Officers' Quarters: Number crunching
Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.It's a question on many officers' minds right now: is 10 greater than 25? It's a question that would send any math teacher into a rage-fueled lecture about integers and number lines. But as we know, leading a guild isn't always about quantity -- quality is important, too. With the ability in Wrath to see all of the expansion's raiding content alongside just 9 other people, this question of numbers has become a legitimate issue. Some guilds who had success at the 25-player level may opt to keep it smaller this time around. One reader wants to know how to make the switch.
Scott, I am an officer in what has been a fairly successful guild. We built a great team and led it from Kara, through SSC and most of TK, and into Hyjal and BT over the past several months. But the intense effort that it took to go so far in such a short time completely exhausted me and the other officers. Along those lines, we read with great interest Blizzard's announcement to create a 10-man raiding scene. (I also note, although it might be inappropriate to do so on wowinsider, that a forum poll on mmo-champion about 10 vs 25 raiding resulted in many more people saying they were interested in the 10-man option, with lots of comments from leaders about similar burn-out!)
I'd be interested to see an article about how to transition from a 25 man team, with its due share of slackers, whiners, and drama queens, to a slimmed down 10 man team of the "cream of the crop," and then to still remain a somewhat hardcore, progression-oriented team. There are a lot of logistical and administrative tasks we keep coming up against. Are other guilds in this new position as well? How are they dealing with it?
Thanks!
Anonymous
First things first: Let's be realistic about this. Just because you're only raiding with 10 people doesn't mean you'll never find yourself in a group with a slacker, whiner, or drama queen. It just means the odds are reduced. Likewise, raiding with 10 isn't going to make all the logistical and administrative tasks disappear. It just means that these tasks will be easier to manage.
Personally, I've always gotten more enjoyment and satisfaction from the smaller raids, and I was also thrilled to hear about this new -- and complete -- 10-player raiding path. To me the advantages are clear:
- Easier to recruit, schedule runs, and fill slots
- Easier to distribute loot -- rolling on drops isn't nearly as punishing to an individual
- Easier to diagnose problems after a wipe
- Easier to figure out who isn't pulling their weight
- Easier for a tight-knit crew to make adjustments on the fly and react to each other's split-second decisions
- Fewer people who may get lost in the instance or need the pulls/encounters explained
- Fewer AFKs, disconnects, emergencies, phone calls, smoke breaks, and bio breaks
- Fewer egos involved, which usually means less drama
You could speak to them later about shaping up, but there was no way to really enforce preparation and focus without punishing the guild as a whole. The next time you need a healer and that problem player is all you have, you're either going to take them or you're going to cancel the run. Sure you can recruit someone, and over the years we've recruited many, many players, but eventually in a guild like mine you're going to need that person.
If someone can attend a run regardless of how prepared they are, and they know that others will do enough to make up for their lack of effort, there's no incentive to go the extra mile. The loot isn't any less purple for someone who isn't flasking.
It made progression sporadic. One week we'd have a solid group and down a new boss or two. The next week we'd have a weak group and wipe six times on a boss we've already beaten.
It was a real conundrum for us. We're not the type of guild that kicks people based solely on performance. And so we've thought long and hard about how our raiding will shape up at level 80. We're still working on our plan, but it will involve rewarding the most prepared and dedicated players with suddenly very limited raid slots on the progression team. Other members can raid, too, of course, but it will be a more relaxed raiding environment.
That doesn't mean everyone else can slack. Whether someone is on the progression team or not, we're outlining a list of minimum tasks that someone must fulfill to be eligible to raid. With such a big guild, we're betting that even slots for the nonprogression teams will be competitive. And we're keeping our fingers crossed that it's enough motivation for people to follow through with their promises.
We know that we have enough people who are dedicated to raiding successfully that we'll always be able to field ten. So unlike our 25-player raids in TBC, the incentive to excel will be there from the beginning.
On the other hand, it sounds like the anonymous author of the e-mail above has just the opposite problem: she has too many good raiders!
Now, the immediate and obvious "solution" to the problem would be to make two progression teams. Do you remember when Blizzard announced that 40-player raids were being eliminated in TBC? Guild leaders complained that the transition would be too difficult. Many people said, "What's the big deal? Just recruit 10 more people and run two teams. Problem solved."
