[RvR] A brief guide to group RvR
Posted: Mar 29, 2011 22:13
Introduction
There is not a single good group on Uthgard. The constant whining about uber high RR set groups on Uthgard makes me sick. There aren't even any set groups here, let alone any that are unbeatable. If you do not realize this there is no need for you to read further. Reading further might make you part of that uber group everyone whines about, tho.
Getting a group running
First things first: This has nothing to do with playing 24/7. A lot of good groups in DAoC didn't play very much at all. 3 nights a week for 3 hours is more then enough.
This is the single most hardest part about this. Playing DAoC is rather easy compared to Starcraft or something, but actually getting eight people up and running together is tough. Remember this. It is getting a group and maintaining it that will require most of the effort from your side. There are several ways to do so, whether you start a new char or are 50 already doesn't matter.
Joining an existing guild.
This sounds easy, eh? It often isn't. AE invite guilds are (mostly) useless to forming a RvR group for various reasons. Already established rvr guilds have no reason to invite you, unless the lack someone at the moment. So getting into an existing guild that actually runs RvR groups will require luck or a lot of sucking it up. Still you can make an effort to find a good guild. Effort is the key word here. RvR guilds don't usually run around looking for YOU. Esp. not if you are in your uber 1 man guild called "Knights of teh DOOM".
Forming a new group
It's often easier to form a new group. According to this forum there are a lot of players here that want to do RvR, but can't because their random groups get wtfpwnd by the evil elitist gankers. Ask around for people interested in running a regular RvR group, make a post on this very forum to find people, get on irc, whatever. But sitting on your arse waiting for a group to come to you will get you nowhere.
Set group vs pool group
Getting an actual set group (that is the very same players every time it runs) up is a very hard thing to do. A pool group is often easier to maintain. That usually means having a few core players and a pool of about 15 or so players to group with. Therefore it is usually a good idea to make friends with any competent players you like playing with. I'm not going into too much detail, as that is a rather chaotic form of organization, and therefore can hardly be described.
Actual set groups
There are two important points about them.
1. They require organization and leadership. Organization mainly means fixed times at which they run and leadership means having an asshole that kicks people that do not put up to the groups standards, whether that is for social, playtime, playing ability or any other reason.
2. Everything for the group. All for one, one for all. Communism (for those who actually know what that means) if you will. This is obviously easiest to do if every char of the group is on its own separate account. This also means giving your drops to those who need them the most and helping each other farm the stuff that is needed. Usually you will want to level a new group for this, because it makes things easier. ALL OF THOSE ACCOUNTS AND EVERYTHING ON THEM WILL BELONG TO THE GROUP. Make that clear. It will make your life way easier later on, because when you lose a player you will just need a new player and not someone with char xyz. And you will lose players, lots of them, for various reasons. Leveling a new group is a good way to see who is not willing to put in the effort required to run a set group. Remember when i said actually getting a group running is the hard part? I meant it.
Communication
This is the second hardest part. It has two things worth mentioning again.
1. Voicechat. Let me put it bluntly. This is not optional. You have to coordinate within seconds which is simply not possible by typing stuff. There is no way a group can be decent without all eight players being on voicechat. If you don't have a voicechat server of your own use the one provided by Uthgard.
2. Now that you are on voicechat: USE IT. DAoC is a group tactics game, while pressing a button fast will help, fights are won by communicating and lost by lack of doing so. I can not possibly stress enough how important this is. Call everything that requires other people to act upon, which is pretty much everything.
Want to mezz a bunch of people? Tell your group mates so they wont immediately break a mezz. Get trained? Tell your healers so they can heal you and your def tank to get guard. Got mezzed and a caster is free? Tell your group so they can demezz you and rupt the caster.
You should get it by now. Communicate everything. If you die without saying something it is usually your fault and there is no use in blaming your healer. He has more important things to do than watching the group window.
Most important things that have to be communicated: tactics (see below), CC, heals and curing, shears, dealing damage, use of RAs, rupts, being rupted, pet clear and and and ...
