In Wrath of the Lich King, this guild will be going through heavy re-organization. A good portion of us have been together for almost 3 years now and we've never really pushed raiding hardcore. This time around, we plan to. This means showing up on time, giving 100%, and overall having a much better attitude than we do now. There will be a guild name change, a new loot system, ranking changes, recruitment changes, a schedule change, and a new website. Without a doubt, I think it's safe to say this is going to be an entirely new guild.
Guild Name
We'll be changing the Guild Name. Cadavers was created with people who honestly had no clue about the game and felt that a more "hardcore" name was required. We want something mildy serious, but nothing retarded. Retarded: ("Prometheus", "Vengeance", etc) Nothing too silly either. ("Pro Killaz", "Hitler's Goons", etc).
New Loot System
The Zero Sum DKP system Eric came up with and we've been working on it daily for a few days. As with any system, there is the good and the bad:
Pros:
- It's DKP, there's a sense of "earning" that can be seen on paper
- Pushes people to try hard on farm content so progression DKP is worth more.
- Allows for punishment by raping hours
- Allows for rewards
- It's unique, who doesn't love a system nobody else uses?
Cons:
- Actually requires work on the Officers end to maintain
- High value loot has a chance of going to lesser skilled players
- Small potential loot rot
The system is well thought out and fixes a few issues that we could never really push in any other DKP System. To give you a rough idea on how it would work, if Black Temple had 10 bosses in it and we valued each boss at 5DKP you could have a scenario like this:
Assumed Time in Black Temple: 10 hours
Total Farmed DKP: 50
Raid Farmed DKP: (50 * 25 Raiders) = 1250 Raid Farmed DKP
Farmed Raid Hours: (10 * 25 Raiders) = 250 Raid Hours
Time Progressing: 12 hours
Progression DKP Rate: 5DKP/hour
Progression DKP: (12 Progression Hours * 5DKP/h * 25 Raiders) = 1500 Progression Raid DKP
Total Raid Week DKP: Farmed Raid DKP (1250) + Farmed Progression Raid DKP (1500) = 2750 Raid Week DKP
Total Raid Hours: Farmed Raid Hours (250) + Progression Raid Hours (12 * 25 = 300) = 550 Raid Week Hours
Individual DKP Hourly Rate: 2750 / 550 = 5DKP per hour raided
Assume Prestigal raided all 22 hours: 22 * 5 = 110 DKP for that Week
Since it's Zero Sum, the boss DKP value will have a direct correlation to the average value of it's dropped items. So Illidan's DKP Value would be be higher than Mother Sharaz purely because he drops i151's, not 141's. Since the DKP is based off loot that is actually dropping, the level of DKP will stay relatively stable between raid members and inflation shouldn't be too much of a concern; in contrast to a more standard DKP system where DKP boss values are handed out at guesstimated values for each boss or hour. With such a system you can end up with raiders with 400% more DKP than anyone else purely because they are stockpiling over valued DKP. This creates a cycle of problems but mostly, recruitment. A new recruit joins and sees that they have 2-3 months of raiding ahead of them before having a good chance at an item. That's not good if the plan is to hold recruits for longer than 3 days, which it is.
This system promotes putting in the best effort on farmed content because the quicker farmed content is finished with, the more Progression DKP goes into the pool. For example, if we manage to clear Black Temple faster than the assumed time, in this case 10 hours, the remaining hours are counted as Progression Hours. So if it takes us 8 hours to clear Black Temple, that's 2 hours more we can spend progressing, thus adding another (10x25=250) 250DKP into the weekly pool.
Bosses will be officially "On Farm" after the 3rd kill. Since you're gaining Hourly Progression DKP on top of the boss kill, the first 3 kills are essentially worth "double".
If you haven't guessed yet, DKP will be updated weekly. Every boss kill adds a certain amount into the weekly pool, and when we've finished raiding that week it will be calculated and distributed from the pool. So assuming Prestigal raided 20 of the 22 raided hours that week, I wouldn't receive any DKP for those 2 hours I didn't raid. This makes removing DKP for negative behavior much easier by taking away most of the guess work. Most things will only result in the loss of an hour, but there will be a couple that could cost 2 hours. This means we're also going to be much more strict with raiding. There's a list of reasons that could create a situation for us to knock off an hours worth of DKP, or more. Here are a few:
- Going AFK for 15+ minutes [-1 Hour]
- Going AFK for 15+ minutes without telling an Officer [-2 Hours]
- Not being Flasked for Progression [-1 Hour]
- Showing up late [-1 Hour]
- Being 3+minutes late after a 10-minute break without telling an Officer [-1 Hour]
If you notice we aren't taking away hours for not being flasked for farmed content. This isn't because we don't want you to, it's because we already expect that everyone is going to be flasked in order to get through the instance as quickly as possible.
