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My first groups...initial thoughtsFollow

#1 Dec 31 2004 at 12:59 AM Rating: Decent
Spent all day playing in my first groups (lvl16 predator) and noticed how completely unorganised they are. The 2 things I notice is that either: 1)someone runs off to fight something cause they're bored or they need it for a quest 2) We camp right in the middle of mob and die. I'm very much used to FFXI groups

Are these are early party level learning experiences or are this is what to be expected? I did have fun, but with my spirit shard locked in Firemyst (for 7 hours) and shared debt, I am in the red bigtime

Edited, Fri Dec 31 00:59:59 2004 by Bhobster
#2 Dec 31 2004 at 1:26 AM Rating: Decent
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I find that if i have unorgainized groups i just make a suggestion for example if ur camped in a spawning point just say "y don't we move over there and (puller) pulls to there" the only reason u die is because u and everyone else are to shy/stupid to make a suggestion.
#3 Dec 31 2004 at 1:52 AM Rating: Decent
also if you right click the firemist door it gives your shard to you.
#4 Dec 31 2004 at 2:19 AM Rating: Decent
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To answer your question about these being the erarly learning experiences, you are exactly right. I think you will always see this at the lower levels, and even at the high levels for a few motnhs until the folks who never are able to figure it out get but on everyones ignore list. After 6-8 months, the amount of significant problems like this will be reduced.
#5 Dec 31 2004 at 9:36 AM Rating: Decent
Quote:
also if you right click the firemist door it gives your shard to you.

Whoa thats good to know! thanks for the tip :)
#6 Dec 31 2004 at 10:49 AM Rating: Good
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As an example an enchanter I met and myself forced a group to stop pulling for 30 minutes while we taught them how to make assist hotkeys and all that. It is deffinately a learning experience at the lower levels especially to those who did not play eq1. I've only played the eq series so I don't know how things add up to other games.

What I notice is there are 4 types of players. 1, those that don't know how to play but are willing to learn. 2, those that don't know how to play and aren't willing to learn. 3, those that do know how to play and are willing to teach. 4, those that know how to play and aren't willing to teach.

At least 90% of the time I am in group 3 as I believe most people are. I treat each type of player differently though. Group 1, I try to teach and help them as much as possible. Group 2, I immediately distance myself from.
Group 3, I try to invite to the guild I am in and group with them often.
Group 4, I don't mind but I pay little attention to them.

I don't know all the ins and outs of the game but the basics are simple. Assist, only taunt if your MT, heal if your a healer, and don't draw agro if your a caster. There are many more complicated aspects of the game such as becoming a good puller, a quality healer, doing the right amount of damage at the right time, and on and on. Those are fine tuned skills that come with play time. As long as you have the basics down, teach them to your group and let the xp roll in.

#7 Dec 31 2004 at 12:08 PM Rating: Decent

First, yes it's hard to get a good group going at any level cause you really ahve no idea what type of player ur going to invite until ur first battle.

If I'm leader of the group, I'll go through the following strategy discussion before starting.

1) Assign main tank
2) Assign main healer (if more than one)
3) HAve one person call the mob and be the "leader"
ie. If I'm leader I like to do it cause I know I won't mess it up much, if at all.
4) Set way to call mob, and pull. ie. In my groups, I hail what I want pulled... go to spot I want it pulled to, and say, pull to here. Now there are hopefully some givens but doesn't hurt to explain, that only the tank goes and grabs the mob, and everyone else stays behind where I am standing, waiting for the pulled mob.
At time I will change this up a bit... normally once an aggro is pulled, the group will move to where or really close to the spot where the aggro was originally standing, cause you just killed the pop, rare will something pop on u again so quickly. However there are times that isn't the best. For example, in Thundering Steppes, fighting through giant valley, near T$ and over bridge.. there is a group of 4 aggro giants, no up arrows... but u dont want to pull them to where last aggro was, you want to send tank in, hitting them right where they stand... if you ever go there, you'll understand why.

5) Tank pulls to where I am standing, even a bit further since I am ranger and need to end up behind the enemy.
6) Everyone comes in and starts hammering away, avoiding any other aggros, and watching each other's backs for pops.
7) Once done, rinse, repeat.

After a short while all you have to do is say pull to here, and the tank will know what u want pulled (which is usually open ended and whatever is easiest or safest for him to pull) and everyone will get the hang of it.

As far as HO's go, make a macro or make sure whoever is going to be main trigger (scout types best at trigger, yields greatest variey of possiblities) and say "HO starting in 3 seconds" for example. Everyone shoulds top hitting specials, and then start triggering ho. Now I've rarely gotten this to actally work in a new group cause most people just don't get the value of ho's. Which is fine cause in most cases, you don't NEED them, but using them prevents overusing your mana, maximizing your xp in shorter time spurts. The best way to get HO's to actually make an impact is to work with the same or alot of the same people all the time and study (yes, study) the different possibliites and combo's of HO's, cause there's a ton of different possiblites, and some combos yield the best ho's. I have yet to take this step cause I hate studying but I'm sure it'd come in useful if I eventually did. Plus, I rarely am in the same group on a day to day basis.

