Originally Posted by
p4ined_one
Reading this has definitely shown the difference in groups felt in game, at least to me... however I posit a different view to account for the attrition of "newer" players. Perhaps the amount of views held either as "new player" or "old player" is indicative of the lack of "mid-players" (or insert better term here). This "mid-player" is lacking in the differential knowledge between the two groups. They understand how to "game the game" by focusing their efforts on xp/min in various ways at various levels, they've purchased something from turbine with real money, be it a subscription or packs. They've learned at least one method to get to level 20, and by that I mean they either know how to pug effectively, or how to solo (with and without a heal bot), or have found a static group, yet they have not mastered the social intricacies of the game. Yes, I said social, not technical or "grindy".
It's not about what build works or doesn't, whether the technical knowledge of that player has reached it's end point or not, but rather about how welcoming that end-game crowd is, or rather, isn't. I've played for 2+ years, and during that time I've gotten stuck in this middle category of players. Maybe we're not as social as some, maybe we don't seek to prove ourselves against a sea of trolls, or maybe we are just reluctant in getting over that last hill of quests to gain the knowledge needed. One way or another, I believe it is a direct result of WHO you initially play with more than WHAT you initially play. In all my time playing, I've been "recruited" by several guilds, and founded a couple others so I could use gear in between them... I've never been kicked out, nor caused a stir of any type. I simply dropped out when I went for weeks without being invited to run anything. Let me restate that; I simply dropped out when weeks went by without a single call to the guild of "does anyone want to go run x" coming from someone other than newbies/level 10/- characters. I've helped a dozen people level their toons and many of them painfully slow I might add, as the rapid xp methods are simply more advanced than getting through a quest successfully.
This may be a poor example to communicate the issue, but on the flip side, when trying to become a regular raider (let alone an epic or elite raider) I was shuffled through every raid I ever went on in a most hurried fashion. Where does one learn the intricacies of quests such as these? Roll up a self healer who has epic levels of sneak (meant for illustration, don't ask where that enhancement is found please) just so I can see what it's like inside? The wiki (and youtube) can only demonstrate how to follow (at best) effectively. I've seen experienced guildies go for months without ever grouping with a single fellow guildy to raid, yet they were always on timer, and played with guildies for over half their time. Most players I've run with would only run raids in the wee hours of the morning, leaving those of us who can't function without sleep to wonder "what if"... but these are just the symptoms of the underlying condition.
Instead of arguing for a specific behaviour, or lack of, I simply put it that as it stands this issue seems to be rather boldly painted in black or white. Help the newbs feel powerful, or help the experienced retain that difference of power. The attrition that is spoken of isn't about old players leaving, nor about 1st week players abandoning their level 4's and going back to WoW. It's about semi-experienced players trying to be part of the group. If we all had friends/guilds that rushed 3rd+ TR's in a (week/month/whatever is appropriately less grindy to you), that had experienced players holding "Hound of Xoriat and you: how to complete this raid", that would coordinate their efforts with their fellow players without each of us having to "seek fame" as a way of merely finding committed players. Where are the players that want these "DDO Bootcamp completed" players to "train further"? Where are the guilds/groups/organizers who want these middle level players to turn into a team playing, coordinated mass, that can plow through whatever EH/EE they come against, simply because they've been through enough TR's together and have gotten used to a GROUP playstyle? Perhaps the divide is in fact a divide between the two mentalities of committed players, and what they are willing to work with, or more specifically what they expect of other (mid-)players...
As to personality and how it plays (as I'm sure the trolls don't have enough weaponry already), I personally lead and make decisions every day with nobody else to "tell me what to do". When I play I don't want to be "Mr. Organizer Man", I just want to be a competent operator... yet all I've managed to find are other players who help newbs get their first toons up and running, and those that expect other toons to be perfect completionists or to razz them on their perceived newbness. Maybe this has jaded my view, but as a member of the gray portion of this equation, I believe that more can be done by the group of players to solve this problem and retain enough blood to keep the game around for years to come than could ever (or would ever) be done by Turbine.
So I guess the point is next time you're out there looking for something to do as you've completed all you can think of, except perhaps grinding for another spell storing ring or what have you, have a look for 20+ players without wings... maybe they're still trying to grind enough to be part of your group and would be more effective if someone took an interest in recruiting this gray area, instead of treating "new" players like a disposable commodity. Recruit in your guild, train the basics and/or to get to 12-16, find more to recruit. Sounds like a pyramid scheme to me... which is just waiting for the suckers to realize it's a sham. Is that really what you think of DDO, that new players learning the game is a sham?