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Posts with tag guild-achievements

New achievements in the Mists of Pandaria beta

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The latest Mists of Pandaria beta build has revealed over 100 new achievements, including about 60 (yes, 60!) related to Pet Battles. If you like your points, I hope you like your pets. There's also mention of a platinum level for challenge modes.

Some of the more interesting achievements:
It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: News items

How do you keep your guild busy during the pre-expansion lull?

It's become something of a cycle over the years: An expansion is released, servers are glutted with players eagerly devouring content. As the expansion goes on, patches are released with more new content to play. But eventually, all good things must come to an end -- and when the last patch of an expansion is released, guild leaders have to contend with players who get ... well, flat-out bored, really. With nothing left to look forward to until the next expansion is released, it's hard to keep a guild entertained.

As far as my guild goes, we keep ourselves amused by going back and completing old achievements or clearing old content. Any raid mounts that we may have missed along the way are picked up for all. In between that, people run old-world raids on off nights for transmogrification gear and other achievements. But in every guild I've been in, there's always a lull at the end of expansions. Once you've beaten that final boss and dinged that last achievement, what do you do to keep your guild entertained when the expansion is drawing to a close?

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Filed under: Analysis / Opinion, Guilds

7 wishes for guilds in Mists of Pandaria

pandaria landscape
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.

For officers, the improvements and new systems that Cataclysm brought to guilds were a game-changer in many ways. The sweeping changes to raiding that came with it brought on some difficult challenges. Fortunately, WoW does not stagnate. The Mists of Pandaria expansion gives Blizzard a chance to add new features, make important changes, and improve on what the developers gave us in Cataclysm. Here's my personal wish list:

1. Treat legendary items as guild rewards, not player rewards. As guilds in WoW have matured over the years, I've heard from officers less and less frequently about loot drama -- with one huge exception: legendaries. Every legendary in the history of WoW has caused problems for officers. For some, the legendary drama itself has become legendary.

It's time to change both the reality and the perception of these powerful items.

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Filed under: Officers' Quarters (Guild Leadership), Mists of Pandaria

Officers' Quarters: Cataclysm's benefits for guild organization

the scrapped guild talent trees
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.

As I predicted back in the summer of 2009, Cataclysm changed WoW's guilds and the guild experience more than any other expansion in the game's history. Many of these changes were a boon to officers, but even the positive changes sometimes had unfortunate drawbacks. Other changes were not as welcome. Let's look back and see how each of these shifts in game and guild design have affected us as officers over the past year and how Blizzard could improve them in the future.

What we didn't get

Every expansion has its list of announced features that don't make the cut. Two guild features that eventually got the axe were guild talents and guild currency.

Despite arguing in favor of guild talents, replacing them with universal perks was probably the right move for Blizzard at the time. With all the other upheaval that guilds had to endure during Cataclysm, choosing talents would have been one more unwelcome source of stress for officers. However, I still believe that providing us with more in-game ways to distinguish one guild from another is desirable and good.

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Filed under: Officers' Quarters (Guild Leadership)

Breakfast Topic: How hard are you working on guild achievements?

This Breakfast Topic has been brought to you by Seed, the AOL guest writer program that brings your words to WoW Insider's pages.

The guild leveling system is both interesting and annoying at times. There are some fun and interesting guild perks, as well as some obscure ones. Whether fiercely gathering, fishing, cooking and crafting in an attempt to reach the guild totals, or running around killing every critter in sight, there is no shortage of work to be done to accomplish all the guild achievements and access all the guild perks. Some people dive headlong into them, and others just take care of their own toons -- and whatever comes is just a bonus.

The idea of having every race/class combo at 85 and at least honored with the guild to get an extra bank tab is frustrating. Seriously, how many dwarf mages have you seen running around? On top of that, the caps for guild rep each week leaving you just a few points shy of that next rep level can be disheartening. I have leveled a human hunter to 85 and am currently working on a dwarf rogue and gnome priest. Other guildies race-changed to worgen or the new race/class options, and we are down to being only a few short.

