5. needs to be balanced with remembering this is a game. Sometimes the hard choice has to happen: lose a long term contributing player that is burned out on their main class, or keep a long term contributing player and take a hit to their old class but retain them for possibly years to come. Guild leadership essentially has to treat this like another job. Expecting that of everyone else can make the game not fun anymore for some. The "just show up" criticism is one I see sometimes. If you have a player that "just shows up" 9+ hours a week for years in a twenty year old game that is a huge opportunity to improve a valuable asset to a guild/raid force. Those are the people that help keep forces operational through slower periods too. When people outright dismiss the contribution of weaker or moderate players with that kind of high attendance, it shows they have begun to forget it's a video game, and that kind of time commitment isn't a trivial asset. Obviously, weaker players must sit over stronger ones, but that is a luxury not everyone has, and leads around to part of what the topic creator was saying. I don't agree with everything they said, but I think they were on the nose on that front. That comes back with having more leadership, as far as potential to nurture those committed players to improve. Sometimes with patience their contributions go up several times. I know a couple people in the game that have worked miracles on helping such players (at least one of them is in this topic but I won't call them out, but don't underestimate my respect for you, I'm sure you know who you are). When I first started raiding I questioned how leadership could have a direct role on the success of dozens of others when they are only a couple people. Boy was I wrong there. It takes the effort of the individuals, but effectively leading them and having a leadership team to do so is an enormous factor.