Quote:
Originally Posted by the_jos
Many PUG players did indeed not make it to my friends list.
I used to be rather chatty in teams and would just see if others picked it up. If so we would usually tag along once in a while to do something fun.
Not every PUG member is chatting a lot, but that's the same for some guildies.
I have had several who joined up for events and were good but you would hardly ever see or hear them talk.
|
Like I said, most (99.9%) of the people you pugged with were not out to socialize because they were only interested to get the mission done. Therefore, pugging is hardly an activity fit for socializing. At least guidies have a longer time to get to know one another. I bet you know more than 1 person in your guild by now compared to pugging.
Quote:
I don't recall many bad PUGs but they must have been there.
My FL has been full since early 07 so I might be an exception to the average PUG.
|
You still have to admit that most people you pugged with were not interested to socialize. Most people who join a pug do so not because they want to make new friends, they join a pug to get a mission done and if they think that the mission would not be done they simply rage quit instead of being polite.
Quote:
About THK: I beat the mission with henchies in 06 on my mesmer (so yes, I know the discrimination). I had a relatively easy time since mesmer > Willa and I finished it on 4 characters already.
|
I have a total of 16 PvE characters across both accounts today that have completed all campaigns and have all towns and outposts in GW with everything unlocked and all PvE skills for everyone of them. I have done THK more than 16 times though since I have also done it in HM. I have tried it with PUGs, henchies, and heroes. THK is easy even in HM, and even compared to DoA NM. DoA HM is a lot harder with its environmental effects. Many prophecies missions are not difficult if you read up, they are just long and boring.
Quote:
I know other teams had some trouble getting that boss down.
|
Yes those were the days and because a mesmer was one of my first characters, I had a tough time trying to find a PUG as most of them dont believe in a mesmer.
Since I have done it 20+ times with different PUGs, some failed, some succeeded, I can tell you that most PUGs who stay at the king would succeed. You can also succeed with splitting but it is riskier should someone make a mistake, so why take the risk?
Quote:
Oh wait, I remember. The nub king had a bad habbit in those days as far as I recall. He would attack the foes and remain at the place where he fought last. This could get him in annoying places to defend him. And the foes were changed so the mursaat didn't push in as hard as they used to.
|
This is not a problem if you have good healers and everyone in your team is infused. If you split, and a monk makes a mistake to cause the death of his tank it can lead to a chain effect of wiping out most of the split group. With the bonus effect, if the beacons are lit, that can easily overwhelm the rest of the team. If you dont split, and someone dies, at least you have enough people to pick up the slack and do a quick res. And if someone forgot about taking care of the king, another would notice it and make some noise.
Quote:
Then we have this other thing. THK did (and does) require coordination in human teams. Henchies are easy. They have infused armor, don't rush around, will attack the foe you attack (most of the time). And don't requires a stable internet connection (reconnects didn't exist back then). I've had several occassions were we were defending the fort with 5 or 6 players instead of a full team. Not wanting to res uninfused players till the mursaat were gone (they only gain DP) or because of DC.
|
Uninfused players in THK are a liability either way because they are stupid. Just because H/H happens to be infused if the owner player is infused doesn't imply H/H is overpowered. In the same way, players who are stupid and rage quit the mission, doesn't imply H/H is overpowered either. It just means they are more reliable. You can also form a reliable human team from a good guild too.
A human team can also not rush around and call targets. Calling targets is just PvE 101, not good team co-ordination. If you want to see a great team co-ordination join a good GvG guild who use vent, co-ordinate spikes, etc. Even my PvE guild team uses vent to co-ordinate elite missions.
Quote:
You don't have to tell them what strategy you will use and to stick in range of healers (something humans tend to forget when the strategy is camp and they run off to the ballistas).
You still need to work as a team in THK today and it's a shame that hench and heroes tend to do that better than human players.
|
Not true, hench and heroes dont do that better than human players. Unless you dont count my guildies as humans.
They do it better than unreliable and extremely stupid players yes, but not better than even an average human player. At least an average human player doesnt try to shoot through walls and he moves out of AoE fast. My stupid Olias dies even to a chaos storm if I dont bother to flag him.
Quote:
Originally Posted by Dreamwind
Even something as simple as requiring multiple switches hit at once would eliminate heroes from an area. That isn't necessarily what I'm talking about though. I'm more talking about areas that require splitting of the team, strategies and tactics that heroes can't use, etc. Anything that is attuned for H/H is going to be easier for any competent team. It leads to the problem I suggested of limiting future PvE design.
|
There are already such areas in the game. Many areas are not completable or very hard to complete with H/H. The Eternal Grove is one, and elite missions. But the disadvantage of making ALL the areas like that, is it would make it diffcult to play if you can't find players, so players would only play this game sometimes. A year or 2 from now after GW2 is released, the population of GW1 would be reduced even further, so many areas of GW1 is going to be difficult to play with if all areas can't be used with H/H, so the game dies faster if it doesn't have that critical mass of players.
Also if you cant sleep and decide to play GW at midnight, you would also not be able to play since you wont have enough human players. Furthermore, if you are playing an unpopular class, like a mesmer before PvE skills time, you would have problems playing this game too, although you would have to rely more on helpful guildies.