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Revisiting the "Holy Trinity" of MMORPG Classes

A feature at Gamasutra examines one of the foundations of many MMORPGs — the idea that class roles within such a game fall into three basic categories: tank, healer, and damage dealer. The article evaluates the pros and cons of such an arrangement and takes a look at some alternatives. "Eliminating specialized roles means that we do away with boxing a class into a single role. Without Tanks, each class would have features that would help them participate in and survive many different encounters like heavy armor, strong avoidance, or some class or magical abilities that allow them to disengage from direct combat. Without specialized DPS, all classes should be able to do damage in order to defeat enemies. Some classes might specialize in damage type, like area of effect (AoE) damage; others might be able to exploit enemy weaknesses, and some might just be good at swinging a sharpened bit of metal in the right direction at a rapid rate. This design isn't just about having each class able to fill any trinity role. MMO combat would feel more dynamic in this system. Every player would have to react to combat events and defend against attacks."

362 comments

  1. Re:BadAnalogyGuy by KaptainKrunch · · Score: 0

    Don't forget about the fourth type of poster: PizzaAnalogyGuy!

  2. Pigeonholding by Anonymous Coward · · Score: 1

    Pigeonhold the players into one of the 3 style is easy.

    Letting the players to pick and choose from an array of strength / agility / defense for their own character would be a nighmare for those who program the game.

    1. Re:Pigeonholding by bickerdyke · · Score: 4, Insightful

      Not the programmers. They work with their array of stats and thats all. Wizard and Tank are exactly the same code. The only differ in the parameters.

      It's the job of the gamedesigners to decide, how much of those stats should be accessible to the player. It's like AD&D. and it's easy to become a jack-of-all-trades charackter, who is completly useless in a game. So thats what classes are for. They are predefined sets of stats. But predefined by the designers to simply work.

      If the designers are lazy, they can offload the job of finding good stats combination onto the player. To one player thats a huge degree of freedom, to the other it's a chance to mess up and make the game unplayable.

      --
      bickerdyke
    2. Re:Pigeonholding by ThePhilips · · Score: 4, Insightful

      True. That's not the problem for the programmers.

      But highly customizable characters are pain for story designers. In story player encounters the monsters with not some random stats - but the stats which reflect the role the monster plays in story.

      Just recall the NWN1 where they had the magic button "Recommend". During character creation and level up screen, hitting "Recommend" was defaulting to properly leveled warrior and guaranteeing that player wouldn't hit an obstacle s/he can't overcome. Because playing custom character means that there might be monsters you can't defeat alone. And for some exotic classes there were even specialized modules, allowing you to play in full force, because default campaign was designed for a warrior. (Even playing as barbarian, due to its low persuasion, one would miss many interesting side quests.)

      Essentially, exotic/custom classes increase game complexity on both sides. Making a campaign becomes more complicated as many classes has to be taken into account. Playing with a custom class requires quite a skill of knowing and expoloiting strengths and weaknesses - your own and monsters. That's not something average gamers might expect - many are way too used to bashing stuff with a sword or annihilating everything with a magic.

      --
      All hope abandon ye who enter here.
    3. Re:Pigeonholding by MartinSchou · · Score: 2, Interesting

      If the designers are lazy, they can offload the job of finding good stats combination onto the player. To one player thats a huge degree of freedom, to the other it's a chance to mess up and make the game unplayable.

      Well, there ARE those of us who consider learning fun. There are several ways to learn things. Being told exactly how to do it (rote memorization). Being shown how to do it and then asked to repeat it. Or learning completely from scratch.

      I quite like a mix of number 2 and 3 in those options. Give me two hundred kg of assorted LEGO bricks, and I can have quite a lot of fun. Give me blue prints for some designs, and I'll still have fun. Tell me I am only allowed to make those designs, and I won't want to play.

      This is why I like the Fallout series. No classes. You can do anything, just not everything equally well. Meet a lock you can't pick? Try to blow the doors off the hinges. Really really bad with explosives? Steal a key. Really bad at stealing? Tough - you won't get past that door. Practice and come back later if you want to get in there. Or you could try to hire someone who's good at getting past doors.

