The OverAchiever: Reconsidering achievements and raids
Every Thursday, The Overachiever shows you how to work toward those sweet achievement points. This week, we engage in a miniature retrospective.
Two weeks ago, we published The OverAchiever: Why Icecrown was less fun than Sunwell. It's definitely become one of the more controversial OA topics I've written about and attracted a lot of discussion, neither of which I had really anticipated. Some people agreed with me, some didn't -- but either way, the comment thread is a very interesting read.
While I hadn't been intending to revisit the topic so soon, I lost internet access after Hurricane Irene strolled through my area and had an extra week to mull over the points people had raised. The conclusion (perhaps erroneous) I've reached is that, if anything, the issue is more complicated than we all guessed, as the normal/achievement/heroic split may also point to a deeper systemic problem with the 10-man and 25-man model, too.
As a quick summary of The OverAchiever: Why Icecrown was less fun than Sunwell if you don't have the time to return to it, the general premise was that raiding has generally been less rewarding since Ulduar. Blizzard has split progression through raid content into its normal version, the achievement associated with the encounter, and then its heroic version, and made each necessary for meta achievements like Glory of the Icecrown Raider.
While this extends the life of a given raid, it was my argument that it did so at the cost of many players' enjoyment. Having to worry about three different versions of an encounter, and needing all of them for a meta, has changed the way raiders experience content in a way that isn't good for the game.
For lack of a better term, I'll refer to the overall problem as the normal/achievement/heroic split.
Which direction is the excitement?
Making the game more exciting for 99% of the player base is worth making the game more boring for the other 1%. I'm going to use Celton's comment here as a means of encapsulating a very valid point made by a number of people: Namely, that progression itself is still an attractive part of the raiding experience for a number of people and that the current normal/achievement/heroic split isn't necessarily a concern as a result. While it wasn't my intent to dismiss the population of people raiding purely for progression, with the benefit of hindsight, it's apparent that that is exactly how the article reads, and I apologize.
In rereading the comments, it's apparent that a lot of people have had issues with how raid achievements are currently designed. This discussion is probably going to be helped by teasing the raiding population into those likely to care about achievements and those who don't, without falling into my previous trap of assuming that it's a blanket concern.
For our purposes, let's say "casual" denotes anyone who doesn't bother with the heroic versions of encounters, "hardcore" is anyone who does, and "elite" is someone at the top of the raiding pile and in a realistic position to compete for world firsts. While this is a necessary gloss on how people in the game approach content, I hope it's largely accurate for how each population sees its priorities in raids.
Squeezed in the middle
I think it's fair to conclude that it's the folks in the middle getting squeezed. While this reduces the population of players for whom the normal/achievement/heroic split is a problem down to more manageable (some might argue negligible) levels, these people certainly exist. Actually, it can be argued that they form a plurality of the hardcore raiding population, as the vast majority of these people will never be in a position to compete for a world first. A hardcore raiding guild without world firsts to recommend it has to have something to make it an attractive option, and achievements are an undeniable selling point. If you're a raider with the time and gear to go for heroic content, which guild is more attractive while you're browsing the recruitment forums: guilds that promise you a raid drake or ones that don't?
This is where I get the feeling that hardcore guilds are basically obligated to do achievements; they're one of the few things that helps them attract, compete for, and retain players in an age where raid-quality gear is so accessible outside of raids, and factions are no longer an impediment to recruitment. Achievements are not only a selling point for guilds as a whole, but they're also a pseudo-résumé for the players who have them (unless the character in question is a reroll, which people will understand). As Kalon noted, achievements are now among the most reliable outward indicators of a player's experience within raids unless you have the benefit of an Ensidia guild tag. Most of us don't.
The slow bleed of the 25-man raid
The second observation to be made is that if you accept that Blizzard's normal/achievement/heroic achievement split is in fact a concern, a real problem lies in how it might be accelerating what seems to be an already-present trend: 25-mans are going the way of the dinosaur.
