Tobold's Blog
Thursday, September 07, 2006
 
The pickup group from hell

Yesterday I spent a very frustrating evening with my Alliance priest in a pickup group from hell. The group had nearly all the possible negative traits that can make a pickup group such bad experience. So I thought I'd list the typical members of the pickup group from hell:

The Incompetent: Either doesn't understand the principle of why all the aggro should be on the tank, or doesn't know how to get there. In yesterdays group the incompentence level was only average. The tank actually knew how to taunt! Unfortunately he didn't know how to switch targets or taunt more than one mob, so all the extra mobs ended up on the damage dealers and healers anyway, but hey, its a start.

The Ninjalooter: Rolls need on items he couldn't possibly use. Yesterday we killed a boss who dropped a bind-on-pickup wand and a bind-on-equip mail pants. Both went to the rogue who rolled need on both. Doh!

The Egomaniac: Only thinks of himself, is unwilling to help others. This was yesterday's worst problem, the other rogue in the group was of this type. He was on a different quest than the rest of us, and insisted on doing his stuff first. So we did his quest, but then he got a followup which required some action outside the dungeon. And instead of staying with us and helping us with our quests, he hearthstoned out to hand in his quest.

The Impatient: Can't wait, even if it is absolutely necessary. Both rogues yesterday had that. They couldn't wait for the casters to regain mana, and they couldn't wait for the tank to pull, so they went off and pulled before the others were ready. They couldn't even wait for each other, so sometimes they both pulled simultaneously from different directions, and wiped us. Highlight of impatience was when I was out of mana after a fight and sat down to drink and regain mana, and the one rogue noticing me sitting asked why I was going afk all the time. Doh!

The Deaf: Doesn't listen. A general feature of pickup groups from hell. I had many a pickup group which started badly, but but worked out okay in the end, because whoever didn't fulfill his role or did something wrong changed his behavior after being told what to do. But if people don't listen, you get the pickup group from hell in a death spiral.

The Quitter: Gives up easily. Often the end of a bad pickup group. You'd think that the people who knew how to play would be the first to quit a pickup group from hell. But surprisingly it is often the guy who caused the wipe who then blames it on the others and leaves.

So, what other types of bad players have I forgotten in my list of members of the pickup group from hell?
Comments:
The Know-It-All: if you listen to him, he has played all classes/types of characters (usually when you dig a bit it's his first toon), he knows all the quests and missions, and how to kill all bosses. The secret ingredient is that HIS way of doing everything is the best. So of course he will graciously tell you how to play. In his 40some hours since buying the game he went thru an epiphany and has seen the Way Of Eveything.

You can thank the Know-It-All for such successes as the Healer-Puller magic combo and the I-Know-Where-It-Is around the map marathons!
 
The Whiner: never happy. It can even be a good player in a group, but it's annoying. Always rants about how game X was better than this thing, how the designers and programmers should be working on his pet issues, how the AI totally sucks, how pickup groups never work, about the loot never dropping for him, how totally boring the gameplay is, etc.

Usually quite stumped for an answer when you ask WHY he's playing in the first place. Easily transforms in a Quitter, often member of the Egomaniacs group.

Sometimes the origin of players asking for a /votekick command...
 
The WTFer: This is the most annoying one in my opinion. Can, and usually is a good player, but can not be in a group with normal player. As soon as something happens that is not 'the norm' hey goes WTF or FFS. And after that all he says is OMG, damn n00b, mong.

This one can also easily transform into the quitter.
 
The asshat leader: The leader who has clearly spent too much time in the game, has too many mods that it gets in the way of his play, he calls members by their class names instead of their user names (annoying if you have two mages).

In my experience with bad groups, you need to have one of everything for it to go truly bad, groups can usually tolerate one bad player. But yeah, you definitely got the bottom of the barrel in that group.
 
The Alt-inator: This is the person running up their alt. Initially, they seem like the know it all, but after they play you see the difference. Be it a mage who keeps meleeing (almost always with a sword with damage enchantment), a hunter in mostly cloth (for the spell damage), or the tank who feels that his melee damage generates him plenty of agro since damage = agro on his mage.

This person is usually garbed in better than average to amazing gear, although there's usually strange quirks about them that give them away (the hunter with Staff of Jordan or mage with Lifestealing enchant).
 
The Rogue Tank: A rogue who has no clue how to use Feint and thus usually maintains all the aggro until he dies and then blames the priest.
The Spammer:A player who spams DIENOOB into the /say bar everytime he gets a kill. Only ran into this one once but I didn't know whether to laugh or cry
The DPS Priest: A shadow spec priest who never attempts to heal and when you pst him to find out why the group just wiped, his response is "I am a shadow priest, I don't heal" Unreal....
 
Along the lines of the DPS Priest...

The Only-Feral Druid: A Feral Druid who refuses to do anything but dps, including buffing group members with Mark of the Wild. Also refuses to heal any group member for any reason. That being said, the Feral Druid can make an okay tank in a pinch.

I consciously avoid that one when possible.
 
The Railroad Engineer: Knows the One True Way to do this quest/dungeon/whatever, and insists that the party follows The Plan to the letter. If you dare to deviate from the railroad tracks he's laid down, he either starts spamwhining or quits.
 
There are way too many of these.

The Know-It-All Who Doesn't: He orders everyone around, has specific instructions, knows exactly what to do, except he's wrong about everything and screws everything up. But he's a vet of course, so you should listen to him.
 
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