Grouping In Everquest
Everquest is a social game, played with many other people from all over the world. The designers of Everquest created a game that is meant to be played as a group, or party. While it is possible to play by yourself, for most people, the game becomes more enjoyable when you can adventure with others.
This guide describes basic group rules, and our suggestions for making your group as powerful as it can be.
1) Know your role.
When you are playing with others in a group, you need to be aware of what role you are performing in the group. A Druid might enjoy weilding his scimitar from time to time, but if he is in a group with a few Warriors and no other healers, he should be meditating and healing instead of meleeing. If every member of the group knows what they are supposed to do, the entire group will be more effective.
2) Trust and rely on your team.
If a Paladin loses his courage and runs away from a creature, he may cause the death of his entire team. Some players with little experience grouping almost seem to play as though they're alone. A Warrior may be afraid to engage a difficult monster, for fear the healers won't be able to save him. A Magican may run around in circles, screaming for help after his pet dies, not believing that his teammates will know to stop the enemies movement for him. The Cleric may use her last remaining mana to gate away, instead of casting just one more heal, since she doesn't believe the other healers will be able to help.
In some cases, the enemy is too strong, or the other characters actually won't be able to help. When you've formed your group, and you feel you're in a dangerous area, pick a person or two who is responsible for making these decisions. Often this is assumed to be part of the job of a healer or Enchanter. If they do not give the order to run or evacuate, then everyone stays and fights. At lower levels, you may fall in battle as you are testing your limits and abilities, but by the time you reach your middle to high levels, you'll be known as a top-notch player.
Other players cannot read your mind. Casters need to periodically announce to the group how much mana they have left. If the Shaman is out of mana, it won't do any good to find out about it right after the Monk has already brought more enemies back to the group. Knowing your mana amounts is also a good way to manage your role in a group. If you are playing a Wizard and notice that you're out of mana when the rest of the group is at 70%, you can adjust your playing style to cast spells a little less often. On the other hand, if you notice that you're constantly at 100% mana while the rest of your group runs low, its time to start using more spells.
While in a group, assign one person to be the "Main Tank", or "Main Assist". It is his job to target the next enemy to attack, and announce it to the group. Then, the group uses the "/assist" command so that the entire group is concentrating their attacks on one creature. In almost all cases, this is the best way to handle combat against multiple monsters. Other group members might be responsible for managing the other creatures, but the majority of the attacks should focus on the targe of the Main Assist. With good group communication, the group can endure attacks that nobody will believe you survived.
4) Stick Together
There was a Monty Python skit where they announce a 100 meter yard dash for people with no sense of direction. Six people lined up, the start pistol went off, and they all ran in six different directions.
That's exactly what happens in the game when a group tries to constantly move from place to place. A group needs to pick a spot, and STAY THERE. The player who is the most qualified is assigned to seek out monsters to fight, and "pull" them back to the group after communicating his intentions. When that monster is dead, the player goes out again. When its time for the group to move ahead, the entire group should be prepared, everyone should acknowledge that they are ready, then they shold move all at once to the next location. Then... STAY THERE.
Once you have learned the skills of moving as a team, and pulling enemies into your area, you will be able to do it without thinking.
5) Share the wealth
Decide early on how the money and items from the creatures will be divided. Some people prefer an "alpha-loot" system, where each team member takes turns looting a single monster in alphabetical order. Others, espcially groups of friends, choose a "free-for-all" loot system, where everyone informally takes about how much they think other people have.
In fast-pulling groups, many people choose a free-for-all system, to avoid wasting time organizing loot order. It is important in these cases to make sure that the dutiful Wizard in the back who is sitting down and meditating mana, has the same opportunity to loot as the Ranger in the front who is surrounded by corpses. At higher levels, some classes, espcially Clerics, require the use of expensive spell components to cast their spells. If the spell is essential to the group's success, its customary to make sure the caster is reimbursed first, either through donations, or extra turns at looting.
When something especially valuable drops, the rules change. Some or all of the members of the group typcially use the "/random" command to pick a random number. The highest random number gets to keep the item. Some groups allow anyone to get the item and sell it, some groups only allow people who can use the item to loot it. I personally recommend the Ganlarg way, where if a member of the group is immediately going to put on the item because its an upgrade, they get preference, but otherwise, anyone can roll.
Very few actions you can take in the game will ruin your reputation faster than being greedy, so make sure your groups are being run fairly and equally.
6) Make Friends
Be social and have fun! Don't walk up to someone and click "Invite", talk to them and ask them if they'd like to group. If you have an empty spot in your group, don't refuse someone because you'd rather have a different class, take them in and enjoy their company.
Sometimes you're going to get into a lousy group. Sometimes there's going to be that one @#%!@ Cleric who keeps casting his damage spells, and makes the whole group wait for him to meditate up. Or maybe the group is so cautious that it takes forever to actually start fighting something. You can try to help or explain, but never be rude or condesending. Nothing is more annoying than reading "I play a Paladin too, and you're doing everything wrong, newbie." If the group is simply unbearable, make a polite excuse and leave. Don't make five enemies and storm out.
The friends you make playing in a group will be what makes your Everquest adventuring so much fun. If you play your characters skillfully and sociallay, you'll be guaranteed a great time.
Purchase Everquest for OSX From amazon.com
Purchase the Everquest Atlas from amazon.com