Of course, there's always at least one who says, why so much planning, ur power hungry, blah blah so I try to start out saying, I'm not trying to be a **** but if we use this strategy there is a very very low chance we will ever die, removing the debt factor. Stick to it and well be fine. Still, some will complain, depending on how patient you are, keep em and let them see for themselves or boot them. One bad apple can spoil the bunch.

With this strategy I rarely die, probably a 100-200 :1 kill to death ratio but usually I or someone will die because they accidentally use AOE spell or accidentally targeted wrong mob. Which is fine, cause overall the team does awesome. For all you guys who are **** about debt, one death from someone else in your group can be taken care of in less than five minutes. Leave the person alone and dont yell or ***** at them. Be nice. :P


Disclaimer: This is a great way that I get my groups to work and work well. This is not the only way to do it. There are many ways. The key is to remain consistent, don't get overagressive, be patient, and pull one at a time if they are yellow+. This system may not work for you cause it's too "planned" or "repetitive" or "unexciting" (which I don't think so but some do). That's fine cause it's not kamkiaze style in any way whatsoever, cause I don't like dying alot and building debt. It's just a way to minimize deaths and blow through mobs once you get it going right.
#8 Dec 31 2004 at 12:44 PM Rating: Decent
I did encounter a couple of good groups, but I'd say 4 out of the 6 groups everyone ran around getting into trouble. Especially in BB where I'd look away for a sec and the party would be off in 5 different directions... then I'd see a party memeber run by with linked aggro. It was almost comical.

Right now since I'm a newbie to the group action in EQ2, I pretty much just do whatever the leader wants, and I have not created any macro's for HO or pulling (I expect, since I too am going to be a ranger I'm going to expected to pull) but then again no parties so far have even mentioned HOs.
#9 Jan 01 2005 at 10:43 AM Rating: Decent
I just don't group anymore because many players try to take GROUP mobs that are beyond their level. I did have a blast in one group where we were taking on blue con group mobs but then the others wanted to take a group of yellows and of course we wiped. The group disolved and 3 members ******* about experience debt yet one of them was the one that pulled the damn things. LOL

#10 Jan 02 2005 at 6:19 AM Rating: Decent
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2 deaths.

That's my tolerance level due to stupidity or lack of organization. If I'm in a group that can't get their act together, regardless of my efforts to the contrary, I say "thanks for the group, everyone" and disband after the 2nd death. Oh, those deaths don't have to be my own, by the way :) I only do this because I have experience *staying* in bad groups, and it's not pretty. On the other hand, I'll stay with a good group through *countless* deaths, because a good group has a way of maintaining forward momentum even with multiple deaths, because we're doing riskier things, and being successful more often than failing.

That being said, I've found that I've had MUCH better luck finding good pick-up groups in EQ2 than I ever had in EQ1. I've found that, overall, people playing EQ2 tend to be experienced MMO players. This is just anecdotal personal experience, but it's my experience.

There IS strategy involved in this game. It just takes a lot longer to master the various strategies in EQ2 than it did in EQ1. Any group who regularly tries to pull off complex HO chains knows what I'm talking about here. Hell, EVERYONE celebrates when we pull off a complex chain, because we all know how much attention to detail it took to get there.

I don't advocate being a control freak in a group. In fact, to me, that's the opposite extreme, and I try to avoid extremes. But, there ARE some basic principles that everyone should know coming into a group, or be willing to learn from more experienced players, which will make the difference between a successful group experience and a pathetic one.

Just off the top of my head with no more than 2 seconds of thought put into it:

1. NEVER pull ANYTHING if you are not the puller. If you are not explicitly designated as one of the group pullers...DO NOT PULL.

2. Focus your efforts on one mob. In other words, assist the main tank. Just because you have 6 people in a group does not mean you can simultaneously bring down 6 mobs. Bring down one at a time. Typically, start with the most threatening mob and remove it from the equation before you move on to the "pawns".

3. Pay attention. Do not go AFK without telling people. And, do not say "AFK for a min" and be gone for 10. We all need bio breaks, but nothing will break the momentum of a good group faster than multiple extended AFKs. It breaks the rythm of the pulls.

4. If you have hate-lowering skills and you are not the main tank, use them :) It *can* be difficult for the tank to draw aggro back once he loses it, and it's doubly difficult to do it in less than the time it takes for a powerful mob to chew through the HP of a non-tank.

