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All Posts by Shaigh

All Posts by Shaigh

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492 posts found

I don't find that your completion ratio of mainstream games makes you more or less hardcore, instead the only thing told is that core gamers buy a lot of games that they never finish.

 

Some people like to imagine themselves hardcore because they complete certain games on the hardest mode, but I don't find you a hardcore gamer if you completed a game like Pillars of Eternity on Path of the damned, and you are not more of a gamer than the guy playing it on normal. Instead you are probably the guy that looked up the best way to create your character to nullify much of the difficulty created by putting it on Path of the damned.

 

That's not to say that there aren't hardcore games that truly push players to the limits but when people rather follow a guide and/or look up fights on youtube you haven't earned your hardcore gamer credentials properly.

 

I could have gone the hardcore way, but instead I did what most gamers do and chose the easier path.

Will be interesting to see how skyforge and blade&soul will do, and the only way those games can make money is by attracting tourists.

Didn't expect the leak to be accurate.

@BillMurphy If reddit mods ban his account within hours of making a post its the opposite of reddit mods verifying that he works at carbine.

 

Thanks for trolling me to open up my B&S fansite account for first time in a year.

Originally posted by Malabooga
Originally posted by Shaigh
Originally posted by Malabooga
Originally posted by jmcdermottuk

 

Yup, and the only constant in trinity is tank/threat/taunt, rest is optional. Threat is produced exactly same way as it was 15 years ago, taunt is same skill as it was 15 years ago, nothing changed because it wouldnt work without that (you would have to redesign classes so they arent reliant on tank tanking, but then tank is redundant so you have to redesign tank, and so on and you then you dont have trinity any more)

So for now its pretty much binary, you either have games wih trinity that work same like 15 years ago, or games without. Until something new comes out that can replace threat/taunt as mechanic, trinity is straightforward and theres really no confuison what it is.

Taunt always were an optional part in threat-based mechanics for WoW since quite a lot of bosses were immune to taunt. Threat has been changed quite a lot of times, and it doesn't behave the same way in tera online like it does in WoW, even though both games have tanks, healers and damage dealers.

It wasnt optional, bosses that were immune to taunt had sepcific gals in mind, and explain to me how do you swap aggro dealing with bosses that requre aggro swap between tanks.

Threat generation hasnt changed and works the same for 15 years.

Now is a good time for you to demonstrate how threat generation is different between WoW and TERA.

And funny, but you yourself mention both games feature tank/threat/taunt rofl (not that it is unknown, both are trinity games working in same way) and taunt is even required in rotation in TERA.

During vanilla WoW devs loved to make bosses immune to taunt, particularly in BWL. For vaelastrasz tank swapping involved the first tank dying with the second highest on threat taking over tanking. Swapping on broodlord lashlayer was because of a knockdown that dropped threat by 50%. In other instances there were bosses that did teleports that nullified threat while also being immune to taunt.

 

 

In many WoW fight you keep building threat over the whole fight, meaning that for extremely stationary fights like Golemagg you can have your tank building threat for 3 minutes and keep up aggro even though they went linkdead during the rest of the fight.

Tera online has threat decay, meaning that after 3 minutes in a fight tanks can still lose aggro to a healer doing 3-5 quick heals in succession (the quick cheap heal generated huge amount of threat), or by focusing too much on blocking and not building enough threat for 10 seconds.

Originally posted by Malabooga
Originally posted by jmcdermottuk

 

Yup, and the only constant in trinity is tank/threat/taunt, rest is optional. Threat is produced exactly same way as it was 15 years ago, taunt is same skill as it was 15 years ago, nothing changed because it wouldnt work without that (you would have to redesign classes so they arent reliant on tank tanking, but then tank is redundant so you have to redesign tank, and so on and you then you dont have trinity any more)

So for now its pretty much binary, you either have games wih trinity that work same like 15 years ago, or games without. Until something new comes out that can replace threat/taunt as mechanic, trinity is straightforward and theres really no confuison what it is.

Taunt always were an optional part in threat-based mechanics for WoW since quite a lot of bosses were immune to taunt. Threat has been changed quite a lot of times, and it doesn't behave the same way in tera online like it does in WoW, even though both games have tanks, healers and damage dealers.