Under the normal/achievement/heroic model for anyone seeking a meta, new people brought onto a raid team end up causing a huge headache for everyone concerned. Until you outlevel and outgear content, it's usually impossible to combine an achievement with the heroic version of an encounter. This means spending a week or two redoing the normal version of a boss in order to get new folks their achievements, returning again and again as needed for other new recruits or anyone who couldn't be there for a previous achievement kill. A 25-man raid team has more schedules to work around, more people coming off the bench, and more recruits to juggle than their 10-man counterparts.
As an example, back when Icecrown Citadel was progression content, I wound up having to keep a spreadsheet of players in my 25-man guild who still needed the individual achievements and heroic kills per boss. After a few months in ICC, we wanted to run and hide for each new person brought on board. We wouldn't have recruited them if we didn't like them personally and need their talent, but each person represented another week's worth of boss kills that often had to be done on normal with drops that would all be sharded. It didn't seem right to recruit someone only to screw them out of a drake, so we persisted, but it was pretty discouraging. As Heather observed, guilds in this position feel like they're never going to get anywhere.
I think there's a fundamental problem with this model, as it attaches an undesirable penalty to recruitment -- and no raiding guild can avoid having to recruit. The bite is doubled on encounters like Sindragosa and Cho'gall, where the inability to do the boss on heroic in a given week means you also forfeit the chance to do the heroic Lich King and Sinestra.
So 25-man raiding is definitely not the more compelling model if you want to get everybody their raiding drakes/phoenixes while navigating the normal attrition rate on a raid team. While the most obvious solution is to shrug off achievements and just focus on heroic progression, I think that hardcore guilds are basically trapped on this point, for the reasons described above.
So I leave it to you, readers: Is the game outgrowing 25-man raids? Are two different raid sizes just not worth keeping around anymore?
Reader comments
While the entire comment thread is very much worth your time, I picked a few additional comments that I think give a good view on the issue on all sides:
Working on achievements? The Overachiever is here to help! Count on us for advice on Azeroth's holidays and special events, including new achievements, how to get 310% flight speed with achievement mounts, and Cataclysm reputation factions and achievements.
Two weeks ago, we published The OverAchiever: Why Icecrown was less fun than Sunwell. It's definitely become one of the more controversial OA topics I've written about and attracted a lot of discussion, neither of which I had really anticipated. Some people agreed with me, some didn't -- but either way, the comment thread is a very interesting read.
While I hadn't been intending to revisit the topic so soon, I lost internet access after Hurricane Irene strolled through my area and had an extra week to mull over the points people had raised. The conclusion (perhaps erroneous) I've reached is that, if anything, the issue is more complicated than we all guessed, as the normal/achievement/heroic split may also point to a deeper systemic problem with the 10-man and 25-man model, too.

While this extends the life of a given raid, it was my argument that it did so at the cost of many players' enjoyment. Having to worry about three different versions of an encounter, and needing all of them for a meta, has changed the way raiders experience content in a way that isn't good for the game.
For lack of a better term, I'll refer to the overall problem as the normal/achievement/heroic split.
Which direction is the excitement?
Making the game more exciting for 99% of the player base is worth making the game more boring for the other 1%. I'm going to use Celton's comment here as a means of encapsulating a very valid point made by a number of people: Namely, that progression itself is still an attractive part of the raiding experience for a number of people and that the current normal/achievement/heroic split isn't necessarily a concern as a result. While it wasn't my intent to dismiss the population of people raiding purely for progression, with the benefit of hindsight, it's apparent that that is exactly how the article reads, and I apologize.
In rereading the comments, it's apparent that a lot of people have had issues with how raid achievements are currently designed. This discussion is probably going to be helped by teasing the raiding population into those likely to care about achievements and those who don't, without falling into my previous trap of assuming that it's a blanket concern.
For our purposes, let's say "casual" denotes anyone who doesn't bother with the heroic versions of encounters, "hardcore" is anyone who does, and "elite" is someone at the top of the raiding pile and in a realistic position to compete for world firsts. While this is a necessary gloss on how people in the game approach content, I hope it's largely accurate for how each population sees its priorities in raids.
- Casual 10-man and casual 25-man Probably won't care about raiding achievements.
- Hardcore 10-man Probably cares about raiding achievements and will go for each tier's meta (e.g., Glory of the Cataclysm Raider), but may or may not suffer the attrition that makes the normal/achievement/heroic split an issue. More on this later.
