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1/05/09 6:17:23 PM#41
Originally posted by MasterCrysis
Wait, when did they announce there'd only be 8 "class's"? |
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1/06/09 12:00:39 AM#42
Originally posted by Ilvaldyr
What he says. I too dont see a real alternative. I mean, what other setup for spezialized roles can you thnk of? The only alternative would be that everyone can do everything, and then you have all soloers heaven. People cant cooperate when they have no fixed roles. One can hope however that they make the classes interesting and with variations and not too cookie cutter. It's just a matter of logic deduction. Tanking, healing and DPS just ARE the logical functions of a combat system. Sure you can distribute them different, you can make hybrids - at the price that EVERY hybrid is weaker than the specialist. Why do you think our modern civilization has become an all specialist world? Because specialization is way more productive. Otherwise we would still live in the generalist work age as 2000 years ago. You can remove one class, like healer and put it all to potions, but then you just took away one class some people like to play and place the function on an object instead of the person, and I rather walk with a PERSON who heals me than a potion spammage. No, my friends, specialized classes are the best for a reason, they are the logical breakdown of the combat functions. If you think you can deduct that better, than give me an example.
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1/06/09 2:11:56 AM#43
Originally posted by Elikal Absolute fallacy. I'm currently playing one of the most solo-friendly MMOs on the market, City of Heroes. Literally, any build can solo from the tutorial to the level cap. Yet still, I dare say the better part of the community as a whole plays in groups. Why? Because it's more fun. Isn't that the whole point?
Originally posted by Elikal 1 + 3 = 2 + 2 What's the difference? As for the logical breakdown of combat functions, let me a paint a scenario for you: You see three shadowy figures approaching. The first is a large Gamorrean, covered from head-to-toe in thick body armor, and carrying a hatchet. The second is a frail looking Bothan brandishing a very large rifle. The third is an unarmed medical droid. I hand you a blaster and tell you these three are coming to rob and kill you. What do you do?
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1/06/09 12:48:04 PM#44
Originally posted by singsofdeath
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singsofdeath
Novice Member
Joined: 1/28/06
"You should never underestimate the predictability of stupidity." |
1/06/09 12:55:36 PM#45
Originally posted by Arremess
The problem here is, if you make characters be able to do -everything- then there is -no- interdependency. There is a fine line between making characters universally useful and making them overpowered. Of course, if any character can fulfill any role, you might say that it's basically back to the status quo.
In the end, you will still have the same roles in a fight, only they might be fulfilled by different people. If you displace the tank/healer/dps setup (as in the -classes- are set up to fulfill said role), then all you end up with is a group of character that can do everything and then, before a fight, assigning the roles there.
If you remove the -need- for tanking/healing/dpsing, then you would have to look at a whole new game concept and frankly, I'm not sure where that would lead. You'd end up with the aforementioned mechanics, ccing, kiting, positional awareness etc.....only without the additional need to heal, tank. I think.
But then again, I haven't thought too hard about possible alternatives. I shall meditate on this. |
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1/06/09 1:11:33 PM#46
Originally posted by hanshotfirst
Wait, when did they announce there'd only be 8 "class's"?
http://www.edge-online.com/magazine/inside-the-old-republic?page=0%2C0
page 3. |
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1/06/09 1:13:51 PM#47
Every player is Force Sensitive thats it... it should be.. then u pick up your power from some skill branches.. and saber skill defense skills... healing skills.. tanking skills... and such...
and you can build up your template with difenret stuff to pick.. but u can only pick a certain ammount of stuff... and maike it like tons and tons of skill trees.... something like galaxies with a blend of dungeon siege style and such.... or maybe with some guild wars taste... |
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1/06/09 1:20:55 PM#48
Originally posted by singsofdeath
If that were true, then how would you explain a game like Left 4 Dead? |
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1/06/09 1:21:55 PM#49
i realize some people may not like skill systems. and although Bioware has spoke saying they are using levels, i still beleive a character's progression will be more like a skill leveling system. think in terms of Kotor 2. you leveled. but what was a level? the only thing it did was keep track of xp, and at a certain level you obtained a prestige class. other then that, the entire character progression was skill based. selecting skills and rows of skills to progress through much like the equivalent of a skill based system.