I might be wrong, but I don't remember that particular strategy working out very well for anybody. Two teams means -- even two 10-player teams -- means double the tasks that I listed above, rather than less.
In fact it's actually worse than managing one team of 25. You're splitting your raid IDs, ensuring that, on the second night in any given zone, you're stuck with the same exact people no matter who is or isn't available. In a bad week, both teams might be shorthanded on Night 2. You've got those five other people from your original 25 who could fill in, but that's not a lot of wiggle room considering they might not be the right class or spec that you need.
No, going into Wrath with 25 hardcore raiders and only running 10-player raids is probably not going to work. Before you reach that point, you have to cull your population. Let's see how you can do it humanely.
First of all, the timing of this process will be important. If you start now, you might find yourself shorthanded once everything plays out. You can't ignore the fact that Warhammer Online is launching next month. Odds are a lot of Warcraft players are going to try it out. It's impossible to say at this point if they'll come back to WoW or not. Age of Conan didn't exactly win over the hearts and minds of the average MMO player. But any new MMO could potentially dent WoW's population. Somebody has to eventually, right?
So I'd hold off on trying to reduce your team until the expansion is much closer than it is now.
At that point, the first step is to ask everybody on your raiding team if they will in fact be raiding in Wrath. Some may not want to. Some may have major life changes on the horizon that will prevent them from putting in the time. Odds are not every single member will be able to dedicate the same time and effort that they are today.
Next, announce that you'll be scaling back to 10-player raiding. If you've already identified some people who aren't coming back, it'll make this decision easier for your members to accept. Talk to your members about the stress and the burnout among the officers, and they'll hopefully be more sympathetic and less angry. A few, however, may decide that they really want to raid in the 25-player path. So you could lose a few more from the team this way.
Now, take a good hard look at everyone who's left. Figure out who the "slackers, whiners, and drama queens" are. Talk to your fellow officers and find out if there are any particular members that the leadership collectively has concerns about or just doesn't want to deal with in the future.
Conduct private talks with those members you want to let go. Thank them for their efforts and inform them respectfully that there won't be a slot for them in the smaller raids. I recommend that you do not volunteer any particular reasons for this decision unless they ask you to. Some will probably already know why. For them, going over the laundry list of reasons will just add insult to injury.
After all this, you could be down to 12-15 people, and that's a more reasonable number to start off with. Once the expansion launches, people may weed themselves out. They might start leveling and realize they're just sick to death of the game. Or maybe they'll hate the way their class plays post-70 and reroll.
Plus, your members are going to level up and gear up at different paces, so having more than 10 gives you a comfort zone where you won't have to make everyone wait for that one slow leveler. Anyone who rerolls as a Death Knight is much more likely to lag behind. You'll want to have one eventually, but you won't have to wait on that person before you set foot in Naxxramas.
In the end, having more quality people than you have slots to fill is a great problem for an officer or raid leader to have. Trust me on this: It's far better than not having enough!
/salute
Filed under: Officers' Quarters (Guild Leadership)






Reader Comments (Page 1 of 2)
Ahoni Aug 25th 2008 1:10PM
Running two 10 man Naxx simultaneously is problematic if both runs take more than one day to complete (or get as far as they can get). Now you have 20 players saved to the two runs, and cannot swap players or have them fill in as needed. In reality, it means you need 25-30 or more raiders to run two 10 man raids in any given week.
One possible solution would be to have 10-man raid zones that overlap. If you run a Kara and a ZA at the same time, you can easily swap members on the 2nd night for balance or whatever reasons. Granted, ZA is tuned for those who have completed/farmed Kara, but you get the point.
Blayed Aug 25th 2008 1:14PM
Right now my current guild (4/5 Hyjal 3/9 BT) is "covertly" collecting 10 dedicated members to power through WotLK content and get right in to Naxx, hoping for a few server first kills. Once the rest of the guild catches up, we plan to hit the 25s.
Nick S Aug 25th 2008 1:19PM
I have a suspicion that 10-man guilds will get through content a bit faster than 25-man guilds. There's just less chance of trouble with 10 than 25. I say this as a former guild leader - management will always be vastly easier with a smaller group of people.