- Hardcore 25-man Probably cares about raiding achievements and will go for each tier's meta, but is far more likely than their 10-man counterparts to have logistical difficulties getting everyone through the normal/achievement/heroic grind.
- Elite 10-man and elite 25-man Probably won't care about raiding achievements until heroic content is on farm.
Squeezed in the middle
I think it's fair to conclude that it's the folks in the middle getting squeezed. While this reduces the population of players for whom the normal/achievement/heroic split is a problem down to more manageable (some might argue negligible) levels, these people certainly exist. Actually, it can be argued that they form a plurality of the hardcore raiding population, as the vast majority of these people will never be in a position to compete for a world first. A hardcore raiding guild without world firsts to recommend it has to have something to make it an attractive option, and achievements are an undeniable selling point. If you're a raider with the time and gear to go for heroic content, which guild is more attractive while you're browsing the recruitment forums: guilds that promise you a raid drake or ones that don't?
This is where I get the feeling that hardcore guilds are basically obligated to do achievements; they're one of the few things that helps them attract, compete for, and retain players in an age where raid-quality gear is so accessible outside of raids, and factions are no longer an impediment to recruitment. Achievements are not only a selling point for guilds as a whole, but they're also a pseudo-résumé for the players who have them (unless the character in question is a reroll, which people will understand). As Kalon noted, achievements are now among the most reliable outward indicators of a player's experience within raids unless you have the benefit of an Ensidia guild tag. Most of us don't.

The second observation to be made is that if you accept that Blizzard's normal/achievement/heroic achievement split is in fact a concern, a real problem lies in how it might be accelerating what seems to be an already-present trend: 25-mans are going the way of the dinosaur.
Under the normal/achievement/heroic model for anyone seeking a meta, new people brought onto a raid team end up causing a huge headache for everyone concerned. Until you outlevel and outgear content, it's usually impossible to combine an achievement with the heroic version of an encounter. This means spending a week or two redoing the normal version of a boss in order to get new folks their achievements, returning again and again as needed for other new recruits or anyone who couldn't be there for a previous achievement kill. A 25-man raid team has more schedules to work around, more people coming off the bench, and more recruits to juggle than their 10-man counterparts.
As an example, back when Icecrown Citadel was progression content, I wound up having to keep a spreadsheet of players in my 25-man guild who still needed the individual achievements and heroic kills per boss. After a few months in ICC, we wanted to run and hide for each new person brought on board. We wouldn't have recruited them if we didn't like them personally and need their talent, but each person represented another week's worth of boss kills that often had to be done on normal with drops that would all be sharded. It didn't seem right to recruit someone only to screw them out of a drake, so we persisted, but it was pretty discouraging. As Heather observed, guilds in this position feel like they're never going to get anywhere.
I think there's a fundamental problem with this model, as it attaches an undesirable penalty to recruitment -- and no raiding guild can avoid having to recruit. The bite is doubled on encounters like Sindragosa and Cho'gall, where the inability to do the boss on heroic in a given week means you also forfeit the chance to do the heroic Lich King and Sinestra.
So 25-man raiding is definitely not the more compelling model if you want to get everybody their raiding drakes/phoenixes while navigating the normal attrition rate on a raid team. While the most obvious solution is to shrug off achievements and just focus on heroic progression, I think that hardcore guilds are basically trapped on this point, for the reasons described above.
So I leave it to you, readers: Is the game outgrowing 25-man raids? Are two different raid sizes just not worth keeping around anymore?

While the entire comment thread is very much worth your time, I picked a few additional comments that I think give a good view on the issue on all sides:
- Sahara and DeathPaladin: One problem with the Ulduar version of hardmode = achievement, was that sometimes a raid group would unintentionally trigger the hardmode while intending to do the regular mode. Yep. This is a genuine problem with the Ulduar approach to incorporating the heroic version of a fight in an achievement. I think it's more responsible for us to admit that a return to the Ulduar model for raid achievements is not exactly penalty-free on its own, in addition to being a bigger burden on raid designers. DeathPaladin had an excellent point here about every encounter's having to be designed around how to activate the hard mode limiting what developers can do.
