Being a proper leader?
Did you read that guide I linked for you in the other thread? Read it and you will know. I know it's a lengthy read but it's worth every second of your time.
Make your teammates feel like they the important ones. That you need them. That you appreciate what they can do and what they bring.
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My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
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WARNING: I bold names.
If you let them know what they're getting into before they join the team, that helps a great deal. You'll get more people that are willing to follow your lead that way.
Once they're teamed, just give a quick reminder about what's going on before stuff starts, and then just play. If you have to be on someone's rear telling them every little thing, you probably don't want them on the team, and most people don't like being given advice as they're playing.
Compliment players when they're doing something good. That will make anything negative sound more like constructive criticism rather than just slamming their play.
Having fun >>>> Being serious. If you're not having fun, chances are no one else is either.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
The biggest thing you can do as a good leader is understand how the game works. This isn't something you can pick up in five minutes reading about, and it's not something you tend to fully grasp researching in-depth how the game works. If you want to get a good understanding of how the game tends to flow, you'll need to team with a lot of people. This sounds backwards, of course, since you need to team to be a proper leader, but you can't be a proper leader without a team. A vicious cycle!
A few things I've noticed over the years which may or may not apply in any particular team you lead:
- People like to be led. A great many people play this game so they can turn their brains off and have fun doing it. If you go AFK (away from keyboard), there's a pretty good chance the team will just loiter and wait for you to return. Veteran players who have characters that can solo entire team missions tend to organize themselves pretty well, but in situations where you're actually leading (usually in content that requires a level of coordination), all eyes are on you.
- Some players just don't get it. No amount of explanation or reiteration will get through to them. Sometimes they're just ignorant (and I use that in the context of "they ignore things") and probably won't notice if you kick them from the team, though everyone else will rejoice. Other times, they may be new players or, as touchy as the subject is, may have a disability. Use your discretion on a case to case basis, but bear in mind that sometimes players really do need someone to be patient with them.
- Occasionally, even overpowered teams get hesitant and won't engage the enemy until they see other people engaging the enemy. This often leads to sitcom-esque awkward moments where people are standing around saying "so who's gonna aggro?" The best thing to do in this situation is to charge in and aggro stuff. Your team will follow you. And then you destroy the enemy and do it all over again. If you're alert, you probably won't even take much damage.
- Consideration of your teammates' preferences and abilities is important. Part of this is where encyclopedic knowledge of the game comes in handy, but part of it is just common sense. If you like fighting large groups of enemies two levels above you, that's great, but the person you're sidekicking who has Dual-Origin Enhancements might not feel the same way. People also have their likes and dislikes for enemy groups, and for different reasons. If you're not sure how a mission will be perceived, just ask the team how they feel about fighting whoever's next on the list.
- On the flip-side of that last one, some teammates will throw consideration out the window (I'm looking at you, every single stealther who rushes to the end of the mission before everyone has entered the map). This applies to things besides rushing to the objective; it's practically any time someone abandons the group. As a leader you should keep them in line. If a person persists in refusing to actually play with the team they're on, it's easier to remove them than to clean up the messes they make.
- If you have room for more people, use the /search slash command to find more people. Between every mission, just check and see if anyone's available. As people come and go, you'll get a fresh rotation of players and things will continue to be fun and interesting until you pass the baton and head out yourself.
- In some rare cases, you will need to brief your team on a plan of action. This requires you to be familiar with the content and your teammates' abilities, so make sure you know what you're getting into ahead of time. It's worth noting, however, that most situations in the game can be taken on with the simple "if you have powers, use them" approach. It's only once in a great while you'll need to outline what needs to get done.
The biggest thing you can do as a good leader is understand how the game works. This isn't something you can pick up in five minutes reading about, and it's not something you tend to fully grasp researching in-depth how the game works. If you want to get a good understanding of how the game tends to flow, you'll need to team with a lot of people. This sounds backwards, of course, since you need to team to be a proper leader, but you can't be a proper leader without a team. A vicious cycle!
A few things I've noticed over the years which may or may not apply in any particular team you lead:
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I didn't need to continue reading the other half of your post to know how right you are...
I agree with most of the things you said.
Honestly 90% of the time my actions as leader are restricted to finding teammates and setting the mission. The majority of players in the game know how to play their characters and don't need any leadership beyond pointing them in the direction of an enemy.