      That way you don't have to fit into a neat little box labelled "Tank", "Healer" or similar. If you wanted to, you could be the "Remover of Obstacles" through picking the locks or the use of rocket launchers and other explosives. Rather handy when you break the last set of lock picks.

    4. Re:Pigeonholding by bickerdyke · · Score: 1

      This is why I like the Fallout series. No classes. You can do anything, just not everything equally well. Meet a lock you can't pick? Try to blow the doors off the hinges. Really really bad with explosives? Steal a key. Really bad at stealing? Tough - you won't get past that door. Practice and come back later if you want to get in there. Or you could try to hire someone who's good at getting past doors.

      That way you don't have to fit into a neat little box labelled "Tank", "Healer" or similar. If you wanted to, you could be the "Remover of Obstacles" through picking the locks or the use of rocket launchers and other explosives. Rather handy when you break the last set of lock picks.

      But that's a singleplayer game. There won't be any door you won't be able to make your way through. (or around it)

      In a MMORPG, your opponnent (eg door) will be played by another player. And simply no one would pay for taking the "door" class, that hasn't the slightes chance of NOT loosing. (you may get lockpicked, blasted, kicked down or simply circumvented)

      Non-cooperative Multiplayer needs to give everyone a chance to win. If you want a choce of gameplay with that (like different skills), you need to make sure that every advantage comes with a price. Or else you have something like Quake where you're free to choose your skin, but when it comes to gameplay, everyone is the same.

      --
      bickerdyke
    5. Re:Pigeonholding by Krneki · · Score: 2, Insightful

      Then just create a dumb main story quest and add a gazillion side quests. Like Fallout for example.

      We have class specialization so there is a reason to use tactics, if not, the game turns into a frag galore.

      --
      Love many, trust a few, do harm to none.
    6. Re:Pigeonholding by ThePhilips · · Score: 3, Interesting

      Example of Fallout is a good one.

      Look at it for a moment from different prospective: how many books you have read which had many intervened story lines. How many you actually liked? Writing such book is by no mean an easy task.

      Same applies to game scripts. The fact that Fallout had a flexible story structure, amendable by accomplished quests, doesn't mean it is easy to make one.

      Rather the fact itself that Fallout is still remembered, highlights that it is rather difficult to do.

      --
      All hope abandon ye who enter here.
    7. Re:Pigeonholding by bit9 · · Score: 1

      Pigeonhole, not pigeonhold.

    8. Re:Pigeonholding by bit9 · · Score: 1

      Actually, I linked to the wrong Wiki page. This one is more directly relevant, although the concept is the same: Pigeonholing

    9. Re:Pigeonholding by Faerunner · · Score: 1

      I'm sure a lot of you know this already, but Ultima Online offers full skill/stats access, within the limit that you can only have 6-7 skills at a time (depending how high you want them. If you want 20 skills, you'll never master any). This being the case, very few people are "useless" in the game, but some characters are certainly better than others at certain things. Soloing bosses takes a different "template" (set of skills found to be useful in conjunction) than mining and crafting - and because you have 6 character slots, you can have a GM crafter and a GM fencer, if you like. Players can also rely on others to provide what they don't enjoy doing themselves. Some people have 6 warriors, others have 1. I would say that the game is never unplayable, although I admit some of the lower-end quests get boring fast, so there is certainly an encouragement to master at least one template.

      The problem is that in a game with set levels or a single-player story it is much easier to fail if your character has skills unrelated to the quest requirements. That being the case I wouldn't recommend that NWN be re-made with classless characters. I think the balance needs to fall somewhere between exclusive storytelling and very limited creation, and an open world with limitless creation - both have their perks and will attract people for different reasons, but both are necessary gaming niches.

    10. Re:Pigeonholding by jbezorg · · Score: 1

      In a game like Eve, you can choose to pick any skill you want to learn.

