Officers' Quarters: Accelerating guild achievements

News broke last week of a new Cataclysm beta patch that added a host of guild achievements to the game. MMO Champion has the full list. Some of these achievements -- such as looting 200,000 gold from creatures -- you may decide to allow to simply accumulate over time. After all, most of them can be earned through the natural course of events, assuming your members participate in all aspects of the game.
However, if you'd like to pursue these guild achievements aggressively, this column is for you. Let's take a look at how you can accelerate some of these achievements and how you can motivate your guild to help.
First of all, let's talk about the motivation that the game itself will provide. Earning guild achievements, according to August's guild advancement Q&A, provides "nice, fat chunks of experience [that] feel great when you get 'em." We also know from blue poster Mumper that "anything that grants guild XP will also grant guild faction." Putting two and two together, we can conclude that earning a guild achievement will also award the players who earned it a hefty dose of guild reputation. This extra guild rep and guild experience may be motivation enough.
But why stop there? Let's take an active role, as officers, in providing organization and incentives.
Bounties
One way you can actively motivate your players is to put a bounty on specific achievements. Post a list of achievements and what the guild will pay the first group who gets them done. If the UI doesn't tell you who earned them, you might need to ask for a screenshot to verify the earning team.
Guilds with the Cash Flow perk will be raking in the gold, so why not put some of those funds to good use? If you don't have the perk yet, earning these achievements will get it that much faster. The earlier you get this perk, the more money you'll receive from it.
This method would work well for dungeon and raid achievements. You can start low by offering, say, 100 gold for clearing Wailing Caverns, and then perhaps several thousand gold for killing Illidan. An achievement like He Feeds on Your Tears - Guild Edition should be worth a pretty penny. Just make sure the bank can cover the expense!
You could also offer bounties for obtaining the legendary items required to earn We Are Hardcore. Some of those are quite painful to get, so the bounties should be substantial.
The Classy achievements require your guild members to level one of each class that every race can select. You could offer bounties for the first of each race/class combo to reach 85. Be careful with this one, though -- like the Realm First player achievements, this sort of thing encourages some unhealthy playing habits, so keep the Classy bounties reasonable.
Finally, the United Nations achievement requires reaching exalted with pretty much every faction available to you in the game today. For most factions, you'll already have a member who's exalted. For others, such as the Darkmoon Faire and Ravenholdt, you may need to provide a cash prize (unless you're lucky enough to have a player going for the Insane title). I'd recommend asking individual players to state their intention to rep up specific factions so you don't have others wasting their time on the same one. For these achievements, it's better for your guild to work as a team to help out individuals, rather than competing.
Achievement nights
When the 3.9 patch introduces the new systems for Cataclysm, hopefully we'll be able to start leveling guilds and earning these achievements while we wait for 4.0. Given that Wrath's raiding and PvP content will be getting awfully stale by then (many feel like it's been stale for a while now), it might be a good idea to mix up your scheduled activities and dedicate one night per week to earning guild achievements.
This is another great way to go for dungeon and raid achievements. You could even offer prizes to the winners of competing speed clears. Here are some other ideas:
- Critter Cataclysm Assign every player a zone and have him kill every critter he finds. You probably won't get all 10,000 in one night, but you can get yourself a lot closer. This activity is rather boring on its own, so spice things up by raffling off a nice item to participating members for every 200 critters killed.
- Do You Like Fishsticks? Northrend fish. From pools. 10,000 of them. If you let this achievement build up over time, you may wait years to get it. If you dedicate a night to it, however, you can get there much faster. But who wants to sit around fishing for an hour or two? Like the critter achievement, a raffle for every few hundred fish would make things more fun. Hold this event during the Kalu'ak Fishing Derby to make things even more interesting. Afterward, you can funnel some of that seafood into Dinner Party.
- License to Slay The Slayer achievements won't be fully possible until goblins and worgen are running around, but you can target some of the lesser-played race/class combos with a dedicated PvP night. If you're on a PvP server, you can scour the world in a gank squad. If not, your best bet is probably running battlegrounds and keeping an eye out for specific combos. You can also work on the battleground achievements while you do so.
- We're Here to Stay Another PvP night could be dedicated to the City Attacker achievement. Earning the "For the" achievements doesn't always result in actual PvP battles. On some servers, enemy players let you breeze in to their cities, murder their beloved racial leaders and waltz out. Well, that won't fly here. You need to poke the slumbering bear. I recommend going after the auction house and banker NPCs. That's sure to generate some animosity. Just make sure you bring all the firepower you can get.
- To-gather Forever 50,000 herbs. 50,000 ore/rocks. 10,000 skins. These are intimidating numbers, but a dedicated night can put a solid dent in the requirements. My suggestion for making this an event is to create teams of herbalists, miners and skinners and pit them against each other. Have a race to 500 items and provide prizes for the winning team. Try to keep the teams relatively even. Otherwise, adjust each team's goal amount accordingly. (You may also need to adjust for the fact that skinning requires you to kill stuff.)
