I have a very ad hoc approach to group composition. Generally, I’m happy to try and make anything work as long as it’s a giggle and everyone gets along. I expect this leads to sub-optimal gameplay. I suspect the term ‘scrub’ can be correctly applied to me! I don’t mind and for me throwing out group invites at the start of a static group night, it’s very much “Who have we got?” and not, “What have we got?” I’ll invite everyone and then see what we can get done, and for me, asking someone to sit out is the height of bad manners.
I do wish more games agreed with my outlook though, and sometimes, it can be a bit of an uphill struggle. It’s almost as if the game didn’t really want me to play with my inefficiently friendly friends, and that it would much prefer that I ignore them and instead seek out (precisely!) five previously unknown and silently efficient friends whose only common interest is getting a particular piece of MMO content done, and then repeat this exercise with new friends nightly.
The genre and its proponents constantly berate me for playing solo when I should be playing with other people, but then when I bring along a group of other people of my choosing, its all “Sorry, you’re not the right levels!” or “Sorry, you don’t have the right number of people!” or “Sorry, you have too few/too many tanks/healers/DPS!” or “Sorry, one of you missed a week/month/year and now you have to all wait/do the last bit again!”
If I were paranoid, I’d suggest that MMOs promote ‘friendship’ with only in the bare grudging minimum of enthusiasm required to maintain profitable customer retention, and actively discourage those relationships which could exist without the facilitation of the game itself. “Don’t play with each other, play with MEEEEEEEE!”
But I’m not, so I won’t! Instead, here are some of the groups which I regularly take part in, which all demonstrate a cheerful ignorance in matters of Playing MMOs Properly.
LOTRO Mondays:
Guardian (Tank), Champion (Melee DPS), Minstrel (Healer), Runekeeper (Healer/RDPS), Hunter (RDPS), Captain (Tank/Heal)
The nearest thing I play in to a ‘proper group’, but despite this, we still enjoy the game. Trickier these days as we find ourselves on the shores of Endgame Progression with varying enthusiasm, and the above rules seem to be increasingly enforced. You must obey the orthodoxy to go on this ride!
It looks good on paper; classes and levels are all okay, but we are all grownup people with jobs and families and things, meaning that often we are missing a member.
Finding satisfying five-man content is the main trouble here, but we’re dabbling with various alternatives; 5-manning L60 instances for no real rewards, taking turns to do 3-man L65 stuff, steamrolling L40 stuff as payback for when we couldn’t do it at L40, chickens and monsters, etc. The obvious solution is probably to just trawl for a random sixth member on an as-needed basis, but that does seem to defeat the point a bit; which for me is gaming with friends. Elitist? Maybe.
LOTRO already does a lot to accommodate groups of 1, 2, 3, 6, 12 and 24; moreso than the older generation of MMO. Unfortunately for us, they don’t cover 4, 5, 7, 8, 9, etc. In matters of Trinity it’s a fairly flexible beast with a lot of hybrid overlap, but the roles are still there and do need to be done by someone. Unless you’re a Warden. Wardens are a Small Fellowship. Levels let LOTRO down with a glaring absence of mentoring system, and it’s only because we’ve been level capped for months that we’ve not had more trouble with this.
EQ2X Vicar’s Tea Party
Inquisitor (Healer), Inquisitor (Healer), Fury (Healer), Mystic (Healer)
A deliberate attempt to say ‘Screw you!’ to the Trinity, this is very much an experimental concept group, which worked far better than it had any right to. I can’t work out why precisely, but we were capably dealing with on-level triple up-arrow Heroic bosses (EQ2’s ‘Elites’) with the above group. We wiped from time to time, of course, but only in places where a ‘proper’ group would have wiped too. Spider-tanking, ala EVE Online, became the main tactic there. All of us could heal any of us, and often did, resulting in a rolling tanking system where it didn’t really matter who got aggro or when, since our combined healing output was vastly more powerful than any incoming damage. It did make loot rolls a bit problematic mind you. Inquisitors are a bit more tankey than Furies, for example, so soft trinity roles did kind of exist, but mostly it was just a mad rampage of megawatt healing, and absolutely hysterical.
We recently tried a similar experiment:
EQ2X Warlock O’ Clock
Warlock (AoE RDPS), Warlock (AoE RDPS), Warlock (AoE RDPS), Warlock (AoE RDPS)
Which by contrast really didn’t work very well at all. I figured we’d just run in to the middle and all start bombing AoEs, which we did. It was very funny, but also highly inefficient and we’d typically lose one Warlock per engagement, despite the large numbers of dead solo-mobs all around us. Wizards might work to alpha spike targets with coordinated nukes, but in either case boss monsters would be near impossible to beat, and attrition is no substitute for healing, leaving us just four people soloing together.
Fun experimentation and proof that tanks and dps need healers, but healers don’t need tanks or dps! I recommend you do the same; grab some friends and all roll the same class in your favourite MMO – see how far you get!
EQ2 is a lot more forgiving of the usual impediments; it has excellent mentoring, making levels a non-issue. Group content seems balanced for three, not six, giving you much margin for error if you bring more people, and I suspect, in the levelling-up game at least, the game is just easier anyway. Roles are more hit and miss, as our experiments show.
LOTRO Fridays
Guardian, Warden, Champion, Minstrel, Burglar, Loremaster, Runekeeper, Hunter, Minstrel, Minstrel, Plus various alts.
You might think, “Gosh that’s a big group”, and you’d be right. On Fridays we often have more folks about, giving us the opposite problem to the Mondays. The obvious solution, a few transfers to Monday, is scuppered by level discrepancies, and anyway people should determine their own night of the week, not have the game do it for them. The Friday gang will level cap eventually and things might become more flexible, but at present we typically have to split into two groups and do different stuff.
A very different gaming feel between the two teams; lots more crowd control and utility in the Friday team, whereas on Mondays, we have pretty much one plan, Plan A, and we execute the hell out of it. I find the different paces present almost different games, despite the content being familiar.
Different groups and different nights making for different games, even if they are actually the same game, but ultimately it comes down to a choice of what to put first, friendships or achievement. We still play in a genre that demands correct technical play in order to complete the highest of the objectives set before us and all too often, this is incompatible with the very reasons that brought many of us to the genre in the first place.
Often it becomes a balancing act between friendships and success. It’s nice to have both, but I know which I’d choose if I couldn’t.


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