Category: Instances

Apr 14 2011

The Problem With [not] Healing PuGs

As Blizzard scrambles to bribe healers and tanks back into the LFG Randoms using pets and mounts, I would like to talk a little bit about one reason why we’re struggling to find people to fill these needed roles. More specifically, I’d like to talk about what it is like as a healer using the LFG tool this expansion.

The shortage of healers is due to many factors. It is true that some players just prefer DPSing. It is equally true that many people don’t like the additional responsibility that comes with playing a tank or a healer. It may also be the case that some healers were dissuaded from healing this expansion due to the increased difficulty. However, it is also because many healers have started queuing for heroics as DPS (or forgoing randoms entirely) because they are tired of being the punching bag for other players who can’t handle the increased difficulty. Of these points, only the latter one is a legitimate problem, and it is the one I am going to address.

Choosing Pew Pew Over Heals

I consider myself a decent healer on my restoration shaman. I have healed extensively since classic WoW, both in PvP and PvE, in hard modes and regular content, and doing so has been some of the most fun I have in the game. I like the increased challenge in heroic dungeons in theory, but I hate the indirect consequence that has turned every bad PuG into a nightmare of finger pointing and name calling. Healing for LFG PuGs has gone from something that was mildly frustrating on occasion to being completely unbearable anytime there is a bad player or two in the group. As a result, I just will not heal heroic PuGs anymore. If I need to random, I will take a queue that is 45 minutes instead of 5 minutes to do something I enjoy far less, just because I don’t want to deal with being the scapegoat for every other poor player in the game.

This is not an issue unique to me; I have multiple friends in the same circumstances: great healers who just don’t want to put themselves through the torture and abuse of healing PuGs anymore. I have spoken with many more who feel the same, both in-game and on the forums. Players like this may not be the majority but there are obviously enough of us to merit discussion. And while this is our choice, it does impact your LFG queue times by aggravating the existing healer shortage, which is an issue Blizzard is trying to fix as I write this very post.

LFG Heroic Dungeon Climate

In Cataclysm, heroics are designed to be more challenging than Wrath on several levels. Crowd control is more desirable and often mandatory if the team is not overgeared. Avoidable damage is far less forgiving than before, often one-shotting or severely injuring players who don’t pay attention. Healers are no longer responsible, as some like to put it, for “healing stupid.” Although design has shifted, player mentality about how heroics are “supposed” to go has not. Players still expect to be kept alive and at full health regardless of how they play. I would have thought this would have improved as the months passed and more and more players experienced the new content, but it hasn’t.

Of course, it is no surprise to anyone that there are a lot of bad players in heroic randoms because we’ve all encountered them. There are players who take the same nonchalant attitude towards heroics on their grossly-undergeared, fresh 85 tank as they might on their raid-geared main. There are tanks who refuse to use CC because their “threat is fine” even though they take massive amounts of unnecessary damage, or who are incapable of doing a pull without breaking what CC was used. There are tanks who don’t know how to kite, who are trying to tank in DPS or PvP gear, who don’t use their defensive cooldowns, or who chain pull without watching mana or waiting for the rest of the group. There are players of all varieties who stand in void zones, get cleaved by the boss, are terrible at interrupting, or who ignore the adds that need to be killed. There are lots of players that don’t run away from insta-gib mechanics, pull aggro by attacking the wrong mob or laying in too early, players who often suck at positioning, break CC or have no idea how to apply it in the first place. And of course, there are the garden-variety-bad DPSers who put out about half the amount of damage they should be, making the fights far too long.

Dual Spec:  Healer/Scapegoat

Healers have always had increased responsibility by nature of their job. They are also used to fingers being pointed at them when things go wrong (both with and without merit). Unfortunately the difficulty level of this expansion has made things far, far worse. In the past, healers could cover for people’s mistakes. And while PuGs have always full of jerks, before they were appeased by how smoothly runs went no matter how badly people played. All those stupid mistakes before really didn’t matter. Now they do. Now the people who play poorly will die. If they don’t die immediately, they run the healer out of mana later. And when that happens, the player who gets berated or booted isn’t a DPS or tank. The player who is punished the most for mistakes isn’t the person that made them: it is the healer.

