History Main / PickUpGroup

11th Feb '17 11:25:49 AM Morgenthaler
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* ''WarhammerOnline'' gets special note for having an open party system. That's right, no need to spam LFG channels, just form an open party and literally take whoever comes your way. This is generally done only for open field PvP, where there is no limit on how many players each side may have, so simply zerging is a valid strategy, if an inefficient one. Interestingly class composition is rarely a major issue since law of big numbers dictates that if you form up a 24 man warband you're likely to get a reasonable sample of the game's population distribution among classes anyway, probably giving you enough healers to be ok. Nevertheless pick up groups are massively inefficient compared to organized guild groups, and at absolute best it will take about twice as many members in a PUG group to accomplish what a guild group on vent would do - i.e. a 6 man of competent players who know each other can easily overcome a 12 man PUG, and often times a full 24 man warband. Still, it's a good feature for casual play.

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* ''WarhammerOnline'' ''VideoGame/WarhammerOnline'' gets special note for having an open party system. That's right, no need to spam LFG channels, just form an open party and literally take whoever comes your way. This is generally done only for open field PvP, where there is no limit on how many players each side may have, so simply zerging is a valid strategy, if an inefficient one. Interestingly class composition is rarely a major issue since law of big numbers dictates that if you form up a 24 man warband you're likely to get a reasonable sample of the game's population distribution among classes anyway, probably giving you enough healers to be ok. Nevertheless pick up groups are massively inefficient compared to organized guild groups, and at absolute best it will take about twice as many members in a PUG group to accomplish what a guild group on vent would do - i.e. a 6 man of competent players who know each other can easily overcome a 12 man PUG, and often times a full 24 man warband. Still, it's a good feature for casual play.



* ''PuzzlePirates'' is based almost exclusively on this. If you want people who aren't in your crew to help pillage, you need to assemble a pick-up group. Pillages quickly become luck of the draw, whether you get skilled players and are set to make a fortune on a pillage, or bad players, where the pillage costs you thousands of coins with no return. And the only real way to make the money back is more pick-up groups!

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* ''PuzzlePirates'' ''VideoGame/PuzzlePirates'' is based almost exclusively on this. If you want people who aren't in your crew to help pillage, you need to assemble a pick-up group. Pillages quickly become luck of the draw, whether you get skilled players and are set to make a fortune on a pillage, or bad players, where the pillage costs you thousands of coins with no return. And the only real way to make the money back is more pick-up groups!
29th Oct '16 2:13:44 PM nombretomado
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* ''GuildWars'' has two notable aspects regarding this. 1)It becomes damn-near impossible to solo play after a certain point (both for sheer difficulty, and the game actually telling you to put a group together). 2)The game provides certain archetype-filling [=NPCs=], if you can't (or don't want to) team with other players.

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* ''GuildWars'' ''VideoGame/GuildWars'' has two notable aspects regarding this. 1)It becomes damn-near impossible to solo play after a certain point (both for sheer difficulty, and the game actually telling you to put a group together). 2)The game provides certain archetype-filling [=NPCs=], if you can't (or don't want to) team with other players.
6th Oct '16 7:27:04 PM nombretomado
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* Semi-averted with ''{{EverQuest}}''. Although not as group-intensive as FFXI, it becomes increasingly difficult to solo at the higher levels (depending, of course, on character class). More averted back in the days when Verant Interactive ran the game, XP was twice as hard to gain, dying was much more of a punishment (your gear stayed on your dead body, and if you happened to bite it in a dangerous area or deep in a dungeon, you were SOL), and anti-twink measurements were taken. You learned how to work as part of a group or you quit playing.
** Totally true, however, for ''EverQuestII''. In [=EQ2=], dying only loses you a modicum of exp that will regenerate anyway if you just take a break, and while grouping nets you better rewards it's by no means necessary to reach the End Game. Ironically, on the off-chance you end up in a good pickup group, you'll have friends for life.

