the most common form of this, it isn't always the case. The "nice" raid leaders who are sweet and polite can just as often find themselves being subverted by other raid members left and right. In those cases, the raiders feel that raid leader isn't strict enough, and the more demanding raid leader would actually keep order better.


There is no wrong or right way to be a raid leader; it all depends on what the raid itself expects. There will be times and there will be raids where the classical "dickish" raid leader is the most effective. There will be times when the classic "pushover" raid leader is the better choice.


Bringing in new raiders


On top of raid leaders, there are also new raiders to consider. Every time that a raid gains a new raider, it causes a disturbance in the social consensus of a group. Since each person has his or her own personal views on these matters, a new player different in views thus potentially changes the entire dynamic. Now, one person isn't going to usually have a huge impact on the social dynamic of a raid group -- but it is entirely possible.


A raid group that is only partially social in nature may suddenly become highly social and talkative after introducing a single highly social person into the mix. Similarly, a more reserved and quiet person might have the opposite effect, reducing the social nature of a raid. This is often why guilds look for "fit" when getting new members. Although the "game" part of WoW is important, the social aspect is as well, and guilds will take or pass on players that they feel won't fit into the social consensus of their raid despite the need for the player's class or spec.


We see it all the time yet often don't openly acknowledge what it is. Comments such as, "Oh, he really seemed like a jerk" are exactly the type of thing I'm talking about. In that social outlook, the person seemed inappropriate and raiders felt the player wouldn't "fit in" with the rest of the raid. To another raid group with a different social dynamic, that player may seem nice, kind, and humorous.


As a new raider, you have to be aware of the nature of the raid that you are getting into. As important as clearing content is, the social side of WoW honestly does make or break your experiences. It's a tired cliché, but "just be yourself" is the best advice that you can have for anything in this game.


If you are in a raiding group that you feel conflicts with your personality, chance are it's because the people you're raiding with don't share your social traits. You have to make a choice. Staying will cause you conflict, and it will cause you frustration. If you can handle it, then great, go for it. If you feel that you might end up hating the game simply because of the people you play with, it might be time to find a new guild.
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.


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