- "Know quest" and "not learning friendly" are relatively obvious.
- "TR XP Zerg" means that the characters in question have undergone a True Resurrection, which grants certain bonuses if the player is willing to reset back to level one and level again with a harsher exp curve. Because DDO quests are worth diminishing exp each time they are repeated, these players can least afford losing the "no one died" exp bonus for a flawless dungeon run.
- "Be self sufficient" and/or "BYOH/Bring your own heals" is another common qualifier - many classes can self heal and fix their own debuffs, while others can use cheap many-use wands for these tasks, and an unlucky few must actually resort to chugging potions. Apparently, the worst case in that department involves an entire inventory tab full of potions for things like resisting specific types of damage, curing half a dozen different classes of debuffs, etc.
(It is worth noting that some players pay real money for experience boosting potions from the DDO store, and therefore have extra motivation for demanding speed and efficiency above and beyond the time pressures seen in the other games I've played.)
The Challenge of Finding Your Pace
Personally, I'm just as happy NOT to jump into a group that's going to trivialize the content - almost as happy as they would be not to have me. This problem is in no way exclusive to DDO, as I've seen overly efficiency-obsessed groups in both WoW and EQ2. So why is it so hard for players to find other players who are on the same page?
My impression is that we see this type of screening - WoW's version is the gearscore check - more readily as the number of times that players are expected to repeat the same content increases. This only makes sense - if you run each dungeon a single time, you're going to be as unprepared as everyone else and only in so much of a position to complain, while your patience may understandably begin to wear on your tenth trip through.
The unfortunate conflict is that group systems depend on enough players being available to fill out the groups. The most active players, who are best able to fill the need for groupmates, are the most likely to have already exhausted their patience. As a result, we see incentives structured to make it worth their while, whether it's a positive incentive (overpowered loot tokens) or a negative one (go re-run these old dungeons even more times than it took the first time you leveled through them). The problem is that this creates an environment that's even more hostile to the actual newbies who need the training and experience.
In the end, I won't be sad if I can't complete all the dungeons/quests/etc out there, as long as I'm having a good time playing with players willing to move at a rate I'd actually find enjoyable. It's just frustrating when the primary roadblock to that playstyle is figuring out where to look for those players.