Playing Dice with Humanity

Tribalism

trolls01-full

Yesterday my friends were having a long drawn out conversation that started out about the current Roma controversies, wound its way through discussions of any insular society… and like always an hour or so later ended up landing in the game world.  Namely discussion fell onto the concept that even within small groups, cliques and teams form and the number over players it takes before that happens.  Based on the discussion we agreed that likely the smallest number that really starts to occur is around seven people.

So none of this so far has any real bearing on todays post…  but throughout the conversation we started talking about the openness to new players.  One of the things that disturbed me a bit, is that one of my friends said that I was most likely the least open to new players, or at least the most suspicious.  This went against my own personal vision of myself, considering I am constant abducting people into my guilds on a regular basis.  So as I explored this line of thought further, he said that mostly it was due to my views on PUGs.

No PUGs Allowed

perky-pug

While this is not necessarily the thing I would like people to think of when they think of me… my guild as a whole has known for years that if they want me to tank for them, my price is that we have a full group of known good players.  Usually this means that they are folks from the guild, but I am also completely open to friends of the guild in these scenarios.  Basically… I don’t want to enter the group finder and play dice with humanity.  The thing is… this did not used to be the case.  I used to PUG players in a regular basis both in dungeons and even raids.

This got me thinking… what changed, why did I no longer even consider finding players outside of my monkey sphere to fill groups.  I used to build groups on a nightly basis and even believe in it so much that I wrote a series of guides to covering the finer points of networking, communication and assembly of a winning PUG group.  This was not something that was limited to WoW, but something I had done in many games previously.  So I guess the question is… what changed to make me so fearful of the player base that I now refuse to pug even a single player into one of the groups I am responsible for.

Before the Dungeon Finder

upperblackrock

Without too many leaps of logic I landed on the specific moment it changed… The Dungeon Finder.  I have railed on the evils of the dungeon finder for years, but I don’t think I have really elaborated on that point enough.  Essentially in the world before the dungeon finder I regularly relied upon social channels, trade chat, and other guilds to find folks to fill out my groups.  I drew upon my friends list to fill the most basic elements.  As a tank I knew that all I needed to do was find one of my many amazing healers that I worked with regularly, and then the dps could be filled out in short order.

The key point here is that with each player I talked to… I actually took the time to exchange a few lines of dialog with them before throwing them a group invite.  It is amazing how much you can gauge about the personality, intentions and general character of a player from a few sentences.  There was a very human element to this discourse, and over the years I developed and instinct about who would make for a good dungeon run by the way they presented themselves.  To some extent I had learned to prune through the bad apples and seize upon the good ones only.

Additionally playing with players on your own server there was a bit of an honor code in the works.  As the guild leader of one of the larger guilds on our server, I knew the leaders of most of the other guilds.  So as a result if I had trouble with one of their players in a dungeon run, I knew precisely who to come to with those concerns.  This lead most players to be on their best behavior, since there were potential social consequences of making an ass of yourself in public.  Additionally I met a lot of really amazing people through this process, many of them that would end up in my guild or raid later on.

Playing Dice with Humanity

rollinglow

The Dungeon finder was the first blow to this world, but since we were dealing with mostly players from our own server… it wasn’t really that bad.  I still regularly queued as a tank almost out of welfare to help the folks get those dungeon runs.  I continued to still meet great players, and the bad ones were quickly added to my ignore list never to be seen again.  However players complained, that the queues were still too long, and not enough tanks and healers were queuing.  So as a result Blizzard started the cross server queuing madness and this was the nail in the coffin for me and pugging.

When there are no social consequences to ones actions… the worst possible behavior can be expected if not assumed.  Periodically I would get convinced to queue with someone for a dungeon, and every single one of these occasions lead me to log out of the game frustrated and angry afterwards.  I learned quickly that if you play dice with humanity, you are always going to loose.  I met exactly ONE really awesome player through random groups, and that was only because the player happened to be on my own server.  I didn’t really mind braving the bullshit as a DPS, but I refused to tank the instances any longer.

Rift Happened

2013-05-07_215325

So in a whole series of events I ended up leaving World of Warcraft, and entered a game without a dungeon finder system.  It is funny how quickly I fell back into the old habits of building groups from social channels.  Level 50 chat served as a launch pad for groups, and quickly within a few weeks time I had built up a long list of “known good players” that I could draw into dungeons.  As a result we were filling out Elite groups on a nightly basis and happily clearing dungeons.  I met enough people that there was even talk of merging in with another guild at one point… but we decided against it.