It is no consolation to a healer to know that they were not at fault when booted from a group after already investing 45 minutes in a dungeon; knowing it was someone else’s mistake does not give back time lost. The fact that it is the DPS who fails at a mechanic does not make the healer feel better when they have to spend an entire dungeon being berated every time that lousy player dies. The knowledge that healing is designed so healers can’t always keep everyone topped constantly does not filter out the players demanding heals, cursing or name calling when they don’t get them immediately. It doesn’t console the healer to know that after they leave the party (either by choice or by force), the party is going to have the same problem with the replacement since the issue is the group itself. The healer is not comforted through the scapegoating just because they know that the reason they ran out of mana wasn’t because they were using improper spells but because the DPS was so bad that the fight lasted twice as long as it was supposed to. It doesn’t matter who is really to blame when a dungeoning experience has ceased to be fun and started to be legitimately stressful and draining any time a healer gets a group that is less than stellar.

Now What?

To clarify for people who tend to skim articles: this is not a complaint about Cataclysm heroics being more challenging. While I understand that some healers don’t like the new design, I’m not concerned with those players; you can’t please everyone. Overall, most healers — myself included — seem to enjoy actually having things to do in heroics, unlike Wrath heroics where we were barely needed. And the reality is, healing is not really that much harder once you learn how to manage the new playstyle assuming people aren’t taking excessive damage.  However, it seems like a design failure when an indirect result of the difficulty level is that players who like healing and prefer to heal refuse to do so because being brutalised by other players — who regularly do take excessive damage — has made a job they previously loved into a miserable experience.

Blizzard obviously can’t control the actions of their players, but their design does influence the environment and attitude, and one could argue it is precisely that design that is encouraging players to act poorly. As long as the punishment for failing at a mechanic is damage to a player, healers will be blamed regardless of whose fault it actually is. Between this and the fact that you need addons for tracking fails or discerning death reports (the default combat log is too incomprehensible for the average players), it far too easy to shift the blame towards the healer because the punishment for every mistake is damage, the very thing healers are tasked with solving.

I don’t know of an elegant solution to these circumstances without reverting heroics to super easy and giving healers godmode again, which I don’t think anyone wants. However, I think the issue is worth discussion. There has to be some other way to keep the challenge level while keeping individual player responsibility from drifting to other players. Perhaps possible alternative solutions should be explored, whether it is changing the consequences for failing at mechanics to something that gimps DPS or threat (like Putricide’s slime debuff) rather than damage or deaths, or making it easy to see why someone died or why things went wrong within the default UI.

What do you think?  Have you had similar experiences?  Have you been kicked from a PuG you were healing for someone else’s mistake, or seen it happen to another?  Do you still heal in LFG PuGs?

Apr 06 2011

Forming A Raid Alliance: The Why & How

In my last blog entry on the current situation of raid recruiting, I proposed that guilds who are struggling to build a full roster should make alliances with other guilds for the purpose of raiding. Instead of having three or four guilds all with empty spots that prevent them from raiding, these guilds could join together and build two or three raids to work together so that everyone can keep raiding while still maintaining their individual identities.  Raiding alliances may be the future of small guild survival.

Creating and maintaining a raiding alliance can be a daunting task — but ultimately very rewarding — so I thought I would offer my insight from my experience from MCA.  I use MCA as my example because not only have I raided with them for years and am a member of the leadership committee, but because as my server’s oldest and largest raiding alliance, I think MCA’s system and policies have been refined over the years to become a truly successful model.   [further reading: The MCA wowpedia entry]

Why You Should Form A Raid Alliance

The biggest advantage of a raiding alliance in the current climate is that it allows small guilds who might not otherwise be able to to raid to do so again.  If your guild is unable to build a full roster but you want to maintain your guild tag rather than disbanding or folding into another guild, an alliance may be the only solution for you to keep raiding.

