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Critical Hit

It's time to explore new concepts in the MMO industry. It's time to *gasp* "innovate".

Author: HumbleHobo

Heal me! Get it off me!

Posted by HumbleHobo Wednesday July 30 2008 at 12:55PM
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 The dedicated Healer class needs to be removed.

The Tank needs to be rebalanced.


Problem:  A thankless role that is tense, and heaped with responsibility.

Problem:  A role that is only valid in PvE and has few PvP applications.

Solution:  Remove the healer class.  Rebalance the tank class.


For example, in WoW it would be done as follows.


1. Remove Priest class

2. Give every class a small, channel heal that can be applied to allies.  Sort of like a bandage, but in combat.

3. Give every class a small, burst heal (perhaps 15-20% health) that can only be applied to themselves on a 2-min cooldown.


4. Make the tank deal lots of damage, but incredibly slowly.

5. Redesign game with above changes in mind.


Now, this may just be me, but I think the only class that is actually fun, is a DPS class.  There is not much responsibility on them in raids other than "pew pew pew!"  It is the most rewarding, most fun role to play.

I understand that there are people that enjoy exclusively healing, and they still can!  They could simply channel heals constantly if they wish.

With these changes, everyone will be a DPS class.  Some will deal little damage very quickly.  Some will deal a TON of damage very slowly.  Some will deal a lot of AoE damage.  Some will deal a lot of DoT damage.  But everyone will be capable of contributing a significant amount.


I apologize for using WoW terms as an example, but I haven't played many others, and most people here can relate to the examples.  So...

Take the Hunter, the Rogue, and the Warlock.  Probably the most popular classes in the game, and they are all DPS at heart.  Even though they all deal some significant damage, they all have a unique way of doing so.  They have the easiest transition between PvP and PvE, because their roles stay the same.


Now imagine 6 classes of DPS.  All unique, all balanced, and all fully capable in either PvP or PvE.  They all have specialties, but they are all valid in any situation.

This is how we should bridge the growing gap between PvP and PvE.  We should stop putting in classes that are designed only for one or the other.


Reward: Supreme Jockstrap of the Whale

Posted by HumbleHobo Wednesday July 30 2008 at 11:48AM
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Snark EggSucker in the Grindlands wants you to kill 40 Elder Boars, and bring back 25 Baby Boar Tears from the newly orphaned piglets.


Elder Boars Slaughtered 0/40

Orphan Boar Tears Collected 0/25



So, you perform the dark deed, and Snark now wants you to talk to his buddy half-way around the world, who just wants you to go back and collect Boar Livers(and for some infuriating reason most boars are walking around without livers), which you bring BACK to Snark's buddy so he can make a soup or something.


Rinse and repeat until you've hit the level cap, at which point the "real" content finally begins.



There is something seriously wrong with the above.  I simply can't understand why we haven't moved on from this model of questing.  And if you've played WoW (and many others), you've had to do these quests.  By the end, all you care about is killing that last stupid boar so you can run back and make Snark fork over a couple thousand exp and some gear you can't use.


I am vehemently opposed to the "Roller Coaster" Questing structure.  Now, you don't have to quest.  You could just go kill stuff on your own, but that would be like breaking off of the rails, and sitting in your little coaster car in the middle of a field for an hour while all the other players are doing loop-de-loops.

Sure, it's fun for a while, in a mindless sort of way.  But eventually an MMO starts to feel like work, and that should never happen in a game.


But fear not!  Surely, we the players can think of another way!  How would you do quests (if at all), and what would be an example of a "fun" quest in the generic fantasy MMO?


For me, I would love to see more meaningful objectives.  I know each round of boar slaughtering has some lore reason for doing it, but seriously, no one reads quest text.  So, perhaps next time there is a pirate camp outside of town, or bandits on the road, or some cult brewing up evil stew, you could defend the town from real attacks.

Now, if you hate reading and just skimmed up to this point, this is a good spot to skip to:

Right now, the only action the town guards see, is if some idiot mob wanders accidentally into camp.  What if, there were legitimate attacks on civilization made by the trash mob fodder that we usually kill for their livers?  Quests could be spawned on a need-basis.  If the general picks up some intel that bandits are about to attack, 50 quests pop up around town, NPCs rush to battle stations, and you can help!

If you have any crafting skill, you can construct barricades that have collision detection.  Alchemists can mix together explosive liquids to pour from the walls.  People can operate cannons, or blast arrows/magic from fort walls or towers.  You might get cash for each invader that you kill, and It would all end with some elite boss mob with phat loot!

If a town is taken, a small army will be dispatched from the main city to quickly reclaim it.  There are plenty of possibilities.  Temporary quests that appear only under certain circumstances.  That's one improvement I would make.


What about you?