      What they've included is professional certifications to act as a guide to be competent at a task. Technology can be used to augment the character's short comings.

      --
      I've lost all my marbles except one & It's fun to test angular & centripetal acceleration in my skull
    11. Re:Pigeonholding by Jurily · · Score: 1

      Well, there ARE those of us who consider learning fun.

      As one of these, I find games that are specifically designed to waste my time, a waste of time. I do play WoW, but on a high rate server, and while raiding is still fun, it's basically a 15 Gb chat client for me.

    12. Re:Pigeonholding by Golddess · · Score: 1

      Just recall the NWN1 where they had the magic button "Recommend". During character creation and level up screen, hitting "Recommend" was defaulting to properly leveled warrior and guaranteeing that player wouldn't hit an obstacle s/he can't overcome. Because playing custom character means that there might be monsters you can't defeat alone.

      This reminds of someone's /. sig. It goes something like "MMORPG quests are like orgasms. You may solo them but I prefer mine in groups."

      The point I'm making, is that since we're talking about MMOs and not single player games, encountering a monster that a player may not be able to defeat alone seems like it should be the expected norm.

      --
      "I'm not sure I like the fugnutish tone you used in your post!" -RogL (608926)-
    13. Re:Pigeonholding by Bragador · · Score: 1

      Or don't create a main story. Have events once in a while but make the world a sandbox where players can create their own stories by roleplaying like MUD players do.

    14. Re:Pigeonholding by Darinbob · · Score: 3, Informative

      I think the jack-of-all-trades is not useless. They're very useful. A lot of MMO players don't see things this way, because they're playing a strategy game where all parameters are known, rather than an RPG game. Ie, they've done the same fight a thousand times, and know exactly what is needed to succeed. So they plan around having perfect characters who fit exact roles. Most of those games demand that you're always the best you can be, giving 110%, gear checks done before you're allowed to join the team, etc.

      However in situations where the unexpected may happen, the hybrid character becomes much more useful. Noobs they'll say, some other group will have memorized that particular fight and know exactly what to do. But that's not everyone. Newer MMOs are being designed to attract more casual players who don't raid constantly, who spend relatively more time soloing, and who use almost exclusively pick-up-groups when doing group content. So thinking on your toes becomes necessary, and the particular role your character will fill may not be known until everyone gets together, and the role may change during the encounter.

      Tank+DPS+heal is boring. Hybrid is fun. And yet in many MMOs the hybrid characters are looked down on or shunned.

      The only MMO I'm playing now (and maybe the last) is Lord of the Rings Online. I've got a captain there, who is incredibly fun in groups. Not the best tank, not the best healer, not the best damage dealer. So it gives out buffs, but in some older more hardcore games that type of character would be dismissed as worthless in serious groups because it's not the best at one classic role. However having a captain in a group makes everything run a lot smoother. You can switch between several roles on the fly (no expensive respecs needed in advance), doing what is necessary at the time. A bit like Druid in WoW, except that in WoW the high end groups would still demand that you pick one role, spec for it, then stick to it (boring).

      Look at games like City of Heroes or Champions Online too. The traditional roles can be done, but it's not necessarily the best way to go. Naturally of course, since players will want to be superhero archetypes, not fantasy archetypes in tights. For instance, a defender type can have a "healer" build that directly repairs lost health, which a lot of new players from other MMOs try out, but it's not necessarily the best way to defend the team (preventing damage with debuffs or force fields tends to be more effective than repairing it afterwords).

      The whole EQ style of tank/dps/healer is old and creaky and needs fixing, along with the idea of "aggro". You don't see this in most single player games. The tank as a high-armor but low-damage guy with aggro is an MMO invention.

    15. Re:Pigeonholding by twoallbeefpatties · · Score: 1

      Actually, I think there's a few very positive things about the way 4th edition deals with the three main classes.

      For one, in 3rd edition D&D, it was sort of useless to constantly fret over your armor and hit points if there were rogues or wizards on your team. A fighter might be a tougher character, but he had no way of actually stopping the bad guy from just running away and going after the squishy wizard instead. 4th edition introduced a form of "soft tanking" where high-armor defenders got free attacks when their targets switched away. It made the defensive class viable without making it necessary.

