Quote:
You're playing a non-combat character in a combat-based game. If you're playing "ER - The Game", then no one would choose to play the security guard, even though he's the only guy with a gun.
That's a quote from another site, talking about why people don't want to play healers, it made me think about some of the posts I've seen on here lately about how people need something from somebody else for their character to be effective.
Sometimes I tell a story about a guy at the outset of the campaign, who built a character with massive horns ( a dark kin trait that was only useful when you charged) and he didn't (effectively) wield any other weapon. He expected me (playing as SorPriest) to heal him the entire time. needless to say he dropped very quickly after I quit healing him and He and I (and the other players) had a Negative Play Experience (NPE) because of this.
Now I bring this up and the first thing people are going to jump on (oh that guy had a bad build) and sure that's part of it, but the biggest part of it is that he had the wrong attitude towards group play. Effective combat in Arcanis is all about teamwork.
Lets talk about "Active Teamwork" first, this is what people think about usually when we talk about team work, this is as simple as stay out of the fireball area, or placement to prevent your caster from getting charged etc. Simply expressed, it is doing something that has some or no drawback to you to allow someone else to be more effective. What it is not, is disregarding everyone else's possible actions /intentions to take your optimum action.
Example of Active example:
Gallant the Melee character moves to engage the lieutenant instead of the Big Bad, allowing the Casters to carpet bomb the minions surrounding him.
A counter example, Goofus
charges the Big Bad and prevents the casters from AoEing without hitting Goofus. and leaving the lieutenant to run rampant through the casters.
So also there is "Passive Teamwork" and these are things that people don't think of as teamwork, they are the things that prevent you from taking up other peoples resources. Low Armor Values, Low Defenses, excessively damaging yourself ALL end up taking other people resources.
SO.... With that in mind, here is the thing, EVERYBODY makes choices that are not team oriented, but there should be a balance in both the active and passive sense of individuality and team work. everyone has a different balance in that sense, and people with a similar sense of balance will have a more enjoyable time sitting at a table with similar teamwork values.
YOUR values might be correct for YOU, but they may not be correct for someone else, so unless you know what other people like, don't tell people how to play their character (that fails
Wheatons Law btw) You may think its perfectly acceptable to just charge in and do whatever pleases you, or yell medic and expect another player to drop everything and heal you, but you are at one end of the spectrum. I personally prefer a much more tactical view of the game, and I have to work at not getting too frustrated at other players demanding things from me or, cutting off other players good moves.