Ten Commandments of MMO Gaming
1) You Shall Have No Other Gods Before Me -- there's nothing more annoying than someone in zonewide chat who can't shut up about how XGame is better than YGame (the game you're currently playing). For me, it always leads me to ask myself... why aren't they playing XGame, if it's so amazing?
I don't remember seeing it, though I've seen plenty of compare/contrast and general discussion of other games in both Broadcast and global channels.
2) You Shall Not Make (For) Yourself An Idol -- When doing pick-up groups, I find there's usually one guy who can't stop talking about how you're playing your class wrong, and if you'd play it HIS way (the RIGHT way), you'd all be cleaning up and killing the enemy at least 80% faster than you are now.
I don't care about killing speed as long as everyone has fun, but if I keep faceplanting because of someone, you can bet your underwear I'll make it known.
3) Do Not Take The Name Of The Lord In Vain -- Which could also be renamed... Thou SHall Not Be A Pottymouth. Let's face it, other than big ol' number one up there, nothing will kill a zonewide discussion faster than someone who can't turn on their brain-to-fingers filter. It's an MMO, chances are there are kids playing this thing. Even if not, chances are there IS someone playing who doesn't like to see profanity splayed out like you're doing a gangta rap album. Be courteous, for @#^$ sake.
I couldn't care less about the "think of the children" argument; if someone's playing an MMO, I'm going to go out on a limb and assume they've already familiarized themselves with a far wider array of profanities than I might use in a casual conversation, especially if the game itself is rated Teen.
4) Remember The Sabbath And Keep It Holy -- In some games, there is a very healthy and complicated Endgame. Some of those have raid content that is somewhat rare (some spawns don't spawn except once every X number of days.) They often set up what has become known as a Raid Schedule. Do not "jump" your place on the Schedule. This represents a huge investment of time and planning to execute, and it will not end well for you, ever. There is nothing that can doom a guild faster than their reputation as a guild falling into the sewer. It's the kind of thing that can dog you long after you've left the guild.
Pffffft. You snooze, you lose. Goes double in CoH since the frequency of almost all events is dictated by player participation.
5) Honor Your Father And Mother -- Or in this case, your main tank. If the main tank is trying to tell you something, you should really listen, because it's their responsibility to keep the group alive. Similarily, let the tank get aggro, it's their job. (Looking at you, DPS guys. Don't overnuke.)
The same assumption that the tank knows best also implies that everyone else also knows as well. Hell, I've had far more trouble with bad tankers than with any other AT, and a good tank will have aggro locked down before the team has caught up with him.
6) Thou Shall Not KIll -- Some games still have spawns which, if you run, will follow you. And in some of them, these spawns will aggro onto other players if they can't catch you. Do not train these guys onto your fellow players... that is, don't run over other groups just so the spawns will stop following you. In games where it's possible, it's almost always a bannable offense, and even if not, it's a jerk thing to do.
Never saw it happen in CoH, so... no comment.
7) Thou Shall Not Commit Adultery -- If you're in a group, and you see an advertisement for another group, give it some thought before you drop your current group like they're DOTed. And especially don't say something classy like "so long losers, these guys probably know how to play better than you." Your fellow gamers have long memories, and they keep lists.
Meh, no teammate owes me anything. If a teammate says they're peeling off to join a forming TF or raid, or even a transparent "SG needs me" bailout, I'll wish them luck and start fishing for a replacement before the chat bubble fades.
8) Thou Shall Not Steal -- In most games, spawns can be attacked by anyone, even if they're already being attacked. For GMs sake, leave the ones being attacked alone. Every group a player fights represents a time investment. For most players, they weigh every spawn to figure out if it's worth their while. When you kill steal, you are stealing time. More to the point, you are rendering that decision to attack the spawn worthless by changing the variable. If the other player's in trouble, that's one thing, but if there's time to fire off a "need help" tell, DO IT.
Again, not much of an issue in CoH, especially given the kill credit dynamics.
9) Thou Shall Not Bear False Witness -- All we have in a game is our reptation. Don't lie about other players to make them look bad just because you got into a disagreement. Usually, you'll be found out, and it's your rep that will suffer.
Hey, if someone wants to dig a hole for themselves, far be it from me to keep them away from the shovel.
10) Thou Shall Not Covet -- In some games, loot is somewhat free-for-all. Anyone in the group can loot any item. And often, a group will agree to certain rules (i.e., mage items go to the mage, whereas warrior items go to the warrior). If you're in one of these groups, and you're a mage, and you're rolling on a +12 Sword of Mastery of Hacking... then you're being a colossal jerk. And you'll probably be the one whining the loudest when the ranger wins that Robe Of Pwnery.
Again, doesn't apply to CoH. Maybe someone can write a COH-specific version of this?