Ah! The joys of interaction.
I have run in several groups over the years and seen
several different ways people group. I have found that
some of the following tips may be beneficial to those just
starting to mud. There have been several debates as to what
a good group is and what a bad one is. Lately I have
noticed that Mages are not given the due they deserve
during grouping because they kill too quickly to get good
experience points. I happen to disagree with this as there
are several different mobs on the mud, and the leader of
the group just needs to know how to use each player in that
Properties of good leader ship during grouping.
The leader of a group should be able to use
each player in that group to its potential.
If a player has more experience with certain
mobs, then defer to that player for insight into
the mobs weaknesses and strengths. Then use a
strategy that fits the mob.
As a good leader, one should be able to set good
strategies up for each mob. If no one knows about
the mobs weaknesses or strengths then set a
strategy that will ensure proper testing of that
mob. If the first fails try a different approach
until you figure out what works best. I have seen
several deaths because the leader or groupies were
unwilling to try something different with the mob.
If the leader of the group knows the areas that
they are going to run, and his/her groupies
don't, give the others in the groups some idea of
what to expect from the mobs/rooms. This sharing
of information is a good way to bring up others
self esteem later in their "careers" as mudders.
This is also a good way to build friendships, and
may gain you some respect from those you are
running with. This is an on-line community
after all and, as in life, one should show some
respect to those that one has contact with.
When fighting in a group, give each player a task during battle.
Example of a good group:
- One player should Tank.
- At least one player should heal
- One should be able to blast
- And an one good hitter
Tips on how to group.
Other players are optional to a group. This does not mean
that to have a good group, you have to have four players
that fall into the categories above. If more than one
player is good at tanking, for instance, then the two
tanks can rescue each other or take turns on each battle
to keep a good run going.
If you have more than one healer, use them both for that
purpose. The first healer should use heal until his/her
mana is gone, then switch to his/her hitting gear and just
assist in beating down the mob. The second healer can then
step up to heal. Often during big battles, both healers
need to keep the heals coming to keep the tank alive as
his/her hit points drop quickly.
If you have a player that exceptional at back stabbing,
then that person should start the battle, and the tank
rescue them. This does three things that are, in my humble
opinion, beneficial. One, the one doing the back stabbing
will get experience points for the back stab. Two the tank
rescuing will get experience points for rescuing. And three
the mob will be reduced in hit points if the back stabber
gets a good hit in.
Another thing to think about during grouping is what mobs
to kill. When I run a group and our objective is to just
get experience points. I will look at the groups strengths
and weaknesses. If I have a group which is strong in magic
and low in physical endurance. I will run mobs that are
weak to magical attacks. Mobs of this type can be found by
experimentation. If I have a strong physical (hack and
slash) group then I will find mobs that are weak against
physical attacks (low armor class).
I would like to take this time and express something that
has bothered me in some groups I have ran in. Talking in
group tell is not a bad thing as this is where a great
majority of the information should be passed. What bothers
me is this, superfluous talking that does not pertain to
the objective of the group. This is not to say that talking
about other things in group tell is bad, because it is not.
It just means that when important information needs to be
passed along, like what everyone needs to be doing during
the upcoming battle, then the chatter needs to be focused
on that. Not on what someone had for dinner that night, or
what someone else said about some other person that day. If
you want to just sit and talk about those things then use
the time regenerating for that, or go someplace else on the
mud and talk.
I enjoy good conversation as much as the
other person does. But when I am out, say running equipment
on a tough mob, I want to know what to expect and how to
act accordingly during battle, not discussing my health
problems in real life. I have seen several deaths because
of this type of thing during grouping. When the group is
regenerating chatting is good, when in battle, chatting
about things other than the battle causes a lot of extra
spam that could prove fatal to other group members.