I run with my map open (and moved from the default position, obviously) so that I can keep an eye on where team members are but even then I tend not to say/do anything unless the team is struggling. If someone wants to peel off and solo a bit I don't mind as long as they can handle it.
In the level 50 TFs there are parts which offer various strategy I'll generally announce what we're doing, sometimes with a "anyone have a preference?" beforehand and only go into detail if someone asks or if I know we have a first-timer.
Guide to awesome leadership:
1. Invite people
2. Get mission
3. Point people at dudes
4. CHARGE!
5. Repeat 1-4 until all dudes are dead
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The biggest thing you can do as a good leader is understand how the game works. This isn't something you can pick up in five minutes reading about, and it's not something you tend to fully grasp researching in-depth how the game works. If you want to get a good understanding of how the game tends to flow, you'll need to team with a lot of people. This sounds backwards, of course, since you need to team to be a proper leader, but you can't be a proper leader without a team. A vicious cycle!
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If you can't get on a team and feel that forming one of your own is the best way to go, then limit your duties to just recruiting and light guidance. This is an old game and you'll find that most of the time, you'll have team mates with lots of years experience. They know what to do. About the only thing you need to keep a handle on is verbal abuse, squash it quick, petition if necessary (enable chat log in your Options if you haven't yet).
Teams are the number one killer of soloists.
You don't really need to be "firm and decisive". You're not a manager affecting peoples careers. You're not a general leading troops into battle.
This is a game. People play it to have fun. Therefore, a "good leader" is someone who increases the amount of fun people are having. What does this mean? Well, the people who enjoy organizing a team and keeping them moving are already out doing that. Those aren't the people who joined your team. The people who joined your team are the ones who DON'T enjoy organizing a team and getting everyone moving in the same direction. They joined someone else's team so someone else can handle the 'drudgery' for them.
Let's also keep in mind, the people who don't like running a team could also be soloing - but they chose not to. Instead, they joined your team. So you need to maintain the 'teaminess' of teaming.
- A team has more than one person - the more, the better.
You need to keep the team 'team-sized'. You don't have to have 8 people but, if you drop below 5 or 6, you need to find more. - When you're on a team, someone else decides what you do next.
You need to know what you're going to do next. Do you have missions ready? Maybe an Ouroboros arc? Does someone on the team have a mission they want to do? - Keep it moving.
No one needs a team if all they want to do is sit around and wait for something to happen. If they joined your team, they want to DO stuff.
Now, a challenging aspect to all of this is that not everyone has the same goals and not everyone finds the same things to be 'fun'. One person may prefer stealthing missions. One person may hate exemping below their actual level. One person might be working on a badge for defeating a specific enemy type. These issues are why I don't run a lot of regular teams. I mostly run task forces. All you need to do is determine HOW you are running the task force (speed run, defeat all, etc) and make that clear to people. Once you have that, everyone is on the same page.
Paragon City Search And Rescue
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This is something a want to tackle on. How can you be a firm, decisive team leader without being bossy?
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The main areas I'd expect a team leader to issue an actual order are:
- Which mission we're doing next. Not exactly an order I suppose, but you need to have a clear idea of what the team's doing, and have the next mission selected promptly. In other words, don't sit in silence for 5 minutes then say "so... what do you all want to do?".
- If you want the mission completed in a certain way. By this I mean the overall approach, e.g. deciding whether the team will fight a path to the objective vs have someone stealth and teleport the team.
- Instructions on how to deal with special encounters or problem enemies. E.g. "mez Sorcerers first" (with optional explanation that they're healing the enemy and their hurricane shuts down our melee). Or for a slightly more complex example, the Hamidon encounter in the Lady Grey Task Force where it's helpful if the team is on the same page about what order to kill the Mitos.
- The appraoch the team will take for a given spawn. E.g. a room with many nearby spawns, it's entirely reasonable to tell the team you're pulling one spawn to the corridor and that they shouldn't engage until the spawn gets here. You probably wouldn't need to give these kinds of instructions every single spawn.
- General stuff like "take a break for five minutes while everyone trains/sells" or "wait for everyone to get to the mission before we start".