On a deeper level, a raiding alliance can fulfill a lot of needs, even for guilds that are mostly self-sufficient for their roster. One obvious example is that a raiding alliance gives you a place to find subs when there are absences, and houses a pool of people that you know and have played with before, and are usually of higher quality than random people one might pluck from /trade. These people may be alts of skilled players, mains who didn’t raid that week or who raided a different instance than your objective, or players who want to raid but cannot commit to a regular schedule. Sometimes they are great players who prefer to be unguilded, or even raiders from “hardcore” guilds that can no longer make their guild’s schedule but doesn’t want to leave their guild. A raiding alliance also benefits from shared resources and knowledge and the insight of dozens of experienced raiders.

Equality and Fairness

Setting up a raiding alliance that has the potential for success can be a very big project. You will need to attract like-minded players to join, establish a solid leadership, set universal policies and create a shared chat channel and webforums. The foundation upon which you build all this is equality and fairness to your members.

Standardised rules and universal policies are extremely important to raiding alliances on two fronts:  First and most importantly, it allows members to always know what they are getting into regardless of whose raid they join. It allows the information readily available to everyone and known in advance when building new raids or pulling subs.

Fairness is a critical component for success and you cannot have a happy raiding alliance without it. Having all members operate under the same rules and held to the same policies, regardless of guild affiliation, friendship, or reputation ensures this. As a result, it greatly limits drama (because who needs that) by putting on players on equal footing, making everything transparent and pre-established by the leadership.

Finally, when the rules are accessible and reasonable, you will gain loyalty from your members and trust from your subs.   When we have a stable roster in a guild, we might not care about keeping the people who sub for us happy (since you may never see them again), but in a raiding alliance — especially one that is built for the purpose of allowing small guilds to raid — it is extremely important that you make sure the non-guildies that run with you are treated equally and are happy. Those loyal subs are what will keep your raid together; we all support each other.

Getting Started

Your first step for building a raiding alliance is to approach other guilds on your server that seem to be “on the same page.”  Don’t just advertise in /trade or the official realm forums when you are first starting up.  Raiding alliances rely on a degree of exclusivity to be successful, otherwise they are no different than a random PuG.  You may choose to open up later once you have an established core of good raiders, but don’t do this during formation.

You need to find guilds that are very similar to your own in terms of skill and progress. Approaching guilds that have good players means that anytime you pull from channel, you know you have a quality player who approaches raiding in a similar way, even if you have never played with that individual before. You want skilled members who want the same things out of the game and don’t expect too little or too much of each other.

It is also very critical that the alliance has a shared attitude about raiding, progression and atmosphere. You can’t have a successful alliance where half of members want to raid 20 hours a week and the other half wants to raid six. You can’t field successful raids if you mix people who like to take things slow with raiders who are fast-paced and aggressive. You need players who have a similar mentality with regard to their seriousness, pace, and expectations.

Finally, you need to make sure you recruit guilds whose schedules can actually merge with yours. If your guild primarily raids weekends, you need to look for other weekend guilds. If you raid late evenings, seek out others that do the same. In the future, a successful raiding alliance may be able to field a variety of raids scheduled at all different times, but when you’re starting off, it’s more important to get your raids off the ground by finding people that can raid with you.

Leadership

Once you have some guilds on board, the next step is establishing your leadership. These will be the people that set the policies, quell any drama, and manage the alliance. Unlike a guild, a raiding alliance functions far better with an egalitarian committee of leadership rather than a hierarchy. It may be tempting to make your guild the “boss” since you started the alliance, but this approach will spell your demise in time. Instead, you should pick a handful of people (depending on the size of the alliance) that you think are capable of being reasonable and will look out for the interests of the group. The people who intend to lead raids are probably the best place to start, while guild leaders (unless they are one and the same) can sometimes be the worst since they are not only overwhelmed with other responsibilities but may not always be able to see past their own guild loyalties.

