Sunday 14 March 2010

QUANTIFYING PUGS

A PUG, or Pick-Up Group, is what you join if you are looking for company on a quest, instance or raid; in other words, a casual assemblage of players of varying degrees of skill and experience for the completion of a specific goal. A group of people who regularly quest together, even if they belong to different kinships, is therefore by definition not a PUG.

Obviously, you’re taking pot-luck in joining or starting a PUG; there are some seriously bad and/or annoying players out there, and you won’t usually know ahead of time. Prior familiarity aside, the only clues to ability will be a player’s kinship (assuming some knowledge of the relative standing of kinships) and a gear inspection (I would turn down anyone anonymous without a second’s thought). This last will at least tell you whether the player has the necessary basic equipment, and will give some idea of previous experience (they’re unlikely to be completely hopeless if they have, say, the DN +20 radiance leggings which drop from the Blind One).

Even if you end up with a competent group, it still won't be as effective as a well-honed kinship group, if only for the reason that members of a random PUG don’t share the crucial experience of having fought together and of knowing each other’s tricks and mannerisms. Inevitably, therefore, PUGs have a mixed reputation at best, and everybody has horror stories of PUGs they’ve joined in which healers thought they were tanks, hunters pulled everything in sight and leaders ran off with the loot…

In my experience, PUGs are most effective in the case of older instances which most good players will pretty much know by heart and for which they can slot into their roles almost automatically. On the other hand, given the much greater complexity of raids in general, I would normally steer clear of a PUG raid other than for purposes of scouting. The one exception is Helegrod, where the virtual impossibility of  assembling 24 players from a single kinship makes a mixed group inevitable – but the rule here has tended to be that in each server, one or two freelance raid leaders emerge who enjoy organising Helegrod runs and, rather like raid leaders in the Ettenmoors, have become familiar with the ability of most applicants.

Though largely bereft of mathematical ability myself, I can’t help feeling that it should be possible to come up with a reliable formula to indicate what the chances of any PUG completing a particular instance or raid will be. The following parameters would have to be considered and balanced: how old the instance is (the older, the more likely it is that more players have experienced it); how many players are needed (the more, the higher the chance of including an incompetent player); the value of the rewards on an arbitrary scale (poor rewards attract fewer players); the relative difficulty, again on an arbitrary scale; and of course, gating requirements.

Given these parameters, I think it’s a virtual certainty that you would be wasting your time trying to run Barad Guldur, the latest 12-man raid, with a PUG. The gating and gear requirements are very high, the rewards are surprisingly poor, few kinships have completed it as yet (and their members are very unlikely to be joining PUGs), and the learning curve extremely steep. Six months from now, if you're really lucky, you may find a PUG that just happens to be made up of players with solid prior experience of BG. But for now, all you'll find is players who've been unlucky with their kinships, who are kinless, or who are just plain out of touch with reality; in any case, players with insufficient experience of what is a very difficult and unforgiving raid.

2 comments:

Anonymous said...

Doesn't the mistress drop the +20 radiance chest?

Kairos said...

Indeed. DN leggings drop from the Blind One, not the Mistress, and are worth +20 radiance. The copy editor will be flogged...