I have taken my main out and killed hundreds of critters, fished in endless numbers of pools, and between my alts, I skin, herb, and mine. My guild as a whole took the fishing to get the fish feast recipe as a major endeavor, as well as making flasks for the cauldron recipes, having everyone get their flasks made by elixir-specced guild members. My guild certainly teams up to push achievements hard.

So how hard are you working toward the guild achievements? Which ones are you focusing on the most? Is your guild teaming up to push out the achievements? Or are you busy being a lone ranger?

Filed under: Breakfast Topics, Guest Posts

Patch 4.1 PTR: Heirloom guild tabards aid reputation gains

From the very moment guild reputation and guild leveling were implemented, players have wanted some of their reputation gains to spill over to their alts. Why should your alts have to level their reputation if they're in the same guild as your main? In patch 4.1, Blizzard still isn't allowing your reputation to spill over to your alts, but it is implementing the Illustrious Guild Tabard and the Renowned Guild Tabard.

These Bind to Account tabards are likely purchased at revered (Illustrious) and exalted (Renowned) reputations with your guild, making leveling additional characters through guild reputation that much easier. Additionally, assuming you get to keep the item upon leaving a guild, it should make the re-leveling process that much easier. Losing your exalted guild reputation for one reason or another and ending up neutral in your next guild can be a painful, painful thing. These tabards will help soothe that pain.

Judging by the sell-to-vendor prices on Wowhead, the Illustrious tabard will cost 125 gold and the Renowned tabard will cost you 250 gold.

Filed under: Guilds, News items, Cataclysm

Breakfast Topic: What makes a guild great?

This Breakfast Topic has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages.

With the advent of Cataclysm, Blizzard has dramatically improved guild functionality in World of Warcraft. We have an updated guild UI, new rank options to allow guild masters more control, guild reputation, guild vendors, guild levels, and guild perks. It's fair to say that the guild is more important to the WoW experience than ever. It stands to reason, therefore, that players expect more from their guilds than ever before.

The new expansion is also a huge time for guild recruitment. Lately, you can't step into trade chat without being bombarded by guild advertisements. Maybe you've been shopping around for a new home, or maybe you're a recruiter trying to bring new players into your own guild. Either way, you probably know what you like -- and what you don't like -- in a guild.

Personally, I love my guild. It's a mixture of everything I enjoy about WoW: raiding, PvP, achievement hunting, and altoholism. We put personality before GearScore and encourage new players to raid with us so that they can learn and get better. However, that's not everyone's cup of tea. Many hardcore raiders would get frustrated if they had to put up with less experienced group members, and many guilds prefer to focus on one type of content (raiding, PvP, leveling, roleplaying) and hone their skills in that area.

So what's the magic formula for you? If you're in a great guild, what makes it awesome? If you're searching for a new guild, what are you looking for? What stands out for you in guild advertisements, and what do you think is the best way to recruit players to a guild?

Filed under: Breakfast Topics, Guest Posts

The OverAchiever: The good, the bad, the ugly, and the weird


Every Thursday, The Overachiever shows you how to work toward those sweet achievement points. This week, we reminisce on that auld lang syne ... that nobody really misses.

It occurred to me recently that we've never really done a retrospective piece on achievements. Sure, we've rounded up stuff like entertaining achievements and evil achievements, but we've never really looked at their impact on the game as a whole. There's an article in that, but it won't be this one. New Year's Eve is tomorrow, and I'm in the mood for some brainless fun.

While I was writing this article, a number of the achievements that came to mind were the product of tier 7 raids, and I think I know why. Wrath raiding achievements were the first time Blizzard had experimented with their inclusion in raid content, and the implementation occasionally had some bizarre results. There was also the pressure cooker of having to finish Glory of the Raider before the rewards disappeared (a very belated announcement), and there was never that sense of urgency with Ulduar or Icecrown achievements. Anyway, let me know what you think.