There will also be ways to grab bonus DKP but we haven't come up with any as of yet.
We will be handing out Stand-by DKP in this system as well. This means that anyone on Stand-by, or the "Waiting List", will receive 100% of the DKP the raid is receiving. Our goal is to create an enviorment that is fair to everyone, even those who can't make every raid on time. So if anyone tends to be late, they can still show up, be put on the list and receive full DKP for that night, minus the time they weren't there. This is great for recruiting, because sometimes we don't be able to fit the new guys in. With stand-by DKP, it won't be an issue.
Guild Management
Our ranks have always had little no meaning. We're looking to change that by giving each rank specific roles and restrictions.
Silenced: Rank that has zero control in the guild and can only read Guild Chat.
Recruit: 3-Week recruitment stage. DKP is able to be earned on stand-by and in the raid. Items are not able to be looted unless they are passed on by Members.
Friend: This rank is for Friends of Members in the Guild. This rank receives no stand-by DKP and has no access to the Guild Bank. Friend's do not raid.
Alt: This rank is for Alts of Members in the guild. This rank receives stand-by DKP and has no access to the Guild Bank.
Member: This is the main rank in the Guild. This rank has the ability to raid, receives stand-by DKP, loot and has access to raid oriented tabs in the Guild Bank. Members are expected to come prepared with Flasks, Food Buffs, Potions and knowledge of the instance/encounters.
Guild Admin: There will be 3 spots available for the Guild Admin rank at one time. Guild Admin receive the benefits of all other ranks but also do specific tasks, such as managing the stand-by list, or recruitment. They have equal access to the Guild Bank as a Member but can read Officer Chat. Guild Admin must have near 100% raid attendance, great attitude and seniority to the guild.
Officer: This rank will deal with all the important aspects of maintaining the guild, including the jobs of Guild Admin. Such as containing guild drama, the guild bank, and guild relations. Officers receive the same DKP as a Member does and has full access to the Guild Bank. Officers will know extensive information about the game and every class, along with many other very important aspects of leadership.
The Guild Bank will have the same tabs it has now, with similar restrictions.
Raiding Tab: For Raid oriented items. Such as Gems, Eternal/Crystallized essences, etc. Only Admins and Officers will have access.
Potions Tab: Potions. 2 withdraws a day for Members.
Consumables Tab: Raid Oriented items, food, etc. 2 withdraws a day for Members.
Reagents Tab: Herbs & Enchanting Materials. 2 withdraws a day for Members.
Untouchables Tab: Rare & Expensive Guild/Raid items. Only Officers only have access.
As we do now, when we are able to sell item's as we progress, we will do so. When we do the money will go into the bank. If we manage to go over 20,000 Gold, we will be allowing Members to repair out of the guild bank for progression days.
Scheduling
Since we'll be pushing you guys harder, we're knocking off a day for the week. This means we won't be raiding on Sundays, leaving us 4 raiding days a week. The raiding time is going to remain the same at 7:30 for invites. However, the ending time will be 12AM, instead of the 11:30 we generally end at now.
We will also be taking planned 10 minute breaks every 2 hours in the raid. This eliminates random AFK's and gives a little rest period that's planned and expected. Generally with these breaks though, we end up taking 5 minutes longer than the break due to a few people who decide to take their sweet time. With this DKP system, we will knock off an hour if anyone holds back the raid longer than 3 minutes without giving notice to an Officer/Admin about a possible AFK that could take longer than 10 minutes.
Recruitment
Recruitment wise, there will be a few changes, but big ones. Initially the Recruitment forum will be cut off to everyone but Guild Admin and Officers. I'll try and figure out a way so that the recruit is able to respond to his own thread, otherwise I'll figure out something else.
Guild Admin will be in charge of maintaining class stability and making sure that we aren't short any specific class. Officers will obviously be doing this too, but it's more specific to the Guild Admin. I'll be changing the Recruitment post to a more specific list of questions and the recruitment process will be more well stated.
Recruit Status will be held for 3 raiding weeks, or a total of 12 raiding days. Missing 3 or more of those 12 raiding days without telling a Officer/Admin beforehand is not acceptable and will end the recruitment status and the recruit will be removed from the guild. If they can't maintain 90% raiding attendance on Recruit Status, they probably won't be maintaining it as a Member. After those 3 weeks they'll be promoted to Member and become a part of the guild.
