Guild Stealing

Thoroughly enjoyed the article, I thought I’ll share it with you all.

Have a safe weekend!

When I logged in yesterday to do my warlock’s jewelcrafting daily, I noticed in /2 that somebody was advertising that my old TBC guild was back and recruiting for 10 mans. After a quick /who on the guy, I noticed that he was indeed in that guild. I’m aware that in Wrath it had some problems and in the end, the members and officers alike decided to part ways. The GM left a message on the guild’s forums letting people know that he’d decided to transfer and if anybody wished to take over and try, by all means they could ask him. One of the core members took guild leadership though almost all of the core had quit the game or left for other guilds by this point.


With it being one of the oldest guilds on the server, being formed fairly early in vanilla WoW, it had formed a strong core of members who had come to call the guild home almost. Though I’d left at around Christmas, I still have a kind of attachment to the guild, I’ve met some decent people in there and have some damn good memories. So, to see some random guy who nobody knew advertising that the guild was “back! And recruiting for Toc 10 man.” Blah blah, with the original guild website and everything, I thought to myself well that just sounds wrong.

I spoke to a couple of friends who’d both had officer positions in the guild, one of which has since moved on and mostly quit WoW. The other didn’t like the way it was advertised either. However, I think everybody agreed that it would be best to leave it.

Anyway, checked the forums today, after all of the “no this guild is the oldest on the server” crap that’s always tossed around but is highly irrelevant, and the “who exactly are you?” from old members, there was a comment which lit up the whole situation for what it really is. A theft.

This guy had, according to the post, been promoted to officer after the guild had stopped raiding and everybody had pretty much left, saying he wanted to invite a few friends. After the GM (the guy who took over after the original GM transferred) had been offline for quite a long time, possibly a month, the guy had contacted a game master to get the guild master position transferred over to him. He kicked many old core members and their alts. He stole the contents of the guild bank, about 24k gold, about 12k golds worth of Ulduar BoEs, nto to mention all of the food, flasks, etc. left in there. Then logging an alt to spam putting in 1g and removing it to cover up what he took.

This caused uproar amongst the old members, who came back over to contact a game master to fix the problem and get back what was stolen from them. Alongside this, the guy responsible has a black mark against his name and was removed from the guild he went on to join. The guild may have been a shell, but stealing everything and threatening to disband really went too far. Luckily, everything is back in place now, somebody else has been given the guild master position. Though it came very close to being all gone.

via The Lazy Sniper

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What To Look For In a Guild Website?

If you’re thinking of launching a new site for your guild, try free webhosting first. Guildomatic, guildlaunch, guilzilla, guildportal, wowstead and similar webs hosting sites should be adequate for your beta period. If you have a knowledgeable hand to deal with the administration, get Joomla.

What To Look For...

With free sites (bare with the gold spams though… and they are annoying) most of them have ready-made templates and ‘bboard’ for your guild, some even allows you to customise and add features of your own (be prepared to read through basic website-building stuff but you should be OK).

Don’t spend money willy-nilly for your site. Give it 3-4 months if you are comfortable. You can also use a variety of free online tools to make your site more appealing– from templates to photo-editing. On the other hand, if you’re after a specialist program that will allow rooms for improvement, try vBulletin. A large amount of competitive guilds and wow fansites uses vBulletin for website design and forums. Check ’em out for yourself at http://www.vbulletin.com/ but be prepared to pay a premium price.

vBulletin (current price $285.00 for new license) is awesome but only if you’re willing to employ the program’s utilities fully, otherwise it might not be cost-efficient. Check http://wow.incgamers.com/forums/ as example.

Similar Article Top 8 Guild Websites

Top 8: Best WoW Guild Websites

Top Eight Guild Websites… IMO

(In random order)

Premonition Sen’jin US http://www.premoguild.com

vBulletin is the website programming of choice for many top guilds of Warcraft. This website should be the point-of-reference for guild web admins on how best to manage your website using vBulletin.  Simple yet classy.

