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Dragon Slaying 101: Understanding The Complexity of Raids


Players Have Personalities

Working together in stressful situations with a large group of people tends to draw out personality differences and different work styles. Oftentimes, the tensions resulting from personality conflicts have large consequences for the raid.


In EQ, major raids are usually controlled by a monk; The monk specifically leads the pull team, and the raid itself follows his/her lead in general. The single largest obstacle in a large raid is, in my experience, the same as in a small group: People who would rather burn themselves alive than take orders. An attitude I've frequently encountered is 'How DARE he tell me what to do!?! He's not my boss! I'll do the opposite to prove it!' That attitude is very common (in my experience, about 80% of the people who I've encountered with that attitude were apparently female) and one person with that attitude can get 40 characters killed almost effortlessly. When I'm leading a group or raid, I have a tendency to be a bit terse; As things go wrong, I get more and more terse, which makes the conflict with the rabid individualists worse. Some people will do absolutely anything to 'punish' me for giving them orders; If it means their death and the deaths of all their friends, so be it. The most extreme example of this attitude even went so far as to blame ME for the wipeout...after all, if I hadn't given her an order (in my capacity as raid leader) she wouldn't have been compelled to disobey it and cause a total wipeout. Managing a raid is much like managing a group, except you're managing up to nine of them at once; You have to make sure each group is properly balanced, and that each group member knows their role both within the group and in the overall raid force. Experienced raiders don't have to have these roles explained, you just tell them the name of the role (puller, main assist, second assist, main tank, cleric mommy, main healer, etc) and they simply do it. [EQ, M, 29]

Raids can be entertaining whether you succeed or fail, but if you spend more time waiting to go it soon mars the experience. You have so many random factors to deal with, and the larger the raid of course the worse it gets, the random factors are of course the other players... Unpredictable, impatient, chaotic, abusive, disruptive. These are traits exhibited by the worse players in such situations, and characteristics we are all capable of lowering ourselves to if suitably bored... [SWG, M, 29]



 
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Posted on October 10, 2004 | Comments (6) | TrackBack (1)


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