Dragon Slaying 101: Understanding The Complexity of Raids
As late-comers trickle in, the waiting game easily becomes a slippery-slope as one player illustrates:
Hardest part is having everyone there on time, buffed, ammoed up, pets ready etc. Even if you set a meet time 1/2 hour before the raid/battle, people still trickle in, 'Bob is still logging in, let's wait 2 mins for him...ack Bob isn't buffed, lets wait 5 mins for him to get buffed, oh wait now Fred is logging in let's wait for him...' If people know the meet time is 1/2 hour before the event, they see the 1/2 hour as a buffer, able to be ignored, based on the 'real' start time. People will always want to wait for someone late, after all it isn't much fun getting left behind, and we don't want to leave our friends... [SWG, M, 33]
What becomes clear is that efficient mobilization is key to a successful raid:
Set-up and mobilization issues are raid killers. If a raid can be quickly massed, buffed and moved to the target it is usually successful. Raids where it takes hours to set-up are often failures, even against trivial targets as people quickly begin to lose focus when they are just sitting around waiting to start. [EQ, M, 30]
The most successful large raids tend to consists of experienced raiders who are completely focused on the task at hand, know exactly where to find the key information, and follow instructions without question during the active raid times. When I first started leading raids, the hardest things to accomplish were to help new raiders understand the importance of focus. A lot of problems are caused by new raiders that struggle with the quick 'get down to business NOW' that happens when the raid activity starts. [EQ, F, 40]
But attendance pushes against the opposite problem - the management overhead that increases exponentially with every additional group member.
While player attendance sums to the total number of players, logistics is an exponential curve. Getting people to the meeting point, buffed, grouped properly (every group with a heavy healer, proper damage curve, proper tanking ability for each group), and moving to the action itself becomes harder and harder with each additional person...unless, of course this additional person has the veteran experience, the patience, and the maturity to overcome the additional logistics load. [EQ, M, 29]
We learned very quickly that it was detrimental to take more than 7 groups, and that 6 was optimal, due to lag issues and just for the ability to manage people. Once the groups were formed, the rules of the raid were laid out, the main tanks were announced, the chat lines were sorted out. [EQ, F, 30]
Tags: drama (5) , leadership (14) , organizational structure (9) , play is social (27) , raiding (4)
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