And that's about it really. Avoid trying to micromanage your teammates and trust that they know what they're doing. Occasionally they don't, but the game's pretty easy and forgiving of sub-optimal playstyles - CoH really doesn't require the kind of disciplined and regimented approach some MMOs take for teaming (in fact this is a big part of the appeal for many players).
With regards to how you present orders, there are times you need to make it clear that it's not up for debate, and that's fair enough. But those times are relatively few - most of the time you can get better results by phrasing it as a suggestion (with an explanation of why you're making it) or a friendly reminder.
And if you do want/need to raise an issue with a specific team member - perhaps they're one of the ones that really doesn't know how to play their character and it's causing problems for the team - a private tell may be better than raising it in group chat (again keeping it friendly and informal). Unless they're being abusive and such, at that point by all means don't sugar coat it.
Honestly 90% of the time my actions as leader are restricted to finding teammates and setting the mission. The majority of players in the game know how to play their characters and don't need any leadership beyond pointing them in the direction of an enemy.
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This game doesn't need firm, decisive leadership (unlike others). All it requires is someone to handle invites and set the next mission.
Besides that, all it takes is saying "good job" at the end of each mission, "let's just head on" if someone afks and the team loiters and saying "split" or "regroup, folks" if the team splits and gets in trouble.
This game doesn't need firm, decisive leadership (unlike others). All it requires is someone to handle invites and set the next mission.
Besides that, all it takes is saying "good job" at the end of each mission, "let's just head on" if someone afks and the team loiters and saying "split" or "regroup, folks" if the team splits and gets in trouble. |
You don't really need to "lead" in this game unless it's against something requiring coordination like Cathedral of Pain, Statesman/Recluse TF, Hamidon Raid, etc.
Generally, just invite people, set the mission, head to mission works.
If people are straggling, ask them if they're afk or if anything is the matter.
If people get bored, offer to do story arcs, maybe Ouroboros or a TF.
If someone in your group is going off all the time (I do this all the time on my Kat/Regen ) then you can call them to order or tell them privately to stick with the group.
If people start arguing with each other, try to defuse it as best you can.
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168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes
I saw you recruiting for a team in Cap au Diable so I'm going to make the assumption you're red side. One thing to keep in mind about villains (specially the villainous archetypes) is that they're self sufficient. Most of my teams (I'm a redside only player) end up splitting without us even noticing. Those tend to be the smoothest team, as we're tackling +8 with usually 3, 4, or 5 (pre level 50 or IOs even) without a hitch. Like many posters have said, whether I'm the leader or someone else is, the only thing the star holder does is get missions or set missions if someone else already has some.
Reminds me of a story, when I was doing the Operative Renault Strike Force. It was 8 of us, 2 brutes, 3 widows, a stalker, a tanker, and myself on my Dominator. We were in the environment-friendly Arachnos base (never turning on the lights must save a lot of power!) and the tanker had died at some point because we had split. When he commented that people should be following him (I was the leader of the team) I corrected him and let him know that in the Rogue Isles, the team follows whoever is moving faster and survives the alpha strike. The others in the team pretty much pitched in and said they don't follow someone arbitrarily just because of their AT, maybe that's how it works in Paragon City but not here.
The tanker didn't get argumentative and made sure he was being followed by at least two others from that point on and we finished the SF without any problems. Granted, we didn't get split intentionally in the Arachnos base, but that is what happened. There was a brute who was keeping a good pace and that's who most of the team ended up following at the time. Not to mention it's hard to see in those eternally dark bases and the brute was keeping close.
I guess it's my turn to share.
From experience, I learned that:
- People generally are susceptible to being ordered around... I know this sounds a little bossy on my part, but I noticed that good leaders usually know how to balance their authority and friendliness.
- People tend to get scatter-brained when no one is in charge. A part of the leader's job is to keep people on the same page.
- A leader lets his teammates shine in their own ways. If your teammate is a tank, let him be a tank and don't do the tanking yourself if you're the healer.
- A leader is a good communicator and sends clear and concise messages to his teammates.
Some very good advice so far. Thanks.
in the Rogue Isles, the team follows whoever is moving faster and survives the alpha strike. The others in the team pretty much pitched in and said they don't follow someone arbitrarily just because of their AT, maybe that's how it works in Paragon City but not here.
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Dr. Todt's theme.
i make stuff...