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Filed under: Analysis / Opinion, Achievements, The Overachiever

Officers' Quarters: Critter Kill Squad tips and tricks


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.

Strangely, the guild reward that players seem most excited about in the early days of Cataclysm is not the Kor'kron Annihilator or Golden King but the Armadillo Pup. We all have a long way to go to earn the mounts, after all, but we can all help earn the pup whether we're running Heroics at 85 or leveling a new character. This noncombat pet is unlocked by earning the achievement Critter Kill Squad and getting exalted with your guild. Ending the carefree lives of 50,000 critters seems like a monumental task, but smart guilds can take advantage of some special tactics to earn this achievement in no time.

Let's take a look at how you can earn this adorable pet for your guild.

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Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: The guild achievement controversy


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.

Less than 24 hours after Cataclysm went live, Blizzard announced a major change to the way guilds would level up in the brand-new system: Guild achievements no longer provide experience. The change came as a shock to many players. Typically, major shifts in design philosophy such as this occur during beta or even earlier. However, as Nethaera explained, the beta did not provide an accurate picture of guild experience from achievements because most characters were templates without their own achievement history.

It seems shortsighted that Blizzard did not anticipate a rush on guild achievements, particularly in the early days of the guild leveling system when there are so many juicy perks to unlock. Not to mention, achievements were the only way to get around the daily experience cap and powerlevel your guild. If anyone should know the lengths that players will go to in order to reap rewards, you'd think it would be Blizzard.

As it turns out, the game's developers somehow did not see this coming and, unfortunately, the timing of the announcement could not have been worse.

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Filed under: Officers' Quarters (Guild Leadership)

Breakfast Topic: Is your guild looking forward to guild perks?

This Breakfast Topic has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages.

Cataclysm is focusing on many new things and changes to the old ways of doing things. With guild experience being on the forefront of these changes, it is no surprise that suddenly people are taking more notice of their social environment, as it may have an impact on the game once the grind for your own guild goes live. Having a group whose personnel and personality are on the same page as you might be nice if you're planning on receiving some of the benefits (like mounts, special patterns and bonuses to rezzing) immediately.

Some people are very focused on guild perks and have assembled elite crafting and leveling forces or are maintaining the same strict raid teams they've had for a while. Others don't care as much. Blizzard has made it clear that all sorts of guilds can effectively benefit over time from the guild leveling system.

Our guild is especially looking toward having enough people to be able to level up quickly, even if we won't have a bulk of our guild XP coming in from raiding achievements. This bodes well, as we've very quickly started taking on orphans from other servers, alts of people in other guilds and raid teams, and people rolling up new characters.

Does your guild care about the XP system? Are you a close-knit, small guild that will be leveling up slowly, or are you a large raiding guild that things like mass-rezzing appeal to? Or is your guild looking forward to something else entirely?

Filed under: Breakfast Topics, Guest Posts

Guild experience no longer earned via guild achievements

Community Manager Nethaera hit the official World of Warcraft forums this afternoon to announce a change to guild experience that has been implemented today. Until now, guilds received guild experience for achievements earned. Going forward, this will no longer be the case, and it appears the change is retroactive as well. Any experience previously gained via guild achievements is no more.

Nethaera
We have decided to remove the added bonus of gaining Guild Experience from Guild Achievements earned. This change will realign Guild Achievements with our philosophy held for normal Achievements, which are intended to be predominantly their own reward (barring the rare exception of special achievements that grant an additional reward.) Previously, the experience reward had been seen as an additional side bonus and not something that should have been significantly skewing the advancement of guilds. During the beta, we greatly increased leveling speed across the board and since most characters were copied from templates, guild experience from Achievements didn't seem imbalanced. It has become clear that an imbalance does exist and should be addressed to ensure that guilds progress at the rates expected within the daily Guild Experience limits.