Originally posted by Torval
Originally posted by Shaigh
Originally posted by BillMurphy

UPDATE: It seems that a Reddit Mod-verified Carbine Employee has taken to the Subreddit for WildStar to back up the SteamDB info we found earlier. Calling himself "God_of_EDM", he posted the following in a thread on the subreddit:

NOTE: I have submitted proof to the mod that I am not a troll.

God_of_EDM goes on with more insight at the link. Let's hope he keeps his job, because this kind of transparency is welcome.

Mod-verified carbine employees will have a CRB_name nick, and something that showed they are actually employees, just like you have the title "managing editor" here.

God_of_edm got banned on reddit within a few hours of posting that thread, so all of it was BS.

I'm going to laugh so hard at the people who said this when the game goes F2P. He posted on a non authorized account and inside information. Of course he's going to get the banhammer. That doesn't mean it's not true.

Some ESO fanboys said the same thing, and the TOR fanboys before them, and so on. I could be wrong though. NC might just shut it down on a whim. That's their other alternative.

His first line is that reddit mods had verified he is a carbine employee which wasn't true. This means that his "facts" are just made up stuff from a random person.

It doesn't take a genius to say that wildstar will drop P2P, but that's different from saying that the post is a confirmation that f2p will happen in august. That's simply not true.

Originally posted by BillMurphy

UPDATE: It seems that a Reddit Mod-verified Carbine Employee has taken to the Subreddit for WildStar to back up the SteamDB info we found earlier. Calling himself "God_of_EDM", he posted the following in a thread on the subreddit:

NOTE: I have submitted proof to the mod that I am not a troll.

 

God_of_EDM goes on with more insight at the link. Let's hope he keeps his job, because this kind of transparency is welcome.

 

Mod-verified carbine employees will have a CRB_name nick, and something that showed they are actually employees, just like you have the title "managing editor" here.

 

God_of_edm got banned on reddit within a few hours of posting that thread, so all of it was BS.

Originally posted by Loktofeit
Originally posted by Shaigh
Originally posted by Torval
Originally posted by Shaigh
Originally posted by Torval
Originally posted by Shaigh
Originally posted by Jean-Luc_Picard
So many ignorant votes and answers when the obvious reason is poll option number 2. What makes the "trinity" (even if there are more than 3 roles... which is even more funny) is the threat/taunt based combat.

Problem is that you answer the wrong question. Aggro/hate/threat is about determing mobs target, while trinity is discussing roles, most particularly the reliance on strong tanks and healers. You can have combat rely on tank, healer and damage dealers without having hate/threat charts and you can have hate/threat based mob targetting without relying on both tanks and healers.

Blade&soul has aggro-based combat, but its not a trinity based game, same thing goes for quite a lot of other korean games with action combat.

In a trinity based mechanic (threat tables with snap aggro/taunts) the only role that is and has been consistent, the only role that matters, is the tank. From then to now all the other roles have changed shape and definition. It was CC + Healer and now it's DPS + Healer, although it could be argued those definitions are overly broad an inaccurate. The common core of that is the tank. It always has been and always will be, in a trinity based combat mechanic. The other two legs that make up the trinity can change.

That doesn't mean there aren't two other roles that are needed, but that the trinity isn't defined by those roles. Every role needs some damage or the mob doesn't die. What those two roles are is irrelevant if combat is based on threat tables and the first role is a threat generator with taunt/snap aggro.

It really surprised me how few people voted option 2. On second thought it explains a lot about the discussions here, but none the less a bit surprising.

If the mechanic is based on threat, its a threat-based mechanic.

You could have threat tables without having any roles at all so the tables clearly doesn't rely on roles. You also said that the only role that mattered was the tank, so its clearly not a trinity-based mechanic.

Yes, and we call that threat-based taunt system.... THE TRINITY!

The key is threat tables with the primary role being a threat generator with taunts/snap-aggro.

Did you read for comprehension? I said that only one role was definitive. There are two other roles and having those other roles is necessary. What those roles are isn't necessary to the definition of the trinity at all. History and the evolution and various iterations of the system have shown this to be true.