- Brock: Achievements are just an optional way to have a different experience in an encounter that you may not have had otherwise ... It sounds like you feel achievements are a required part of progression and not an optional diversion. This is ultimately true (much as I squirm over admitting this in an achievement-oriented column), though I would argue that achievements are only optional to a point, largely for the guild recruitment problems described above. For the raiding metas, achievements are explicitly intended to be an unavoidable part of your guild's progression. However, there's nothing that says you have to do them.
- Razz: Regarding the move away from the Ulduar-style (which seems to be pretty widely admired), one thing that Blizzard said to justify the UI toggle was that they didn't want people to have to use external resources (like Wowhead) to figure out how to engage the heroic version of the encounter. With the Dungeon Journal now in the game, maybe ... they can use that to explain how to do the encounter on heroic. Hmm. The Dungeon Journal may wind up impacting Blizzard's future raid design in a way we can't really anticipate. I think developers have the right to expect that players (or at least raid leaders) will have read it before attempting an encounter, and is that going to give them more room to play with innovative mechanics?
- Lissanna: I can't really parse her comment in a sentence or two, but there's an excellent point here concerning developers' issues with pacing content that can't be returned to its classic and BC level of difficulty. While the game is much better off with more accessible raids and no more nightmarish keying requirements, it does leave us with an awful lot of players blowing through content at the speed of light, which is not the ideal way to experience it.
- Moonburn: Concerning the 10-man and 25-man models: (Scaling issues inhibit) encounter designers, who have to take into account four potential modes for each encounter. It homogenizes encounters, and I think contributes to the fatigue that raiders feel. This was actually what prompted today's detour into thoughts on the 25-man raid issue. Maybe the ultimate problem isn't how raid achievements are designed -- it's that they just work better at the 10-man level.
Working on achievements? The Overachiever is here to help! Count on us for advice on Azeroth's holidays and special events, including new achievements, how to get 310% flight speed with achievement mounts, and Cataclysm reputation factions and achievements.
Filed under: Analysis / Opinion, Achievements, The Overachiever







Reader Comments (Page 1 of 2)
perasitewow Sep 8th 2011 5:23PM
My problem with the current model is that re-doing the same boss on Hard Mode, with a few insta-kill gimmicks and higher damage amounts, just does not equal new content. I find that, though I can do hard modes, I dread them. They just aren't fun. If a new raid tier were released and we killed all newly released bosses on day 1, that wouldn't be fun either.
I just think that having 7 bosses that you learn the mechanics to, then flip a toggle and relearn the mechanics slightly modified to account for a new mechanic and higher damage, only to down the same boss, is just not as compelling as having 14 completely different encounters, scaling in difficulty as you go, so that the final 7 are as hard as the Hard Mode of the original 7 would have been. Does that make sense?
OK, so now you'll have those that say that developing 14 bosses would take so much more time than 7 normals and 7 hard modes of the same bosses. Fine. Give me 11 or 12, with the final 4 or 5 super hard. We'll work on those final bosses, and feel elation when we down them. As it is right now, when you kill the boss the first time on normal mode, you feel nothing, because you know the next week you're going right back at the same boss in a harder version. And when you finally kill the hard mode version, you feel nothing, because you've already seen him die two dozen times on normal mode. It just makes raiding lose that epic feeling.
schadenfreudster Sep 8th 2011 5:31PM
Agreed, agreed, agreed. After a long time in a very casual guild where normal-mode progression was the main goal, I switched to a hard-mode-oriented guild, and was amazed at how small a sense of accomplishment I felt at my first hard-mode kill. It just wasn't special enough to justify the time and energy: I quit raiding altogether shortly thereafter.
Stormwalker Sep 8th 2011 5:45PM
While I agree with your points, I believe what you are suggesting (7 easy bosses, 7 hard bosses, with no heroic modes) goes back to the very model Blizzard was consciously moving away from in the first place, due to accessibility issues.
Imagine the Deathwing raid follows that model, and the Deathwing encounter is tuned to be on the harder side of things (think Illidan Stormrage pre-nerf), we go back to only having ~1% (whatever the figure is) of the raiding population successfully downing the boss. I don't believe it is reasonable to have such a small population actually experience the demise of the end-boss of an expansion.