      They also rethought the way that healing worked. Recognizing that few people really enjoy playing straight healers, they gave most support the classes the ability to deal damage while boosting teammates at the same time. They also reduced the power of overall healing - limiting the amount of healing that could be done per day based on a player's constitution - and placed a greater emphasis on tactics and defense. This also changed the way that the game was balanced and lead to "leader" classes that had more interesting roles than simply being a box of bandages.

      On top of that, damage characters rarely focus on pure damage, either. Now that armor no longer hinders spellcasting, many players consider it a "feat tax" that wizards should take proficiency with leather armor. I've seen plenty of discussion on the Wizards boards about the best way to boost the armor class of your rogue (proficiency in parrying daggers seems like the most popular), something that few WoW rogues ever worry about. On top of that, the manner that armor class and other defenses can be tallied has changed, such that wizards can gain armor/"dodge" from their Intelligence, so that it's also possible for every class to have decent defenses if they don't min/max into one direction.

      I think there's some important lessons here that might find their way into a good MMO someday. You don't have to force characters to be jack-of-all-trades in order to get them to consider both their offensive and defensive roles and simply be more than one-dimensional. For example, I might consider an MMO where the "threat" that a character generates might also stack with the NPCs' intelligence. Some animals might not be smart enough to break away from their current targets, while packs of humans might know to target specific characters right off the bat as being dangerous. Or rather than having a threat meter, simply make it clear than certain enemies wil recognize that there's danger in breaking away from your defenders and won't ever do it... until the wizard gets a few good hits in a row. At which point that character getting hit might still not break away - he would order a lackey to deal with the issue.

      One of the commenters on TFA stated that he felt the trinity was a product of the whole aggro system, the need to simply decide which player should be getting hit - which leads players to recognize how to game the system, or to build the game AROUND gaming the aggro system. There's some truth to that, I think, but the overall whole should really be a whole new balancing in the way that healing defending works.

      --
      Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
    16. Re:Pigeonholding by twoallbeefpatties · · Score: 1

      Letting the players to pick and choose from an array of strength / agility / defense for their own character would be a nighmare for those who program the game.

      Submitted for evidence, Champions Online. The idea, give people the ability to create any archetypal character they want. Great for casual players to go in and mess around as they wish, but the game has become "easy" as it's become quickly evident which powers from different sets benefit each other the most. Whereas class-based games might have a few different classes with ways to do things their own, in CO, once one ability is marked as strong, then everybody has it. Ask people how they feel about Swallowtail Cut in PvP, for example.

      --
      Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
    17. Re:Pigeonholding by Patch86 · · Score: 1

      So, EVE Online then?

      Specifically, EVE doesn't have any classes at all, in effect. All "specialty" is dealt with by different equipment- some ships are fast, some tough, some have lots of turrets, some have lots of utility slots, some have bonuses in this and that, etc. The leveling system, as it is, is used to ensure players only unlock usable equipment at a certain rate and in a certain order, and money (coupled with non-recoverable losses after death) acts as a limiting factor in exactly what you can have in your armory at any given point. Other than that, players can do what they like.

      It works well, and was probably no more difficult to code and balance than having fixed classes- all the potential "options" are the same, just open to all players.

    18. Re:Pigeonholding by UnknownSoldier · · Score: 4, Insightful

      > So thats what classes are for.

      Classes are training wheels for both:

      a) designers. They are a hack and a kludge because its is easier to "balance" 5 - 10 classes than 500 - 1000 skills.
      b) players. People who don't want to spend the time or effort to specialize their character.

      I hate the lack of flexibility when you are forced to pick only "class specific skills." It leads to a cookie-cutter approach.

      WoW has regressed even further in that you aren't even allowed to pick where to distribute your stats when you level up.

      Ultima and GURPs never had classes, and I am quite thankful that some RPGs just said "NO".