Knights of Malta Ragnaros, EU http://www.knightsofmalta.info/

Knights of Malta

This RP guild website successfully managed to thread all of the basic web functions and its guild philosophies into something unique. Nice job piecing together Maltese folklores into WoW lore as well. (Updated)

Puggernaut Draenor US http://www.puggernaut.com/

Not a guild website but a platform for pugs. So far the most successful group to incorporate the pugging system, and no doubt copycats will follow suit. The site uses guildlaunch for web hosting.

Gentlemen’s Club Korgath US http://www.gcguild.net/

Pacifism Ravencrest EU http://www.pacifismguild.com/

Conservative in its design (and even messages), Gentlemen’s Club website is consistent with the guild’s name. The design is almost controlled and minimalistic. Pacifism is its total opposite and I love how it screams ‘different’ without being faux or vulgar. It’s personable!

Katipunero Trollbane US http://www.wowkatipunero.com/

The original Katipuneros

What’s inviting about this guild website is the focus on members rather than what raiders do in raids. Whilst the templates and design are pretty much basic (they use guildomatic), the site remains steadfast with the guild’s name. Katipunero is a 19th century Masonic order in the Philippines and the guild effectively weaved the group’s philosophy onto their site

Seraphim Earthen Ring US http://www.seraphim-guild.net/

It’s all about the forum. Your guild forum is what makes your website so effective and cohesive, and Seraphim knew exactly that. The site’s general forum alone has 12400 posts, which is phenomenal.

vodka Alterac Mountain US http://www.vodka-guild.net

(c) vodka-guild.net

In considering the eight top guild websites of WoW I didn’t mull over the basics. The basics being an effective recruitment tool, screenshots of raid accomplishments, website templates and programs used. I was neither blinded by the cost of running guild websites (and websites can cost a guild heftily these days). Ensidia’s website is not on the list since it’s more a fansite nowadays. (So is Elitist Jerks)

But vodka is. Vodka’s guild website is the most innovative of them all. The website is staggering and the people behind it as dedicated as the guild’s core raiders. The investment and hard work of its online team is so apparent the moment your computer screen opens to the page. Recently famous for their own patch 3.3 trailer which of course outshined Blizzard’s own trailer.

Similar article What To Look For In a Guild Website?

Past and Future of Warcraft

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In the December issues of gameinformer, Blizzard’s Jeff Kaplan and Rob Pardo explained how they decided on implementing the change from 40-person raids to the current system of 25-mans. Interesting read on the dynamic of raiding and what this means to your guild.

Quote:
GI: You mentioned that with these big numbers, there was sort of this feeling of epicness. Although I didn’t raid too much in original World of Warcraft or The Burning Crusade, I definitely remember feeling that with 40 people in Molten Core. Do you think the game has lost anything by not having raids of that size? Or is it more important to have it be more accessible?

JK: Both, to be honest. I think you’re right on both. I would be lying if I said I don’t think the game has lost something by not having 40-person or even larger games in the raid. At the same time, I think the game is much better off for having that smaller raid size. There are a couple reasons why.

One, I think it’s important to create content that’s accessible. When I say accessible, I’m not saying we want “noobs” or casual players to be able to run it, I mean even within a hardcore raiding guild. We want individuals to be able to have a full experience where their roles matter in the raid. As we bring the number down, the individual matters more. The experience in numbers may not be so epic, but the experience in depth and in actual action is a lot more epic, what the individual player is experiencing.

There was also a huge logistical nightmare for people trying to do 40-man raids. It became very unwieldy and stressful for guild leaders to manage the large raid sizes. We also saw an unhealthy habit occurring in guilds where guilds would over-recruit just to be able to field a 40-person raid. Then they would bench large numbers of people because they had to over-recruit so much just to guarantee the 40-person factor. It was a very unhealthy social dynamic going on. Usually what would happen is that there would be a core of the guild of maybe 10 people, but they were just bringing people into their guilds in mercenary fashion to help them get through this content. The smaller the raid size, the more that becomes reduced.