Nopunin10did Sep 8th 2011 5:50PM
I have to agree with what you state as a problem and disagree with what you state as a solution.
In agreement: I don't feel like hard modes are a worthy accomplishment. We did some in ICC, and it was sorta fun, but they were lackluster.
Disagreement: I really, REALLY like that my raid team can fight the final boss of a raid instance. Taking down the Lich King, finally, was one of the best things ever.
I don't want Blizzard to EVER go back to the model where most bosses and encounters couldn't be seen by everyone with some effort. One boss like Sinestra or Algalon is okay, as long as they're the Epilogue boss... the climax still needs to be Cho'Gall or Yogg-Sarron.
There are plenty of us out there that love this game, work hard on our gear, love our raid teams, research bosses... and still have trouble with normal mode raids. We're the JV teams of WoW. Our passion for the game and raiding is no less than the elite players', but there's just some amount of talent we lack. We're not casual, and we're not stupid... but for whatever reason we're just not on par with the better guilds.
With enough time and effort, we eventually conquer those bosses. We may be the 20th guild on the server to do it, but we love the accomplishment. If Blizzard puts those bosses out of reach, we get stuck waiting for nerfs and later tiers that trivialize the content to where it's not a challenge (even for us) any more. That's not a compelling experience at all.
So, until they figure out something better, I still believe hard modes are the way to go. Maybe they need to be triggered in more interesting ways than the toggle, but we JV players really want to down the boss too.
Mackeli Sep 8th 2011 7:07PM
Although I can see your point, the less hardcore majority of the wow player base WILL complain if they cannot see all the content, they already complain that Heroic modes get better gear?! their claim is that they pay the same subscription fee, why should they not be able to experience all the content.
I can see both sides of the argument but as a non-raider I don't really have an opinian.
but if I was a business.. I would be trying to cater to the largest amount of people and people already complain about Cata raids being harder (even on normal) than the raids in Wrath
Diatenium Sep 8th 2011 8:26PM
This is where I really feel the Ulduar hard-modes fit in, Really you could have a dozen bosses that have much more organic and logical reasons for making them harder and it gives a stronger impression that you're challenging yourself than Heroics which just feel like a natural line of progression, that and Algalon-type bosses are a great way to reward the hardcore while still remaining accessible.
moonburn Sep 8th 2011 11:19PM
To nopunin10did:
I understand your desire to want to be able to see all the content that the game has to offer, and support it. But I do think that the current model is killing the endgame for just about everyone. Even though I no longer play, I have friends in highly-ranked progression guilds and more casual normal-mode guilds, and they're all having trouble with attendance, drop-outs and recruiting. Every week that goes by with failed raids or missing players just makes it that much harder for the guild to keep going. It's NOT just a matter of hardcore vs. casual, but a problem of everyone feeling like something isn't right for the play style they prefer.
I don't have an answer - maybe there needs to be only one difficulty mode but with a progressive buff as in ICC. If so they really need to get away from the "raid seasons" model of current/old content and make tiers available/relevant for longer periods of time so that more casual players can get enough of a helping hand to see the content. Maybe they need to separate normal and heroic modes more distinctly (i.e. have heroic mode fully designed as such, and not just a scaled up normal mode). And who knows what they will do about raid size. But if they don't do something, there will be more collateral damage to the game's ecosystem from departing players and dissolved guilds, and once that spiral starts, it's hard to ever stop it.
styopa Sep 9th 2011 8:27AM
@stormwalker:
I understand your point, I'd call the issue the Naxxramas problem. The last content in the 'old mode' was the original Naxx, and despite being in one of the cutting-edge horde guilds on Eldre'Thalas we had only just started Naxx. I thought it was crazy, at the time, that they would spend all that time designing and tuning content that was so hard only a vanishingly tiny % of the playerbase would ever see it, particularly just before an expansion.
That was the old model - that there was simply content that was hard to handle. There was no 'heroic' mode to MC or BWL - there didn't have to be. To be toting around loot from those places (even if, like me, you sucked, and the credit properly went entirely to the 35+ guys who kicked butt, got the places down to a farming status, and then generously let nubs like me accompany them...) was huge epeen.