Speaking of intimidating numbers, the crafting achievements are equally imposing in scope. Even if you hold a gathering contest for the raw materials, you'll still need more mats for these achievements.
Fortunately, there's no stipulation that says the materials have to come from your guild or that the finished products have to be used by your guild. You just need to turn items into other items ... 36,000 times.
By holding a craft fair, you can accelerate this achievement, raise your guild's server reputation (read my book to find out more about that concept) and possibly get some skill-ups for your members to boot. During the fair, set up your crafters in organized groups throughout a major city (I recommend Shattrath, for minimum lag). Then offer in trade chat to make flasks, cut gems, disenchant items and craft epics at no cost. Tell people where to go for each service. For maximum turnout, advertise the fair ahead of time both in trade chat and on your server's official forum. Ask your members to decline all voluntary tips and I guarantee you'll get an even better turnout the next time you try it.
These are just a few suggestions for how to earn these achievements quickly. I'm sure you can think of more -- post your ideas below!
/salute
Filed under: Officers' Quarters (Guild Leadership)






Reader Comments (Page 1 of 4)
Magma Sep 6th 2010 2:14PM
These achievements! They're all OVER 9000!
Cthulu Sep 6th 2010 3:09PM
Well blizzard made 10 man raiding guilds perfectly viable by removing the gear incentive for 25 vs. 10 man raids since they will get the same gear. Now the QQ turns towards smaller guilds wanting the big guild perks. The thing is the achievments are perfectly viable for smaller guilds but would take longer. This is the same with any task..the more people you put on it the quicker it gets done.
It is your choice as a player which venue suits you, if competitive 10 man raiding is what you want great...you got it..if guild achievments are what you want..great..you can get them but your gonna have to work just as hard as those big guilds. Don't expect welfare go out and earn something for once. So much of the QQ about big vs. small guilds didn't even experience the grind to open the gates of AQ.
Cetha Sep 6th 2010 2:19PM
I'm still a bit confused by this new guild system. It seems like its just going to punish smaller guilds. It's all well and good if your guild has over 200 people, but for our little collection of 15 friends, these perks will be a loooonnnggg way away. It should scale with guild size somehow or something like that.
Sintraedrien Sep 6th 2010 2:34PM
You are saying that the achievement should be some how "smaller"? The rewards should be less? Or that you should not have to put as much effort into doing them as other collections of players?
You can grow your guild (add people), or you can take a longer time to achieve these things. Because those are the two variables in the equation, the Achievements and the guild existance are the fixed numerals.
:)
Sintra E'Drien of the Ebon Blade, né Sindorei (soon-to-be-offline for two weeks :( )
Anye Sep 6th 2010 2:35PM
Agreed. This seems like a ridiculous amount of grinding for a smaller guild. I was hoping with the new raid system that it would be easier to simply recruit nine people for a single 10-man raid group, but now I'm discouraged.
Kaorael Sep 6th 2010 2:46PM
Wasn't there talk that only the top contributors of the guild would count towards experience gains each week? Wouldn't be surprised if it's the same for these achievements.
Even if it isn't, I wouldn't expect the most interesting rewards to come from the purely grindy achievements. Those probably award just achievement points with no use, while the true rewards are awarded by raids/dungeons and pvp where skill, and not numbers or time, is what matters.
brian Sep 6th 2010 2:50PM
Last I heard, only the top 20 people's contribution would count towards leveling. So while you might be correct that guilds under that amount might take a little longer to progress, it all depends on how active they are anyway.
Plus, the top limit might still change, depending on feedback.
Noyou Sep 6th 2010 5:18PM
I run a small but social guild and these numbers don't seem terribly far off. I think they put a lot of thought into guilds of all sizes. I know my guild will never achieve the 25 man stuff but I'm ok with it. Heck I thought I remembered there being achievements for 5 man guilds too. I'm all for that. You should be rewarded for what you put into it. Might take you longer but does that mean it is any more or less value?
wscotthinds Sep 6th 2010 2:32PM
I liked the article until I was rickrolled.
jdoyle1987 Sep 6th 2010 2:33PM
It's not punishing smaller guilds, it's rewarding large guilds. If you've ever ran a large guild, the investment of time and effort to make it work is quite a lot. Why shouldn't they be the first to get their perks?
Amaxe Sep 6th 2010 3:08PM
I hear this "it's not punishing the small guilds, it's rewarding the large guilds" a lot, and really this isn't true. (It's usually said by a member of a large guild who will benefit by the current setup)
Balance wise, it tends to mean that small guilds that are real guilds (as opposed to vanity guilds, like mine, or bank guilds) will have a hard time bringing in members compared to large guilds.
