Pick-Up Group: Difference between revisions

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*** 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 "[[WoW]] 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 [[Massively Multiplayer Online Role Playing Game|MMOs]] as a whole—[[Sturgeon's Law|90% of the membership being idiots]]—seemed completely averted to him.
* Semi-averted with [[EverQuest]]. 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.
** Totally true, however, for [[Everquest 2]]. In [[EQ 2]], dying only loses you a modicum of exp that will regenerate anyway if you just take a break, and while grouping nets you better rewards it's by no means necessary to reach the End Game. Ironically, on the off-chance you end up in a good pickup group, you'll have friends for life.