That said, I want to raid 25s - I love the size and feel of large encounters, and I like playing with 24 other people. Competing on meters, poking fun at the raid leader in party chat, shuffling group assignments to form perfect group synergy... these are the best things about raiding for me, and they just aren't as fun in 10-mans.
Wilken Aug 25th 2008 1:21PM
Personally, I would not even tell some of the people that there won't be a slot for them. You don't know what can happen in the future, maybe that one uber rogue that you love has something happen and your short one.
You don't want to cause hard feelings or jilt people until during the expansion. The annoucement and everything is fine, but you can keep your options open. Now if you and your officers agree there's someone that is on your nerves, causes drama, Yeah give em the boot, but if your on the edge about them, or they are just kinda casual, Leave em be.
darian Aug 25th 2008 2:25PM
As an officer of a guild, if I were so sick of dealing with problematic people that I'd willing go through the pain and torture of shaving off 10-15 bad raiders in order to have a more enjoyable 10 man experience... I'd likely rather not raid than take one of those people along.
mrluohua Aug 25th 2008 1:28PM
From what I've read so far, the 25 man versions of the dungeons will drop SUPERIOR loot. Better loot. This is something that I haven't seen mention in this article.
I can't imagine guilds that are running endgame content now for progression and "best in the game loot" would consider switching to 10-man raids and settling for inferior purples.
I see the 10-man raids as a bonus feature for smaller guilds that were never able to actually successfully coordinate 25-man raids.
Any 25-man raid leaders care to comment?
Manatank Aug 25th 2008 1:34PM
It isn't known yet, but presumably the "inferior" purples will be sufficient for the tuning of the 10-man instances. Do you really want to be known as the guild that requires 25-man quality epics for 10-man progression? In the end, gear is only useful as a means to an end.
Darthregis Aug 25th 2008 3:20PM
I don't think that's what he meant.
There are lots of guilds that run 25 man raids, not so much for the challenge or content, but for the loot. Thus those guilds will still be running 25 man raids to get the rumoured "superior" gear. It may not be known, but it is more than likely that the gear that's distributed from the 10 man version of the raids will be great for running the 10 man raids, and can probably be used to help prepare someone for the 25 man raids.
That being said, I believe the primary intent of Blizzard making the raids 10 or 25 man is just as MrLuohua said: It's to make end game content accessable by smaller and/or more casual guilds.
And I must say, I'm quite thankful for it. I only managed to see Gruul and Kara because I had a buddy in a large raiding guild and got me to tag along a few times.
Now, with the guild that I'm in, we just need to have ten people on all at once. XD
Iwanttobeasleep Aug 25th 2008 3:37PM
The "inferior" loot point is kind of moot if you're just planning on doing 10-mans. Bigger numbers are, indeed, bigger, but for many raiders gear is just a means to progression, so progressing through 10-mans with 10-man gear isn't inferior, it's just different. The progression speed should be about the same, so there's no need to get "superior" gear unless you're planning on doing 25-mans anyway.
Manatank Aug 25th 2008 1:31PM
I think this change will help cut the poor players out of raiding. Only the guilds that have 25 good players will be running 25 mans. Those that can't field that many will simply not need to drag along filler players to see content when they can just run a 10 man.
As someone in a smaller guild with talented players, I couldn't be happier about this. No more guild alliances where we carry 15 strangers through 25 man content. I'll never have to cry again that our DPS shows up to fight, and the other folks show up to Hyjal to push 600 DPS.
No one will need crappy players anymore, and they can stay in Naxx until the next expansion.
Aigarius Aug 25th 2008 1:37PM
Just continue exactly what is happening now - have a big team that does 25-man dungeons and have more personal and unregulated sub-teams that do 10-man runs on off-nights (higher or lower than your current 25-man, depending on their skill), just like now BT/Sunwell guilds have some top people band together on off-nights for bear-runs of ZA. If there was a 10-man of BT or Sunwell (with a compelling reason to do it once you are in the 25-man), they could do that as well.
Tap Aug 25th 2008 1:42PM
One of our guild leaders has a blog: http://casualraidleader.blogspot.com/ (shameless plug). There's even a specific post about 10 vs 25: http://casualraidleader.blogspot.com/2008/08/10-man-vs-25-man-let-debate-begin.html
My point though, was an approval process: http://casualraidleader.blogspot.com/2008/08/tiered-approval.html
For WotLK, approve people for 10 man and then 25 man content.