You call a threat-based system the trinity when it has nothing to do with three of something. That makes absolutely no sense.

That players looked at it and came up with the name 'trinity' is immaterial. It's like complaining about the DAoCers that called any two-boxing or buff character a 'bot'. 

I know people started to use the term trinity interchangeable when talking about both threat-based systems and group roles sometime around when wotlk was released, just like people started calling everything MMO's a few years back.

 

I just find that its a poor way of describing things, and I wish people would say threat-based systems or group roles instead of just using trinity for everything since it always cause confusion.

 

When people say trinity, i immediately think of  tanks, healers and damage dealers. Given the polls I am clearly not alone in thinking that way.

Originally posted by Torval
Originally posted by Shaigh
Originally posted by Torval
Originally posted by Shaigh
Originally posted by Jean-Luc_Picard
So many ignorant votes and answers when the obvious reason is poll option number 2. What makes the "trinity" (even if there are more than 3 roles... which is even more funny) is the threat/taunt based combat.

Problem is that you answer the wrong question. Aggro/hate/threat is about determing mobs target, while trinity is discussing roles, most particularly the reliance on strong tanks and healers. You can have combat rely on tank, healer and damage dealers without having hate/threat charts and you can have hate/threat based mob targetting without relying on both tanks and healers.

Blade&soul has aggro-based combat, but its not a trinity based game, same thing goes for quite a lot of other korean games with action combat.

In a trinity based mechanic (threat tables with snap aggro/taunts) the only role that is and has been consistent, the only role that matters, is the tank. From then to now all the other roles have changed shape and definition. It was CC + Healer and now it's DPS + Healer, although it could be argued those definitions are overly broad an inaccurate. The common core of that is the tank. It always has been and always will be, in a trinity based combat mechanic. The other two legs that make up the trinity can change.

That doesn't mean there aren't two other roles that are needed, but that the trinity isn't defined by those roles. Every role needs some damage or the mob doesn't die. What those two roles are is irrelevant if combat is based on threat tables and the first role is a threat generator with taunt/snap aggro.

It really surprised me how few people voted option 2. On second thought it explains a lot about the discussions here, but none the less a bit surprising.

If the mechanic is based on threat, its a threat-based mechanic.

You could have threat tables without having any roles at all so the tables clearly doesn't rely on roles. You also said that the only role that mattered was the tank, so its clearly not a trinity-based mechanic.

Yes, and we call that threat-based taunt system.... THE TRINITY!

The key is threat tables with the primary role being a threat generator with taunts/snap-aggro.

Did you read for comprehension? I said that only one role was definitive. There are two other roles and having those other roles is necessary. What those roles are isn't necessary to the definition of the trinity at all. History and the evolution and various iterations of the system have shown this to be true.

You call a threat-based system the trinity when it has nothing to do with three of something. That makes absolutely no sense.

Originally posted by Loktofeit
Originally posted by Shaigh
Originally posted by Jean-Luc_Picard
So many ignorant votes and answers when the obvious reason is poll option number 2. What makes the "trinity" (even if there are more than 3 roles... which is even more funny) is the threat/taunt based combat.

Problem is that you answer the wrong question. Aggro/hate/threat is about determing mobs target, while trinity is discussing roles, most particularly the reliance on strong tanks and healers. You can have combat rely on tank, healer and damage dealers without having hate/threat charts and you can have hate/threat based mob targetting without relying on both tanks and healers.

Blade&soul has aggro-based combat, but it lacks what we most commonly associate with triinity since there are no healers in the game, same thing goes for quite a lot of other korean games with action combat.

You're going on about 'aggro-based'. That's...kinda silly, no? :) 

Yeah, know, threat determines aggro....

Originally posted by Torval
Originally posted by Shaigh
Originally posted by Jean-Luc_Picard
So many ignorant votes and answers when the obvious reason is poll option number 2. What makes the "trinity" (even if there are more than 3 roles... which is even more funny) is the threat/taunt based combat.

Problem is that you answer the wrong question. Aggro/hate/threat is about determing mobs target, while trinity is discussing roles, most particularly the reliance on strong tanks and healers. You can have combat rely on tank, healer and damage dealers without having hate/threat charts and you can have hate/threat based mob targetting without relying on both tanks and healers.