Conclusion
These changes will be for the best, I think you can all agree. Our plan is to finally be the top guild that we've always been able to do, but never pushed ourselves to it. The DKP system will fix our recruitment and current raid issues, and the change in guild rankings will give everyone a clear view on how everything operates.
-Hybred
Guild Name
We'll be changing the Guild Name. Cadavers was created with people who honestly had no clue about the game and felt that a more "hardcore" name was required. We want something mildy serious, but nothing retarded. Retarded: ("Prometheus", "Vengeance", etc) Nothing too silly either. ("Pro Killaz", "Hitler's Goons", etc).
New Loot System
The Zero Sum DKP system Eric came up with and we've been working on it daily for a few days. As with any system, there is the good and the bad:
Pros:
- It's DKP, there's a sense of "earning" that can be seen on paper
- Pushes people to try hard on farm content so progression DKP is worth more.
- Allows for punishment by raping hours
- Allows for rewards
- It's unique, who doesn't love a system nobody else uses?
Cons:
- Actually requires work on the Officers end to maintain
- High value loot has a chance of going to lesser skilled players
- Small potential loot rot
The system is well thought out and fixes a few issues that we could never really push in any other DKP System. To give you a rough idea on how it would work, if Black Temple had 10 bosses in it and we valued each boss at 5DKP you could have a scenario like this:
Assumed Time in Black Temple: 10 hours
Total Farmed DKP: 50
Raid Farmed DKP: (50 * 25 Raiders) = 1250 Raid Farmed DKP
Farmed Raid Hours: (10 * 25 Raiders) = 250 Raid Hours
Time Progressing: 12 hours
Progression DKP Rate: 5DKP/hour
Progression DKP: (12 Progression Hours * 5DKP/h * 25 Raiders) = 1500 Progression Raid DKP
Total Raid Week DKP: Farmed Raid DKP (1250) + Farmed Progression Raid DKP (1500) = 2750 Raid Week DKP
Total Raid Hours: Farmed Raid Hours (250) + Progression Raid Hours (12 * 25 = 300) = 550 Raid Week Hours
Individual DKP Hourly Rate: 2750 / 550 = 5DKP per hour raided
Assume Prestigal raided all 22 hours: 22 * 5 = 110 DKP for that Week
Since it's Zero Sum, the boss DKP value will have a direct correlation to the average value of it's dropped items. So Illidan's DKP Value would be be higher than Mother Sharaz purely because he drops i151's, not 141's. Since the DKP is based off loot that is actually dropping, the level of DKP will stay relatively stable between raid members and inflation shouldn't be too much of a concern; in contrast to a more standard DKP system where DKP boss values are handed out at guesstimated values for each boss or hour. With such a system you can end up with raiders with 400% more DKP than anyone else purely because they are stockpiling over valued DKP. This creates a cycle of problems but mostly, recruitment. A new recruit joins and sees that they have 2-3 months of raiding ahead of them before having a good chance at an item. That's not good if the plan is to hold recruits for longer than 3 days, which it is.
This system promotes putting in the best effort on farmed content because the quicker farmed content is finished with, the more Progression DKP goes into the pool. For example, if we manage to clear Black Temple faster than the assumed time, in this case 10 hours, the remaining hours are counted as Progression Hours. So if it takes us 8 hours to clear Black Temple, that's 2 hours more we can spend progressing, thus adding another (10x25=250) 250DKP into the weekly pool.
Bosses will be officially "On Farm" after the 3rd kill. Since you're gaining Hourly Progression DKP on top of the boss kill, the first 3 kills are essentially worth "double".
If you haven't guessed yet, DKP will be updated weekly. Every boss kill adds a certain amount into the weekly pool, and when we've finished raiding that week it will be calculated and distributed from the pool. So assuming Prestigal raided 20 of the 22 raided hours that week, I wouldn't receive any DKP for those 2 hours I didn't raid. This makes removing DKP for negative behavior much easier by taking away most of the guess work. Most things will only result in the loss of an hour, but there will be a couple that could cost 2 hours. This means we're also going to be much more strict with raiding. There's a list of reasons that could create a situation for us to knock off an hours worth of DKP, or more. Here are a few:
- Going AFK for 15+ minutes [-1 Hour]
- Going AFK for 15+ minutes without telling an Officer [-2 Hours]
- Not being Flasked for Progression [-1 Hour]
- Showing up late [-1 Hour]
- Being 3+minutes late after a 10-minute break without telling an Officer [-1 Hour]
If you notice we aren't taking away hours for not being flasked for farmed content. This isn't because we don't want you to, it's because we already expect that everyone is going to be flasked in order to get through the instance as quickly as possible.
There will also be ways to grab bonus DKP but we haven't come up with any as of yet.
