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Message ID: 18608
Date: Mon May 15 19:10:28 BST 2000
Author: jhenders@bogon.com
Subject: Re: [eqbards] Guilds and Dragon Raids


On Mon, May 15/00, Dan Sniderman <fuzzbone@...> wrote:
>
> I can understand the concern for having people you trust to know how to
> play their chars and not "ninja-loot". But unless I'm missing something -
> this concept is what causes people in smaller guilds to complain of
> "uber-guilds" and "Character Stealing". Is it TRULY necessary to have a
> single guild complete these events?

My 2 coppers.

I look on the high end eq game like a team sport for gaming geeks, and
like most team sports, it requires the kind of people who can put aside
problems they may have with other people on the team in favor of the
larger goal. In general, I think the kinds of people who are attracted
to small guilds because "we only invite people everyone likes" are less
inclined to be able to play this way, while those that end up joining
larger guilds aren't. Planes and dragon raids (and dungeon raids in
Kunark to a large extent) require a lot of trust in the other people, as
you will often have to consent someone else to move your corpse. They
also require a willingness to follow directions from whoever is the
leader, sometimes in spite of any opinion you might have that it's
totally the wrong thing to be doing. With a collection of smaller
guilds, this is a lot more difficult to manage. The only way I could
see this happening is for a group of small guilds to work up to it and
try to build the trust and teamwork, maybe starting with Kedge raids or
some of the easier dungeons in Kunark, which are empty enough that they
give you lots of practice working as a team to clear unfamiliar ground.

--
Artificial Intelligence stands no chance against Natural Stupidity.
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