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Dewm
Spotlight Poster
Joined: 5/29/09
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
I hear alot of people saying they are tired with the old set up of "tank dps heal" that whole situation. Well i've been thinkin about it for a while. and honestly I can't think of any other way to do it. So would some of you like to tell me what you had in mind? (Keeping in mind it has to work in a grouping enviroment) |
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7/15/09 1:07:32 PM#2
Saying you're tired of these concepts pretty much also mean you are tired of group cooperative play MMORPG environments. I also have no idea how to "reinvent" the thing there besides changing a few things here and there but in the end sticking with "tank", "heal" and "dps". It might just be my ignorance that associates these terms with MMORPG group play. |
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7/15/09 1:11:26 PM#3
Anyone saying they're tired of this needs to take a break..... it's almost like, "I gotta quit smoking".. :) |
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7/15/09 1:13:00 PM#4
How about nothing but DPS. That is how real soldiers fight a battle that lasts for just a few minutes. I've always thought tanking was lame. In-combat healing is even worse unless you are in a very high fantasy setting. |
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7/15/09 1:14:35 PM#5
Originally posted by Dewm
Here is what I propose though: - Do away with battling 1 large uber health pointed mob. Instead all "raids" should consist of waves of normal level mobs that far outnumber the player characters. Healers would still be used but a low dps aggro tank would be all but useless in this scenario. You would want as many middle of the road or hight dps characters as possible. In this situation everyone is a tank.
- Who needs healers when you have adequate pots or unversal healing skills.
- Another way is to do away with fantasy MMOs. No need for "tanks" if everyone has a gun.
- Also instances and raids could revolve around stealth or infiltration (think MGS coop or Call of Duty).
It actually isnt that hard. MMO developers just have to get out of this model Create Generic Fantasy World Populate with high health point raid bosses for difficulty (cheaper than multiple enemy attacks) Add tank, dps and healing classes to deal with bosses.
The whole mechanic is stale.
Playing: Tera, BF3, ME3 Waiting on: Guild Wars 2 |
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7/15/09 1:17:47 PM#6
you can't think of anything because you are not that rare person in this world with that rare brilliant mind... lets face it... 90% of the people around the world are simple common folks... where all we can do is copy copy and copy... it is only when those rare indvisuals with gifted creative minds decides that they want to create a new game for the world... then you will truely see something new... and after you see it you will go "oh yea that makes sense what a great idea now why didn't i think of that"...
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7/15/09 1:20:20 PM#7
Originally posted by Fr0z1nDuDe Yeah just wait till one of my ideas makes it into a game (not the ones I posted above). :D Playing: Tera, BF3, ME3 Waiting on: Guild Wars 2 |
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7/15/09 1:26:04 PM#8
The Chronicles of spellborn tried and kind of did eliminate the cookie cutter classes in an mmo. Their was no definite "tank" or "healer" And that game trainwrecked. |
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7/15/09 1:29:00 PM#9
How to make a game that doesn't rely on the holy trinity of tank/dps/healing: 1. Concentrate on many-vs-many fights rather than many-vs-boss. As someone mentioned, TOR is (currently) approaching things from this perspective and I personally think it's a very viable alternative to the trinity. It may also lead to a game that has better balance in terms of PvP, more accessible group mechanics and a much, much overdue removal of the "LFG: Need Tank!" spam that we all are so very fond of. If I can also play a wookiee I might never buy another game ever. |
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Cryomatrix
Novice Member
Joined: 8/19/05
Currently Playing: Entropia Universe (on hiatus) Played: RoM, WoW, L2, EVE, SWG |
7/15/09 1:30:21 PM#10
Bionut, You read my mind exactly. More and more waves of smaller creatures with low hp's would create a frantic pace instead of sitting there pumping 4040304034 arrows into one guy hitting a tank. I mean seriously, i can't believe no one has done this. I'd love going through and just tearing apart mobs when i'm at a high level. It would be like grouping in diablo 2 with a necro lowering resists and a sorc and you just plow through the enemies like there's no tomorrow. Now that is fun. Then again there could be a lag issue. Cryomatrix |
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7/15/09 1:33:02 PM#11
Originally posted by Wolfenpride
I've heard lots of explanations of why people quit that game but I have never heard anyone say it was because they did not have enough restrictions on the skills they could select. |
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7/15/09 1:38:43 PM#12