There is not a single good group on Uthgard. The constant whining about uber high RR set groups on Uthgard makes me sick. There aren't even any set groups here, let alone any that are unbeatable. If you do not realize this there is no need for you to read further. Reading further might make you part of that uber group everyone whines about, tho.
Getting a group running
First things first: This has nothing to do with playing 24/7. A lot of good groups in DAoC didn't play very much at all. 3 nights a week for 3 hours is more then enough.
This is the single most hardest part about this. Playing DAoC is rather easy compared to Starcraft or something, but actually getting eight people up and running together is tough. Remember this. It is getting a group and maintaining it that will require most of the effort from your side. There are several ways to do so, whether you start a new char or are 50 already doesn't matter.
Joining an existing guild.
This sounds easy, eh? It often isn't. AE invite guilds are (mostly) useless to forming a RvR group for various reasons. Already established rvr guilds have no reason to invite you, unless the lack someone at the moment. So getting into an existing guild that actually runs RvR groups will require luck or a lot of sucking it up. Still you can make an effort to find a good guild. Effort is the key word here. RvR guilds don't usually run around looking for YOU. Esp. not if you are in your uber 1 man guild called "Knights of teh DOOM".
Forming a new group
It's often easier to form a new group. According to this forum there are a lot of players here that want to do RvR, but can't because their random groups get wtfpwnd by the evil elitist gankers. Ask around for people interested in running a regular RvR group, make a post on this very forum to find people, get on irc, whatever. But sitting on your arse waiting for a group to come to you will get you nowhere.
Set group vs pool group
Getting an actual set group (that is the very same players every time it runs) up is a very hard thing to do. A pool group is often easier to maintain. That usually means having a few core players and a pool of about 15 or so players to group with. Therefore it is usually a good idea to make friends with any competent players you like playing with. I'm not going into too much detail, as that is a rather chaotic form of organization, and therefore can hardly be described.
Actual set groups
There are two important points about them.
1. They require organization and leadership. Organization mainly means fixed times at which they run and leadership means having an asshole that kicks people that do not put up to the groups standards, whether that is for social, playtime, playing ability or any other reason.
2. Everything for the group. All for one, one for all. Communism (for those who actually know what that means) if you will. This is obviously easiest to do if every char of the group is on its own separate account. This also means giving your drops to those who need them the most and helping each other farm the stuff that is needed. Usually you will want to level a new group for this, because it makes things easier. ALL OF THOSE ACCOUNTS AND EVERYTHING ON THEM WILL BELONG TO THE GROUP. Make that clear. It will make your life way easier later on, because when you lose a player you will just need a new player and not someone with char xyz. And you will lose players, lots of them, for various reasons. Leveling a new group is a good way to see who is not willing to put in the effort required to run a set group. Remember when i said actually getting a group running is the hard part? I meant it.
Communication
This is the second hardest part. It has two things worth mentioning again.
1. Voicechat. Let me put it bluntly. This is not optional. You have to coordinate within seconds which is simply not possible by typing stuff. There is no way a group can be decent without all eight players being on voicechat. If you don't have a voicechat server of your own use the one provided by Uthgard.
2. Now that you are on voicechat: USE IT. DAoC is a group tactics game, while pressing a button fast will help, fights are won by communicating and lost by lack of doing so. I can not possibly stress enough how important this is. Call everything that requires other people to act upon, which is pretty much everything.
Want to mezz a bunch of people? Tell your group mates so they wont immediately break a mezz. Get trained? Tell your healers so they can heal you and your def tank to get guard. Got mezzed and a caster is free? Tell your group so they can demezz you and rupt the caster.
You should get it by now. Communicate everything. If you die without saying something it is usually your fault and there is no use in blaming your healer. He has more important things to do than watching the group window.
Most important things that have to be communicated: tactics (see below), CC, heals and curing, shears, dealing damage, use of RAs, rupts, being rupted, pet clear and and and ...