While this wasn’t their first bout of exploiting, I do feel that a certain amount of frustration on their part is legitimate; the LFR bug was reported during the PTR, it still made it to live, and Blizzard then ruined the world first race by banning several of the competing guilds. I’m not condoning exploiting at all, but Blizzard really shouldn’t have been remotely surprised that the top guilds would use any advantage they could get their pixels on.
Suffice it to say, Paragon’s demands that you devote all your time to the guild during progression and that you’re a Finnish national don’t help with recruitment. That said, the game is now seeing the death throes of 25-man raiding across the board with WoW Progress suggesting that less than 8% of all raiding guilds run the 25-man format. With numbers like that, I’m forced to consider if there’s anyone raiding 25-man if they’re not trying to be internationally competitive.
You can practically hear the bell tolling.
Where’d the 25-man guilds go?
Essentially, the answer to that is pretty simple; why run a 25-man raid?
For every person who argues that they prefer it (and many, many players do), they have to fight through the current negatives:
- 1. There are fewer 25-man guilds than 10-man.
2. 25-man is logistically far harder to manage.
3. 25-man has bigger reliance on attendees.
4. 25-man has no additional benefits to offer.
I’ve deliberately avoided the “25-man encounters are harder” argument because it’s not universally true, but we’re still in an uncomfortable situation – there’s simply no incentive to put in the extra work for running a 25-man guild when you can get far less stress running a 10-man set up for identical rewards.
The biggest problem is that, eventually, Blizzard are going to have to weigh up the development cost of 25-man raids the same way they weigh up the development costs of everything else. And unless there’s a significant shift upwards in the percentage of 25-man guilds, it’s reasonable to expect that the format will be ditched altogether or, worse, left purely in the LFR format.
But the question isn’t “what’s wrong with 25-man raiding” – I mean really, who cares?
The question is how do we fix 25-man raiding?
Finding a working solution.
The first thing to be borne in mind when trying to find a solution is the WoW Progress number I quoted above. Less than 8% is a dire situation, but it also means that 92% of players are running 10-man raids; it would be monumentally silly to do something that would upset that particular apple cart. Having said that, we don’t know how many of that 92% are actually guilds that would rather play 25-man but aren’t currently able to for any reason.
Alas, while that’s a consideration, we can do no better than speculate – it’s shaky ground.
Fortunately, if we can identify the issues, we can try and identify some solutions. This post will make its way to the official forums in one shape or form, but I want to promote a community debate on a subject that, when all’s said and done, is a community issue.
So, let’s start off.
Solution 1: Make 25-man have specific rewards.
Let there be no doubt that rewards are the ultimate motivator in WoW. If there is something to chase after, players will go for it assuming it’s reasonable to do so. In WotLK, 10-man raiding wasn’t even considered legitimate raiding for many because the best gear was in 25-man content and it was deliberately designed to be harder. If we attached better gear, vanity items, titles or legendary acquisition to 25-man raiding, you’d see it shoot back up in popularity again.
Viability: Next to zero.
Truthfully, I don’t see this ever happening. Blizzard were quite deliberate in their shift from people feeling like they had to do 25-man raiding for “real” progression, and a large dollop of the 92% erstwhile mentioned would be extremely upset if they were suddenly compelled to raid 25-man content again. I don’t think Blizzard would really want to lose another 2 million subscribers or more, and I honestly feel that’s what would happen if they went down this route.
Solution 2: Make 25-man have specific achievements.
Clearly, there’s a feeling that individual Feats of Strength for clearing content that hasn’t seen the nerfbat will be enticing; would it work for 25-man kills? It’s hard to say, but it might be one part of a bigger solution to make 25-man raid clears (and heroic bosses) into Feats of Strength or achievements in and of themselves. We could even suggest making individual titles for each raid size, rather than one-size-fits-all. Essentially, this is providing recognition for being a 25-man raider.
Viability: High.
Providing 25-man raiders with an incentive not related to rewards, progression or accomplishment is challenging, but an individual Feat of Strength has no downside. It’s a simple UI addition, it provides recognition for the extra effort required to run 25-man content and it doesn’t rob 10-man guilds of anything other than access to 10 points (at most). I also like the individual title concept, but I think it would probably be a step too far. It’s too close to a “reward”, I think.
Solution 3: Creating “guild alliances”.
I still recall the first kill of Malygos back on Kilrogg, as it appeared as if it was two guilds that did it (it was two guilds, but one was the “proving ground” for the main guild). If Blizzard significantly lowered the guild member percentage requirement for 25-man kills, you could potentially have up to three guilds getting together for 25-man raiding content without any of those guilds having to give up their identity, achievement or levelling perks. In fact, maybe a bonus to these (or individual Feat of Strength) could even promote the practice.
Viability: High.