But, Blizz recognized the wasted effort in Naxx, and moved to the normal/heroic model in TBC. Some might say that this was trying to pretend that heroic content was 'additional' content - I'd disagree. Blizz never pretended that heroic content was anything more than something to allow those willing to work a little harder to get better loot.
Of course that was before the 'point' system that allowed people to get near-final-instance quality gear by sheer persistence, which sort of obviated the original point of heroics.
Personally, having seen both systems develop over time, and with the point system in place, now I think it WOULD be time to go back to the original model, where there is simply content that you're not going to see unless you're quite good. There's nothing wrong with having goals that force you to stretch or that you simply can't reach without a further real investment in time, practice, and work. That's what generates the feeling of accomplishment that people are missing.
tibbelkrunk Sep 9th 2011 10:39AM
I like the Ragnaros model of normal-vs-heroic difficulty.
In normal, you sort of just beat him down and scare him off. You still "win" the encounter, but the job isn't really done.
Then later on, you come back in heroic-mode to really kill him.
With that model, the normal-mode raiders get to beat the content, and the heroic-mode raiders still get the feeling of accomplishment when they finish it all on heroic.
What if each boss was similar?
schadenfreudster Sep 8th 2011 5:29PM
Excellent column, as always. Much as I admire the foxy Fox and the always inimitable Archmage Pants, you take the cake for the academic yet approachable rigor and intellectual commitment that you give to whatever topic you take up. I miss your more humor-inflected squibs, though ... have you not been imbibing enough cough syrup lately??
Allison Robert Sep 8th 2011 6:02PM
The local pharmacies have all cut me off, but that's OK -- a new one's opening soon, and I hear the manager's coming from out of state and believes in giving people second chances.
/chortle
schadenfreudster Sep 8th 2011 6:58PM
Cue the Mr. Burns-voiced "Excellent...."
mcmagi Sep 8th 2011 5:51PM
I tend to feel that the normal/heroic split introduced in early Wrath with Naxx, EoE and OS was the best. In that case, the 25 man was considered the heroic version of the encounter (and the quest/achievement names reflected that at the time), although the mechanics were not very different. I think they ought to have taken this a step further and added heroic mechanics to the 25-mans as well. That would have given game designers only two versions of the encounter to focus on.
The only thing I did not like about the Wrath raid achievement model is that the achievements were duplicated in both 10 and 25 versions, giving hardcore raiders and achievement hunters the feeling that the achievement had to be done on both raid sizes for both drakes. That is thankfully no longer the case for Cata raids.
Stormwalker Sep 8th 2011 5:35PM
Interesting topic.
I believe this goes back to the discussion we had here on WI some weeks ago (I forget exactly when), where it was suggested that the 10/25 split be abandoned entirely for a consistent 15 man raid model.
It isn't without it's own drawbacks, but 15 man raids with the Ulduar style of heroic activation (in spite of the [relatively minor] negative aspects of this design) would work best in the long term, in my opinion.
ladygamertn Sep 8th 2011 5:35PM
Most excellent article. I am a casual player. I like the achievements but not the raiding and pvp ones. I just don't get deeply into mechanics and strats and whatever. I do have http://www.wowhead.com/achievement=2145 on two characters as well as http://www.wowhead.com/title=175 on a couple but only on normal, one pre-nerf. That was way more work for me than I needed. I am a very casual casual. I love seeing the content. But I don't have the skills to be able to enjoy it. I am ok with it. I leave it to you all to figure out the above. It is way too much thinking for me but interesting to read about and be in awe of you all.
Hollow Leviathan Sep 8th 2011 5:39PM
I have to question the basic premise that guilds running HMs are "the folks in the middle". I wish I knew some numbers, like they're the top x% of WoW players if they're doing heroic modes, but I'm pretty sure they're an exclusive bunch. I've only got Heroic Halfus post 4.2, myself.
When you get down to it, what isn't appealing about HMs on the resume? When I see players advertise themselves to guilds, and guilds recruiting, I don't see them linking achievements, I see x/7HMs progress posted. It speaks for itself and is perfectly valid, even on a super crowded raiding community like Kil'Jaeden.
