GUILD STRUCTURE

RAID INSTANCES:
We have had some great new additions to our ranks as well as internal growth, and it is getting harder and harder to find spots for everyone within our 10 man Kara raid runs. It is now time to place structure and scheduling in place to ensure everyone has a chance to enjoy this part of wow and reap the rewards to be gained.

From here forward, guildys who sign-up for scheduled events will have 1st dibs for the run. We will have 3 Raid schedules to choose from and once they are filled with the desired classes and specs, the raid team will be set. Each team will also have slots for alternates in case a scheduled member has unexpected aggro. Once an alternate runs with a set team, they will be locked into that team for the remainder of the week. An alternate will not have 1st dibs if the team schedule is set for another night of raiding and all the original sign-ups are present at the raid start.

Each Raid leader may alter this as they see fit.

Kara Raid Start Times
Will be Set as Follows: All time is Server time (Central Standard Time). End times to be coordinated within each team.

Wednesday thru Friday (3 Days a week)


6:30 Murder & Delrio


8:30
Pesce & Castwalter

10:30
Vrie & Zalf :))

Zul'Aman Raid Times (10-man raid)
will be set and coordinated by Pesce. This will be an invitation only event until more of our ranks are better geared.

Gruul Raid Times (25-man raid)
will be set and coordinated by Pesce. Look for it on our calendars.

Other 25 man raid Times we are not yet ready for. We are getting close tho. Keep up your good work.

Raid Rules:

Sign-up
for Raid events to participate. On the fly invites will be limited.

When you sign-up for a raid event, be online and ready to go before the event start time.

If you will not be able to attend an event you signed-up for, make every effort to notify people so alternates can be quickly coordinated.

Keep ventrilo chatter limited.
Ideally, only the raid leaders should be speaking. Jokes, innuendos, comments, idle talk, if not directly related to the next mob or boss pull, should be done through raid type.

LOOT Rules:
SF Operates on a Need, Want, DE, system.

NEED roll
only if it is an immediate upgrade to your current class/spec gear. Raid leaders will call-out the rolls. Raid leaders also reserve the right to verify need, and may make alternate suggestions/compromises.

WANT roll
only if nobody needs and it is an item you can use. This roll is typically for your off-spec fun times.

DE
and Roll on crystals. Top roll(s) receive depending upon the number of crystal created. This obviously requires an enchanter. If none are present in the raid run, raid leaders reserve the right to distribute items as they see fit.

RAID Requirements:
Ventrilo
Speakers (Minimum) Mic (Optional)
Deadly Boss Mods (Or similar)
Guild Portal Account (To view Boss fight Info)
Omen Threat Meters

Group Calendar (To Schedule your attendance)

Failure to have any or all of the above may eliminate you from the scheduled raid run. Have them ready prior to raid start times.

Sample Raid Team Structure by Kara Boss:
Attunement, Moroes, Maiden, Curator (1-MT, 1-OT, 3-Healers, 5-DPS) 2-3 cc classes.

Shade, Illhoof (1-MT, 3-Healers, 6-DPS) 2-3 cc classes.

Chess (is an event. Have fun)

Prince (1-MT, 2-3-healers, 6-7 Ranged DPS)

Nightbane (1-MT, 2-3-healers, 6-7 ranged DPS)

Netherspite (1-MT, 1-DPSOT, 3 healers, 5 ranged DPS)

Each boss has specific class/spec needs. Read Boss Fights within Guild Portal for exact team make-up and strategies.

Guild Structure:

Level based structure: Commanders (lvl 61+) are the leaders of the guild, and have most officer authority within it. Rear Admirals are our designated officers. Combat Officers, Green Berets’, and KP Duty round out the field. See the "guild information" within the game for a full run down.

Play Time has been set to a maximum of 2 months inactivity. If you have not play'd your character within this timeframe, your toon will be removed from the guild. We realize that real life events can have an affect on your wow time, but this practice will be adopted in order to keep the guild uncluttered with abandoned toons. If you should come back to wow once you have been removed, you will be welcomed back into the guild with open arms.

Everyone can invite other players without any restrictions. We do not have sign-up forms. We do not require subscriptions to the blog - nor impose a training period. ALT's are welcome!

Tabards? Are not required, but it'd be nice if your toons wore them.

Begging? is strongly discouraged. I walk near a mile every day from the train to my downtown office, and I pass many beggars along the way. I certainly do not want to deal with it in the game. Please don't impose the uncomfortable request upon your other guildies.
**New Note** I have been noticing more and more people begging other guildies for gold to help buy an assortment of things, including 40 & 60 level mounts. As a player who never asked for any help obtaining my own stuff, I'd like to see this practice end. Money and friendship rarely ends in happiness out in the real world, it certainly has a greater risk within the game. Please be selfsufficient.

Questing/Instances? I have found the game to be much more fun doing these with others of similar level. Plus, you get experience that way. If a much higher level is with you, the WoW Gods do not bestow experience upon you.

ALL classes Now Welcome - Please feel free to invite any and all who seek a fun guild to enjoy the world of warcraft. SF has diversified. Every guild member has the authority to invite others into our ranks.

Monday, November 12, 2007

Guild Vault in Patch 2.3

If you’ve read any WoW news site or been on the forums, you’re probably aware that patch 2.3 is scheduled to be released on November 13th.

First, the facts:
There are 6 tabs that can be purchased by a Guild Leader. They have a progressive cost, just like the extra bank slots do. The cost are 1g, 10g, 100g, 1000g, 2500g, and 5000g. Each slot can hold 98 non-soulbound items. Each tab has its own permissions of who can see it, take items out of it, and how many items/stacks can be taken out based on rank.

Each tab can also be named and an icon associated with it (default is the red question mark). Each tab also has its own log of which items are deposited and withdrawn and by whom. The money of the vault is its own separate permission group. Again, based on rank, you can specify how much gold a player can take out per day. There is also a log identical to that of the item tabs, so you can see where the money is going.

Related to this, when each guildie goes to repair their armor, there is now an option to repair your armor with funds from the Guild Vault. When I last tested this, that money would appear on the log, but I believe it would go against the cap for that rank.

Keeping the coffers full:
ITEMS Enchanting Materials, Tradeskill Materials (Primals), Rep Items (Don’t need that Aldor rep anymore? Send those Marks to the Guild Vault), Semi-rare non-BoP recipe or pattern (Send it over), Potions, Elixirs, Flasks, Food (For Pets), Food (From Cooking/Fishing), Apexis Shards that you don’t know what to do with can be converted into the Unstable Flasks for Gruul’s Lair, and then put in the Guild Vault. Plus… almost everyone can use health and mana pots, so this is a good place to share them as well. The Vault keeps listings of who contributes and takes.

GOLD:
When SF guildies run together thru instances and/or quests, the SF Vault will pay for your repair bills. This is the only time you may choose Vault money to pay for repair bills.

Obviously, this is an honor type system and a possibility exists that somebody might take advantage of this. The GM will get log listings and if abuse is apparent, the funds will be asked for in return. Obviously, if the guildie refuses, the guildie will be booted; an unfortunate event, but necessary for the sanctity of all.

The GM will fund initial amounts, then he’ll figure out how to keep the gold flowing. A guild vote may be forthcoming…:))

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