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News & Features Discussion  » [Column] General: The Trinity & How it Shapes Communities

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47 posts found
  jmcdermottuk

Hard Core Member

Joined: 6/10/06
Posts: 781

10/16/13 12:05:18 PM#41

Moving away from the pro/con trinity debate and getting back to the topic: I don't think the trinity is the reason communities form at all.

 

When people talk about community in MMO's they generally are talking older games like UO, EQ, DAoC etc. The reason communities formed in those older games wasn't due to a Trinity system. It was because a) the content couldn't be done solo and b) there was a lot of downtime.

 

When you combine those two factors you get groups forming and spending quite a bit of time doing nothing but chatting or suffering awkward silences. It was during downtime in groups that people made friends, got guild invites if they were doing a good job etc. In order to form a Community you need to Communicate!

 

Skip forward to the modern MMO and most people solo to the level cap then start using a dungeon finder to do group or raid content. How is a community supposed to form when nobody bothers to talk to anyone else? Simple answer is, it doesn't. Other players in most modern MMO's are just competition for mobs you need and a hindrance to you levelling your character or getting that loot you're after. Not an environment that fosters community when you think about it.

 

I don't think it had anything to do with the class system at all.

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

10/16/13 12:20:42 PM#42
Originally posted by jmcdermottuk
When people talk about community in MMO's they generally are talking older games like UO, EQ, DAoC etc. The reason communities formed in those older games wasn't due to a Trinity system. It was because a) the content couldn't be done solo and b) there was a lot of downtime.

or c) something else entirely.

People aren't so easily herded.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  ste2000

Advanced Member

Joined: 2/28/04
Posts: 4733

10/16/13 12:47:11 PM#43

Great article.

I've been saying this since 2008, when developers started watering down the Trinity to oblivion, so much that some of the latest MMOs completely removed it.

If GW2 had the Trinity, I would still be playing the bloody game.

GW2 is actually a fun game, but group content is boring as hell.

So GW2 lost a customer because of the lack of Trinity.

 

The Trinity adds "Structure" and certaing expectation on the players, as pointed out in the article, that's the truth that developers seems to miss.

I also add that the Trinity should be reinforced, not weakened.

By a stronger Trinity I mean not just the classic set up (Healer, Tank, DPS) but also adding up the Crowd controller the Buffer, and the Puller............

For me being an exceptional Puller was the reason to play EQ, that was my role, I was good at it, and that gave me satisfaction.

Now with the new games, I don't know what I am supposed to do in a group and all seems like a big mess............ just not fun.

 

EQ, WoW Vanilla and EQ2 Vanilla were the best MMOs I played and they all adopted a strong Trinity.

I hope developers understand they are doing a mistake and change the tune, before it's too late.

  Lucioon

Novice Member

Joined: 1/12/06
Posts: 840

10/17/13 3:20:27 PM#44
Originally posted by Ender4

There is nothing wrong with the trinity. The issue is the dumb mobs that are ruled by an aggro table. Create smarter enemies and you will have to change the way the trinity works and make everyone be on their toes more. Instead of the tanks job being holding aggro his job is to use abilities that deflect damage from one person to him. Instead of the healer just healing the tank he needs to spread out and heal everyone. The DPS have to take more responsibility for moving around and positioning because mobs will know who is doing the damage etc.

Tank and spank is broken, the trinity isn't. As long as you build your classes so that needed abilities are spread out everything works fine.

Also getting away from the instance would help. Requiring a full group to do anything in a dungeon is a broken mechanic. Back in the day you could do a lot of content in imperfect groups because it wasn't all tuned for a full group.

You are the only one that have ever brought this up.

Trinity is Roles, but it doesn't mean that a tank just absorbs damage, and Healer only heals the tank. While the dps runs around just constantly pressing their sequences of buttons.

Keep the trinity, but change it up. Make those roles more specific

I totally agree to what Ender4 said 

 

Life is a Maze, so make sure you bring your GPS incase you get lost in it.

  Nihilist

Hard Core Member

Joined: 3/08/04
Posts: 564

10/17/13 3:43:04 PM#45

GW2 pretty much made everyone fully self-sufficient by putting all 3 roles into one character. The only time team work is essential is to revive someone from down state.

Since nobody is depended on to do anything for anyone else the party composition and allies barely matter. The game might as well be a lobby FPS vs bots which kills both the MMO and the RPG aspect.

  Sevala

Apprentice Member

Joined: 6/26/08
Posts: 104

10/21/13 4:32:35 PM#46

Trinity was a stupid phrase to begin with. There are more than 3 types "roles", the others just got erased by the stupid Trinity. It wouldn't be so bad if every game that comes out now didn't just catter to those 3 roles and opened their tiny minds.

The narrow minded focus was one of worst things to happen to the genre.  Right up there with limiting player choices and customization of playstyles.

~I am Many~

  deerstop

Novice Member

Joined: 7/21/13
Posts: 30

11/20/13 1:48:22 PM#47
Originally posted by achesoma
Complaining about the trinity is so 2012. Most people that played GW2 missed it after a while. Me included.

Yes, I did too. Kinda sad, actually

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