Like the individual Feat of Strength, there’s no real downside to this and the development requirement is negligible; just a number tweak. It’s hard to know if this would be an incentive in and of itself, or even if it would allow certain guilds whose members don’t get along to see past personal differences. My guild during Trial of the Crusader set this up with another guild ran by chums of mine, and it worked beautifully but lacked the “guild progression” aspect that I think it would probably need via the achievement pane.
Solution 4: The 25-man raiding “pool”.
While queues aren’t always ideal, there may be some mileage in providing a 25-man raiding queue that lets a guild set itself up, join the queue with prerequisites set for what they’re after to fill in blank spots, then let the queue add in cross-realm players that are needed. So, for example, if a guild can only manage 22 players one evening, they can join the queue and use a UI addition to stipulate that they want another healer and two ranged DPS players. On the other end, individual players can elect to join the “pool” with their preferred role, and they’ll be added to guild runs that require them.
Viability: Medium to low.
While this could solve the issue of people not showing up, it still doesn’t really address the lack of incentive on either side. I also happen to think that the development time for this feature would be inhibitive; not least due to the potential for their to be loot based drama, or some other reason why a guild might not necessarily want to PuG a raid member. Perhaps the guild could get their normal loot, while the pool player would work with the LFR system AND the potential of being handed something the guild doesn’t want.
This isn’t an exhaustive list.
I’m going to wrap up to avoid going on too long, but you can see the idea. We want to promote 25-man raiding without making it mandatory, and do it in a way that doesn’t introduce more problems than it solves. I reckon there are issues with the four solutions I’ve mentioned that I haven’t even considered, while other players will undoubtedly have their own ideas on how the problem could be solved.
For my part, I like the idea of the raiding pool as well as individual Feats of Strength and making guild alliances less punitive (you’re actively encouraged to AVOID doing that at the moment), but I’m just not sure how much mileage there would be in chasing this if it can be proven that 25-man raiding simply isn’t that popular.
But considering the fact that I know of occasions when two separate guilds haven’t raided due to numbers, but both had around 20 people online, I hold the opinion that too much massaging isn’t actually needed in order to revitalize the format.
What do you guys think?
I'm surprised they still have 25 man raids in MoP. I would have expected that they'd look at the numbers, shrug, and conclude that it wasn't worth saving. (And I say this as someone who preferred 25 man raids.)
ReplyDeleteAnother solution I think would be to have 25 man on a separate lock from 10 man so if people wanted to, they could run both in the same week.
I didn't include that point, purely because it's against the stated intent and doesn't really address the issue. As soon as the lockouts are seperate, people feel that they MUST do both (or at least that's the argument). If anything, it probably exasperates the issue.
ReplyDeleteOddly enough my guild is moving back to 25 mans, the first time since warth. We only did one 25 all cataclysm, a firelands run.
ReplyDeleteWe are doing it because as a casual guild 25s are just a better choice. They are much easier than 10 mans and that is a key point for a casual guild. Not saying we will get the attendance to do it, but we are trying to.
I agree with spinksville, the 10 and 25 lock outs being different would be wonderful.
I’ve actually often found myself thinking that 25-man is the more obvious setting for decent-sized casual guilds, just as a means of playing content without anyone having to actually miss out. I joined an Alliance guild on my priest alt back near the end of WotLK (Kombat Resurrected, IIRC), and they were a 25-man guild. Essentially, they just took whoever wanted to log on and raid at the appointed times while trying to recruit folk who were actually decent players.
DeleteThe problem, of course, was that the content was already nerfed by this point and the guild was still carrying a significant number of folks who, kindly put, could NEVER cut it with progression. Wrong/missing gems & enchants, bad rotations, eyes not open, no boss mods… And no real ways of making them tow the line without alienating them enough to make ‘em ditch.
In order to simply kill Arthas, I got invited to a “special” 10-man which, as you can probably guess, invoked a significant amount of resentment from those who weren’t invited. The whole thing ended up going terribly, terribly wrong to the point of an entire guild implosion that didn’t survive the Cataclysm.
Ultimately, this is what LFR is for – casual guilds to group up together, queue, and kill lolez content that might net you a few upgrades. If you’re going to take the route of 25-man “casual” raiding, I implore you to make sure it’s well organised and everyone shares the expectations of the guild hierarchy.
If you don’t, I fear it’s an aneurysm that’s guaranteed to blow – you won’t know when, you only know that it will.
I wish you the best of luck, Ge. You’re likely to need it.
Thanks, I know I will need it.
DeleteThe biggest problem with a 25 man is getting 25 capable bodies. If we can do that, it will take a lot of the stress way for sure.
Mind you that just because I say casual and just because we take our sweet time with progression, we will no allow anyone to step in without DBM and without appropriate gems and enchants.