Each member may have a unique role (forum management, recruitment, etc), or they may split all jobs between them, but the important part is to value each person’s opinion as much as the next.

The leadership should establish a private area where they can set policies and discuss issues, and should set up a ratification plan for making suggestions become official rules. Allow the leadership to round table discussions, put them to vote, and gain a consensus with what works best for members.

In MCA, the leadership team is made up of the raid leaders, but also has included active players that put in a lot of time helping the alliance. We have found that a “set the policies, then hands off” approach has worked best for keeping our members happy and the atmosphere relaxed.

Chat Channel

Set up an in-game channel for members to join. This channel will be used to recruit for raids and fill spots due to absences. It can also be used to create heroic groups, legacy runs, trash farming groups, find crafters, and make Baradin Hold PuGs so players can get familiar with playing together. It also is a good avenue for social interaction to build friendships. Encourage members to join on their alts and also to invite raiding friends and good players they may encounter in PuGs. This has the advantage of not only being accessible even outside cities (unlike /trade), but is much more inclusive than a guild channel that can’t communicate with alts or allied guilds, but still exclusive enough to weed out the morons. This channel will be the foundation of your success.

It is very important to establish some ground rules for the channel regarding raid recruitment. You do not want people creating spur-of-the-moment PuGs for current content raids in your channel, as this will mean players who might have otherwise made viable subs will get locked out, hurting your legitimate raids later. In MCA, our channel rules permit only recruitment for established MCA raids (or new ones that are being built) for all current tier instances. Regularly scheduled PuGs are allowed and function like normal raids except with a fluid roster. Making legacy raids, five man groups, raids for prior tiers, or PuGs for things like Baradin Hold are permitted, and many members enjoy grouping together for these things. The one caveat is that when an established raid is doing invites for their regular run, no recruitment for anything may occur in channel until they either fill the raid or until it is 15 minutes past their usual start time.

You may also wish to set rules regarding language, spam and channel content, and even age restrictions, to prevent your raiding alliance channel from degenerating into /trade or making your members uncomfortable. Your guild may be used to bawdy jokes, but your new friends may not and you don’t want to scare them away.

Shared Forums

A shared webforum is also a necessity for a raiding alliance. It gives every member a place to meet, have access to rules and policies, and to socialise. Every member who wishes to raid with the alliance should be required to register with the forum, and individual raid leaders may request that their members check the forums on a regular basis for updates and details about their particular group.

The alliance leadership should give each raid its own subforum, and give the raid leader moderation privileges so they can create stickies, make polls and control the flow of discussion. Each subforum should include that information on its raid including roster, schedule, rules, leadership contact information and can be used to communicate absences, strategy ideals, or current goals.

MCA requires that all raids utilise the MCA forums for raid-related communication instead of their guild forums. This makes sure that all members of the alliance — including potential subs and new members — have equal access to rules, information, and communication without having to register at a guild’s personal website. It keeps all the data consolidated and available for all members.

The forums are also a necessary tool for building rosters and hammering out schedules among members who may not share a guild. It will also allow you to advertise new raids and raids that are seeking new members, drawing the attention not only of players who are seeking a raid, but those with alts who may wish to help out.

Finally, shared forums bring the benefit of inter-raid communications. It gives you a place to share strategies, resources and help one another. Your alliance may choose to let other members know when they got a rare in-demand crafting pattern, post a useful macro or to ask advice on that final end boss.

Loot Policy

The next critical policy your leadership must set is the loot rules. The loot policy for a raiding alliance should either be a standardised system used by every raid in the alliance, or there should be a requirement that each raid to publicly post its rules in advance so that everyone may have access to them and to prevent spur of the moment changes. If you use a points-based system like DKP, the points should be unique to each raid (not universal across the alliance) and they should be posted for fairness.

