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Mission Statement: Difference between revisions

From Merry Graverobbers guild info
Created page with "The guild aims to: * Achieve cutting edge every tier, as quickly as possible, without going to extremes which make the game unfun (e.g. permanent early extend). * Continuously and incrementally improve each tier. This may mean a gain in world rank, and/or any number of less measurable improvements. * Foster a fun, chill raid environment that avoids unnecessary drama. * Communicate clear objectives for content outside of raid, and hold membership to a high but achieveabl..."
 
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The guild aims to:
'''The guild aims to''':


* Achieve cutting edge every tier, as quickly as possible, without going to extremes which make the game unfun (e.g. permanent early extend).
* Achieve cutting edge every tier, as quickly as possible, without going to extremes which make the game unfun (e.g. permanent early extend).
* Continuously and incrementally improve each tier. This may mean a gain in world rank, and/or any number of less measurable improvements.
* Continuously and incrementally improve each tier. This may mean a gain in world rank, and/or any number of less measurable improvements.
* Foster a fun, chill raid environment that avoids unnecessary drama.
* Foster a fun, chill raid environment that avoids unnecessary drama.
* Communicate clear objectives for content outside of raid, and hold membership to a high but achieveable standard for reaching it.




Guiding principles:
'''Overarching principles''':


* The guild's successes are everyone's successes. We expect that everyone consider loot and rostering decisions especially from this perspective. We kill bosses as a guild, we gear up as a guild, we succeed as a guild.
* The guild's successes are everyone's successes. We expect that everyone consider loot and rostering decisions especially from this perspective. We kill bosses as a guild, we gear as a guild, we succeed as a guild.
* We will always aim to treat guild members fairly and with transparency.
* Officers will communicate clear objectives for content outside of raid, and hold membership to a high but achieveable standard for reaching it.
* Guild members should always aim to treat one another fairly and with transparency, including officers (in both directions).
* We place a high value on commitment and reliability.
* We place a high value on commitment and reliability.
** We aim to recruit people who will be with the guild for the long term (multiple tiers, no guild hoppers or repeat quitters and returners).  
** We aim to recruit people who will be with the guild for the longer term (multiple tiers, no guild hoppers, care with repeat quitters and returners).  
** We roster based around attendance/availability as the most significant factor, especially for long bosses.
** We roster based around attendance/availability as the most significant factor, especially for long bosses.

Latest revision as of 16:08, 3 March 2025

The guild aims to:

  • Achieve cutting edge every tier, as quickly as possible, without going to extremes which make the game unfun (e.g. permanent early extend).
  • Continuously and incrementally improve each tier. This may mean a gain in world rank, and/or any number of less measurable improvements.
  • Foster a fun, chill raid environment that avoids unnecessary drama.


Overarching principles:

  • The guild's successes are everyone's successes. We expect that everyone consider loot and rostering decisions especially from this perspective. We kill bosses as a guild, we gear as a guild, we succeed as a guild.
  • Officers will communicate clear objectives for content outside of raid, and hold membership to a high but achieveable standard for reaching it.
  • Guild members should always aim to treat one another fairly and with transparency, including officers (in both directions).
  • We place a high value on commitment and reliability.
    • We aim to recruit people who will be with the guild for the longer term (multiple tiers, no guild hoppers, care with repeat quitters and returners).
    • We roster based around attendance/availability as the most significant factor, especially for long bosses.