About Crypt Friends |
Guild History
Guild Information
Guild Progress
Guild Policies
Guild History
Shamelessly stolen from forums to fill.
CF 1.0
To facilitate the formation of this new casual guild, we used a staging guild called Attorney At Law (A@L), in which we gathered to discuss the name of the new guild, which eventually settled on Crypt Friends, sort of silly, not over the top. And so it was that Crypt Friends pvp'd for several weeks, and conducted city raids etc. until we finally got bored and decided to run MC. Anyone who remembers MC will also recall that most fights can be done with 1-2 skilled tanks and a few good healers. On our first clear, we one shotted most bosses and got to summon rag but lacked the FR gear to even attempt him. The months following, we farmed cores out of MC until we had the raid decked in FR and then killed Rag. During that time frame, we also 1-shot ony. Suddenly, people in the guild were becoming motivated to raid since they thought it was so easy. But not all was well. Many of these players were from small/minor guilds, and seeing their first access to glorious purples turned ugly quickly. Despite some greedy players and some terribles, we managed to fumble our way through BWL, by which point we had a substantially more disciplined raid, but nothing near the quality of what people would consider a raiding guild. Things continued in this haphazard fashion until internal disagreements engulfed the guild in its first big wave of drama. At the forefront of the issue was the casual vs. hardcore debate. CF had no identity as either since we raided and wanted to succeed, but we were continually brought down by crappy players bringing pvp specs and taking loot that was suboptimal to their role. This issue was further compounded by shitty attendance on the part of everyone besides the tanks and healers. The casuals packed up and left, ultimately crippling CF's ability to raid anything 40 man. As fate would have it, a fellow guild, Absolute, was having similar issues: lacking attendance, inconsistent performance etc. Their roots were based in grinding GM, so many of their players were skilled pvpers. The exodus of a large number of our original casuals, and absorption of Absolute marked the official transition to CF2.0. At its peak, CF2.0 managed to kill razuvious and anub rekhan in Naxx.
CF 2.0
Eventually, it was agreed that raiding was pointless with TBC on the horizon and many of us having been burned out from wrestling with crappy mechanics such as keying people to Naxx. Despite the haitus, relatively few people quit, and our roster remained intact into the launch of TBC. CF2.0 hit the ground running when TBC released. We ran 4 parallel KZ teams, all full clears after the first 3 weeks, more than any other guild. This unmatched income of purples allowed us to nab impressive kill times on hard encounters such as pre-nerf Nightbane, pre-nerf Netherspite, and pre-nerf Gruul. We achieved all this on a 3 day / week raid schedule, which is ultimately what hurt us. Without enough time to run heroics and kz, we were slaughtered by the keying requirements to SSC. Further, with the patch that released arenas, many of Absolute's pvpers quickly became enamoured, and their PVE performance waned, often bringing shitty specs and little to no consummables to raids. Compounding this problem further was the management of loot, as loot was done purely by council at the time. Inevitably, this led to the departure of the original Absolute crew; some went to pvp, some went to CSM. It was around this time that the Prometheus remnants: SUP and It Burns when I PVP began to crumble. Many of them found homes in CF.
CF 3.0
With slow but consistent recruitment, we gradually pushed ahead in SSC, but didn't truly make any headway until the attunement requirements were removed. Despite this, we quickly killed pre-nerf Hydross. Lurker, Leo, and Fathomlord were all one-night affairs, with a notable 4th-ever attempt kill on Fathomlord. Tidewalker and Vashj proved more resilient, with Tidewalker taking 3 nights and Vashj 4 weeks. When vashj died, we went into TK, and within 2 weeks, we were looking at Kael. I should note that at this point, the raider consistency was dramatically different from TBC retail. Our 25 raids, while having a few morons on them, were pretty clean for the most part. KT drew much blood from CF, burning many people out and taking an annoying 5 weeks to kill. When KT fell, we took on hyjal and BT with great fervor, killing Rage Winterchill the first week and 6 new bosses the next week: Anetheron, Kaz, Azgalor, Najentus, Supremus, and Akama. This was an exciting time, to down 3 boss firsts in a single day. We focused our efforts on Archimonde, and within 2 weeks, he was down as well. Shifting over to BT, Gorefriend in 1 night, Gurtogg in 3 nights, and RoS in 1. By this time, however, drama called and CF picked up. Disaffected players, for all manner of reasons, quit with the beginning of my announcement that I would no longer be able to MT for CF. This is also when we transitioned guild leadership to Clay, but CF was in bad shape. Over half our raiding core had quit, taking with them valuable experience and gear. We quickly stepped up discussions with several guilds: Aphelion, Pandemic, Exigent to stop the hemorraging of players. Though it was a risky move, it was the only move we had left to play. Thus we enter the most modern revision of CF: Phase 4.