Reric Aug 25th 2008 1:48PM
Do the 10 man 25 man instances go on the same timer? Or could a group be working on the 25, and at the same time be moving faster through the 10man just to get better gear?
brent Aug 25th 2008 1:55PM
10-mans for alt runs.
25 man runs for mains.
That's my plan stan.
Kiukiu Aug 25th 2008 2:21PM
If you've got the meat to run through the 25-man blender, by all means throw it in. For smaller guilds, whatever their reasons, the chance to have 10 solid people running through instances is perfect.
I can't see how anyone can't enjoy this OPTION to do one or both. Sure if you want the uber megadeath leet stuff, you have to do 25-mans...but if you want to see the fights and progress within the limits of numbers rather than ability, you've got the chance to do so (rather than slump together with 12-13 other unknowns who may cry, bitch, fail or ninja and try to do it).
Perfect solution where I think everyone wins.
ivan256 Aug 25th 2008 2:38PM
It depends on the loot progression...
Are the early 25-mans going to drop better loot than the late 10-mans? If so, you'll see people progress through all the content as 10-man, then go back and do it again as 25-man.
If not, you're going to see everybody do 10-mans, then switch to 25-man just for the highest end content.
darian Aug 25th 2008 2:34PM
I'm fairly certain that the option to have 10 man progress through all the content will represent collapse of *casual* 25-man raiding. There were still be casual raiding guilds tackling 25-man content successfully, but they'll be far fewer in number.
The basic problem is that most casual guilds I have encountered learn too late that even in a casual guild you need quality control. You can't consistently let unprepared, undisciplined people raid and reward them for dragging the raid down. It leads to hard feelings, apathy, and undue stress on the management.
Such guilds that are trying to field 25 man teams generally have a dozen people they can count on to put in the effort the guild needs to succeed. Faced with another two years of trying unsuccessfully to motivate and teach people, many of these guilds will make the hard decision to set free the problem people and have a smaller guild scope.
cubby Aug 25th 2008 2:48PM
I am an officer and current raid leader of a 25 man "casual" raiding guild. When we have 25 people on and ready - we crush content. Vashj took 2.5 weeks. Boom - we get it done. When we have enough on - and those "enough" are good. But for the past 3 months we've had, at best, lack luster attendance. Each and every night we get 25 raiders on - we drop new bosses. But at least one night out of the three we raid we don't have enough - or are short healers - so we can't raid.
We are making the transition to 10 man raiding for WotLK. I personally can't wait to cut out all the BS and just have a good time while working hard - knowing that the people in the guild feel the same way. This transition is NOT easy - people are upset, quesitoning and pleading with us to not go this direction.
For those of you that have lead a guild - or have just been an active officer - you know how DIFFICULT it is to maintain a content crushing guild (we may be casual, but frankly, we're pretty good). To be able to shed all the crap is very, very attractive. If we aren't sitting in the best gear available - I just don't care. To me it's more important to raid with friends, not be dragged down by leachers, and have fun while seeing all the content.
If you are running a 10 man guild in WotLK you'll be able to have more than one raiding "main". I have three toons that I plan to run through all the 10 man content - it's going to be so much fun to explore a lot of the content in a lot of different ways.
Rob Botkin Aug 25th 2008 2:49PM
For me, note that I'm not an officer or anything, I think that one big perk that 25 has over 10 is utility. With a 10-man you end up having 3 different specs of warlocks and no mages. It can be done, but think about how much nicer it would be to have a couple of every class, grouped for maximum synergy, especially with the amazing new specs that we're seeing in the beta.
As an afterthought, it is important to note that this also enables you to bring more players running off-spec since the size of the raid can make up for the difference more easily.
Smokin Aug 25th 2008 3:49PM
The beauty of this, at least to my guild's raiding philosophy, is that it basically extends the half life of raiding content in the expansion. Taking our raiding core through the ten man versions up to Naxx first will allow success through 25 man content later, which in turn will allow us to succeed with a lower gear ratio. Like someone said above me, everyone wins.