All I want from the leader is to tell me what the team is doing before I get invited, and to set the mish in a timely manner. Anything else is gravy. You wanna tell me a plan, or poll the team on what to do next, fine, but as long as you have something for me to do 95% of the time, I am happy.
When I'm leading, I tell people that team splits are fine as long as you can handle yourself, your aggro is your problem, and that if you die, don't cry. I figure they can glean from those statements that if they need support or feel squishy, they can stick with the team. I've never had a complaint.
This game is easy, simple and straightforward. People really don't need to be told much.
I didn't read all of the other posts, but here are a few very basic pointers. I only ever really lead radio and tip PUGs, so most of this applies to that.
All of my guidelines extend from one principle: nothing kills a team faster than dead time. I mean this literally and figuratively. If you wipe a lot, or you waste a lot of time, you are going to have trouble keeping together.
- Guideline 1: Give clear communication on what the next task is. As soon as you exit one mission, be setting up the next. If you are unable to set the mission up right away, say that in team chat. If more than 3 minutes goes by and no communication has been attempted, you are going to start losing people.
- Guideline 2: Roll on 6. What this means is that if your team is full, the mission begins when 6 team members are ready to start. The remaining 2 can catch up. Use a little judgment here: if all 8 team members are moving toward the door, you can (and should) give them a little time to get together. But if someone is not even on the same overworld map, do not make the entire team wait for that one person to catch up.
- Guideline 3: Recruit new members while the rest of the team is fighting. You can use the /search function to help you. Don't wait to get back in the overworld to recruit (although you can still broadcast there to help you out).
- Guideline 4: Related to Guideline 1, if you or someone else need to enhance or take a break, tell the team and say "Go ahead and start without me." Do not make people wait on you.
- Guideline 5: Do not criticize people passive aggressively. For example, do not say something like "That's funny, I thought we invited a Kinetics toon, but it looks we ended up with a Blaster." If you are going to ask someone to play differently, be polite (even if you are frustrated) but direct. Snarkiness almost always backfires, and, worse, people on the team who might have agreed with your point won't want to get involved if it turns personal.
- Guideline 6: Set reasonable goals. This usually means on radio missions that you keep the settings on +0. Wiping over and over will wipe your team out. Rule of thumb: after the second wipe out, 3 members drop.
- Guideline 7: Hitting /kick is like declaring bankruptcy. You can do it every so often, but it stays on your record for 7 years. of course, you can /kick people who have simply been afk too long.
omg, you again with this leader thing... dude...
hope that helps
No one goes there anymore, it's too crowded...
"The potato goes in the FRONT."
I prefer "follow the star" rather than whoever happens to be able to hold aggro. For instance, often times I'm the only Tanker on a team, but I'm not the team lead. I go wherever the team leader goes. If the rest of the team goes somewhere else and cries out "Tanker, we need you!" then, well... Stick with the leader.
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But sometimes things get tough. A lot of players share the opinion that teams don't require strategies, and full eight-person teams don't. Only in special cases are full teams challenging. On the other hand, many players think of a small team as a team that simply hasn't filled up yet. I lead a lot of purposefully small and medium teams, where strategies become necessary. I know how to keep a team alive and winning, but I didn't learn overnight. You need to be able to listen to your gut, and your gut needs experience. You can't learn most of what you need to know on the forums. My most trusted regular teammates don't even have forum accounts.
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Sometimes I declare myself Guild Leader and demand that my SGmates give me stacks of cloth and pay guild tax or I will dock their DKP. They usually humor me until I get distracted by a shiny badge.
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This is something a want to tackle on. How can you be a firm, decisive team leader without being bossy?
It's like a hit and miss for me right now. Thanks in advance. |
95% of the time when I join a team, I expect two things out of the leader.
1. Recruit teammates.
2. Choose missions.
If they're doing those two things, then I'm happy, I expect nothing else out of them. In fact, I would probably start to resent it if the leader were constantly giving out instructions and telling everyone what to do. The only situations in which I find that acceptable are if you've signed up for something that needs done in specific way. A task force or raid for example. Otherwise, just stick to points 1 and 2 above, and you'll be fine.
This is something a want to tackle on. How can you be a firm, decisive team leader without being bossy?
It's like a hit and miss for me right now.
Thanks in advance.