Purpose: To is to establish a SOP for in guild end game teams. That leads to compliance with 6-SC-26. This however is not mandated, while the general ethos and end states are mandatory. This SOP should aid GCs in their approach to their guild and teams and help in their formation and continuation. All GCs should adapt best practices that fit their game.
Pegasus Command End Game Guide:
Below is a universal guide which a Game Commander can use to help them build out end game teams in their guild games.
It will be primarily up to the Game Commander to decide if their guild game is ready and will partake in end game content. While end game leaders may be delegated to run end game content teams, the formation and performance of these teams and any issues that may develop, are ultimately the responsibility of the Game Commander. Therefore, the Game Commander needs to be highly involved in not only the formation of end game teams, but evaluating the teams and leadership of these teams periodically as they progress. They should understand the content of the end game and directly run at least one team or operation that is in that setting.
What is “End Game”:
“End Game” normal is some of the hardest content in a game for which progress can only be made by teams of players who must draw upon their advanced knowledge, skills, and coordination to complete the content. It is the parts of the game which all content leads to for players to complete. It is normally group content as well, and that is the focus of this guild.
When to build an end game team:
The below section is to help provide guidance on when is the right time to build an end game team in a guild game.
1. The guild in the game has enough overall players to form an end game team.
2. The guild in the game has the appropriate number of OPS for all levels of play.
3. Perform research on the game itself to identify the “end game” content.
a. Do the players need to be at a certain level?
b. Do the players need certain gear?
c. Do the players need to have a certain skill set?
d. Do the players need to have completed certain prerequisite content in the game?
4. Establish a path to “end game” for interested players to follow.
5. Ensure there are enough players to fill the needed roles in the team (E.g., Tank, Healer, DPS).
6. Poll potential team members to see what would be the best date/time that the team can meet to run the content.
7. Ensure that there are enough players who would be able to commit to being there for each scheduled run (E.g., if the team needs 10 players, ensure there are more than 10 players that want to participate to ensure that the team fills at each scheduled run).
8. In general, a second time should be considered when your sign-up is almost always full, and you have at least more than half a team waiting. It is always important for a team to have backups to fill. So do not cannibalize the members available by having too many teams.
When, and purpose of signups:
1. We have the capacity to create signups in discord with the apollo bot. This is an important tool for showing the value of being on a team, and for organizational purposes.
2. You do not want to have a signup until it is needed. It is best to poll the guild members and see how many are interested and can-do end game content.
3. When you have that number, which would be more than half a team, you can start a sign up.
4. Signups should always have a spot, then anyone on the wait list. Then anyone that is on another team or back up, then others in the guild, and lastly outside the guild.
5. Signups must be taken seriously, and you want to import that they are needed. Keep in mind others won’t really see them as important until slots are lost due to not having signed up. While this is regrettable, it’s good for the ethos of the need to do so.
6. Each team should have a sign up. With tags ect. To aid in organization.
Identifying players for the end game team:
The below section is to help provide guidance on how to identify players to be in an end game team.
1. Setting expectations for each player who are interested in the team:
a. The player can join the team at most scheduled runs.
b. The player has the right attitude (Peg Com culture) to create a respectful team environment.
c. The player can understand and is willing to follow mechanics as directed.
d. The player can perform the role for which they signed up.
Peg Com culture:
“Peg Com culture” is the overall culture of Pegasus Command, which is a friendly welcoming community with players who help each other out and don’t disrespect or demoralize each other. This is a major component in how we guild and team build. It is the essence of our community and how we interact with one another. We do not leave others behind and are here for one another.
You want your guild and its teams to self-reinforce this with our mores. Soft reminders to be on time, don’t miss practice without letting people know etc. It is always better to have a strong set of values in our groups to enforce our mores, than to try and brute force them. Not to say members should not be given “rules” they should be told expectations before joining the team. Just do not overuse them or over emphasis them in correction. We want this to be a natural community process.
Additional notes for end game teams:
The below section is additional information on end game teams, and to provide guidance on how to avoid elitism and toxicity.
1. Have more than one end game team if possible (as dictated by guild size and makeup).
1. Name the end game teams to match the days of their scheduled runs, to avoid the presumption of superiority/inferiority in the teams (E.g., Teams A & B or Teams 1 & 2).
2. If a more experienced player wants to join an end game team and there are no openings in one of the teams, no existing team members should be removed to add said player. Ask the player if they can be a backup when needed until there is an opening on the team, or a second team is formed.
3. If a team is short on players during a scheduled run, other players may be asked to fill the group in the following order:
a. Players in different teams (if there are more than one).
b. Other members in the guild.
c. The friends of players in the guild.
d. PUG the balance of players to fill the group as a last resort.
4. It is important that we allow the team to complete content together. We do not want to shortchange them from the sense of accomplishment and comradery that will come with working on a set of content together as a guild. We also want to build up the guild’s capacity to complete game content. In the end this is the major reason using those outside the guild for new content is a poor substitution for in guild competition. All such completions should also be celebrated in some manner. Posts, photos, videos in discord and forums are great ways to accomplish this as are medals.
Addressing issues with player performance in an end game team:
The below section is to help provide guidance on addressing performance issues with players in a team, which negatively impacts the overall team.
The Game Commander, GC assigned Officer, or Raid Lead performs the following:
1. Reach out to the player privately to see what they can do to help.
2. Utilize all available resources (EX: logs) to identify possible causes for sub-par performance.
3. Mentor the player to help them improve in their role and regularly reassess the player’s performance to see if it improved.
4. If the player’s performance doesn’t improve after all attempts to help them, then see if the player is interested in a different role or move them to a different team for more training.
If the player refuses to accept any mentoring and continues to impact the team, then the Game Commander should consider removing the player from the team, since the needs of the team are more important than the individual. It is important to remember that as an officer we must always consider the entire team and guild. Games have built-in requirements or both skill and gear to be able to have a reasonable chance to complete. It is not the guilds’ fault that such things exist. It is our duty to point them out to players and let them know where the wall is. If they are not able or willing to scale it, we cannot help. It’s the game saying you can’t do it, not us.
Building teams in guild is a similar process to building a guild, while slightly easier to do, since you are dealing with known members. That said it is a difficult and rewarding challenge all Game Commanders will likely face. It is hoped this guide has aided in this endeavor to build a true Peg Com Team.
Always keep these three items in mind with the team. The triple M method for Op planning, Mission, Means, Motive. Always have all three. What you want the team to look like, not what team you have (eye on the goal). Make decisions based on what is best for that goal, and the guild overall. Above all have fun, be flexible, remember this is a guide not a law, and look for the best way to do what is in front of you with the tools you have at the moment. The Meta way is not always the best way for that team. Godspeed Game Commander.
28 AUG 23