[Amorphist | Aracno |
Dubbeltje | Endy |
Explicit | Purge | Sepe]
EXPLICIT
This text gives some suggestions about how to assemble a party, and
how to manage and lead the party when you have it. The text is
divided into sections marked with "Eq" and "Exp", if you're
only
interested in one of them you can skip the other sections.
- Why Party?
- Putting the party together
- Maintaining your party
Why party?
----------
So why should you go through the trouble of putting a party together,
what is so good about partying?
In general the biggest factor is "fun", this is a personal opinion,
but I think the game is a lot more fun when you co-operate with other
players and try to achieve something together. It is also a good way
of making friends, and if you cooperate with others and share
information it is also easier to learn different things about the game.
Exp
---
One clear benefit of partying for exp is the rate, several players
that cooperate can get more exp per time unit than they would do
if they only played solo.
Another benefit is that doing your exp in a party is usually safer
than doing it solo. Running into a big bad turbo-mob isn't nearly
as dangerous if you have a few other players around to help you.
The only drawback is that you depend on others, but I will give a
suggestion of how to at least partially avoid this problem later on.
Eq
--
When it comes to eq you will not be able to kill any eq-monsters by
yourself, at least not eq-monsters that have equipment usable to people
at your level, you need a party.
A well coordinated group of relatively small players will also be
able of killing bigger monsters than even the biggest players can kill.
After seeking parties for a while you will notice that the occasions
when someone approaches you and asks if you want to join his party
are quite rare. More than one player have complained about the fact
that "no one asks me to party". The solution to this problem is quite
simple, create the party yourself!
Putting the party together
--------------------------
When you have decided what kind of party you want, it is time to find
some members. What kind of members you need depends on what you want to
do. Here are a few suggestions.
Exp
---
There are a lot of possible setups for exp parties, but there are
some things you probably want in your party, here are some
suggestions:
- Tank: You want a "tank", someone standing in front of the party
taking all the hits from the monsters. The most common way
is to have a figtype player take this position, but there
are other options, for example a necro could tank with his
undeads.
- Prots: The monsters that are usually killed by a party are bigger
and hit harder than the monsters you kill when you solo. To
survive the damage from them you want someone that can
cast protection spells at you, this means that you need
an abjurer or a paladin.
- Heals: If you don't want to hang around waiting for the tank to
regen his hitpoints back you want someone that can heal.
Lots of guilds have healing abilities, so you don't necessarily
need a healer, but you need someone with healing abilities.
This is what I will call a core party for exp, if you have these spots
filled you have a working party. Once you have the core you can get
more people for extra damage if you think it is needed.
So now when you have decided what you want to do and know what kind of
members that you need, how do you get these people to join you?
- Bad way:
Ask on channels if someone wants to party. Most likely
this approach will give you no response at all from players,
or players with other abilities than you asked for will
answer. No harm done, but you still don't have a party.
- Better way:
Ask people you find suitable directly, for example if you
need an abjurer, check if there are any unidle abjurers
and ask them. Once you have your core party assembled you
can check what other types of unidle players that are
available and ask them.
- Or even better:
Plan your exp-parties, and ask people that you know play at
the same time as you do if they want to do exp regularly.
Get these people to reinc into specific guilds so that you
always have your core party assembled. Getting extra
damage-makers after this will probably be a quite easy job.
A note about exp-parties is that it might be easiest if you who are
the leader will tank them, but it does not have to be that way. You
can both lead and move the party while someone else fills the tank
position.
Eq
--
When it comes to killing eq-monsters there are some things that you
generally want in your party, there are many possible setups though.
- Tank: You need a "tank" for the same reason as in an exp-party,
someone needs to take the hits and the biggest amount of damage
from the monsters. The difference is that eq-monsters do much
more damage than the ones normally killed for exp, so the best
choice is probably to have a fighter with defensive skills.
