Sharkith
Can't get enough of FH
- Joined
- Mar 11, 2005
- Messages
- 2,798
this one was posted a long time ago pre cluster but I have revised it given some of the really crazy posts I have seen today on the topic.
Its been updated because the feminist threat is getting bigger.
When to add
When two parties are engaged in combat should you attack or not? The practice of attacking and joining the fight is adding. As a practice it has all sorts of views arrayed around it so that when you add you might get the following responses:
“Hey don’t add FFS.” Or “What are you doing Noob!” “To phew! Thanks mate I thought I was done for there!” Or “ty we was going to get creamed by those nasty Mids.”
Disclaimer: You might think that the term 'Massively Multiplayer Online Roleplaying Game' refers to massive online battles raging between large armies arrayed on both sides of an arena. You of course were wrong. If you haven’t noticed that it is not like this then please wake up and smell the coffee. That was a marketing ploy most likely made up by someone who probably didn’t even play the game because she had a life. This does not mean that MMPORG’s are some feminist plot….. We digress.
So how do you decide when to add?
These guidelines for the practice of adding are designed as a friendly guide to try and help you decide when you should and should not add on a fight between fellow combatants. As a practice it only applies under certain specific situations and of course it has its exceptions. It will also be broken from time to time but the point is if you ‘add’ according to these basic guidelines we feel you will improve the gaming experience for your fellow players. Ok so when should one add?
The rule of adding applies freely under the following conditions:
1. when there are a large number of combatants ‘camped’ in the same zone you should add freely without hesitation. Where zone is defined in game terms as a location like Hadrian’s wall, Forest Sauvage or “Teh valley of Death” - Emain. ‘Camped’ refers to the practice of ‘hanging’ out around a bridge or tower by groups of largely unorganised players.
2. in the immediate vicinity of a siege, relic raid or tower capture add freely without hesitation
3. where there are odds of 2 to 1 or greater on one side of the combat and if you add you will even the odds, add without hesitation
4. where a support class is being attacked by a combat class
5. if two feminists are fighting,
When not to add
a) if you see approximately 2 fgs fighting and conditions 1), 2), 3) and 4) above are not satisfied the practice of adding should be avoided
b) if you see two people fighting and condition 1), 2), 3) and 4) is not satisfied the practice of adding should be avoided
The grey bits
Like every well tanned holiday maker there are bits that remain white and somewhat embarrassing. This does not mean they are feminists because they too can have an all over tan. Once more we digress. Any practice will have grey bits and so tolerance is required. The practice of adding needs to be treated with care. It is therefore with this in mind that we would like to suggest that sometimes it will not be clear when to add and when not to add. This is because one of the conditions may not be totally apparent when the adding happened. If this is the case you might want to consider PM-ing the person involved in the incident and politely asking if you did the right thing.
Finally disagreements will occur adding at the wrong time will occur. Try to learn from these mistakes by talking about it positively. Let’s treat each other with respect so we can all come to Freddy’s house and spread the love.
Since then
Since I made the post Mythic listened to a group of players who complained that they wanted a place with rolling hills and large trees. Where Full groups could roam and where they could enjoy their style of play like in the old days. Mythic invented Agramon affectionately known as 'Lagramon' by its inhabitants. Lagromon is for full group only fight never ever add in Lagromon and never ever go there with more than 1 FG.
Lagromon begins with two very narrow bridges made of an odd glue that forces stealthers and zerglings to stick to it. Occassionally the devious ones however swim around it and sometimes the really evul ones manage to escape and bring 2fg's on stick with them. This practice should be discouraged the glue is meant to stop you and if you keep doing this your wife/girlfriend will become a feminist. You have been warned!
Its been updated because the feminist threat is getting bigger.
When to add
When two parties are engaged in combat should you attack or not? The practice of attacking and joining the fight is adding. As a practice it has all sorts of views arrayed around it so that when you add you might get the following responses:
“Hey don’t add FFS.” Or “What are you doing Noob!” “To phew! Thanks mate I thought I was done for there!” Or “ty we was going to get creamed by those nasty Mids.”
Disclaimer: You might think that the term 'Massively Multiplayer Online Roleplaying Game' refers to massive online battles raging between large armies arrayed on both sides of an arena. You of course were wrong. If you haven’t noticed that it is not like this then please wake up and smell the coffee. That was a marketing ploy most likely made up by someone who probably didn’t even play the game because she had a life. This does not mean that MMPORG’s are some feminist plot….. We digress.
So how do you decide when to add?
These guidelines for the practice of adding are designed as a friendly guide to try and help you decide when you should and should not add on a fight between fellow combatants. As a practice it only applies under certain specific situations and of course it has its exceptions. It will also be broken from time to time but the point is if you ‘add’ according to these basic guidelines we feel you will improve the gaming experience for your fellow players. Ok so when should one add?
The rule of adding applies freely under the following conditions:
1. when there are a large number of combatants ‘camped’ in the same zone you should add freely without hesitation. Where zone is defined in game terms as a location like Hadrian’s wall, Forest Sauvage or “Teh valley of Death” - Emain. ‘Camped’ refers to the practice of ‘hanging’ out around a bridge or tower by groups of largely unorganised players.
2. in the immediate vicinity of a siege, relic raid or tower capture add freely without hesitation
3. where there are odds of 2 to 1 or greater on one side of the combat and if you add you will even the odds, add without hesitation
4. where a support class is being attacked by a combat class
5. if two feminists are fighting,
When not to add
a) if you see approximately 2 fgs fighting and conditions 1), 2), 3) and 4) above are not satisfied the practice of adding should be avoided
b) if you see two people fighting and condition 1), 2), 3) and 4) is not satisfied the practice of adding should be avoided
The grey bits
Like every well tanned holiday maker there are bits that remain white and somewhat embarrassing. This does not mean they are feminists because they too can have an all over tan. Once more we digress. Any practice will have grey bits and so tolerance is required. The practice of adding needs to be treated with care. It is therefore with this in mind that we would like to suggest that sometimes it will not be clear when to add and when not to add. This is because one of the conditions may not be totally apparent when the adding happened. If this is the case you might want to consider PM-ing the person involved in the incident and politely asking if you did the right thing.
Finally disagreements will occur adding at the wrong time will occur. Try to learn from these mistakes by talking about it positively. Let’s treat each other with respect so we can all come to Freddy’s house and spread the love.
Since then
Since I made the post Mythic listened to a group of players who complained that they wanted a place with rolling hills and large trees. Where Full groups could roam and where they could enjoy their style of play like in the old days. Mythic invented Agramon affectionately known as 'Lagramon' by its inhabitants. Lagromon is for full group only fight never ever add in Lagromon and never ever go there with more than 1 FG.
Lagromon begins with two very narrow bridges made of an odd glue that forces stealthers and zerglings to stick to it. Occassionally the devious ones however swim around it and sometimes the really evul ones manage to escape and bring 2fg's on stick with them. This practice should be discouraged the glue is meant to stop you and if you keep doing this your wife/girlfriend will become a feminist. You have been warned!