We will be handing out Stand-by DKP in this system as well. This means that anyone on Stand-by, or the "Waiting List", will receive 100% of the DKP the raid is receiving. Our goal is to create an enviorment that is fair to everyone, even those who can't make every raid on time. So if anyone tends to be late, they can still show up, be put on the list and receive full DKP for that night, minus the time they weren't there. This is great for recruiting, because sometimes we don't be able to fit the new guys in. With stand-by DKP, it won't be an issue.
Guild Management
Our ranks have always had little no meaning. We're looking to change that by giving each rank specific roles and restrictions.
Silenced: Rank that has zero control in the guild and can only read Guild Chat.
Recruit: 3-Week recruitment stage. DKP is able to be earned on stand-by and in the raid. Items are not able to be looted unless they are passed on by Members.
Friend: This rank is for Friends of Members in the Guild. This rank receives no stand-by DKP and has no access to the Guild Bank. Friend's do not raid.
Alt: This rank is for Alts of Members in the guild. This rank receives stand-by DKP and has no access to the Guild Bank.
Member: This is the main rank in the Guild. This rank has the ability to raid, receives stand-by DKP, loot and has access to raid oriented tabs in the Guild Bank. Members are expected to come prepared with Flasks, Food Buffs, Potions and knowledge of the instance/encounters.
Guild Admin: There will be 3 spots available for the Guild Admin rank at one time. Guild Admin receive the benefits of all other ranks but also do specific tasks, such as managing the stand-by list, or recruitment. They have equal access to the Guild Bank as a Member but can read Officer Chat. Guild Admin must have near 100% raid attendance, great attitude and seniority to the guild.
Officer: This rank will deal with all the important aspects of maintaining the guild, including the jobs of Guild Admin. Such as containing guild drama, the guild bank, and guild relations. Officers receive the same DKP as a Member does and has full access to the Guild Bank. Officers will know extensive information about the game and every class, along with many other very important aspects of leadership.
The Guild Bank will have the same tabs it has now, with similar restrictions.
Raiding Tab: For Raid oriented items. Such as Gems, Eternal/Crystallized essences, etc. Only Admins and Officers will have access.
Potions Tab: Potions. 2 withdraws a day for Members.
Consumables Tab: Raid Oriented items, food, etc. 2 withdraws a day for Members.
Reagents Tab: Herbs & Enchanting Materials. 2 withdraws a day for Members.
Untouchables Tab: Rare & Expensive Guild/Raid items. Only Officers only have access.
As we do now, when we are able to sell item's as we progress, we will do so. When we do the money will go into the bank. If we manage to go over 20,000 Gold, we will be allowing Members to repair out of the guild bank for progression days.
Scheduling
Since we'll be pushing you guys harder, we're knocking off a day for the week. This means we won't be raiding on Sundays, leaving us 4 raiding days a week. The raiding time is going to remain the same at 7:30 for invites. However, the ending time will be 12AM, instead of the 11:30 we generally end at now.
We will also be taking planned 10 minute breaks every 2 hours in the raid. This eliminates random AFK's and gives a little rest period that's planned and expected. Generally with these breaks though, we end up taking 5 minutes longer than the break due to a few people who decide to take their sweet time. With this DKP system, we will knock off an hour if anyone holds back the raid longer than 3 minutes without giving notice to an Officer/Admin about a possible AFK that could take longer than 10 minutes.
Recruitment
Recruitment wise, there will be a few changes, but big ones. Initially the Recruitment forum will be cut off to everyone but Guild Admin and Officers. I'll try and figure out a way so that the recruit is able to respond to his own thread, otherwise I'll figure out something else.
Guild Admin will be in charge of maintaining class stability and making sure that we aren't short any specific class. Officers will obviously be doing this too, but it's more specific to the Guild Admin. I'll be changing the Recruitment post to a more specific list of questions and the recruitment process will be more well stated.
Recruit Status will be held for 3 raiding weeks, or a total of 12 raiding days. Missing 3 or more of those 12 raiding days without telling a Officer/Admin beforehand is not acceptable and will end the recruitment status and the recruit will be removed from the guild. If they can't maintain 90% raiding attendance on Recruit Status, they probably won't be maintaining it as a Member. After those 3 weeks they'll be promoted to Member and become a part of the guild.
Conclusion
These changes will be for the best, I think you can all agree. Our plan is to finally be the top guild that we've always been able to do, but never pushed ourselves to it. The DKP system will fix our recruitment and current raid issues, and the change in guild rankings will give everyone a clear view on how everything operates.
-Hybred
Views - Today : 310 Total : 310