Anyway, I'm sure there are more, but that's just off the top of my head.
#11 Jan 02 2005 at 10:10 PM Rating: Decent
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I'm very much used to FFXI groups


You stated that you were used to the groups in FFXI, do you not remeber how dreadful the groups were in Valkurm Dunes. This was noob heaven much like Antonica is to EQ2. IMHO groups in FFXI really didnt become all that organized until lvl 30 or so and even those werent that great unless you had one guy in the group that had a higher lvl job that was barking orders. You stated you were only lvl 16 and honestly I felt the same way, i was used to groups where everyone had a lot of experience and knew exactly what they were doing. Currently I am only a lvl 24 Ranger but i have noticed a huge difference in the quality of groups so far (even though every once in a while you get that exception group).

Recently i got into an awesome guild that the vast majority of the guild is only a few lvls difference from each other and one of the requirements to get into this guild is to have a headset with a Voice over software called Teamspeak 2. If anyone is in a smaller guild i reccomend you try this software, its amazing what a group can do when you are talking directly with your group members.

Anyways as far as the quality of groups in EQ2 I can imagine that they will get better and better as the game progresses on and you acheive higher levels, it comes down to simple gaming experience and this will be more prevelant when people realize the defining points of their job.
#12 Jan 03 2005 at 9:55 AM Rating: Decent
well I've done a bit of grouping with my predator...

and a LOT of them are totally disorganized, I suppose the sheer new-ness of the EQ2 game world is allowing people to experiment. I'm fine with this but use common sense while learning something new....unlike FFXI, you CAN solo.. so my plan of action is thus:

I will wait a bit and see if the group organizes itself a little...

if it does not.. I'll make suggestions:
Let's not rest here it's too close to a spawn point.
yes it is single arrow yellow but it has about 5 buddies, I don't think it's a good idea to fight them....

if the party leader doesn't organize things... and my suggestions are ignored...

"I think I'm going to go do some quest, good luck to you.."

and with that.. I'll disband. Though high XP debt is annoying, that's why I have 4 characters.. if one has extreme debt.. I have no issues playing my conjuror-girl for a few days. ^_^ RARELY do I form parties, but for some odd reason I almost always get the party leader role dropped in my lap..0_o

Like when we were going for timberclaws... it was a non-standard party.. and I suggested letting my summon begin combat and tank for two hits before moving in.. if there are any adds I'll AB them. Just saying that and all of a sudden I'm in charge of things for the next 2 or so hours O_O it went great without a hitch but still...

strange neh?

#13 Jan 03 2005 at 10:06 AM Rating: Decent
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I did have a blast in one group where we were taking on blue con group mobs but then the others wanted to take a group of yellows and of course we wiped.


Unless we were questing something I'd leave a group too scared to try anything higher than blue. I've just logged out (server down thank you SoE ) from a group of 4 taking groups of 3 yellows with very little risk. Yellow^ in pairs and Yellow^^ as well.

There does seem to be a lot of caution for a game where the consequences of dying are virtually nil. Not that I'm looking to die but I'm rather more in the "let's see if we can take it" school than the "We'ed better not someone might die".

That said all the normal rules as stated above apply and make sense. Only one person pulls. They call incoming and everyone assists on the same mob.
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#14 Jan 03 2005 at 10:43 AM Rating: Decent
Yea, I think the greatest frustration is the lack of communication, and patience in the groups I've been in. Yes I remember the Dunes, but the groups there were far more organised than any I've been in EQ2.... thats not to say it's not fun.

#15 Jan 03 2005 at 11:07 AM Rating: Decent
Quote:
well I've done a bit of grouping with my predator...

and a LOT of them are totally disorganized, I suppose the sheer new-ness of the EQ2 game world is allowing people to experiment. I'm fine with this but use common sense while learning something new....unlike FFXI, you CAN solo


Agree groups suck in EQ2 to many noobs and to many exeq players who probable sucked in it also. I can tell in less then 3 min if I am staying or not. If I am then we go play if not I just say have to go sorry and disband.

We had a group last night to do SK AQ1 and where waiting for named at Xroads to pop. One person in the group was out trying to kill herds of cows and died once, went right back out again and almost died again, druid healed him took agro and trained guards. He did it a 3rd time druid did the samething again I disbanded him, and he was a guild mate. Well I should say ex :P


Quote:
and with that.. I'll disband. Though high XP debt is annoying, that's why I have 4 characters.. if one has extreme debt.. I have no issues playing my conjuror-girl for a few days. ^_^ RARELY do I form parties, but for some odd reason I almost always get the party leader role dropped in my lap..0_o



Not really following you on this one. Yes you lose debt when you are loged of but you lose none if you are in trader mode. Do you still lose debt if you are playing an alt?