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* Semi-averted with ''{{EverQuest}}''.''VideoGame/{{EverQuest}}''. Although not as group-intensive as FFXI, it becomes increasingly difficult to solo at the higher levels (depending, of course, on character class). More averted back in the days when Verant Interactive ran the game, XP was twice as hard to gain, dying was much more of a punishment (your gear stayed on your dead body, and if you happened to bite it in a dangerous area or deep in a dungeon, you were SOL), and anti-twink measurements were taken. You learned how to work as part of a group or you quit playing.
** Totally true, however, for ''EverQuestII''.''VideoGame/EverQuestII''. In [=EQ2=], dying only loses you a modicum of exp that will regenerate anyway if you just take a break, and while grouping nets you better rewards it's by no means necessary to reach the End Game. Ironically, on the off-chance you end up in a good pickup group, you'll have friends for life.
29th Sep '16 11:37:49 AM williamjcm
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* Thanks to ''VideoGame/{{Warframe}}''[='=]s peer-to-peer mission hosting, this trope is pretty much inevitable. Recruiting chat can help you assemble a team that at least looks decent on paper, but it's hard to tell how good the team will be until the mission's already underway. For an even riskier approach, you can just set matchmaking to public and hop into any mission that doesn't require a key, letting the dice fall where they may. Of course, very few missions are difficult enough to necessitate an optimized team in the first place, so a bad random or two usually won't completely ruin your chance of success (unless it's a [[StealthBasedMisson Spy mission]]). Moreover, most of the missions that ''do'' require a high degree of coordination and planning also need a key to access, so you'll have to organize a party beforehand anyways.

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* Thanks to ''VideoGame/{{Warframe}}''[='=]s peer-to-peer mission hosting, this trope is pretty much inevitable. Recruiting chat can help you assemble a team that at least looks decent on paper, but it's hard to tell how good the team will be until the mission's already underway. For an even riskier approach, you can just set matchmaking to public and hop into any mission that doesn't require a key, letting the dice fall where they may. Of course, very few missions are difficult enough to necessitate an optimized team in the first place, so a bad random or two usually won't completely ruin your chance of success (unless it's a [[StealthBasedMisson [[StealthBasedMission Spy mission]]). Moreover, most of the missions that ''do'' require a high degree of coordination and planning also need a key to access, so you'll have to organize a party beforehand anyways.
5th Mar '16 4:42:50 PM Octorok103
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* This causes massive issues in ''VideoGame/Warface'', where the best way to deal with the Co-op system is to pray that you get one or two decent players- and in the harder modes, like Tower Raid, anything less than 5 high ranked, experienced players with a full kit with result in a TotalPartyKill.

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* This causes massive issues in ''VideoGame/Warface'', ''VideoGame/{{Warface}}'', where the best way to deal with the Co-op system is to pray that you get one or two decent players- and in the harder modes, like Tower Raid, anything less than 5 high ranked, experienced players with a full kit with result in a TotalPartyKill.



* ''VideoGame/{{Splatoon}}'''s online multiplayer defaults to this, plunking you on a four-person team with three other random people. While this isn't a big deal in Turf War, where each person can act independently and losses don't really hurt you, it can be a pain in Ranked Battles, which require more coordination and support between teammates to complete the objectives. Fortunately, this is also true of the teams that you're facing. A later update added Squad Battles, where you can play ranked mode with friends against other squads.

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* ''VideoGame/{{Splatoon}}'''s ''VideoGame/{{Splatoon}}''[='=]s online multiplayer defaults to this, plunking you on a four-person team with three other random people. While this isn't a big deal in Turf War, where each person can act independently and losses don't really hurt you, it can be a pain in Ranked Battles, which require more coordination and support between teammates to complete the objectives. Fortunately, this is also true of the teams that you're facing. A later update added Squad Battles, where you can play ranked mode with friends against other squads.squads.
* Thanks to ''VideoGame/{{Warframe}}''[='=]s peer-to-peer mission hosting, this trope is pretty much inevitable. Recruiting chat can help you assemble a team that at least looks decent on paper, but it's hard to tell how good the team will be until the mission's already underway. For an even riskier approach, you can just set matchmaking to public and hop into any mission that doesn't require a key, letting the dice fall where they may. Of course, very few missions are difficult enough to necessitate an optimized team in the first place, so a bad random or two usually won't completely ruin your chance of success (unless it's a [[StealthBasedMisson Spy mission]]). Moreover, most of the missions that ''do'' require a high degree of coordination and planning also need a key to access, so you'll have to organize a party beforehand anyways.
18th Dec '15 8:02:22 PM Adept
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* You will be playing like this for the most part in ''GrandChase''. Not an issue actually, unless you get "leechers"[[note]]people who join the dungeon run but do not fight and just go AFK and gain the LeakedExperience[[/note]] or just feel greedy and don't want to share item drops, as item distribution is random in a group. Though once you get around to [[ScrappyLevel Forest of Life]], you wished those nooblets would had become atleast half competent with their characters.