TCoS "trainwrecked" because the game content itself was/is boring, repetitive and unimaginative. Also the developers and distributors of TCoS had virtually no advertising go on for the game at all. They also had a piece meal style launch where the game release only in certain limited areas in Europe this made the servers feel empty and dead. Games I've played/tried out:WAR, LOTRO, Tabula Rasa, AoC, EQ1, EQ2, WoW, Vangaurd, FFXI, D&DO, Lineage 2, Saga Of Ryzom, EvE Online, DAoC, Guild Wars,Star Wars Galaxies, Hell Gate London, Auto Assault, Grando Espada ( AKA SoTNW ), Archlord, CoV/H, Star Trek Online, APB, Champions Online, FFXIV, Rift Online, GW2. Game(s) I Am Currently Playing: GW2 (+LoL and BF3) |
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7/15/09 1:41:42 PM#13
I like the Tank, Healer and DD concept. I like being in a party were people have roles and have to play there role for the party to be successful. AMD FX-4100 Zambezi (OC at 4.3GHZ ATM) |
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7/15/09 1:52:56 PM#14
I believe that there is actually a compromise to develop an encounter where you could have a group or raid group against a boss without a tank or healer. Much like games we've all played in the past, I mean everything from mario bros to tomb raider, god of war, and other action adventure type games. Think of the dynamic, the object is to not get hit at all, and you were limited on the items you could use to bring your health back up. All good games at one point or another have you fight an all powerful boss where you have to dodge attacks and find special ways of dealing damage to a boss. So stick this into a group environment where coordinated actions are necessary and healing was something only the individual was in control of. What if the boss was a large demon where only his arms and head rose above the surface and didn't move or chase any particular tank. Instead the object was to have the players move and jump around to avoid his swings while also having to work in damaging attacks in the limited time to kill the boss. I think it could work outside the formula of tank/heal/dps without just being a game that sent repetetive waves of mobs at a group of players hiding behind the barricades (although that is always a great in between for boss fights).
TOR, as mentioned, looks like it aims to adress this, I read a description of one of their "instances" where you are in a star destroyer that is assaulted by rebel forces who break in and you have to fight off waves of enemies as they storm the control room and at the end you have to fight a jedi. Action/adventure elements need to be brought into MMO space for the genre to really move forward imo. MMOs played: Horizons, Auto Assault, Ryzom, EVE, WAR, WoW, EQ2, LotRO, GW, DAoC, Aion, Requiem, Atlantica, DDO, Allods, Earth Eternal, Fallen Earth, Rift |
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7/15/09 1:56:54 PM#15
Originally posted by Cryomatrix
Will it work? Guess we will find out when TOR launches. Playing: Tera, BF3, ME3 Waiting on: Guild Wars 2 |
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7/15/09 2:03:29 PM#16
Maybe the better question is, "How do you break the current mold and still make the game fun to your target audience?" Changing the current character archetypes of tank, healer, dps and crowd control means utilizing some form of hybrid character types and that means you remove the distinctiveness of roles in the game. Making everyone dps or some hybrid of the traditional roles in the game, reduces the amount of character variability. Everyone is like everyone else. That's not going to appeal to most people, I think. I like the traditiona character archetypes. A lot of games now have character types that can fill multiple roles in a group. For example, in WoW, Druids can tank, heal or dps, depending on how the characters skill/traits are set up and the gear they are wearing. EQ2 has quite a few character types that fill the same role but do it in different ways, allowing greater variety within the traditional archetypes. I just don't see how you eliminate the need for the different archetypes without limiting the variety of the gameplay. "I am a WoW clone." Me |
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7/15/09 2:07:46 PM#17
Originally posted by angus858
Tanking comes from, uh, tanks.
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7/15/09 2:09:51 PM#18
Originally posted by Korvenus
The US military has plenty of them and does many raids. In fact their roles are support, dps and more dps.
(While there are healers they usually don't go on the raids) Playing: Tera, BF3, ME3 Waiting on: Guild Wars 2 |
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7/15/09 2:10:36 PM#19
I agree, MMOs could use new roles. Maybe something along the lines of "mooch" - robs bosses of all their loot sending them stomping off in a fit of rage |
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7/15/09 2:15:18 PM#20
Originally posted by Pale_Fire
What if variety was the way you played your class.
In all honesty there only needs to be one class in any MMO. Call it base class or starting class. This base class should then gain xp and spend it on the skills he/she would like to use in their play style. Give the player multiple options that branch off into others that do not enclose someone in a specific "class" and we will see a truly unique MMO. This is next gen folks. Want to throw fireballs and drain health? You got it. Want to run very fast and be super strong? You got it. Want to do everything? You got it but it will take you years to get the experience necissary. Playing: Tera, BF3, ME3 Waiting on: Guild Wars 2 |
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