We live by the term casual does not mean bad, it just means we do not press content. Until something is nerfed, like DS now, we will not carry someone along just so they can see content.
I read your material, Ge, so I understood what you meant. :3
DeleteFunnily enough, a poster at MMO-C mused that it’s been a long standing view for 10-man raiders that 25-man guilds have about 12 to 13 good players, then carry the rest. While that’s potentially true for normal modes (and even then, it’s a stretch), once you start looking at heroic modes that belief goes up in smoke. It only takes one person to blow up a Geyser, after all.
Solution's 1 & 2 don't seem that different to me - achievements aren't much of a change from a vanity item like a mount. Personally, I wouldn't object to vanity item differences, but if they do that I think a separate lockout would be necessary.
ReplyDeleteI'd like Solution 3 if instead of lowering the required number of guildies they actually created a formal Guild Alliance type thing in game. Create a charter, have the GMs sign up to it (make it a minimum of two and a maximum of four, perhaps), and make it work like guild achievements that way. Makes it more than tweaking though.
Solution 4: No wai. Too much like LFR, not enough like raiding. I'd rather (puts on ex-officer shoes) pug in trade than do that. At least you can control who you get and take notes of them or recruit them for next time if they're good.
Suggestions of my own can wait til I'm not fuzzy!
(Bonus: Just make it work like it did in WotLK. I liked it that way. :P Likelihood: Nil!)
Aye, I think 1 and 2 are similar – they’re both “rewards”, really, and I’d implement that. I also agree that the guild alliance idea is the best way to go, particularly because it could have additional value should the idea work well. Let’s say that you only need eight guild members in a 25-man raid for the achievement, that could get three guilds in there which is a lot better than the current single guild demand that’s working now.
DeleteBut think of the possibilities!
Imagine a server with multiple guilds all coming under a “Cartel”, with the oft-spoken of guild housing implemented at that level as well as other content based around it. This is another draft that’s coming along, suggesting how Cartels would work and be put into the game pretty easily but with enough guts for expansion.
Wait out. :P
"Providing 25-man raiders with an incentive not related to rewards, progression or accomplishment is challenging, but an individual Feat of Strength has no downside."
ReplyDeleteLet's say guilds A and B are 25 man guilds and guild C and D are 10 man guilds. They're all working on Heroic End Boss X.
A gets the kill first and gets the 25 man Feat of Strength. Doesn't this give guild B a strong incentive to take their 10 best people and snag the 10 man version? And depending upon how it is implemented, Guild A might try to grab both versions as well.
"Another solution I think would be to have 25 man on a separate lock from 10 man so if people wanted to, they could run both in the same week."
I really, really, really don't understand this "mystical" separate lockout thing.
Maybe I'm the "old man" on the block, in when I started raiding you didn't get a CHOICE. You did 40 mans or nothing. Or 20 man if it was ZG/AQ20. Then in BC you did 25 mans or nothing. A 10 man raid was Kara/ZA.
These two raid sizes were never mixed until WotLK. There is no inherent reason to have identical raids with different sizes. There is no philosophical difference between two 10 man lockouts, two 25 man lockouts, and a 10 and 25 man lockout. Each way is a pair of lockouts (and chance at loot) each week, which also means Blizzard would probably lower the loot per run.
On a practical side, making it 10 and 25 man specifically could cripple serious 10 man guilds. 25 man guilds can break up into 2-3 10 man runs, a 10 man guild can't do the same for a 25 man.
"Essentially, the answer to that is pretty simple; why run a 25-man raid?"
I'm not sure if you meant it this way, but there's a very key word in there that highlights the problem: run. For the ordinary raider, there is very little difference between a 10 man and 25 man raid. For the leaders, though...that's the difference. That's where the logistical headaches pop in.
The problem isn't a lack of PLAYERS wanting 25 man raids, it's a lack of LEADERS for 25 man raids. Including myself. I run a 10 man because I just don't want the hassle of a 25. But if they went back to WotLK style loot segregation, I'd turn the guild into a 25 man guild. That would kill off "serious" 10 man raiding, though, which Blizzard probably doesn't want to do.
"A gets the kill first and gets the 25 man Feat of Strength. Doesn't this give guild B a strong incentive to take their 10 best people and snag the 10 man version? And depending upon how it is implemented, Guild A might try to grab both versions as well.”
DeleteThere is only one achievement for killing the boss either raid size, but the Feat of Strength is exclusive to a 25-man kill. So, assuming guild A got the kill, they’d have nothing else to achieve and it wouldn’t impact on guild B getting the Feat of Strength. Guilds C and D would only get the achievement, but MIGHT be inclined to team up for the Feat of Strength.
"I'm not sure if you meant it this way, but there's a very key word in there that highlights the problem: run. For the ordinary raider, there is very little difference between a 10 man and 25 man raid. For the leaders, though...that's the difference. That's where the logistical headaches pop in.”