    19. Re:Pigeonholding by Anonymous Coward · · Score: 0

      Yeah, but shipfits still fall into tank, gank, logistics/ewar buckets closely related to the tank, dps and healer/debuffer categories.

    20. Re:Pigeonholding by Patch86 · · Score: 1

      Yes, but the player can change their ship fittings as often as they like (within the aforementioned limits).

      As per TFA, the discussion is about locking players into set playing styles,and the difficulty of breaking out of that. In EVE you can change your playing style frequently, as well as go for hybrid or balanced fits which would fall between the cracks of the traditional class system. Most ships and equipment can be turned to multiple uses too- Nanothron, a Tankathron and a Gankathron are all traditional fittings for the Megathron ship, and they all involve very similar equipment and skills, only in different quantities.

    21. Re:Pigeonholding by anyGould · · Score: 1

      Ultima and GURPs never had classes, and I am quite thankful that some RPGs just said "NO".

      Only "mostly true" for GURPS these days - I'm noticing a lot more "templates" (basically recipes for characters) these days. Still not a pure "class" (since you can freely deviate from the template), but it shows that there is a market for "I wanna be This Guy, and I don't want to spend the next two hours figuring out the details".

      Disclaimer: I love GURPS, and I wish I got to play it more often.

    22. Re:Pigeonholding by Anonymous Coward · · Score: 0

      Sounds like Eve. Sandboxy, can do pretty much whatever you want, and no set classes.

      Also hard as fuck and brutally callous, so not for everyone.

  3. Hmm... by XPeter · · Score: 2, Funny

    We all know that mages are the superior class, so this article is invalid.

    --
    "The difference between genius and stupidity is that genius has it's limits" - Albert Einstein
    1. Re:Hmm... by amazingxkcd · · Score: 0

      more specifically, frost mages...

    2. Re:Hmm... by Maxo-Texas · · Score: 3, Interesting

      Enchanters are clearly the coolest class in between massive nerf sessions.

      I miss the days of old sebilous-- stopping trains of 15 mobs cold. Soloing areas that required groups with charmed, hasted, equipped pets.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    3. Re:Hmm... by Opportunist · · Score: 3, Funny

      Healers are truely the superior class. I have one, sometimes two, tank pets and a whole lot of DD pets! They're sometimes quite hard to control and sometimes to rather insane moves, but sometimes they really surprise you too!

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    4. Re:Hmm... by Nazlfrag · · Score: 1

      Redmages are the best class. Swords, sorcery and a pimp hat!

  4. Despecialization isn't an objective. by Thanshin · · Score: 5, Interesting

    And my question is: why would you want to do such thing?

    If you start with a system based on: Two sides dealing damage to an amount of health, the first to reach o health loses.

    You'll reach the roles of:
    Dealing the most damage, receiving the least damage, and avoiding reaching the 0.

    If you want another set of classes, you'll have to change the system, not the allowed skills.

    For example:
    - Add one more number to push into the negatives (typically, armor and shield) and you'll have the posibility of creating a class that manipulates that other number (a shield healer of some sort) a class that damages said number (An EMP mage) and a class that endures more damage to said number (A shield...tank).

    - Add positional advantage (complex to do in mmorpgs for lag reasons) and you'll have a class that restricts movement, one that gives positional advantage to teammates and one that uses more effectively positional advantage.

    etc.

    1. Re:Despecialization isn't an objective. by selven · · Score: 4, Interesting

      What about:

      -buffing team members
      -weakening enemy team members
      -dispelling or temporarily silencing buffs and debuffs
      -redirecting damage dealt to yourself (ie. tanking)

      Also, you're wrong about positional advantage not being viable, MMOs do it all the time:
      -melee range (some classes are stronger when closer to the enemy)
      -AoEs (some classes are stronger when enemies are clumped together)
      -AoE healing/buffs (some classes are stronger when friends are clumped together)
      -line of sight (some classes only need to be in LoS some of the time to be effective, think buffers and debuffers)

      You can be very complex with just a simple first-to-get-to-zero-loses system.