- Prots: Eq-monsters can do a lot of damage, both to the tank and to
the party-members, so you want some form of prots. Most likely
you want an abjurer or a paladin, or both. For big monsters
you also need am abjurer to decrease the resistances of
the monsters.
- Heals: The amount of damage that an eq-monster does is too big for
just anyone with a healspell to take care of, you need a
real healer. Healers also get some useful enchantments that
will help your partymembers to stay alive.
- Blasters: It is possible to kill some eq-monsters with figtype players,
but generally it is not such a good idea. Figtypes do a lot
of physical damage which eq-monsters are usually almost
invulnerable against, so you want casters.
Assembling your eq-party will be a bit more complicated that assembling
an exp-party. This is why:
- You need a bigger core-party, without the four positions above covered,
you do not have a party.
- You need more players. For exp you might be satisfied with three or
four, for eq you want the double.
- The people needed are much more specific.
This leads us to how you preferably get your members.
- Bad way:
Try to assemble the party just when you feel like playing.
With this approach you might end up starting an hour later
with two healers, no abjurer, a monk and one blaster that
can join for one mob and than has to leave.
- What you should do:
Plan everything, ask people a long time in advance if they
want to join you for eq. When you have enough people that
are interested you can start planning what everyone should
reinc to.
The most important factor you should consider when deciding
what your members should reinc to is how often and for how
long they can play. People who can join every day and play
for as long as you need them to makes good healers and
abjurers for example.
Another thing you want to think about is how much playing
experience a player has, you do not want to have a clueless
player at a key position in your party.
Worth and possible wishes are not extremely important, but
you might want to think about it when you select people for
your positions.
You as a leader do not have to tank the party, you can lead
the party from any position.
Maintaining your party
----------------------
So what to do when you have assembled your party? Now you need to accomplish
something with it, or people will either just leave you right away, or they
will refuse to party with you in the future.
Exp
---
Running an exp-party is not that complicated, but there are still a few
things you might want to think about.
The goal of your party is to gain exp for your members, and to gain exp
you need to kill monsters. So finding out where suitable monsters are
located is a good thing to do before you start your party. You also need
to learn how to judge what monsters you can kill with your current party,
too big and you will end up killing yourself and your members, too small
and you will get less rate and possibly get bored.
Unless you are killing aggro monsters it is good to have some form
of signal to coordinate when to start the battle. Without it people will
just attack before they are supposed to, or notice that combat has
started a lot slower. Skills like battlecry do this for you, but it can
be good to inform your members a bit earlier, for example with something
like "party say using battlecry at monstername", this will also tell
your members what the right target is.
If someone just starts idling in your party, it is not fair to the other
members to keep that player in the party leeching their exp. Party kick
players that do something like that, you can always let them back in the
party when they wake up. The same goes for botting, why give exp to someone
that is not putting in the same amount of time as the other players in the
party. If you are sure that a member is botting, party kick him and/or
report him to a wizard. Party kick is also the best way of punishing
someone who refuses to do their job in the party, players who refuse
to do what they are supposed to are no good to you.
Eq
--
Before you start the real party it can be a good idea to have a clue
about some mobs that you can possibly kill, instead of starting from
scratch when you have all your members gathered. Exploring with a
full party is sometimes needed, but usually it just leads to lots of
babbling between members, and some of the members will start whining
that it takes too much time every time you try to figure out some
details about a quest. The solution is to do some exploring with
a smaller party a few weeks before you start the real party, lots
of exploring can be done with a simple exp-party. While doing
this exploring you will give you some practice in running the party.
You also want a schedule, logging on each day and just check who is
online is not likely to work. You need to talk to everyone and
come to an agreement on when you are going to play. Then make it clear
that everyone has to be there on the set time or they will be punished
in some way. And of course you shouldn't be afraid to replace people
if they do not show up on time.
Some notes on how to lead, and good things to know:
-The leader is always the boss, otherwise you will be trying
to run a chaos, not a party.