Aye, that’s how I meant it. There are two legitimate solutions; one is make 25-man raids just as easy to organise as 10-man, or make 25-man have an additional incentive. That’s how I see it, anyway.
“The problem isn't a lack of PLAYERS wanting 25 man raids, it's a lack of LEADERS for 25 man raids. Including myself. I run a 10 man because I just don't want the hassle of a 25. But if they went back to WotLK style loot segregation, I'd turn the guild into a 25 man guild. That would kill off "serious" 10 man raiding, though, which Blizzard probably doesn't want to do.”
I think that’s in the “zero viability” camp, as suggested above. It’s interesting though, as one player on the official forums commented that he’d done Naxxramas 40, raided all the way through BC, went 10-man in WotLK and has never looked back – nothing I suggested would push him back to 25-man raiding. For me, this implies I’m possibly on the right track. If he enjoys 10-man raiding more (which he stated he did), he shouldn’t feel like he has to get back into 25-man raiding; this implies that the perks of what I’ve suggested aren’t too strong to be considered mandatory.
I suppose the question is whether or not they’re enticing enough.
"There is only one achievement for killing the boss either raid size, but the Feat of Strength is exclusive to a 25-man kill."
DeleteMaybe I misinterpreted your comment. I thought we were talking about the Feat of Strength for a realm first kill. Which some people want to separate based on group size.
"If he enjoys 10-man raiding more (which he stated he did), he shouldn’t feel like he has to get back into 25-man raiding; this implies that the perks of what I’ve suggested aren’t too strong to be considered mandatory."
On the flip side, if he cares about playing at a high level and having prestige, he wouldn't have stuck with 10 man raiding.
No, I don't think seperating the realm-first FoS via group size would solve anything. I actually think it would probably exasperate a few issues. :o
DeleteI currently run a 25man guild and massively prefer 25man raiding but I think for the current situation to be a problem there is an assumption that needs to be true:
ReplyDelete"There is a significant portion of players currently raiding 10 man who would like to raid 25 man but are unable to find a 25man guild that fits them."
Assuming this is true then the problem is the lack of 25man guilds not lack of desire to raid 25mans. I think a major reason for the lack of 25mans is how relatively easy it is to go from 25man to 10man compared to going the other way. This means that if a 25man guild is struggling for members at anytime it is easy to continue progression by dropping to 10man. This may be made as a temporary decision but the longer a guild raids 10 man the harder it is to return to 25man raiding. Once a guild has been raiding 10man for a while moving back to 25man will inevitably hit progression for a while as the new players fit into the team and the team gets used to the slight tactical adjustments that exist between 10man and 25man.
My suggestion is to have separate lockouts for both setups so a guild wanting to become a 25man guild can continue to progress on 10man on off days to ease the transition. Obviously the major issue with this is players feeling forced to run both 10 and 25 each week for loot. My solution to this would be to introduce a loot system similar to the old LFR system such that once you have killed the boss in one raid size you are unable to receive any loot for it in the other raid size.
While this wouldn't solve the lack of incentives for leaders to put up with the extra stress of running a 25man it would at least help guilds struggling to become/remain 25man to do it.
I think this is a really interesting post, and one I actually have experience of. When I joined Invective back on Kilrogg, it was a 10-man guild that tried to upsize for 25-man and had huge struggles getting in the right players.
DeleteRecruits tended to either be undergeared, underexperienced or underskilled (sometimes all three) and using heroic Ragnaros as a training ground for them was all kinds of bad. Not only that, those who'd spent months learning the encounter were essentially starting again every time a new person came in.
Fast forward a few months and that guild is now on another server, preparing for 10-man raiding in MoP.
I'm not really into the 10/25 seperate raid lock idea for reasons already stated by Balkoth - it wouldn't really solve anything, I don't think.
But a poster on the EU forums suggested that something as simple as being able to SPLIT a 25-man lock into two 10-mans, would potentially make things a lot easier on 25-man guilds that may have a few nights a month where they don't quite get enough people.
I'm more in favour of that, to be honest.
Lowering the amount of ppl needed to get guild archievement and getting seperate FoS are rly good suggestions imo, supporting the CO work of two different guilds who are "forced" by circumstances to downsize to 10man to be able to raid but would still prefer to do 25man if just possible without leaving current guild and friends (not many is rdy to do it just for being able to have a chance with 25man raid).
ReplyDeleteSomething that development team has done is they've raised the number of items that drop per boss on 25 man from 5 items (in DS) to 6 items per boss in MoP. Even though it's the same quality of item, a guild that runs 25 mans will gear out faster than a 10 man. In the long run.
ReplyDeleteI think.
I don't believe that's enough of an incentive because it's still beholden to RNG and can be gamed by raid composition.
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