#16 Jan 03 2005 at 11:11 AM Rating: Decent
yes I do believe you still loose debt if you're playing your alt..

in fact I was playing Nerris and was in a rather poor party... died a lot.. racked up a ton of debt so I created my mage (who would eventually become my Conjuror) and played her for several days.. eventually I went back to my Predator to discover all debt gone (course by then it had been about 5 days)
#17 Jan 03 2005 at 6:23 PM Rating: Decent
Oh my god do i agree with group rant. i was astonished when i first saw how the groups worked out in the commonlands. as said before the basics of grouping should be automatic, and yet, one group i was in had 3 pullers, none of them communicating what so ever. I have had healers who are doing crafting stuff while we are fighting and not paying attention to the group at all. Mages and sorceres draw agro again and again and again. Now im not saying im the greatest player in the world, hell im a 17 predator, and still learning my class, but the basics you should have down, first thing after hello in any group is "who do we assist?". the one good thing i have learned about my class though is, that if the group keeps dying and pulling the wrong mobs, i can just evade, and stalk my way out of it, thus never dying, although i wrack up grp debt, i dont get my own, which helps a lot. I do try and teach, if they are willing to learn, or if they say this is there first time playing EQ. i like to be the leader of the group, that way, i can have control of how the group works, and if there is a person who is just to stuck on themselves or doing the wrong thing all the time, i can boot them no problem. i would rather have a sub par player who is trying than an arrogant asshat who has no manners or class.
#18 Jan 03 2005 at 6:47 PM Rating: Decent
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I've seen this thread for awhile and was not going to post, thought it was just going to go away fast. I seem to be getting the complete oposite from my party experiances. I've had one or two bad ones and the rest have been really good. Course those bad ones always happend early in the morning when people were desperate to put a group together, good ones always in the eavening.

Anyone who is thinking about just going solo, I would recomend not giving up on groups. I have had a great time in mine. Perhaps join a guild and get to know people, weed out the bad ones and remember not to group with them.
#19 Jan 04 2005 at 2:25 AM Rating: Decent
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I must admit, like some other posters are saying, that my groups are slowly getting better. There are some really good posts in here - and I wish new players would study them.

I especially like reading other people saying "and if someone does ***** up, don't jump all over them" - that's true. Especially if they say "sorry" right away and show some sign of knowing what they did, there's no reason to harrass them. When I spot a player who doesn't know what he's doing, I often sent him a /tell (so as not to embarrass him) asking him something like "hey, I don't wanna bug you, but do you know what assisting is?" Something like that. It opens the door to teaching them. It can be a pain, but it's usually worth it - players who don't know what they are doing are usually happy to learn.

It can be a pain teaching people, I know - Smiley: banghead - there's so much to tell them. But if we all chip in and get these newbies taught, the game experience will get better. I have noticed that when someone is really bossy in attepting to teach, it often backfires. If you want to teach, you need to do it w/ some humility if you want to reach others.
#20 Jan 04 2005 at 5:50 AM Rating: Decent
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Ahh! now i know how my shcool teachers felt, "w0w this kid is t3h n00b!". Na but evilgnomes is right, dont laugh at em help em :) I know when im stuck or dont understand something and ask in ooc and get a good response it makes life alot easier than some **** yelling NOOB n00bie here newbie n3wb |\| ( ) ( ) |3. so if someone asks for help on something dont bite their head off cos theyll only be afraid to ask the next time or the time after. Help reduce the noob population dont scare them senseless.
#21 Jan 04 2005 at 7:15 AM Rating: Decent
What sux though is when you group with newbies and they dont answer in either /tell or /gsay cause they just dont know how.. O,o
#22 Jan 04 2005 at 8:55 AM Rating: Decent
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I've had very few bad experiences in groups. Most of the time when I am grouped I am either with guildies, or XPing in Thundering Steppes/Nektulos/etc I usually get in a group of level 24-28 and hunt anything from white group con mobs, all the way up to orange ^^ group con mobs. We have even taken red con group mobs. We do this an have no problems whatsoever. Occasionally we get an add or two, but we can usually handle it without losing a single person.

I tell you, you know you have a good group when you can handle multiple encounters of orange and yellow ^ and ^^ group mobs.

I can definately say that you will start to see improvements in ability of players as you gain some levels and get to the tougher zones.

That isn't to say that you will never run into any more retards, but they are less common. I know once in TS we had a group at Firerock Giants and one of our members had to take off, no problem - we found a wizard (not gonna name him because that isn't important atm), well on his way to our group he ended up dieing 3 or 4 times after we told him we would fight to him after his first death. Eventually the group just said to hell with it and broke up.

Just learn how to play your character, and learn to let other players do their job. If everyone does what they are meant to do it will all work like butter.
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