You need to remember this, view your party as a military unit, not
a democracy. The important thing is that all your members keep
focused on doing one thing, the thing you are telling them to do.
Leaving questions like what to kill to a vote among your
members might work, but it could take 30 minutes of babbling
to come to a decision, so this is also something you should decide
in advance.
- Clear punishments
Do not be afraid to punish people who are not doing their job
in the party. Good punishment are -dice and for someone who does
more harm than good in the party it is better to just kick him
out of the party.
You are not being mean if you do things like this, you owe it to the
party members that are doing their job, they should not have to
get their time wasted by some other party member.
- Delegate responsibilities
Having to tell everyone every single detail of what they should do
would be a lot of work for you, so a good thing is to give
some responsibilities to individual members. Saying everything
to everyone on party channel will also get quite spammy, and some
members will miss a message now and then. A better way is to
only say things on party channel when everyone or many of the members
needs to know, such as preference to shoot, target etc.
In other cases you can just tell your key members what their
responsibilities are, and ask them about their status.
For example just tell the abjurer that he should keep all the
members protted with a certain prot, and ask him if he is done
with the prots instead of asking on party channel if someone lacks
prot. Also make it each members responsibility to keep track of
his prots, blasting preference etc.
- Breaks
If you are planning to play more than a couple of hours it is good
to plan a break at some point so your members can go get food,
make coffee or whatever they prefer.
You do not want tired or hungry members, because they will whine,
be unfocused and make mistakes.
A good time to take a break is before something that will demand
that your whole party pays lots of attention for a long time, like
killing a really big monster. When the monster is at 50% health you
can not leave it and come back one hour later.
- Dicing
After killing some monsters it is time to divide the equipment
between your party members. The common way to do this is to "dice"
the equipment. You use the command "party dice" to get the order
in which the members gets to pick their items. If you have more
people helping you than the eight that can be in a party you can
use the command "dice 100" to get a value for the ones that did
not fit into the party.
There are two main ways of dicing the equipment, you can either
do it after each party, or you can collect lots of equipment and
dice it after several parties. Both ways have some advantages.
Small dice
If you dice after every party everyone will get some items
early on, but but unless the number of parties is very big someone
might end up getting only crap because they had bad luck with the
dices. This way of dicing is also quite fast and easy to organize.
Big dice
If you wait with dicing until you have a pile of good items
everyone will get something good, maybe not the exact item they
wanted but comparable items to what the other members got. The
drawback is that this type of dice is harder to organize, especially
if you do not have the exact same members every time you play, then
you need to keep track of what members you had for each kill.
With this type of dice it is also good to give a complete list
of items to your members and tell them to make up their minds
about what they want before you do the actual dice, otherwise
it will take hours.
- Party etiquette
Set up some rules for how your members should act, for example
having someone that always babbles on party channel about things that
have nothing to do with what you are doing will quickly get annoying.
Another thing to think about is that if you have foreigners in the
party it is quite impolite to talk in a native language that
some of the members can not understand, even if the things you
are saying are not that important.
- The pace of the party
You are the one that should decide how quickly your party should
move, do not care about people who are saying stuff like "come on
lets move" if you are waiting for something important. If you should
care about someone saying "hey I need prots before we move" depends
on the situation, sometimes it is important to keep everyone alive
and sometimes it is more important to do damage quickly.
- Pick the right monsters
When you decide what you are going to kill you should try to pick
monsters that you know your party can kill, at least to begin with.
The reason for this is party morale, if you manage to kill stuff
people will be happy and keep staying focused, if you fail to kill
something they will go bored/unfocused/tired and start whining. If
you keep failing to kill your target several times some of your
members might not want to keep partying anymore either.
Starting with easy monsters will also give you practice with
leading your party, something that will come in handy when you
move on to killing harder monsters.
See also 'party'.
[Amorphist | Aracno |
Dubbeltje | Endy |
Explicit | Purge | Sepe]
|