    2. Re:Despecialization isn't an objective. by AlXtreme · · Score: 4, Interesting

      Good examples!

      Add one more number to push into the negatives (typically, armor and shield) and you'll have the posibility of creating a class that manipulates that other number (a shield healer of some sort) a class that damages said number (An EMP mage) and a class that endures more damage to said number (A shield...tank).

      Or go in the Cthulhu direction: sanity points! Horrific monsters would require different skills (restore sanity, block horrors etc). You would still end up with a trinity, but you would require a different trinity for different encounters. An emotionally-stable cleric who normally heals would have to tank, for instance.

      --
      This sig is intentionally left blank
    3. Re:Despecialization isn't an objective. by Thanshin · · Score: 1

      Also, you're wrong about positional advantage not being viable

      I would've been wrong had I said such thing.

      Otherwise I agree with your post. Even as they stand, there are sufficient elements in a mmorpg to allow for more class specialization, which, in my opinion, is the objective.

      Homogenizing the classes removes detail.

    4. Re:Despecialization isn't an objective. by markov_chain · · Score: 1

      That reminds me of the awesome auras available to paladins in Diablo 2. Without the lower resist aura it was hard for mages to deal damage at hell levels.

      --
      Tsunami -- You can't bring a good wave down!
    5. Re:Despecialization isn't an objective. by Lord+Pillage · · Score: 3, Interesting

      Level 20+ thorns was the best, especially if you could find a ton of gear that increased your health regen rate. I didn't need potions and I didn't even need to attack as the enemies simply dealt something like 600% damage they did to me back onto themselves. My health simply regenerated in a couple seconds. That was the best paladin I ever made. Basically Diablo would kill himself.

      --
      try { Signature mysig = new CleverAttempt(); } catch(NonCleverSignatureException e) { postanyway(); }
    6. Re:Despecialization isn't an objective. by Hurricane78 · · Score: 1

      Isn’t that just another skill?

      Can’t we just generalize it to 3 classes for every skill, and allowing users to make their own combinations, thereby allowing a giant number of freedoms with little work and general algorithms?

      Isn’t this already done in pretty much every RPG?

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    7. Re:Despecialization isn't an objective. by Scutter · · Score: 4, Insightful

      For example:
      - Add one more number to push into the negatives (typically, armor and shield) and you'll have the posibility of creating a class that manipulates that other number (a shield healer of some sort) a class that damages said number (An EMP mage) and a class that endures more damage to said number (A shield...tank).

      - Add positional advantage (complex to do in mmorpgs for lag reasons) and you'll have a class that restricts movement, one that gives positional advantage to teammates and one that uses more effectively positional advantage.

      Interesting. You just described EVE Online.

      --

      "Tell me doctor, with all of your defenses, are there any provisions for an attack by killer bees?"
    8. Re:Despecialization isn't an objective. by RogueyWon · · Score: 3, Interesting

      WoW did this.

      The Yogg-Saron fight (yes, it's heavily Cthulhu-mythos inspired), at the end of Ulduar, requires the raid members to monitor their own sanity level. If it hits 0, the player goes insane and attacks their allies (a condition that lasts until the end of the fight, even if the player is killed and resurrected).

      Sanity is reduced by a number of factors, including semi-random attacks that Yogg-Saron can do on the raid, remaining in proximity to his brain for too long, or facing him while he howls during the final phase of the fight.

      If players have the assistance of the Keeper Freya during the fight, she will provide sanctuary pools in the corners of the encounter room that players can run to if they need to regenerate sanity. In the fight's harder modes, Freya's assistance may not be there and players have to be very careful not to take unnecessary sanity damage.

      It's not a brilliant implementation, I grant you. It would have been awesome if they could have made it so that as your sanity level gets lower, you start seeing odd visual effects, or your controls become less responsive. But it has, at least, been tried.

    9. Re:Despecialization isn't an objective. by toleraen · · Score: 1

      If you start with a system based on: Two sides dealing damage to an amount of health, the first to reach 0 health loses.

