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Distortion0 3/12/06 4:56:07 PM
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Novice Member
Joined: 12/10/05 |
I've always wanted to be a game creator and I sometimes come up with concepts for the fun of it. So yesterday I was planning out a Sci-Fi MMO and it donned on me: When was the last time I'd seen a Movie, TV show or Single Player game where one character runs into a mass of enemies and just stands there? NeverIn fact, when there's an ally in a mob of enemies, his friends are usually afraid to use spells or fire volley out fear of hitting him! Realistically, if a hero is surrounded: So, before we do away with 'Tank's, is there any reason why these they should be in MMOs? Well, they do protect the Squishes from being mauled. But, surely there's a better, more realistic, more fun, way to do it then tanking though. My idea is the 'Struggle System'. Struggle would be a click ability that would require you to target an ally in order to use. The ally would have to be taking damage. Let's take something familiar: This would start a 'Strength Struggle' where Jim's player would have to press the 'q' and 'w' keys alternatively in order to keep a bar filled. If the bar reached the '0 mark' then the pig would over-power Jim, which would allow the pig to either disembowel Jim or go and maul Billy without fear of interference. However, if Jim could keep the bar filled, Billy would have cheap shots at the big while Jim kept it busy. Also, if Jim could fill the bar to the '10 mark' then he would overpower the pig, leaving him open to attacks by both Jim and Billy. Obviously, your Strength stat would effect how hard it was to keep the bar filled. Your Weapon and proficiency with it might also effect the bar especially in cases where both sides where using a weapons(IE Jim with sword vers Bob with a club) Now if there's a 'Strength Struggle' then there's obviously other types too. For pigs, the bar makes sense but say you were guarding against an agile warrior using two swords. For that an 'Agility Struggle' might make more sense. Rather then a bar appearing on your screen, a letter or number would appear. You would have a few seconds to find that key on your keyboard and press if. By continually pressing these keys, you block the enemy's attacks. Also, as the rest of your party attacks the enemy, it's concentration will start to lower. It will begin to miss attacks and you will start to find openings in defense in order to attack it. Imagine. If you leave your computer to get a sandwich, you might actually die! There would also be 'Impossible Struggle's. For example, you're fighting Giant Yetis and you block Yeti's punch for your mage. This would normally be a Strength Struggle but the Yeti realizes it has two hands! OMG HOW SMART! It would knock you flat on your arse. Perhaps you'd need TWO warriors to block a Yeti! There would also be 'Statistics Struggle's in cases where mini-games don't make sense. Like blocking Shurikins for example, would simply require a check of agility and reflexes. Also, while I like the class system, I think it should guide the player, not force them into a set of cookie-cutter skills. After all, who says a Ranger can't pick up a metal bow, work out a little and block for his mage buddy? In fact, who says the mage can't pick up a metal staff and block for himself? But I also think there should be a generic ability, everyone Gets called 'Pick Up and Run': So, you forgot your metal bow and now your mage buddy is being mauled by god knows what. Why can't you just rescue him from his assaulter? You hit 'Pick Up and Run', run over, pick up your buddy, get a little head start on your enemy and hope that you can outrun it. For PvP, the Struggle System would be hard to implement but well worth. You feel good 'owning' your opponent when there's no skill involved? Imagine if you actually used skill! Criticism? Complaints? Help? Amendments: Criticism: |
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Mylon 3/13/06 9:28:38 PM
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Advanced Member
Joined: 2/02/06 |
Tanks exist for a variety of MMO conventions. +Healing exists. It's easier for everyone to focus on keeping one guy alive than a whole party. |
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Hawkins 4/24/06 2:26:16 AM
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Novice Member
Joined: 1/15/04 |
Tank is the seed of tactics development in games, you like it or not. I dont mean it must exist, anyway, i think the 'tank' idea is not bad at all. First it's about damage dealing, the simplest combat element in a game is damage dealing. Say, if a group of 7 damage dealers can deal with all sort of mobs, what fun will it be? So you need to design a game where some mobs cannot simply be taken down by a group of pure damage dealers. Since a full team of damage dealers is not efficient enough to win, assistant classes are added while tactics are designed such that, 6 DDs + 1 assistance class may have a chance to take down a boss, but not 7 DDs. Automatically, the assistant class is thus a none damage dealer, for the sake of tactics development. To make it more challenging, it's not only a low DD class, but also a low hp class. The bet is on, if the 6DDs can successfully protect the assistance class, they'll win, else they fail. That's how the fighting tactics is introduced from a designing point of view. In a more intelligent design, including pvp, since everyone knows that whenever the assistant char is taken down, the 6DDs will lose, players/AI mobs will focus on killing the assistant class first, more like an exploit to break the team. Here comes the need of a tank, with the existence of a tank, you cant focus on killing the assistant class to leave the 6DDs hopeless. :) Thus DDs, the assistant and the tank act like a trio just for tactics to be introduced and developed, again from a game designing point of view. |
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TomSteele 5/16/06 5:41:24 AM
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Novice Member
Joined: 12/28/05 |
Tanking is a viable strategy, and although it doesnt make sense in some fantasy mmos, it does in many others. For instance, in EvE, it makes perfect sense. A battleship set up for tanking in real life would put on extra armor, ECM, anything to keep the other ships hitting it, while not doing much damage. It would rely on its friends to do the damage, and they would have less armor and such, more room for weapons.