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* You will be playing like this for the most part in ''GrandChase''.''VideoGame/GrandChase''. Not an issue actually, unless you get "leechers"[[note]]people who join the dungeon run but do not fight and just go AFK and gain the LeakedExperience[[/note]] or just feel greedy and don't want to share item drops, as item distribution is random in a group. Though once you get around to [[ScrappyLevel Forest of Life]], you wished those nooblets would had become atleast half competent with their characters.



* In ''GunzTheDuel'' the vast majority of quests are done through these, fortunately you can only have four people in a quest room so getting a halfway competent group isn't that hard. Also most of the quests can be done solo so as long as your group isn't that inexperienced you can still finish the whole thing.

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* In ''GunzTheDuel'' ''VideoGame/GunzTheDuel'' the vast majority of quests are done through these, fortunately you can only have four people in a quest room so getting a halfway competent group isn't that hard. Also most of the quests can be done solo so as long as your group isn't that inexperienced you can still finish the whole thing.



* In ''WorldOfTanks'' both teams are random {{Pick Up Group}}s (unless clans get involved) of approximately the same strength. Works just as fine as you would expect. Rarely one team gets a tactical genius, who shines so brightly that his team starts following his orders; then the other team is screwed.

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* In ''WorldOfTanks'' ''VideoGame/WorldOfTanks'' both teams are random {{Pick Up Group}}s (unless clans get involved) of approximately the same strength. Works just as fine as you would expect. Rarely one team gets a tactical genius, who shines so brightly that his team starts following his orders; then the other team is screwed.
11th Oct '15 11:09:55 AM nombretomado
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* These used to be all over the place in PhantasyStarOnline. Groups not pre-organized were usually composed of either moderately-leveled but unspecialized characters that liked to work outside class, or of sharked Level 200s who didn't know what they were doing at all. This situation is now entirely inverted, as there is only one server left, it's private, the level 200 players there are all legitimate and have been playing for almost a decade.

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* These used to be all over the place in PhantasyStarOnline.''VideoGame/PhantasyStarOnline''. Groups not pre-organized were usually composed of either moderately-leveled but unspecialized characters that liked to work outside class, or of sharked Level 200s who didn't know what they were doing at all. This situation is now entirely inverted, as there is only one server left, it's private, the level 200 players there are all legitimate and have been playing for almost a decade.
23rd Sep '15 9:44:02 AM JapaneseTeeth
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* ''VideoGame/Splatoon'''s online multiplayer defaults to this, plunking you on a four-person team with three other random people. While this isn't a big deal in Turf War, where each person can act independently and losses don't really hurt you, it can be a pain in Ranked Battles, which require more coordination and support between teammates to complete the objectives. Fortunately, this is also true of the teams that you're facing. A later update added Squad Battles, where you can play ranked mode with friends against other squads.

to:

* ''VideoGame/Splatoon'''s ''VideoGame/{{Splatoon}}'''s online multiplayer defaults to this, plunking you on a four-person team with three other random people. While this isn't a big deal in Turf War, where each person can act independently and losses don't really hurt you, it can be a pain in Ranked Battles, which require more coordination and support between teammates to complete the objectives. Fortunately, this is also true of the teams that you're facing. A later update added Squad Battles, where you can play ranked mode with friends against other squads.
23rd Sep '15 9:43:48 AM JapaneseTeeth
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Added DiffLines:

* ''VideoGame/Splatoon'''s online multiplayer defaults to this, plunking you on a four-person team with three other random people. While this isn't a big deal in Turf War, where each person can act independently and losses don't really hurt you, it can be a pain in Ranked Battles, which require more coordination and support between teammates to complete the objectives. Fortunately, this is also true of the teams that you're facing. A later update added Squad Battles, where you can play ranked mode with friends against other squads.
18th Jul '15 11:10:19 AM ManekIridius
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* These used to be all over the place in PhantasyStarOnline. Groups not pre-organized were usually composed of either moderately-leveled but unspecialized characters that liked to work outside class, or of sharked Level 200s who didn't know what they were doing at all. This situation is now entirely inverted, as there is only one server left, it's private, and the people there are all legitimate level 200s who have been playing for almost a decade.

to:

* These used to be all over the place in PhantasyStarOnline. Groups not pre-organized were usually composed of either moderately-leveled but unspecialized characters that liked to work outside class, or of sharked Level 200s who didn't know what they were doing at all. This situation is now entirely inverted, as there is only one server left, it's private, and the people level 200 players there are all legitimate level 200s who and have been playing for almost a decade.
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