A very important factor to consider when setting up your raiding alliance’s loot policy is sub raiders. Although it seems counter intuitive, it is necessary for your raid’s success to institute a policy that is at least somewhat favourable to subs. If subs do not have a chance at loot, they will not raid with you, and a raiding alliance — more than anything else — relies on these players to keep raids running in times of player shortages. Your policy does not need to shower these players in loot, but they need at least a chance to benefit. Remember, they are helping you out by being there. Consider implementing a policy that allows them to win loot, but limits them to one item a night, or something that allows them to roll but permits reserved raiders to lock them out on critical pieces.

The simplest system, and the one most of MCA uses today, is a simple need/greed with minor limitations or custom tweaks. In my raid, for example, every reserved player is allowed to win one item by ‘need’ a night, but greed rolls are unlimited. Subs are allowed to roll ‘greed’ on anything they will use but can always be locked out by a reserved player’s ‘need roll.’  Special loot items may be established ahead of time to be separate from these rules (fun items, tier tokens, etc).

Your alliance will also need to set up a universal system for handling BoE drops. Unlike a guild, which may use these to fund their guild bank, these items are earned by a multi-guild roster with no clear way to share the bounty. You may choose to open roll these among members to do as they desire, or you may choose to distribute them like regular loot to the characters that will use them. You might even offer to share them with other raids in the alliance, or to sell them and distribute the profit equally among all members who were present at the time of the drop.

In MCA, we allow people to request BoEs for personal use (raiding characters only) provided they equip them to prevent selling. If no one present in the raid wants to use the BoEs, we allow other MCA raids to request them for their members (sometimes we trade if they have a BoE we want and vice versa). If they are unneeded within the alliance, the BoE is sold and the profit goes to the raid members.

Consider also how you will distribute legendary weapons, crafting patterns and materials, and raid gold.  You may choose to provide maelstrom crystals from sharded gear for your raiders free-of-charge. This is not only a nice perk for your members, but also encourages people to use the best enchants (which in turn helps your raid). If your raid is financially successful, you may also choose to distribute gold to your members or give people a repair “allowance.”  You may handle these things on a per-raid basis, or you might require all your raids to pool their crystals and other resources so that all raiding members may request them.

My final word of advice in this area is that I highly recommend against using loot council in a raiding alliance. Loot council can be a great system when used among a tight team, but it is a nightmare and a drama magnet when used with PuGs and players outside your guild. In the MCA, the only time loot council is ever utilised is for legendaries, to ensure they stay within the alliance, and this policy is established in advance and made clear to all members.

Roster & Attendance Policy

In a guild, it is always clear who has priority on a raid spot when inviting players from outside of the guild: your guildmates, of course. However, things are not this simple in a raiding alliance, both due to a multi-guild roster and the fairness requirements. Because of this, it is necessary to establish an attendance policy to allow people to “earn” their spot in the raid.

The policy should be clear how many raids need to be attended in order to be considered a regular, and should set rules regarding finding subs for players who will be late or absent. For fairness, it should be accepted that once a spot in the raid has been filed for the night (either because a player was late, missing, or failed to accept their invite), their sub cannot be removed from the raid should the original raider show up later or should a more “desirable” option log in (like a guildmate), unless you establish that plan with their replacement ahead of time. Sub raiders should only be removed from the raid for behavioural (or connection-related) reasons.

In MCA, attendance of four out of every six raids is required to earn and maintain reserved status. However, just meeting this requirement does not automatically grant a person reserved status; the final say is always with the individual raid leader. A raider leader may choose to keep a spot open because they need a particular class for balance, or because a regular raider is expected to return after an extended absence or for a number of other reasons. However, raid leaders must publish their reserved roster on their subforum so raiders players know where they stand in the raid. This is to prevent a raider from subbing for a number of months without knowing they are not considered reserved, and then being replaced unexpectantly by someone’s guildmate or friend. However, raid leaders should be aware that if they hold a spot for too long without offering the player a reserved spot, that that member may lose interest in the raid and they may lose the player they have been gearing and training for weeks.