When the dungeon finder was released for Rift I watched the same events play out all over again.  The social channels dried up, folks no longer responded to calls for groups in Level 50 chat… and everyone went back to the wow-like ways of relying on the dungeon finder to make a group for them.  Additionally the community of the server as a whole suffered.  The same old wow-like behaviors came back and the chorus of “PULL BIG” and “GO GO GO” returned as well.  So once more.. I stopped grouping and resurrected a rampart around myself with a sign on it reading “No PUGs Allowed”. 

From that point forward my rule as a whole has pretty much been… I will tank any dungeon you want me to tank, but you have to make sure we have a full guild group before we do it.  I refuse to pug in any players that come from random dungeon finder systems.  I would literally rather not do dungeons, than have to deal with the random chance of finding a decent person in the system.  Most of the time this is not really a huge deal since I tend to bring a large group of people with me into whatever game we end up playing.  However I am running a lot fewer dungeons than I would like to, and I am not sure how I can get past my phobia of strangers.  So at the end of the day… after all of this… I guess I can see my friends point.

8 thoughts on “Playing Dice with Humanity”

  1. I think the type of player has changed. Most people want loot for as little time and effort as possible. Others are useful tools in the need to get the loot, and are completely disposable, as there are no consequences to be an ass on the Internet. Sound familiar?

    MMO’s rely on community to keep going. A good community is a welcome place to play in and have relationships with fellow players that enjoy your game. My poinion is that there needs to be consequences to bad behavior, the dungeon finder only enables the bad behavior.

    Several people on Ravencrest in WoW became overnight pariahs for there antics. Word spread, no one wanted to group or do anything with them. A good example of the community policing itself.

    Just some thoughts.

  2. I agree with Belghast. It’s not about skill, but behavior. I won’t say post dungeon finder PUGs are all horrible, but at best they’re smoothly forgettable. All the ones that stick out in my memory were bad. I have awesome memories of running with guildies and friends; even times when we fail miserably, as long as people are laughing and having fun.

  3. Ok how about this: you sorta-kinda implied (possibly outright stated, I don’t remember nor do I feel like doing a search on G+) that I could possibly (see how I’m being as non-committal as possible? lol) get an invite to the RIFT guild since I’d considered attempting to play more. Ignoring the level differences, lets say *poof* you invite me, *poof* I accept, and my “welcome to the guild, yay!” reward is a guild dungeon run.

    Now… other than the fact I didn’t poof in from a Dungeon Finder or other form of PvE Queue mechanic, what exactly makes me any different from a PUG? None of you know me from Adam, don’t know my play style, my competency level, or anything else even though I was probably chatty or a least wise-cracky in guild chat and everyone got a few chuckles.

    People who have been guild-friends for years? Sure I can see that. But I’ve said for years that simply having that guild tag over one’s head does not automatically make them a superior player to anyone else.

    Far as you should be concerned — until you witness my competency in action — I should be considered a PUG with the “family name.” And same goes for how I should view all of you.

    Yes? No?

    • Firstly it has zero to do with skill. I don’t care if people screw up, hell on a regular basis I screw up several times a night. My guild enables me to do horrible things rather often. What I care about is the social aspects. I don’t like disruptive or abusive players, and those are the players I have trouble with in pugs. These range from the “you’re bad and should feel bad” elitists, to the outright verbally abusive to the I am going to run ahead of the party and aggro everything in front of me disruptive players.

      You are a known quantity, with social ties back to me and many other of the bloggers. Your behavior as such matters, and if I take a gamble on someone I have social ties to… it means more, I am more invested. If they end up being horribly abusive, then it has consequences for them as well since we are all part of a shared social fabric. The players that come through the random dungeon finder queue have NONE of this. They are nameless, faceless, players and there are no social stigmas keeping them from being living terrors to be around. When players know there are no consequences, even normally nice players can be dickish in PUGs.

      Having a guild tag means there is at least some accountability. If it ever got reported back to me that one of my guild members was being abusive or hostile in any way… chances are they would either receive a stern talking to about their actions or not be wearing the guild tag any longer. I have found that to be the case with almost every guild leader I have been in contact with. Most players want to be known as the good guys, and not the folks you want to avoid.

Comments are closed.