Badgelooter Sep 8th 2011 5:43PM
Guilds and raid groups make a choice when they toggle heroic mode. Nothing in the game requires that one gather achievements. The cost of a flying mount is negligible these days when held against the amount of gold a player can earn in a day. Once upon a time ("back in my day, sonny") epic flight was a grind and an achievement in and of itself, as was grinding the rep to get some of the cooler looking mounts (Netherwing, anybody?). But from a purely functional perspective, with the availability of 310% flight speed to anyone with the gold, there is no *need* to complete achievements to experience all the game has to offer. The attitude that one "must" complete achievements to they can have another mount is entirely self-imposed. I agree that completing the achievement has intrinsic value in that I find it enjoyable, but that value may not translate to other players' experience.
Your argument about having to go back and complete achievements from new members is likewise self-imposed. My guild kicked a shaman during our ICC days because he was constantly and annoyingly agitating for us to return to Ulduar so he could get his drake. We offered to put something together on an off-night, but he demanded (rather rudely at times) that we spend our regular raid nights doing content we'd cleared two tiers ago. While he was an otherwise valued member of the guild, he lacked the willingness to understand that the point of progression raiding was to progress, not go back and faceroll content that we'd already cleared on time we'd allocated to new encounters.
In my view, it all traces back to the concept held by many players who feel that "Paragon gets to have it, I'm entitled to it as well." Thing is, elite guilds exist for that reason, and their members commit to the schedules and other requirements that are far beyond what the average player can commit. There is no entitlement in WoW. If you want something, you have to work for it, plain and simple. Would I love to have my toon decked out in all heroic versions of gear? Absolutely. But the reality of my life is that I can't spend 20 hours a week raiding. Therefore, if I want to get something, I either accept that I'll get it a few weeks or months later, or never at all (damn you Immortal title!).
TL, DR: If you don't want to fool with achievements, don't.
ObiChad Sep 8th 2011 5:51PM
One thing to keep in mind is that for the meta you have to kill every boss on heroic. Based on what I can find on the progress websites, this is a pretty small number of guilds. It's important to realize that. I'm thinking the "squeezed in the middle group" is a good bit smaller than you think.
GrooveNeedle Sep 14th 2011 5:58PM
In regards to 25-mans dying off because having to redo the boss achievements with each new recruit being a pain:
With some exceptions, progression raids are done entirely within a guild. What if the achievements for each boss were removed from personal achievements and made as guild achievements? Those are team efforts anyways, right? Then the personal raid meta can be modified to need heroic kills of all bosses AND be in a guild that has the guild achievements and be revered or even exalted with said guild.
This removes the need to do the achievements for recruits, while still requiring them to be there for a heroic kill of each boss AND being in the guild long enough for a high reputation and at least earning their meta drake.
Could be a bad idea, just throwing it out there.
notmuchtosay Sep 8th 2011 6:42PM
I apologize for my use of quotes ... but it's the best way I can describe my idea...
Why not release 2 tiers at the start of the expansion?
The first tier for hard cores to rush through, and by downing the final boss, unlock the next raid. A form of gating. 'Casuals' can then attempt to get through the first raid tier at their own pace. No heroic versions required. Any mounts or special epic weapons can be obtained by achievements or farming enough 'shards of something'.
The 2nd tier would be 'hard mode' or at least very difficult, and require gear or skill to down bosses. 'Casuals' would know that if they cannot handle this tier yet, they only need to wait until the next patch to get another shot at an easier version.
The next patch could then reset the gating from the initial tiers, and 'nerf' the 2nd tier so 'casuals' can get through it. A new 3rd tier would then be introduced that would make 'hard core guilds' happy again, with some new bosses and mechanics to deal with.
This cycle would then repeat until the final chapter/boss of the expansion. Once enough 'hardcore' guilds have completed the raid the next patch would nerf the bosses making them easier to handle. Not necessarily like icecrown radiance, or whatever it was called.
This would provide 2 levels of difficulty, and keep both types of players happy. 'Casual' players would be insane to feel slighted about being 1 tier behind. Do they raid for gear or fun? It should be fun, otherwise they should be 'hardcore' and just care about the 2nd tier of harder raids.
My 2 cents.