Saturday, July 18, 2009

Ready, Set, Raid - Limiting Factor, Playing Favorties

New content is just around the corner, and most of the time, it means guilds that raid have one of two options, gear up the masses or play favorites, both have their ups and downs. For starters, gearing up the masses means going in on 10/25 man groups and rotate new people in every week to see the fights, get some gear, and overall enjoy the new experience. Playing a set group on the other hand, means leaving out a majority of a guild so a select few can progress content as quickly as possible without losing time to teaching others the fight, or gearing them for the newer content.

When you take a guild of a couple hundred members, and decide to rotate them into the new content, you give everyone the chance to learn new fights, win new gear, and overall work as a guild to progress into new content. Some people may come around for a second or third trip, or just make a regular appearence (such as tanks and healers or really solid DPSers), but that core plus new people means more people are working together and even those who would be left out in the cold get a chance to try the newer content.

The downside to running more people, or rotating people for newer ones (or returning) is you face a difficult sense of unity between current raiders as fewer will know their set roles (MT, OT, MT healer, Raid healer etc). That issue can mean people will have a harder time worker together or play favorities by bringing back people they feel comfortable with raiding. While it can be a plus to gear up multiple people, the times that they aren't raiding means that their new gear, and increased stats won't contribute to progressing the raid any further then they had already cleared the time before.

If you decide to take the smaller path, with less memebers but a set group, you can clear content faster as you won't have to teach new people the fights or attempt to gear as many people. Those select few will learn the fights in less time, because the fewer explanations per attempt will lead to that group worrying less about who plays what role that night, which leads into that group gearing those players quicker, and in return, hoping to clear the content. By those few working together and getting to know one another's tactics, your group can move more fluidly through different areas.

The downside to choosing a select few and keeping them in the same group every week is, it becomes clear favorities are picked because of their ability to work together, raid awareness level, current gear, attitude of raiding, or some other factor that makes them worthwhile to be in the group. This means many other guild members must sit out week after week until the content is cleared and becomes open to group swapping, where they can switch one or two people per week so they can finally get gear/see fights.

In order to offset these drawbacks for both groups, is to run, multiple 10 man groups, and a 25 man group, so alot of people can see the content/get geared etc. By having multiple 10 man groups, people can still play favorites with the raiders they choose to work with, but can also gear up many more people in the guild, which can also account toward 25 mans, where multiple people from both groups can still have the chance to raid together without swapping out members. But say there are still people waiting for those 10 man groups, either because they cannot consistanly raid or just don't seem to work well with others, the best way to go is, gather them in a group, and let them have at the content. Just make sure they understand, no matter who raids in what groups, that some favortisim might be applied as the "group 1" might be clearing futher then others in the content in question.

Other then that, make it'll always be hard to make sure everyone is happy, so just shoot for gold and work with anyone who understands the bonuses and consequences of both sides.

With that note

-pwrtoppl is out

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