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First steps for a becoming raiding guild
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Post by
98149
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Post by
blademeld
things you should have (not life threatening if you don't)
website, including a forum for communications and announcements
ventrilo server or other means of verbal communication
class officers and raid leaders
loot distribution system (DKP works well)
raiding schedule and scheduler
initiate qualification system (i.e. min. gear req., recommendations from other players)
guild bank stacked with pots and consumable buffs and enchanting mats
if you're just starting a raiding guild the hardest part should be collecting level 70 players who are attuned at least to karazhan, as long as the raid leader has experience, the raid should be successful and enourage others to join
Post by
93865
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Post by
96577
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Post by
blademeld
Farberian's a bit hardcore
my realm has PuG kara all the time
my point in saying that is you can be a bit more relaxed than what Farberian is saying if you're starting kara
but you'll need to follow Farberian's advice carefully if you plan to raid anything beyond gruul's
overall, it's a learning experience as a leader
Post by
93865
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Post by
blademeld
I can't touch type but I can write very quickly...it doesn't take me long to produce these walls of text. I never start writing essays until the night before they are due, and I always do fine on them. Conversely, I'm also an extremely lazy person, which contributed to my decision to spend time trolling rather than playing WoW. It also holds me back from academic success.
holy crap i can so relate!
it's like, you're a warlock version of me :O
Contrary to what many people believe, hardcore guilds are often more relaxed than casual guilds, because people know the expectations.
who doesn't know kara these days :P
Post by
93865
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Post by
96577
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Post by
98149
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Post by
Simulator
Farberian's post while long is, in my opinion, exactly the kind of answer this question deserves. More often than not I see all kinds of new startup guilds popping up left and right that haven't really had a lot thought put into them. They come and go like sitcoms and it seems very few of them actually stick around to become something.
I myself have been playing since beta with a group of 5-10 core friends I have known from games prior to Warcraft, plus some new people I met while playing. I began playing on (US) Alleria at launch, and raiding Molten Core and BWL in the vanilla era. Guild drama ensued by having too many members fighting over raid slots, and eventually I took a break for a few months. When I came back our group of friends restarted completely on a new server in January of '06, which until this past September, was an incredible amount of fun. The problem we ran into this time was a lot of members were starting their first year of college, others a couple years in, but they found they didn't have the time nor will to play anymore. We were left with but a few people online at a given time, successful raiding turned into a complete lack of raiding. We tried to recruit, but the pool of moderately decent players on our server was dried up. So once again, we decided to start fresh one last time on a new server.
Reading Farberian's post was interesting because it discusses exactly what we have planned and prepared for our new guild to come. We are developing a kickass website with our members in mind, including several features that will help encourage and want our members to check the site often. While we all level up we are working on policies and rules that we will put into place at 70 as we begin expanding our roster.
Having previous raiding experience and people who understand their classes down to a science lets us know exactly what we need to do and what to avoid to make our new guild successful.
I can't believe I just wrote this wall of text. :(
I guess the TLDR version of what I'm trying to say is I agree completely with Farberian's post, regardless of what size of guild you are trying to achieve and the goals you are setting forth. Having a solid backbone puts stability into your guild and helps ensure the loyalty of your members, which in turn will hopefully improve your guilds performance and the goals to which are trying to achieve.
Sorry for the eyesore, I didn't mean to write this much -- honestly. :)
Post by
96577
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Post by
93865
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Post by
blademeld
I would define a "wall of text" as an unformatted mass of words lacking paragraph breaks and proper punctuation. The same length of verbiage could be quite readable and informative with good formatting.
/agree
Post by
Simulator
.. I had a similar experience with a guild that broke up because people were busy with other things; some core members tried to reroll, but again, people got distracted, and ultimately it made me decide to quit WoW ..
That's very unfortunate Farberian and I'm sorry to hear that. Luckily our core group is extremely commited and determined to make something of ourselves on the new server. It certainly wouldn't have been possible without them.
It will just take time to weed through the recruitment process and find the players who can learn to play better and drop the ones who can't.
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96577
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Post by
89659
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99394
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Post by
Reidra
Some older people can be just as immature, y'know... I'll admit that by and large you have a point, but really, I've seen some "young adults" (early to mid-twenties) act just as spoiled and selfish as some fifteen-year-old jerks, and more than one teen player I've met has been incredibly giving and understanding.
Post by
blademeld
define "kids"
it's vague
technically it's 0 - 17
in many places it's 0-6 or 0-12
and i've had a lot of people under 18 who make a successful raid
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