[:1]Hello everyone :)
Just wondering what you personally think that a guild requires to be successful?
Im thinking about creating one for Cataclysm, just a friendly 10man raid guild(the new changes make me happy, feels like Im the only one in the world who openly says that). Only going to be casual 1 raid night a week(may change), with some fun runs and heroic farming nights.
I know that a Ventrillo server will be needed, aswell as a guild website and other systems to be in place.
How many people will I need to start a stable group?
Also would anyone say that having profession and class leaders is wise? I want to create an friendly enviroment with plenty of help from the leaders.
Thanks for the help
Reborn|||Quote:
Hello everyone :)
Just wondering what you personally think that a guild requires to be successful?
Im thinking about creating one for Cataclysm, just a friendly 10man raid guild(the new changes make me happy, feels like Im the only one in the world who openly says that). Only going to be casual 1 raid night a week(may change), with some fun runs and heroic farming nights.
I know that a Ventrillo server will be needed, aswell as a guild website and other systems to be in place.
How many people will I need to start a stable group?
Also would anyone say that having profession and class leaders is wise? I want to create an friendly enviroment with plenty of help from the leaders.
Thanks for the help
Reborn
You want about 4 to 5 times as many players as you intend to field as a raiding group. Should give you about 2-3 times as many raiders as raid slots (sounds brutal, but it works, really. There's always something to take your raiders away from the board unexpectedly) and another population of new hires, in trainings, on hiatus, or just there for the social joys.
Leadership is difficult to plan for in a new guild. It assumes that you will have access to personnel willing and able to be leaders, and that's really a hit and miss with a brand new guild. I've been in several guilds, and in leadership positions often, and started one as a co gm. It's a thankless job. Guilds often fail, through no fault of their leadership. Raid leader is a brutal job, and if you're going to start running, even as fun, you need to have that person. A good raid leader is (usually a tank) always completely up on the fights... including those classes and roles which aren't theirs, so they need to... know your fights. Know your fights as every class in the game. Be driven, yet calm leaders. Be tactful, yet forceful.
Class leaders are useful. Larger raiding guilds break that down even further by class and spec leaders. Profession leaders, no, not so much.
Successful? Honestly, I find that difficult to answer even after all of this. Strong leadership. Willing players. Dedication. Luck.|||Another tip that I'll offer is don't start the guild up on an old server, basically anything older than a year to a year and a half. Otherwise, there will be a string of entrenched guilds that won't go anywhere unless there's some major internal drama that causes them to split.
Another thing to remember about guilds is a name:
But, to quote a favored source (of Semiiramiis):
[Killzone’jaeden]: Yeah and you can always tell which guilds are going to suck
[Killzone’jaeden]: Rule of Guild Names: The more awesome the guild name tries to sound, the more the guild sucks.
[Killzone’jaeden]: If I see, like, "Lords Of Chaos And Darkness"... done
[Killzone’jaeden]: "The Right Hand Of God"... they don't even make it through the instance
[Killzone’jaeden]: But if I ever see, like, "Ain't Misbehavin"
[Killzone’jaeden]: I'm like ****.|||Ah, Coffee With Sargeras, Scourge Chat Log... makes me warm and fuzzy in my tummy... And makes me look upon potatoes with lust.
(Now if I could just find a link to the other great chat log that I've lost along the way.... :()|||The only thing a guild realy needs is a good leader.
You have to set up goals for your guild, and keep to them. THen you have to find and invite people that share these goals. Dont invite casual pvp'ers i you want to be a top end PvE guild.
The stricter you stick to your declared goals and better the people you invite fit with those goals, the longer the guild will live.|||Word of advice: Drunk raid/run instances atleast once a month. (or more)
Or do something really out of the ordinary...like run a bunch of level one toons in a raid on an opposing faction capital.|||Quote:
Hello everyone :)
Just wondering what you personally think that a guild requires to be successful?
How many people will I need to start a stable group?
Reborn
Not having been in raiding guilds, but some that wanted to, I can say you want 9 other people to form your guild, they should play the same time of day you do, and they should want to raid. Everything else can wait till later. (maybe not vent, if the in game can't do more than the 5 person party. You can create a player channel and use that instead, for the cheap).
You need to get your 10 raiders though, so you can start on that. Pick your night, and start runs. Run stuff you've all done so you can get used to working together.
You don't need class or profession leaders until you have more than three of something. Then you can pick someone to take point on that.|||Quote:
Not having been in raiding guilds, but some that wanted to, I can say you want 9 other people to form your guild, they should play the same time of day you do, and they should want to raid. Everything else can wait till later. (maybe not vent, if the in game can't do more than the 5 person party. You can create a player channel and use that instead, for the cheap).
You need to get your 10 raiders though, so you can start on that. Pick your night, and start runs. Run stuff you've all done so you can get used to working together.
You don't need class or profession leaders until you have more than three of something. Then you can pick someone to take point on that.
Ten players is really not enough to try and field a raiding group from. This assumes that everybody can and will be on for every single group. (And that you have the perfect mix of tank, heal, dps) That's a lot of expectation, and can lead to a lot of finger pointing when someone can't. We all have real lives, we all have things that take us away from our keyboards. Understand that, and make acceptible allowances for real life. It may not be balls to the wall hardcore thinking, but players are much more likely to remain with a guild with some wiggle room in their schedules. (My guild had a 75% raid attendance expectation from our A raiders, and a 50% standby requirement from our B raiders.)|||Quote:
Hello everyone :)
Just wondering what you personally think that a guild requires to be successful?
Im thinking about creating one for Cataclysm, just a friendly 10man raid guild(the new changes make me happy, feels like Im the only one in the world who openly says that). Only going to be casual 1 raid night a week(may change), with some fun runs and heroic farming nights.
I know that a Ventrillo server will be needed, aswell as a guild website and other systems to be in place.
How many people will I need to start a stable group?
Also would anyone say that having profession and class leaders is wise? I want to create an friendly enviroment with plenty of help from the leaders.
Thanks for the help
Reborn
I think a raid guild needs to recruit lower levels and get them started on raiding so that you have a continual supply of characters levelling up and becoming more proficient at raiding and more valuable at the higher levels. I've been in one where only levels 78+ did raids and the lower levels were left to find their own groups. For them it was a social guild only. It didn't work well. You need to have those guys coming along all the time.|||Quote:
Ten players is really not enough to try and field a raiding group from.
If he starts with 10 people on his charter that have the goals of the guild, he will have better success. He asked "How many people will I need to start a stable group?" and 10 is the minimum for both guild charters and a 10 person raid. Just starting out, he needs those 10.
Once he has those 10 and they raid 2-3 times, then he can add everything everyone else said. Yes he'll want every raider he can get, he'll want profession and class leaders, he'll want second and third stringers, a farm system of people moving up the levels, etc.
If he had a charter already, then he would have to just start recruiting. Since he doesn't, and he has time before Cata comes out, he can find his 9 other people, get them together, pick a guild name, and then all 10 feel some ownership in the guild. This leads to a more successful venture later.
RebornMTG: Are you planning "one night a week" as every Wednesday, only Wednesday, or Tuesdays if people are on, Thursdays if not? Do you have 9 other people in your friends list that are all on the same times, same nights you are? Are they willing to leave their guilds? Do you have 2 nights to raid - as Semi said, sometimes 1 night doesn't work out. The larger guilds she references have multiple raid nights and members have to be available for several (though not all). With 1 raid a week, you're asking for a 100% attendance. If you are flexible, in a whatever night everyone's on we raid, kinda way, it might work. If you are not flexible, you will need more than 10 people.
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