      So isn't the system itself flawed then? How about designing MMORPGs that don't rely on running around killing stuff. In traditional RPGs there's so many more ways to deal with an adversary than zerg rushing, yet this hasn't really been used by too many MMORPGs.

    10. Re:Despecialization isn't an objective. by Anonymous Coward · · Score: 0

      I agree with all this. And what you've spoken of was tried in Tabula Rasa: There were eight classes, but none were clear tanks or healers. (DPS classes will exist so long as damage is scored in points over time; they don't need other classes to define them.) And you know what one of the most frequent complaints was? "Where's the tank? Where's the healer? What am I supposed to do?!". (Then it got worse when they increased character HP way over Armor, and then made HP dependent on one attribute, so people maxed out Body else they died a lot. And then there was the fact that the unarmored "native" life forms were really hard to kill, and regeneration was generally so high that healers were bunk anyway. I'm not saying the lack of an obvious trinity was the only problem TR had.)

      What I never see people suggest, because it's "too complicated" (I cast 1/2 level spell of Summon Waaahmbulance):

      • Location-based damage. You're not a bucket of hit points; you're several. Each arm, leg, head, torso, etc. has its own set of hit points. Multi-legged creatures get tricky (read: challenging to players). Armor only protects the parts of the body that they cover. And being reduced to 0 HP on a body part means you lose its use; you fall down, dragging yourself around, or you can't use the weapon in that hand, or whatever. This enables marksmanship: directing damage to certain target body parts, which could make a raid that much more interesting. (Do I attack the giant scorpion's legs, pincers, or tail?)
      • Degradation due to damage. As damage is scored, the damaged mob loses effectiveness. To-hit drops, defense drops, damage decreases, whatever. I mean, seriously, if I get a surprise attack off that doesn't outright kill the mobs, why do they get to alpha me at full strength for free? This makes armor and skill selection more challenging.

      I grew up playing Star Fleet Battles, which has a very detailed set of combat and damage mechanics. It's rather infamous for them, really. But it's still nothing that wouldn't be difficult to adapt to computer RPGs. Even Battletech-level mechanics would be an improvement.

    11. Re:Despecialization isn't an objective. by Anonymous Coward · · Score: 0

      1up!
      I've always thought most MMOs give way too little credit to the "buffer" class.
      Final Fantasy XI was the exception with the two whole classes, Bard and Dancer mostly concentrated on buffing/debuffing, even though they could hardly heal, not tank and did fairly bad (compared to other classes) damage, they were still highly sought after and you wouldnt do a party with atleast 1 "buff class" member.

    12. Re:Despecialization isn't an objective. by Sobrique · · Score: 1

      Say what you like about EVE, one thing you cannot accuse it of is pidgeonholing a player character. There's no class or race restrictions. The tradeoffs you make in character advancement are purely a question of what you want to first. You do sort of still have the 'classes' in the sense of you've got 'healer', 'DPS', 'tackler', 'ewar'. But you don't get 'tank' in the same way - but you do get management of positional advantage.

    13. Re:Despecialization isn't an objective. by pwfffff · · Score: 2, Interesting

      WoW did do that, but it's not what he was talking about. Nobody switches roles really to deal with insanity.

      There has been role-switching in WoW before though: ranged-tanking is fairly common for bosses who attack primarily with spells (Mimiron's flying head phase is best tanked by a ranged class standing away from the group), and an upcoming fight in Icecrown requires you to heal the boss to full rather than burn their health down.

    14. Re:Despecialization isn't an objective. by Sobrique · · Score: 1

      Oh and I sort of missed the point - the point is those 'classes' are transferrable - today I fly a tackler, tomorrow I fly a ganker. I swap what I do, depending on what the rest of the fleet can do, and we optimize accordingly. Not 'need mage, otherwise we're not going'. Although, I did do a D&D game once that was basically all fighter types. It actually worked pretty well, you just need to factor that in to how the campaign evolves - no 'on tap' healing, and 'funky magic assistance' makes certain challenges way harder.