For guilds that are currently above the normally possible experience limit, we will be readjusting it back to the expected limit once more. This will not affect Guild Reputation gains at this point in time.

Filed under: News items, Cataclysm

Officers' Quarters: The great raid size debate


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.

Cataclysm, as you are probably already aware, brings with it massive changes to the raiding scene in World of Warcraft. Certainly the most controversial change is Blizzard's desire, announced in April, to balance and separate 10- and 25-man raids -- namely, both sizes will share the same lockout and loot tables. The 10-man scene, widely regarded as inferior throughout WoW's history, will be designed to have approximately the same difficulty as its 25-man counterpart. Reports from the beta dungeon forums indicate that 10-man bosses are currently much easier to bring down than their 25-man versions, but we can only assume that Blizzard will take steps to even out the difficulty according to its stated goal.

In the weeks following the expansion's launch, it will be extremely interesting to see how this whole situation shakes out. These changes will force most guilds to choose one size or the other as their primary raiding focus. As I've previously stated, this is a good thing. Many officers right now, including the one who wrote this week's email, are wondering which size to choose. Officers' Quarters is here to help!
Hail Scott,

What is your take on 10-man versus 25-man raiding in Cataclysm? Our guild would like to continue raiding 25-mans, but several of the other raid guilds on our server have apparently decided to switch to 10s. Are they jumping to conclusions, or are they on to something? Is this the end of 25-man raiding, and are we in for a repeat of the guild implosions and massive raider unemployment we saw when 40s were dropped to 25s?

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Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: Leveling as a guild in Cataclysm


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 this spring from No Starch Press.

The weeks after an expansion goes live are a strange time for guilds. After months of working as a team toward a common goal, most members go off on their own to level up through solo quests. Since raiding at the cap is impossible and raiding old content isn't nearly as interesting as questing in the new zones, your guild can find itself strangely fractured during this time. This week, one guild leader wonders how to keep a guild from falling apart during the leveling process.

Scott,

I was a member of a "raiding" guild in The Burning Crusade (they didn't do too much raiding), but I hit level cap a week before Wrath of the Lich King came out. The guild basically came apart at the seams before anyone hit level cap. Then they tried to reform again a little before ToC and nothing really worked out. Now I'm running my own little raiding guild and don't want to repeat the mistakes of the past. What keeps a raiding guild together through the leveling process? I was thinking about putting in incentives in our loot policy for people getting to cap, but I'm not sure if that's a good idea. What are some things I should be doing, and what are some things I shouldn't be doing?

Thisius
Hells Vanguard
Sisters of Elune (US)

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Filed under: Officers' Quarters (Guild Leadership)

Cataclysm Beta: Select guild raid achievement requirements reduced

I admit it. I'm an achievement-holic. I'll repeat the most idiotic, mind-numbing task for hours on end just to earn a handful of achievement points. It doesn't matter that I can't do anything with those points. I want them. I need them. And I know I'm not alone in my obsession -- some people play World of Warcraft just for the achievements. (You know who you are.)

Once Cataclysm launches, there will be a whole new set of achievements just for guilds, only compounding my poor, crippling obsession. A metric ton of them are for completing old instances and raids as a guild, and grabbing those points requires 80 percent guild participation. Under the guidelines laid out earlier in September, that meant you'd need to take along at least 20 guildies to conquer Serpentshrine Cavern (a BC 25-man), even if you could easily complete it with fewer.

Well, for those of us who are obsessed with collecting achievement points, there's good news -- Blizzard just cut the required participation rate for all the old school Burning Crusade raids. On the official forums, blue poster Mumper confirmed that they're treating all old 25-man raids as 10-mans -- instead of needing 20 guildies to take on Lady Vashj and Kil'jaeden, you will now only need 8.

The full blue post is after the break.

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Filed under: Raiding, The Burning Crusade, Cataclysm

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