i suspect we will see both in this game. to what degree is the question.
lore wise, a jedi would use blasters, grenades, poison darts and several other weapon types, and were skill with em. Mara Jade is a perfect example. if ever there was a jedi assassin, she would be it. then theres people throughout the lore, who are not jedi, but were melee equipped in Teras Kasi or bounty hunters who were well known for there melee prowess and there ranged weapons attacks.
there is no such thing as limiting a character to a certain role in star wars. to do so would not be star wars, but some junk game with a coated star wars names/graphics. |
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1/06/09 1:25:19 PM#50
Originally posted by singsofdeath
As will I :)
Thank you for your input though, it was a pleasure and gave me some to think about as well.
Though the above link and 8 "classes" news is a major disappointment for me personally :( Oh well |
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singsofdeath
Novice Member
Joined: 1/28/06
"You should never underestimate the predictability of stupidity." |
1/06/09 1:25:46 PM#51
Originally posted by hanshotfirst
If that were true, then how would you explain a game like Left 4 Dead?
What's there to explain? Is Left4Dead an MMO? As far as I was aware it's an FPS, isn't it?
I wouldn't want to compare an FPS to MMO. Unless you start talking about games like Darkfall. But as far as we know, TOR won't have twitch combat. Adding twitch combat also adds a whole different dimension to the encounters, a lot changes. I am pretty sure that in twitch combat the "non"-Trinity could be realized better.
Hmmm, gonna have to think about this again.
If you were talking about interdependency, I think I actually explained that wrong in my first post. No interdependency is of course not true, since you would still need more than one person to beat certain scenarios. I was more talking about the interdependency in a fight itself. As in, a damage-soaker can't, at the same time, put out insane DPS, and a DPS can't at the same time heal etc. |
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1/06/09 1:30:23 PM#52
I guess we have to live with the fact that 99% of mmos are crap and single player like games are cool... |
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1/06/09 2:04:24 PM#53
Originally posted by MasterCrysis
http://www.edge-online.com/magazine/inside-the-old-republic?page=0%2C0
page 3.
I'd have a bit more confidence in that information had it been directly attributed to someone from Bioware, rather than the nebulous "Edge Staff" credited for writing the article. |
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1/06/09 2:25:12 PM#54
Originally posted by hanshotfirst
http://www.edge-online.com/magazine/inside-the-old-republic?page=0%2C0
page 3.
I'd have a bit more confidence in that information had it been directly attributed to someone from Bioware, rather than the nebulous "Edge Staff" credited for writing the article.
