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I have changed the title of my post to express the meaning behind it. It was never meant to flame anyone for using the word trinity. It was meant to explain that games were not always limited to such simplistic class design. That being said I am merely expressing my opinions.
I love all the silly trinity threads. Obviously something thought up by younger gamers who never experienced older mmorpgs. Trinity to me = lack of imagination. The above statement is not meant to hurt anyones feelings it is merely an opinion and as a human I think i have that right still?
Games had way more then a trinity. Tank Healer Mana-feed/Buffer (remember enchanters, they were NOT dps) Puller Crowd control Rezzer (not always the healer) Damage dealer (the most unwanted role in many games, now it is the most common filler role) Attack Buffer (atk spd or atk output not neccesarily from a dps role)
I could go on and on.
Want to know why you do not see this as much anymore? GAMING COMPANYS GOT LAZY!!!! They started combining this stuff into other roles so they could get away with less classes. You think Guild Wars 2 got rid of healers and tanks to be innovative? LOL! It was lazy. They gave everyone a rez. Gave everyone a heal. Gave everyone the ability to safely pull mobs. Something challenging will come along eventually that will once again REQUIRE such specified teamwork. Until then enjoy easy mode.
Edited in: Killing the trinity: Tank role deletion: All damage is based on getting hit or not getting hit (avoidance). All characters have the same defensive standpoint. Healer role deletion: Take out all abilities to regen HP except a natural passive heal over time. Like real life wounds are healed. DPS role deletion: Take out differentials in damage output. Take out enemy HP. What part of a monster you attack starts to weaken and break him down. (obviously this would be the hardest role to take out but if there was no damage differential in skills it would all be skill based and therefore having no tank or healer role naturally takes this role out as well.) It's like: Mortal Kombat as an example. Everyone fights but you don't call them DPS. Now make me a game! go go go! :P Hero Evermore |
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12/24/12 3:35:11 PM#2
Sigh, the lost art of crowd control.
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12/24/12 3:39:15 PM#3
Did the gaming companies get lazy or did the gamers?
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Added in a few more roles. Crowd control being one of them. My favorite role gone from gaming is the buffer/mana feeder. Sure some games have bard but they are way more dps powerful then in the older games. Back in the day a good enchanter could DOUBLE the groups xp rate. Something near impossible in todays mechanics. You want to be a helper role because you like helping groups at the cost of solo efficiency? Sorry you only get to be a healer now. Hero Evermore |
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12/24/12 3:49:25 PM#5
The first time I ever heard trinity it was a warrior (tank), cleric (healer), and enchanter (crowd control/slower).......DPS was needed but was not a part of the trinity at that time anyway....In the early days of EQ if you played one of those classes you easily got a group.....Any other class you would still be able to find a group but often took longer and you had varying roles (unless you were strictly dps like a wizard or something).
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Originally posted by MyTabbycat I don't make games but I know one thing. The next AAA mmorpg that has 20+ classes will be something many of us "oldschool" mmorpg vet's would die for. Grindfest doesn't exist in my vocabulary. Reaching max level in a month or less casually is not my style. If the PvE is awesome the slower the better. Given you have enough areas worth our time. I remember leveling in Everquest Online Adventures. It took me forever to reach the cap. yet i stuck with that game for 3 years. I felt like I had really earned the right to be at level cap. Now I am just handed it. Kinda sad. That is a little off topic but it goes with the same thoughts. Gaming is getting to simplified.
THE MORE ROLES THE MERRIER. Hero Evermore |
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12/24/12 3:57:33 PM#7
Agreed, but I don't think it necessarily has to do with laziness - I think it was more of a time issue. In games with that many roles, it's often tough / time consuming to get a full party together that fills all of the roles. Also, some roles are more played than others. This was a major issue for a lot of players, especially because people tend to prefer DPS roles meaning there are too many of those players and people have a hard time getting groups, etc. So developers began to consolidate roles, or in the case of GW2 - everyone can do everything, so there's no need to wait. And it doesn't matter who you group with really... you can play ASAP. I do miss a lot of these roles though and wish some games would implement them again somehow. |
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12/24/12 4:01:39 PM#8
Originally posted by HeroEvermore |
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That is a horrible article lol. Everquest did NOT have the trinity. You can say oh but i liked these 3 classes in my party best so that has to be the trinity. NEGATIVE. Not even close. Bad article :P
Noticed you spammed that article in several posts. Least spam something knowledgable. Anyone that says EQ was restricted to trinity is WRONG WRONG WRONG> Thanks for playing, come again. Hero Evermore |
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12/24/12 4:12:53 PM#10
Role diversity sounds awesome. Were the group sizes larger? Or raid groups in normal-ish dungeons?