Blade&soul has aggro-based combat, but its not a trinity based game, same thing goes for quite a lot of other korean games with action combat.

In a trinity based mechanic (threat tables with snap aggro/taunts) the only role that is and has been consistent, the only role that matters, is the tank. From then to now all the other roles have changed shape and definition. It was CC + Healer and now it's DPS + Healer, although it could be argued those definitions are overly broad an inaccurate. The common core of that is the tank. It always has been and always will be, in a trinity based combat mechanic. The other two legs that make up the trinity can change.

That doesn't mean there aren't two other roles that are needed, but that the trinity isn't defined by those roles. Every role needs some damage or the mob doesn't die. What those two roles are is irrelevant if combat is based on threat tables and the first role is a threat generator with taunt/snap aggro.

It really surprised me how few people voted option 2. On second thought it explains a lot about the discussions here, but none the less a bit surprising.

If the mechanic is based on threat, its a threat-based mechanic.

 

You could have threat tables without having any roles at all so the tables clearly doesn't rely on roles. You also said that the only role that mattered was the tank, so its clearly not a trinity-based mechanic.

Originally posted by Jean-Luc_Picard
So many ignorant votes and answers when the obvious reason is poll option number 2. What makes the "trinity" (even if there are more than 3 roles... which is even more funny) is the threat/taunt based combat.

Problem is that you answer the wrong question. Aggro/hate/threat is about determing mobs target, while trinity is discussing roles, most particularly the reliance on strong tanks and healers. You can have combat rely on tank, healer and damage dealers without having hate/threat charts and you can have hate/threat based mob targetting without relying on both tanks and healers.

 

Blade&soul has aggro-based combat, but it lacks what we most commonly associate with triinity since there are no healers in the game, same thing goes for quite a lot of other korean games with action combat.

There are two ways people keep mentioning trinity, one is about core mechanics for the game and the other is about group roles, and people never seem to separate the two.

 

If we speak core mechanics, its essentially how threat mechanism works and how they force you to rely on tank(s) and healer(s) and its a design used for most mmorpg's. This however isn't always the case so its better to call it aggro/hate/threat based combat.

 

Group roles is different and changes for each game. The most common explanation for holy trinity is an extremely influential post made by ghostcrawler for WoW. Holy trinity as explained by ghostcrawler is a change in class and dungeon design philosopy. Class specs were rebalanced so that they would perform equally as either tanks, healers and damage dealers and dungeons were created for 1 tank, 1 healer and 3 damage dealers.

 

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5/11/15 12:27:27 PM

Its been over a year since they hit beta, so I have to ask the current players how long you'd estimate until the game is finished in beta and we get a full release?

I'm not sure. My RL friends aren't reliable for online gaming and I'm not sure my online friends are really into it. Without the social aspect I don't find it that interesting, there are other games that do solo fps better.
Originally posted by delete5230
Originally posted by DMKano

Trove says hi.

Also the problem with sub fees is not the cost - the problem is they are a turn off to vast majority of players. Now the same player might spend $50 in the cash shop every month for a f2p game but you put a sub on it - most won't touch it. Barrier of entry is a bitch.

That's strangely true DMK.

It's kind of like Credit Cards. People don't like paying in cash yet they seem to think paying with plastic is free :)...Figure that one out !

There is no doubt that its easier to control how much you spend when you use cash, once you use plastic its just digits on an account. That's why I prefer paying in cash.

Played it in the beta, and quickly came to a similar conclusion, except I didn't have any fun. It was just too much meh
Originally posted by kitarad
Actually IMO that fight takes skill to avoid the attacks and constantly move. Unlike tab targetting where whether you get hit is determined by a dice roll or some other method the game decides if you are hit this actually requires effort. It might not show a very interesting fight but to say it is does not take skill is quite an ingenuous insult. Either that or the OP cannot understand the fight .  at the isometric comment.

Sadly bosses are easy in Black Desert. Steparu's words, not mine.

Originally posted by Kiyoris

The isometric viewpoint makes it look like one of those mobile Android games.

Just terrible.

The game doesn't have an isometric viewpoint.

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