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4-12-2011 @ 4:55PM
I should probably note (and I don't know if this really came across in the article all that well, likely because I shifted so much of it to next week) that when I use the "reputation" concept here, I don't mean it in the sense of strutting around a capital city with everyone thinking how great you are. I really mean it in the sense of being able to ask a player to do something and having a reasonable expectation that he/she will do it.To contrast --Server Run:Me: Hey (hunter from my server), can you trap the square over there? Pull whenever, I know Trap Launcher's touchy when mobs are moving.Hunter from my server: No problem.(Pull goes smoothly because I know this hunter and already know he will re-trap square continually until I've started hitting it, which means I can safely afford to ignore this mob completely if something goes wrong elsewhere)Dungeon Finder run:Me: Hey (hunter I don't know), can you trap the square over there? Pull whenever, I know Trap Launcher's touchy when mobs are moving.Hunter I don't know: (One of several different responses, ranging from "No problem" to "No" to silence to "We don't need CC here" to "Need a sec to find the ability" to ... etc., etc.)(Pull may or may not go smoothly because I don't know this hunter and don't know if he/she will re-trap the square or simply let it run amok as soon as the first trap wears off assuming the first trap ever existed).So in all truth, reputation goes both ways. People who have experience playing together almost invariably play better, and that's always a problem that pugs have had to deal with. However, the tank gets the lion's share of responsibility for 5-mans through the dungeon finder, and in difficult content where you may really need that trap but have no guarantee that it'll happen, I think most tanks are understandably reluctant.
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