Date Posted: 1/7/01 2:29pm Subject: Questing 101 for Dummies - YES it needs to be this simplified. - Date Edited: 6/5/03 11:17am (2 edits total) Edited By: The_AntiMacro *** Disclaimer: This is Commentary. It's offensive, biased and personal opinion. If you're sensative to strong language or opinions that may be in direct head on confliction with your own: hit 'Back' now. *** The few noteable exceptions from last night are as follows: Daffy'd, Hurl De Plowg, Stix, Sandee, Kyeko, Giz and a few others who's names I really can't recall. Allow me to get straight to the point: out of possibly 100 people attempting to get the Virindi Amulet last night, I'd give a VERY slim chance that 25 of them actually knew anything at all about questing. Allow me to summarize: We were a disorganized cluster[duck] riddled with testosterone induced morons who carried the mentality of 'who can I get killed tonight by being a stupid [Nerf™] idiot?'. This sydrome of idiocy seems to be spreading as the quests to obtain newer items now require this strange thing called Teamwork. Allow me to summarize again: You scratch my back, I scratch yours. It seems the word Teamwork is becoming synonmous with 'I want phat lewt too!' And while the simpleton may happen to view himself like that, do not insult everyone else by treating them this way. To summarize yet again: When you're questing, leave your gargantuan ego at home. *cough* a good deal of the island questers could learn this lesson *cough* People in your party have neither the time nor the inclination to stroke your ego as you're dragging more mobs on them while trying to 'show off' your l337 skillz. If your emotional security is so fragile that you actually feel the need to 'prove' yourself on a quest, you're in serious need of professional psychiatric care; NOT an interactive MMORPG where your actions can and do directly reflect on others enjoyment! Questing 101 for Dummies. The purpose of a quest is to reach a goal. The difficulty of the quest is greatly dependant upon the terrain, the mobs and/or obstacles you'll have to face while completing the quest and finally, it is greatly dependant upon the Leader(s) of said quest. The quest Leader(s) may or may not choose to have a backup, but all quest Leaders should have the following responsabilities. 1) The quest leaders absolutely positively HAVE to know where the hell they are going. If you are not certain of where you're going, DO NOT LEAD! You put not only yourself but everyone else at risk by running around like an idiot. If you get lost, get a grip on where you are before you decide to continue on. Again, you put no only yourself but everyone else around you at risk by running around like an idiot. If you are the first person to actually be running a quest then it's absolutely imperative that you follow rule number 2. 2) Take adequate numbers of people, but do not be blind with 'safety in numbers' mentality. A good organizer is going to have the ability to assess the difficulty of a quest and take a reasonable amount of people to complete it. Taking an army of people not only increases confusion and lag, but it also promotes the [miserable] ego flare ups. 3) Know how to keep control. You're the leader. If you're not absolutely positive of this, or if you show signs of doubt, someone else is going to open their big mouth and create chaos. Know when and how to tell someone to go the hell away. If people decide that they want to do things their way, [thank] 'em and leave them behind. Do NOT waste everyone's time arguing with immatury. 4) Readiness is essential. Know what you're up against and have the neccessary prescription of prots, weapons and spells to ensure safety. Know what the jump skill needs to be, about how many arrows archers should take, where the closest tieable portals are and the exact path to the final destination. Finally, inform the followers of this. I.E. Virindi Amulet quest, lower dungeon *could* legitimately be completed by a party of around 5. At no times are their more than 4-5 mobs to be dealt with and the most mobs appear as Tuskers. Hollow Minions, on the other hand, require strong melee/archer attacks. A prescribed party would be: 3 2-3 school meleers, 1 archer and a capable mage. 5) Make a time, be on time and LEAVE on time. It is not your responsibility to babysit and those that need babysitting do NOT belong on a quest. 6) Personally know the vast majority of people you're questing with. You have less chance of dealing with fools when your followers actually know 'who' is leading. 7) Have a backup Leader that is capable of Leading in the event that you lose connection or get killed along the way. Make certain that everyone attending knows that in the event you die, 'xxx' is in charge. Followers. Yes, the meat of any quest. Unfortunately, all it takes is one idiot to kill an entire party. It is more the responsability of the follower to ensure calmness and control than it is the Leader. The leader has more important things to worry about like guiding you in the right direction. A well organized quest is determined by the followers. 