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Mylon 5/18/06 6:56:05 AM
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Advanced Member
Joined: 2/02/06 |
No, tanking is not a viable strategy. In real life, if I encountered a tank with 5" of armor and a tiny machine gun, I'd ignore it and take out the glass cannons behind it. And this is exactly what happens in most MMO PvPs. Tanks don't do much damage, and therefore there is little incentive to kill them first.
Given how many hits it takes to take the average RPG character down, positioning is a fairly minor gameplay element. Tanks rely on artificial means to draw aggro because they can't clothesline mobs as they run by or flat out kill them instantly. And in most cases body blocking is not an option (ever see a 5 ft corridor in an MMO dungeon?). Even in Guild Wars where position is more important because of how fast paced the combat can be, rampant AoE effects, and so on, the common tactic is to rush by the fighters and kill the healer. Fighters have many means of dealing damage to make them a threat as well. Everything is about threat, perceived or real. Healers are a vital part of the team (see the whole bit about the balance of tanks, healers, and DDs above) and without them the rest of the team dies. Therefore, they are a big threat. But if the tanks also serve as damage dealers, and the healer's effectiveness is such that they can be outdamaged, then it may be a viable strategy to kill the tanks first. |
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Zackary 5/21/06 8:08:28 PM
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Novice Member
Joined: 6/09/04 |
While possibly adding to the "rabbit season, duck season" parody that this thread is in serious trouble of becoming, I'd like to point out that there are all sorts of military "units" (quite often not human) that qualify as tanks. It's just that, as has been pointed out, technical limitations make good realistic versions difficult. The essence of a "tank" is anything that prevents an enemy from attacking you, while at the same time allowing you to attack the enemy. A similar species of unit is the one that can enguage directly with minimal threat of reprisal (calvalry, often called "the tank of the middle ages", is a prime example of this case). Perhaps history's best example of tanking tactics were the shield walls used by Roman legionnaires - but of course it's hard to determine who or what you would call the "tank" in this case. Tanks don't really need to do damage, provided that they can stay in the way! And of course the best tanks are either disposable (serfs) of unkillable (machines, structures), so that you can indeed drench their proximity in friendly fire. The typical MMO "tank" classes have arisen out of a desire to make classical tanking tactics possible in spite of the inability to model the physical properties that real "tanks" apply. It looks like your suggestion is to implement some more realistic tricks, which is all good: just because most developers use the simplified model doesn't mean everyone has to! As a point of interest, "tank" is a really poor name that doesn't lend understanding. A real-world tank is an armoured artillery piece that in some situations could be considered to be able to attack with limited repraisal like the calvalry. In most situations, however, it is more similar to an MMO mage: it can do a great deal of damage at a distance, but has a short battlefield life expectancy (I have a friend who's a tanker - they train for an expected 8 seconds of survival...). |
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Hiachi 6/06/06 3:25:16 AM
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Novice Member
Joined: 9/17/05
"It is better to fail in originality than to succeed in imitation." - Herman Melville |
That's exactly the point, there's no incentive to attack the tank, because they do very little offensively, and [generally] take very little defensively, which is why there is so much emphasis on holding the opponent on that 'tank' entity. The idea of the 'tank' in itself is quite like real-life applications of martial techniques. Think of a shield wall or spear phalanx that is used to guard the archer who stands in the middle. The archer is doing the most damage in this scenario, and thus the most incentive attacking them is to take out that archer. However, the wall around him creates an issue, and thus the opponents (unless they themselves have a ranged attack device) are forced to either back away, or attack the shield. The difference is, (and this was brought up in a past thread about how the lack of collision detection in most MMORPGs causes this) players generally cant actually block opponents like that, thus they must use artificial means of simulating that. This is generally done with enmity/hate/etc systems, where the tank provokes, evokes, or otherwise goads the opponent into focusing on him. While the enmity systems employed in those games alone aren't terribly skewed, allowing for such a form of 'hate control' to be the substitute for actual defensive maneuvers is where the issue lies. If we were able to actually guard other players by creating a shield wall or something simiilar to that around them, the game would not only be more realistic, but also more strategic, as protecting the frailer characters of one's group is not as simple as hitting the "gain enmity" button repeatedly and holding ones shield up. |
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Mylon 6/08/06 9:56:22 PM
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Advanced Member
Joined: 2/02/06 |
Except that an archer isn't very useful against anything in melee range of a friendly unit.
If you want to go back to heroic/cinematic combat, note that often the good guy doesn't do 100% of the damage: He will duck one blow so that one baddie's attack hits another bad guy, so friendly fire also goes some ways towards making combat more tactical. That is, nukers aren't quite so much a priority target if, by the time you can whack them, they can't shoot anymore because they'd hit their buddies. Also, healers wouldn't be a priority target if their heals were touch range, which means they'd give everyone in range a free hit (and a chance to interrupt and waste the spell/mana) if they tried to heal someone actively in combat. Curiously enough D&D (then pen and paper game) incorporates both of these concepts. It's still generally a good idea to take down the mage first, 'cause not all spells risk hitting friendlies, but there are mechanics that prevent the heavy focus fire seen in MMORPGs. |
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