Yes, I know guild rep is farmed the same wherever you go, but consider this:
If a player who wants to get ahead has to choose between getting exalted in a friend's guild which is small, or raiding with "Elite Asshats" (not a slam of EJ here... just chose the name to illustrate a stereotype successful but jerkish guild), the small guild is going to lose many times.
I've seen friends move on. I've had friends worry *I*was going to move on because I was the first to level to 80 when they were trying to keep everyone close together.
Now I'm not talking of vanity guilds here. Having a vanity guild (which I do) where every toon is going to be mine, I accept I will probably be limited in what my guild will gain compared to guilds with hundreds or thousands of toons, and it will take me longer to get there than a real guild.
However, if **all** guild perks are contingent on the size and success of the guild, then it seems to follow that large and well established guilds will probably grow larger and better established, while the only smaller guilds will eventually be friend guilds or vanity guilds because there is more to gain for grinding guild rep in a big guild (since you seem to lose it when you go to another guild).
Maybe I am a pessimist on this and maybe my assumptions are based on out of date info, and it will work out better than I fear, but I do suspect that we will see modifications to the guild system when the law of unintended consequences kicks in.
matthewggrammer Sep 6th 2010 3:42PM
Your 'vanity guild' isn't what Blizz had in mind for a guild.
A guild is a collection of players all working together towards a common goal. It doesn't even make sense to attempt to compare your guild of alts to a raiding guild.
Your guild of alts isn't even a guild ... it's just a way to give them a cute surname and allow them to share a bank.
orlochavez Sep 6th 2010 3:42PM
"Large guild" does not always mean "elite" and/or "raiding guild."
For a considerable period of time the guild with the highest active membership on my server was a leveling guild. It was very well put together and most people stayed on when they hit 80. They formed a small, not-necessarily-guild-sanctioned, group that raided 10m content, sure; but they remained at the core (and still remain) a leveling guild.
This guild would have a considerable advantage over raiding guilds in that as people leveled their characters, they did thing like herb/mine/skin to level their own tradeskills, while raiding guilds only do so as their members decide to farm (usually for personal gain), or by specifically directing members to do it purely for the achievement.
Raiding guilds these days are no longer the large, sprawling guilds of vanilla. The highly successful ones have a small number of actual active accounts so they can keep their roster trim. There are very few guilds these days with very large numbers of active accounts that are experiencing top-end content. These guilds are usually long-established and center around a larger gaming community rather than being just a WoW guild. These guilds are few and far-between, however.
TLDR: Elite/raiding guilds can be small and casual guilds can be big. You can't make everything equal for everyone.
wscotthinds Sep 6th 2010 5:34PM
JD I too am going to disagree. I've run large and small guilds in my ten years of MMOs, and also been a member of both large and small guilds with zero responsibility. First I will agree that running a large guild can be hard and time consuming, I've been members of such guilds which were simply large for the sake of large. Absentee guild leaders or power abusing officers kicking people who didn't meet their own social dip-stick.
What I would like to know about this before REALLY forming and opinion here is if certain achievements are only attainable when you reach a certain number of guildies or if it is simply easier in these examples because of the law of large numbers.
That aside, if small guilds can still earn these achievements and rank ups through more toil than say a large guild, then I think that the small guild will better bond and appreciate the achievements for what they really are then some non contributing member of a larger guild, Theron adding intrinsic value to the achievement system. However if some require 50 members to do task X Y and Z then I will count myself among those opposed or at the very least highly disapproving of the new system.
Amaxe Sep 6th 2010 6:23PM
@matthewggrammer
Given that I *specifically* distinguished between a vanity guild and a real guild, I'd say your harping on the vanity guild is to miss the point. I *know* a vanity guild will be slow leveling (if at all). I am talking about real guilds of small amounts of players.
And THAT was the point I was talking about.
Moeru Sep 6th 2010 2:46PM
Recruiting a hundred people from Goldshire isn't a lot of time and effort.
Strangling together 9 other people every week to do progressing content when half of them don't have 25-man gear, that takes effort.
wutsconflag Sep 6th 2010 2:57PM
10-man content requires 25-man gear. Interesting...
Arbolamante Sep 6th 2010 3:27PM
Either a typo, or a reflection of the gear score insanity.
Moeru Sep 6th 2010 4:54PM
Just meant that getting together people for a 10-man raid when you barely have enough people in guild for it requires more effort then being in a guild with 200 people who have 25m gear because they were carried through it.
Having a lot of people doesn't mean you put more effort into recruitment.
elliott.432 Sep 10th 2010 11:50AM
That is so sad but true. People want new ICC raiders to have all ICC gear. How does that make sense?