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Originally posted by XAPGames Most of my personal non trinity preference design would come from EQOA. We had the standard party size (5-6) and no raids at all. It was more fun to play the misfit classes and be a person that excelled at them because people truly remembered you in partys. I played an offensive modded warrior and it was the most rare class in game. We sacrificed everything meant to make us tank (def mods) to get 6 offensive mods (most in game) and we were a very "unwanted" class. The perk to being an amazing one, our group could have me tank and have way higher output of dps overall (you grinded in eqoa even after level cap, class mastery ftw). I just had to have a real nice healer for sure lol. being different in games is fun. The more classes the more unique you feel. Hero Evermore |
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Robokapp
Elite Member
Joined: 11/15/09
The only luck I had today was to have you as my opponent. |
12/24/12 4:18:56 PM#12
Originally posted by XAPGames naturally raids were very large back then. if you look at a very large op in eve, it'll included 100-some capitals and over a thousand subcapital pilots filling various support roles across several dedicated fleets.
Now this is eve...the oddball...but pve-wise in very large scale raids like 72 or more... it was similar.
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12/24/12 4:30:07 PM#13
Originally posted by HeroEvermore I was under the impression they've made these kinds of changes because modern day players are tired of being dependent on others to fill a role and such. I agree it's bad design for a multiplayer game, but there's always someone complaining about the fact that their character can't do everything because they're a certain class and what not. |
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I blame this exact thing on people who think they are social mmorpg gamers and truly they are just RPG gamers. If you DO NOT RELY on others to succeed. Why are you playing an MMORPG?! /uninstall Hero Evermore |
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12/24/12 4:34:19 PM#15
Originally posted by Wolfenpride Everyone says this, but i dont get it. so many people were tired of being dependant but the only games still runing sub fee's are older games that have these dependency's |
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Robokapp
Elite Member
Joined: 11/15/09
The only luck I had today was to have you as my opponent. |
12/24/12 4:35:39 PM#16
Originally posted by Wolfenpride Players are allowed to be tired of whatever they want to be tired. It doesn't make them right...but they're allowed.
when companies follow the modern players with development model, however, you have a problem. because now you're developing games catered to the "play it for a month, beat it, move on" crowd.
are MMO companies happy to develop for 5 years and have a populated game for 1 month ?
there's a good reason you don't want to give your client everything he ever asks for...BECAUSE ONCE YOU DO, YOU AND YOUR PRODUCT ARE NO LONGER NEEDED.
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exactly what static said. you want to sell a lot of copies to a broad audience. Sure make the easy mode classes and solo capable game. Want to keep the monthly subs and the peopel that actually make up a great community. You won't find us in your game for long because we will keep going back to the older games where MASSIVELY MULTIPLAYER really meant just that.
also great input robokapp Hero Evermore |
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12/24/12 6:20:32 PM#18
Originally posted by HeroEvermore It is solely my opinion, but the problem with this argument is that you can't constantly do some of these roles throughout an entire battle and expect to stay on the team. Instead of soaking, dealing, or healing damage you're just constantly sheeping the same mob over and over, or doin nothin till someone dies then you rez them? The reason why they call it a trinity is because they are the major roles. You can sheep a mob to the side once and then DPS the main target. You can pull a mob with a taunt and then tank them both. You can rez a person and then heal them up. Nomatter what minor role you're doing you usually go back to healing, dpsing, or tanking. The only role that could have some extra flak is pulling, and thats in fights where even a tank can't handle the boss so it must be leashed. The puller still must do dps regardless.
In short, the trinity is called a trinity because it's always expected of you to deal, soak, or heal damage.
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Obviously you never played an enchanter type role that is completely designated to feed buffs and mana and not do ANY damage.
You also have never played a puller in ffxi (vanilla). Whos only job was to grab a mob, drop it off at a tank, then go get another mob. Your thoughts are tiny like the games that come out lately. We want big thinkers. Thanks for playing :P
You exact thoughts are honestly what the gaming companys think you want and that is why class diversity in games is so lame now. Thank you for proving my point lol.
Why not just make my class the tank/healer/dps and not even make parties in games. Great idea /sarcasm
WHEN GAMES BEGAN- I thought classes would grow and become infinity. Now they are even less then a trinity. A true waste of imagination. Hero Evermore |
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12/24/12 10:20:18 PM#20
I would love to spend my entire time in an MMORPG of the future just hitting a monster once so that the rest of the group can do everything else. Pulling sounds amazing. Buffing is a great thing as well. I remember how much buffs helped, and how their durations of an hour or so were far too short so we had to keep one of our group slots filled with someone who followed us around, collected loot to keep, and after a while of yelling buffed us again.
And crowd control, amazing, I can't imagine how groups could work without a player who all they did was control the crowds. They have to be some sort of amazing magic user, but not a Mage because mages use magic and they are DPS. The CC uses magic too, but can't do damage. It would be silly to think that someone who could use magic could do both. |
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