i think so to, but it can't be ignored. whoever wrote that article clearly had much more access then the fan base. |
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1/06/09 2:35:28 PM#55
Originally posted by singsofdeath What's there to explain? Is Left4Dead an MMO? As far as I was aware it's an FPS, isn't it? I wouldn't want to compare an FPS to MMO. Unless you start talking about games like Darkfall. But as far as we know, TOR won't have twitch combat. Adding twitch combat also adds a whole different dimension to the encounters, a lot changes. I am pretty sure that in twitch combat the "non"-Trinity could be realized better. Hmmm, gonna have to think about this again. If you were talking about interdependency, I think I actually explained that wrong in my first post. No interdependency is of course not true, since you would still need more than one person to beat certain scenarios. I was more talking about the interdependency in a fight itself. As in, a damage-soaker can't, at the same time, put out insane DPS, and a DPS can't at the same time heal etc. No, it's not an MMO. However, it is a multiplayer online game with a significant emphasis on cooperation — sans the "holy trinity" paradigm. I'm not certain how the first-person-shooter nature of the title is even relevant to this discussion. |
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admriker4
Apprentice Member
Joined: 10/26/06
"Give me control of a nation''s money and I care not who makes the laws" |
1/06/09 7:08:14 PM#56
anyone play star wars galaxies pre-cu ? we didnt tank / dps / healer classes. There wasnt any taunt abilities and anyone could heal themselves with stimpacks if they took up basic medic skill. Many a night my guild and I would kill a krayt. The fight would last 30-45 minutes targeting the mind pool. I as the TKM / Master Swordsman usually took the most damage in melee range. Sometimes the krayt would go for a ranged rifleman but it would usually return to me. I guess I was sorta the tank but I did as much damage as any other player there and i could heal myself. 250 skill points to spend amongst 32 professions allowed for multiple play options well BEYOND the simplistic holy trinity design. When asking for a different system, what your really asking for is Star Wars Galaxies pre-cu. Unfortunately corporations have taken over the MMO industry and dumbed it down for the masses |
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1/06/09 10:03:22 PM#57
The only alternative I can think of would be something like this... Players can not heal themselves or others if they are engaged in combat or someone in their party is engaged in combat. This would force players / groups to consider their relative skills and if they can gain some tactical advantage in the fight before engaging an enemy or group of enemies. After combat is over, each player would have the ability to heal themself via bots, equipment or other acquired skills. Instead of the Holy Trinity of "tank, DPS, heal", combat mechanics and encounters could be designed around players avoiding damage through skills, manuevers and utilizing the terrain. What might be considered "exploiting" in traditional MMO's would be acceptable tactics here. If a group can attack from a position where their enemies cannot reach them, they stand a good chance of winning the fight, assuming their enemies have no ranged attacks or other tricks. Each class might specialize in a specific type of "DPS", but players would have the ability to develop unique defensive abilities: dodging, reflecting damage, camoflage, utilizing cover, etc. Each defensive ability would be situational and balanced in a way that players would have to chose what path to excel in. There is no aggro mechanics, enemies chose their targets based on other priorities; who is in their line of sight, who is closer or furthest away, who is an easier kill based on damage the player has taken. Enemies might be "sensitive" to certain types of damage which would trigger the enemy to prioritize that player first if other conditions are met. In this way, you could be dealing the most sustained damage in a group, but if you are positioned well and playing to your defensive strengths, the enemy might never come after you. Armor will not hold up for long under any type of direct damage and therefore mitigation would be minimal - enough that players don't get one-shotted. Armor is used to give player's resistances to specific environmental effects, to mitigate indirect / splash damage and to provide player's with slots to equip various upgrades. It won't matter what type of helmet you're wearing, a direct blaster shot to the face might not kill you in one shot but it's going to hurt real bad. If a player is targetted, they would need to find cover, try to regain a situational advantage or attempt to disengage while the rest of the group tries to attract its attention. Anyway, I'm sure there are numerous flaws with this but on the surface I like it. |
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1/06/09 10:16:43 PM#58
Originally posted by admriker4 Yes, and it was a colossal disappointment, both as a gamer and a Star Wars nerd. Originally posted by admriker4 We didn't need any of that because the game was ridiculously broken. With the right build or enough doc buffs, you could solo a Krayt in your underpants. Originally posted by admriker4 When was the industry not run by corporations? And no, I assure you, I'm most certainly NOT asking for Star Wars Galaxies pre-CU. |
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1/10/09 1:51:18 PM#59
Hybrids is the age old argument, heard a million times on these boards.. Problem is they just don't work, and they will never work in any MMO with ideal class stats being an option. No MMO with hybrid classes has ever shown it to be a popular or effective system. Not when alternatives of full specialization exist within the game. They sound good but usually only to people who have never played a hybrid class or an MMO with hybrids in it. |
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1/10/09 4:28:41 PM#60
Originally posted by Ilvaldyr
There are other systems. Stargate World use a shoot & cover model .. going AWAY from a tank/heal/dps model. I duno how successful that is .. time will tell. TOR can have other models too.
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