CF 4.0
It seems that the new flurry of mergers was quite different. Gone were the enormous egos, unreasonable demands, and disillusioned sense of entitlement found in previous mergers. Quite the contrary, our newest batch of raiders showed extraordinarily positive attitudes and above average aptitude for playing their characters. The rest, everyone knows: we waltzed through SSC/TK, doing a total of 3 keying runs and found ourselves back in Hyjal quickly, easily clearing up to Archimonde again and downing him the next week. With BT open to us, we quickly reclaimed our ground and resumed work on RoS/Gurtogg, till most recently when we killed Shahraz and Council in 1 week, and illidan the next.
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Guild Policies
Foreword by Cookiecat
This document will introduce you to the crazy and vibrant guild you've all come to know as Crypt Friends. While most of what we do is silly, as a departure, this document only contains 7% silliness. Regardless of whether you are in Crypt Friends, you can reference this document as a guiding force behind our guild's policies.
Introduction
Crypt Friends is a community oriented guild dedicated toward experiencing all aspects of World of Warcraft at a comfortable pace, in a friendly and mature environment. Our members come from all walks of life; from highly dedicated power gamers to weekend warriors, from college students to career professionals and every combination in between. Though our backgrounds and occupations vary greatly, we're all here to have fun! No matter what you enjoy doing in World of Warcraft, be it heated player-versus-player battles, epic end-game raids, or laid-back chatting and socializing, Crypt Friends has something for you.
Community
Crypt Friends is the premiere "community" guild on Destromath. What exactly is a community guild? Simply put, we are a guild that focuses on people rather than items, victories or scoreboards. Our top priority is simply keeping our members happy - in competitive games like World of Warcraft, it's often easy to forget that your allies enable you and in turn, you enable them. Massively Multiplayer Gamers are social affairs, and Crypt Friends is dedicated to proving a rich and rewarding social experience to compliment the game play. Our strong community adds an entirely new dimension to the game that extends far beyond loot and progression. Players are encouraged to express themselves, communicate and make new friends while they explore the world of Azeroth together. To help preserve our community and environment, all Crypt Friends members observe a strict code of ethics: "Crypt Friends: Etiquette of the Adorable".
Crypt Friendly Spirit
Despite having relatively little in common across such a variety of players, we take pride in promoting sportsmanship and positive attitude among our guild mates, our faction and our opponents. But no matter how hard we try to stay serious, we are never above laughing at ourselves and playing a good prank. When evaluating potential new members, Crypt Friends takes extra care to make sure the applicant will mesh well with the guild's light-hearted attitude and community-oriented environment. Crypt Friends members are highly spirited, intelligent and adorable. Hug one today!
Guild Structure and Ranks
As an organization, Crypt Friends maintains relatively flat hierarchy. A single Guild Leader is in charge of making executive decisions and overseeing general management of guild affairs. Two or more Officers assist the Guild Leader with administrative concerns. All ranks are subject to change as the needs and goals of the guild evolve.
Raids
Raiding is a big part in World of Warcraft, and it comprises the majority of Crypt Friends' organized efforts. As with our theme of fun, community and camaraderie, we try to make sure all raids go smoothly and everyone has a good time. We understand that everyone's skills, dedication and schedule varies. To ensure commensurate rewards, Crypt Friends' raiding model is heavily based on meritocracy. Raiding is entirely optional for any member of Crypt Friends, but those who commit are asked to take it seriously. For more detailed information regarding our raiding policies, please refer to: "The Rules of the Raid".


