Pick-Up Group: Difference between revisions

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** There isn't really anything that a Pick Up Group cannot beat in [[City of Heroes]], even the Lord Recluse and Statesman Task Forces, as long as the members are willing to ''communicate'', and are willing to at least give cursory attention to making sure the team has decent support, damage, and durability. (Leeroying does not have -near- the stigma in Cities as it does elsewhere.)
*** Let's face it, [[Poor Communication Kills]]. In just about any game, a [[Pick Up Group]] will do significantly better if they ''talk'' to each other. It's frankly about 90% of the difference between a PUG and a guild run anyway.
*** Leeroying is so much of a not-problem that a common phrase bandied about is "[[Wo WWoW]] has Leeroy Jenkins as a player. We have it as an ''[[Splat|archetype]].''"
*** Though it probably belongs in [[Troper Tales]], this troper would also like to attest that, in his short free-trial-period with ''City of Heroes'', he was deeply impressed with the maturity and generosity of the player base. The traditional problem with [[PU Gs]] and with [[MM Os]] as a whole—[[Sturgeons Law|90% of the membership being idiots]]—seemed completely averted to him.
* Semi-averted with [[Ever Quest]]. Although not as group-intensive as FFXI, it becomes increasingly difficult to solo at the higher levels (depending, of course, on character class). More averted back in the days when Verant Interactive ran the game, XP was twice as hard to gain, dying was much more of a punishment (your gear stayed on your dead body, and if you happened to bite it in a dangerous area or deep in a dungeon, you were SOL), and anti-twink measurements were taken. You learned how to work as part of a group or you quit playing.