1) STFU. 2) In case of questions, see above rule. 3) NO REALLY... shut the [fox] up. 4) DO NOT attack ANYTHING on the way to the destination. It doesn't matter that you can solo them in your sleep or that we have a well armed virtual army surrounding you. All it takes is 1 Tusker Guard critting someone else in the back of the head to end the quest for them. All it takes is you drawing more mobs on the virtual army to quickly divide it. If you want to show off, then get some vassals, but do NOT bring your ego to a quest. We don't give a rats ass that you can do 'xxx', we're NOT here to gape in awe at your weapons or your strength. Essentially, we don't like/need to be your involuntary meat shield. 5) The Leader is in charge. If you know something the leader doesn't, send it in @tell. Other than that, see rule #1. 6) Because you're not going to follow rule #1, create a Fellowship with friends you have in the quest. Talk through the /f channel. General Chat is the means for the Leaders to communicate with everyone, NOT for everyone to fill the screen with mindless blather. 7) If you're an idiot, don't go questing. Ever. 8) The Leader and ONLY the Leader is in charge. This shouldn't have to be explained, but after seeing last night, it's important to reiterate this simple message. If you don't like or care for the person leading, then recall and wait for the opportunity to go another time. Mutiny is the quickest way to end a quest with irrecoverable bodies. 9) You have a Role. You run when you need to run, you jump when you need to jump and you kill things when they need to be killed. You do NOT have a role in where and when to go, 'how' things should be done or when you get to loot. These are the decisions of the leader. If you do not, cannot respect that, then save everyone else the grief of your presence and recall. 10) When you reach your destination and have gotten your prize, DO NOT RECALL. It took the efforts of others to get you to the place you got to as well as the efforts of someone else to lead you; have a little common [Derethian] curtesy and watch everyone elses back like they watched yours while you were waiting. If you need to log because it's late or because you've got work in the morning, do NOT go on the quest. I'm told that I'm lucky I didn't go on Doda's lower level party because it was total chaos in the final room. I would've had a field day. 11) Leader loots first. Leader creates the wait list. It's only fair. Again, another something that should'nt have had to have been stated. But after hearing the chaos of Doda's lower level party.... 12) Be on time or don't come. It's disrespectful as hell to everyone else that has to wait on you. If you're going to commit to a quest, you're committing to being at the meeting place on time and fully stocked. If you're NOT going to be on time or fully stocked, do everyone else a favor and @tell the Leader that you won't be able to make it. 13) Reiterating the above rule: It should'nt take 2 hours to actually get to the first portal because *someone* took their time. 14) As a follower, it is your responsibility to be patient and to be responsive to the Leader. If you are not able to listen to the Leader or carry out your responsibilities to the entire party, DO NOT GO. 15) If you weren't invited to go on a quest, do not show up at the designated time expecting to hop right on board. Such action is disrespectful to the people that took their time organizing this. Ask first. Maybe the party is too full, maybe the party could use you. Maybe people in the party already know you to be someone that needs to read this lesson in Questing first. Don't just show up and expect to be welcomed with open arms. Questing is a task of organization versus an obstacle. Every person participating in Questing needs to have a firm understanding of who the Leaders are, what preperations need to be made, what to bring and when to be there. Every person participating in a Quest furthermore needs to realize that they are a PARTICIPANT, not the reason the quest was developed *cough* Island Questers *cough*. Finally, it is through preemptive planning and preparation that quests are successful. Simply stating 'why don't we go do this?' without having some kind of knowledge about what's going on will only be putting everyone participating at risk. If you're not fit to Lead, be an adult and admit it. If people haven't asked you to Lead, don't assume that you can. It is through miscommunication, egomaniacal spasms and other forms of complete idiocy that Quests turn out as poorly as they did last night and countless other times before. Thank you for reading this Month's Commentary. Ryu Masamune