May 11th 2009 2:27PM Here's what we decided in my guild. *Before* our first U25 raid. (Edited out the details of our DKP system.)
A) The fragments are useless until you forge them into the mace, so there's no point in charging DKP for the fragments until the mace is created.
B) We need to keep the fragments limited to as few people as possible. One player holding 30 fragments gives us a mace in guild; 6 players holding 5 fragments each is useless.
C) We want to give this this to someone with massive commitment to in-guild raiding. Someone who has raided a lot, and will continue to raid with us a lot. This is far more important than considering how much loot they've taken during that time.
So here's the rule:
Fragment of Val'anyr Loot Rule:
Each fragment is given to whoever in the raid has the most fragments. If nobody has any fragments, or in case of a tie, it goes to the healer with the highest lifetime earned DKP. No DKP is charged until the mace is actually forged.
May 9th 2009 6:29PM Jennie's asking the wrong question. The question is not, "how do we prevent people from leaving", it's "how do we keep a strong guild despite people leaving".
I've played MMOs for years. Hardcore guilds, casual, you name it, there's one thing they have in common: people leave. They leave for real life reasons, they leave for personal reasons, they leave because they can't keep up, they leave because the guild lags behind. Trying to keep this from happening is pointless.
The solution is to structure your guild so that it can survive the loss of any person. Don't shower a single main tank with preferred gear: spread it out so when he leaves, you still have a viable tank squad. Don't abandon old levels of progression: make sure you've got a raid schedule which will gives new players and alts a path to upgrade their gear to progression content. Don't let your 10-mans have fixed rosters: keep people swapping in and out, or they'll form cliques, and become more loyal to their 10-man leader than they are to the guild. Spread the love, don't play favorites, or your favorites will get egos and leave.
A good guild is like a starfish. All the arms are equal, so if you cut one off, the others work fine, until a new one regrows.
May 7th 2009 8:54AM stupid loot drama last week
Here's a hint for doing loot in guild alliance situations:
Everyone who wants the item /rolls for it. If a member of Guild A gets it, it's distributed however Guild A sees fit (DKP, loot council, whatever), and same if a member of Guild B gets it.
The high roll determines which guild gets the item. If there's more interest from Guild B, Guild B gets more /rolls and has a better chance to win.
Apr 27th 2009 5:53PM A great player who's permanently attached to a horrible player is not a great player, any more than a free car with a body in the trunk is a free car.
Your only hope is to talk civilly to the husband (not the wife), and hope he sees reason. If you don't, you might be able to keep him, but you're going to lose some of the other seven members of your raid. You're screwed either way: your only hope is to limit the casualties.
Apr 26th 2009 9:47PM Thrall and the Horde are just as responsible for the Wrathgate as King Bronzebeard and the Alliance are for Lady Prestor / Onyxia.
Both sides have committed grievous crimes against the other faction, either through barbarism, racism or through evil action by traitors in their ranks. The only way to fairly judge them is by their *current* actions. And for that, you need to look at their behavior in the recent Ulduar patch trailer.
Thrall tries to hold his rabid dog (Garrosh) in check. Varian is foaming at the mouth himself. Case closed.
Disclaimer: I play both Horde and Alliance, and I don't think anyone can have an informed opinion unless they've played both sides to 80. Both factions' quests are *designed* to give you a biased, bigoted view of the other side, and it works beautifully.
Apr 20th 2009 2:29PM "Giving EP (or, in our guild's case, dkp) for non-raid stuff leads to people buying EP/dkp/whatever, which leads to the richest person--in-game and in real life--getting the most."
We set our EP rewards high enough to add incentive to contribute, but low enough that nobody would ever have enough money, in-game or out, to "buy" a whole week's worth of raiding. We reward EP only for contributions toward specific, declared goals (collecting mats for resist gear, for instance), and not for general unlimited donations.
And we reserve the right to decline to award EP, if we think you're trying to "buy EP".
Fair for everyone, open, transparent, honest, and evil-proof.
Apr 20th 2009 2:05PM Your GM is an idiot. He's using the one DKP system that allows this to be handled fairly, and he takes the smoke-filled-room route.
No question, providing the guild with a Vent server is doing good for the guild, and should be rewarded. So the GM should simply award the officer some EP for his efforts, and publicly announce that you're doing so. If I were the GM, I might give five bosses' worth of EP, maybe 10, for such a donation. If there's some question about the value of his contribution, you can talk it out like rational people.
Then, when the item drops, you've got a fair comparison. Does his big donation to the guild outweigh your extra raid attendance? Let EPGP decide.
Your GM threw away transparency, fairness, and openness for a backroom deal that sullies his reputation and is probably going to lose him one of his best raiders. Good move, dude.
Apr 14th 2009 9:56AM Hi, Curse. You had two choices.
A) Join forces, license the world's best add-on updater from WoWMatrix, and generate revenue by running your *own* ads on your version of their client.
B) Throw out a good source of revenue and act like nazis.
Grats on making the right choice.
Apr 13th 2009 6:23PM "Really? I don't think you could do have the campaigns they've done without a sense of humor. "
The thing about having a sense of humor is, you have to laugh. Or at least deliver your straight lines with a wink. PETA does neither.
PETA is either the dryest, most deadpan satirist on the planet, or else they have zero sense of humor. And since one of their campaigns was to equate factory farming to the Holocaust... I sure hope they're not trying to be funny.
Apr 3rd 2009 2:05AM All the NPCs are Traveler's Tundra Mammoth vendors. These are pretty unusual NPCs, in that they are created and destroyed every time someone hops on their Tundra Mammoth.
Speculation: someone has discovered a bug which causes the NPCs to *not* be destroyed when the mammoth goes away, and is exploiting the crap out of it. They told their friends, who did it on other servers, etc.
The "FU" stuff is just the usual juvenile hijinks.