Lastly, it is important to consider that an 80% guild roster can earn guilds achievements and experience and because of this, lot of guilds will try to maintain this ratio even in a raiding alliance. It is important that these raids be allowed to do so, however it is paramount that these raids still understand the premise of equality among members. Your leadership must establish policies to make sure that the other 20% of the raid is treated equally, with equal access to loot, funds and other advantages you offer to your raid membership.

Raider Responsibility Policy

Another universal policy you may wish to establish is regarding what things each raider is individually responsible for. In a raiding alliance, this usually extends far beyond what might be provided by a guild raid with a shared bank.

If each raider is expected to bring their own food, flasks, reagents, and gold for repairs, this should be clarified in the form of official policy. The rules should also be explicit if raiders are expected to keep their gear enchanted and gemmed proactively and on their own dime. Consider unique situations like resistance gear, too.  If a raider is expected to maintain the spec, talents and glyphs that he or she signed up with (you might never think that your main tank would show up one day spec’d Retribution and demand to DPS, but it can happen!) or if a raider is expected to change talents or roles at the demand of the raid leader, this should also be set as official policy.

These rules can be set alliance-wide or by each individual raid. If each raid takes its own approach, you should require the raid leader to post their policy on their sub forums.

Summary

The basic message your small guild should take from all of this is:

• Approach guilds with similar skills, attitude and schedule to raid together.
• Use a shared chat channel and web forums for recruiting and communication.
• Treat all members equally, regardless of guild affiliation.
• Reward subs and encourage them to keep raiding with you.
• Establish standardised rules and policies for all raids to follow.

If you think your guild or server can benefit from a raiding alliance, don’t wait for someone else to start one.  Get out there and work with friendly guilds to make it happen!  Good luck!

Aug 20 2010

New Players & WoW’s Learning Curve

Today I want to write about newer players and the learning curve for a game like World of Warcraft. Compared to many other MMOs, World of Warcraft has a low learning curve. It is friendly to newer players and fairly easy to pick up even for people who haven’t gamed before. WoW proves this by appealing to a very wide demographic that you probably wouldn’t find in, say, an FPS player base. You can also see this in Blizzard’s famous 11-million-subscribers figure. But while the basics of playing WoW are simple, the massive size and complexity of the game and its vast world can make truly learning all the ins and outs a daunting task. Much of the game requires outside research and preparation in order to perform adequately enough for any group work.

Learning to play the game “right” is something established players rarely need to think about and, if they joined to play with mentoring friends, potentially something they have never had to consider. Yet much of the latest game development has brought this issue to the forefront. Recently many of us have started encountering “less knowledgeable” players frequently via the new Looking For Group dungeon tool. There has also been a great many changes in recent patches (and planned in future ones) to make the game more accessible or, as dissenters might frame it, “too easy.” With these types of players impacting everyone’s gameplay, the issue is now relevant to all WoW players.

Whether it’s the Death Knight wearing spell power, a mage that is incorrectly gemming for crit, or a rogue still playing combat daggers, many of us have found ourselves frustrated at these players. Doesn’t he know anything? How hard is it to look up the correct talent spec? Everyone knows ability X does more than Y! But it’s not that simple, and such judgments are, at least partially, unfair.

I didn’t fully realise how much about WoW I’ve really learned outside of the actual game or from friends who also played until I bought my father an account as a gift. I gave him the very exhaustive run-down of all the basics, which are more than five minutes of explanation. I showed him the various hotkeys and shortcuts, the way to control his character and access the game menus, maps, social pane, spell book, etc. I explained his abilities, the questing system, how to find things in the world and in cities, how to tell if something is worth saving, class roles, professions he could learn. I informed him about the bank and auction house, and told him about needing to repair and train weapons. I had to go over how to communicate, and how to specify if it went into a private whisper, or was out loud, or in party or guild, and when it was appropriate to talk where. Then, thinking he was set, I left him to his own devices thinking he would figure out the rest by exploration and experience.