There were a lot of factors. Also, to be frank, the level of quality that we can deliver from a tuning standpoint is so much higher with a lower raid size because of the amount of testing we can do on it. It gives us better peace of mind knowing that we know exactly how the encounters play out. Once you get into numbers like 40, there are so many wild cards. Do you tune the encounter for 40 extremely skilled players? 30 extremely skilled players and 10 noobs? 10 extremely skilled players and 30 noobs? It’s very difficult to tune content for large sizes like that.

GI: With the drop to 10-man or 25-man for all raids, another major change was the ability to run 5-man dungeons for badges that you can use to purchase equipment that would normally only drop from raids previously. These kinds of changes seem focused on appealing to more casual players, but I know that some hardcore players complain about them. How do you strike that balance in the Warcraft community between pleasing the hardcore fans but still making things accessible?

JK: It’s not even just a casual versus hardcore thing. It’s a play style choice. There are some players who just never want to experience the large raids. They’re not interested in hanging out with 25 players online. Some of those are very skilled, very hardcore players who play the game more than people who play 25-person raids. Between PvE and PvP, we have these separate paths to the end-game for people to pursue. The same goes for within a game type.

If you take PvE, we have to make sure that five-person groups or solo people or 10-person groups or 25-person groups, that everyone has access to really good gear and progression that they feel good about. We don’t want them to feel like Blizzard is only validating one way to play. What we like to remind the hardest of the hardcore 25-person raid groups is that at the end of the day, when it comes to the best of slot items, you’re still the only people with it. Just because we’re doing a bit of catch-up for everyone else doesn’t mean that we’re diminishing your accomplishments at all.

Kaplan pretty much imbued it on his answer:
Quote:
There was also a huge logistical nightmare for people trying to do 40-man raids. It became very unwieldy and stressful for guild leaders to manage the large raid sizes….

There were a lot of factors. Also, to be frank, the level of quality that we can deliver from a tuning standpoint is so much higher with a lower raid size because of the amount of testing we can do on it. It gives us better peace of mind knowing that we know exactly how the encounters play out. Once you get into numbers like 40, there are so many wild cards. Do you tune the encounter for 40 extremely skilled players? 30 extremely skilled players and 10 noobs? 10 extremely skilled players and 30 noobs? It’s very difficult to tune content for large sizes like that.

Roster preparation is still important in judging your 25-man raid capabilities. Seriously doubt its just a matter of 25 people turning up– without accounting class composition and raider’s capabilities. But I agree that removing 40-man raids (will they put it back in Cataclysm?) is sensible. At least now endgame contents are ‘accessible’ for subscribers whilst still retaining that barrier for raiders who want something extra with their raid time (ie. ‘achievements’).

For majority of raiding guilds, that’s the gist of raiding….

And I read it as yes you belong in a raiding guild where people can see endgame contents and gear up OR insist on quality superior raiders that you can consign for hardmode contents. Again it boils down to the motivation of your guild. And that’s the tricky bit…..

The second part, as I see it, is not about asserting an atmosphere of elitism within theguild but developing a sense of proficiency with your core raiding group. If your core group is distracted by judging who’s doing what not dps or simple impatience then it’ll cause hostility in that team. And it happens.

To accomplish hardmode contents (esp in 25-mans)– and many raiders and raiding guilds fail to see this– is not about 10 or 15 people doing the hard yakka and slotting-in the rest with decently geared ‘noobs’ deadweights. Of course you have to have all 25 of your raiders to be proficient with their class mechanics and raiding awareness. What is possible in an endgame raid (10 or 15 proficient players, and the rest inadequate raiders) is simply not feasible in hardmode contents. And to put it simply– your guild must invest on their players proficiency and notjust your star players (hence I don’t think elitism plays a part here).

From the TA web forum