However, when I checked in on him when his character was around level 30 (which is a only a handful of hours of gameplay, even for a brand new players) and found he’d spent no talent points — if fact, didn’t even know what they were because nothing in-game explains them to you. He was also wearing [white] vendor gear because it had “more armor” than some of the greens he was getting from quests. I told him magic items were better and that armor didn’t matter very much, only to catch him wearing cloth with useless stats for him at a later date. So then I had to explain that only some stats on magic armor were good for him, and that was followed later by me having to explain why that spell power item was bad for his hunter even though it had hit and crit on it which I had put on the list of useful stats for him. And so continued the endless cycle of me being frustrated with him not understanding and his being frustrated because I was seemingly contradicting myself and not making any sense. Even explaining something as simple as buying an epic mount reflected what a vast divide there is between his perspective and that which I am used to (“Why do I need to go faster? If I’m going a long distance I use the flight master anyway”).

Whew.

Think about the following questions: How do you know what specs are “best” for leveling, that someone probably doesn’t want to level as a holy priest or a protection warrior, especially if they’re still learning the game or aren’t playing with a friend? Why isn’t “mana per five” something they want on their mage, even though they use mana? How do you clarify armor classes to someone without misleading to them to think that armor is more important for non-tanks than it is? And how would you explain why a piece of cloth armor piece with stamina, intell, and crit is bad for their leveling warrior after you just told them that crit is useful for them, stamina is decent, and armor doesn’t really matter? Furthermore, how do you explain the differentiation on why stamina is something that you don’t gear for but that it’s nice if your armor has it, but intell is something you don’t gear for and isn’t really okay if your armor has it? How do you clarify the ambiguities of all those kinds things that don’t really matter, except when they do? How do you enlighten someone as to the delicacies of why it’s better they let the hunter take that gun, even though it has stats on it that are useful to their rogue? Where in-game do you learn about the existence of enchants, belt buckles, and armor kits, if you don’t have one of those professions? How do you know that you can put a green gem in a red socket, or whether you should?  How do you learn the value of professions in the first place, especially what they will mean in “end game?”  For that matter, how does one know definitively that a particular piece of armor, or enchant or gem or glyph or talent or ability is “worth” more than another?

I always took these types of things as blatantly obvious before but now I was beginning to see that they are pretty complicated to a player who is new to the game, and especially confusing to a person who unfamiliar with the RPG/MMO genre entirely. Today my father has six 80s (he levels them quickly and then immediately retires them after reaching the cap) but still asks me questions that kinda horrify me. He’s an intelligent man, but not only is he not a part of this “world” of outside reading and research, I don’t even think he realizes this world exists. It just doesn’t occur to him that not only do people see it as a “big deal” if you’re not doing things perfectly correct, but that people go as far as to run simulators and use spreadsheets and argue on message boards as part of the process of determining what is correct.  And even if they knew, it would probably sound like absolute madness that we do these things for a game.

It may sound bizarre to the people here. As evidence by the fact you’re reading a WoW related blog, you are the kind of person who already uses resources outside of the game to improve your characters. However, players like you and me make up a minority of the player base. For the average WoW player, it probably has never even occurred to them to do outside “research” on a game. There are tons of people whose relationship around WoW is limited to the times between opening and closing the client. Those people may not even realise things exist beyond that. So something is not made apparent through regular gameplay, they’d be oblivious of it through no fault of their own.

On top of struggling with all of this, newer players also have to face negative judgment from older players who take for granted all the knowledge they’ve acquired over the years, who assume that everyone should know the correct way to spec or gem intuitively and who resent players that don’t do so as “lazy,” even though it is fully possible that many of these players don’t even realise there is such thing as a “correct way.”

It is perhaps time, with this in mind, that we learn to adjust our tolerances and, when really exasperated, aim for educating not berating.