    15. Re:Despecialization isn't an objective. by S77IM · · Score: 1

      You've just explained why Tank/Healer/DPS is such lazy game design. Any system with a one-dimensional focus on Hit Points is going to rapidly devolve into Progress Quest and the only decisions for the player are trading off between those three roles.

      A system with more than one axis of progress could have roles that are "Tank" along one axis, "Healer" along another, and "DPS" along a third. Even with 3 axes you get (uh, one sec, doing math...) 9 distinct composite roles. The point would be to make the game more interesting (more player decisions) and make the characters more closely resemble heroic archetypes from fiction.

        -- 77IM

      --
      Student: Is it true that the foundation of the universe is paradox?
      Master: Well, yes and no.
    16. Re:Despecialization isn't an objective. by ottothecow · · Score: 5, Interesting
      I think the article and most of the comments are missing the main point that enforces the trinity...

      The core piece that makes the trinity viable is the tank (or more, the fact that the tank concept is functional).
      The entire trinity is allowed to function because one character can get the attention of all of the monsters (or hold the attention of one big monster), leaving the DPS and healer free to go about their ways. I used to play WoW so my experiance speaks mostly to that...a lot of encounters deal more with managing aggro than with the other elements of the fight (and WoW is set up to make this happen). For example, The priest may be able to heal the tank fast enough that he would never die and the DPS may be able to all out kill him with ease but some monsters have very strong attacks and get distracted easily so you focus on things like timing your heals/attacks with the tanks high aggro abilities and using less efficient spells that have a lower threat rating. All classes have abilities meant to play with aggro (often to no effect other than increasing or reducing aggro) and as long as you can keep the right balance, the mobs stay on the tank and the trinity functions.

      If you want to break up the trinity, this is the cycle that must be broken...it can't be done with giving jack-of-all trades clsses--people will just min-max them into variations of the trinity. To get rid of the trinity, you need mobs and encounters that don't respect the trinity.

      The trinity doesn't hold in most PvP combat because your opponents are smart. When a big warrior charges in, their gut reaction is to throw a couple of blows his way but they will soon realize that that robe-wearing, pale skinned and frail player standing behind him looks like a much easier target...especially if that player is keeping the warrior alive--you know you have to drop the healer no matter how much damage and high aggro abilities the warrior is doling out on you.

      Obviously even with "smart" enemies, there will be preferred group compositions (look at WoW arenas) but there will be more variations and more experimentation when the majority of your party can't sit back in the safety created by tankable mobs.

      --
      Bottles.
    17. Re:Despecialization isn't an objective. by MBGMorden · · Score: 1

      That's the basis of most Bard classes too. Usually has some light/quick attacks reminiscent of a rogue, and some very very basic magical attacks, but they're mostly built around buffing/debuffing.

      Problem is, that's great for group play, but a lot of balancing work goes into these games. A player has to be a viable solo player both in PvE and in PvP content. A buff/debuff machine would have tons of problems in PvP without using buffs to essentially revert back to the traditional roles - make themselves take less damage (tank), do lots of damage to the other guy (dps), or regain health (healer).

      And we end up back where we started.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    18. Re:Despecialization isn't an objective. by BoppreH · · Score: 1

      The system is way more complex than that and that's why more classes can be created without adding new numbers.

      For example, you forgot to account the party, from where you can create "General" or "Commander" classes.

      Or the game economy and market, where there's plenty of space for a "Merchant" class (combat design, I know, but most merchant classes are able to carry more loot and repair items).

    19. Re:Despecialization isn't an objective. by Canazza · · Score: 2, Informative

      Three of the five mobs on the Maulgar fight in Gruuls lair were like that.
      Kiggler the Crazed was normally tanked by a class immune to polymorph (Druid, either Feral - the proper tank spec - or Moonkin - the ranged DPS spec)
      Olm the summoner is tanked by a warlock controlling Olms own pets
      Firehand is tanked by a mage who spell-steals his damage shield as he casts his big spells.

      one of my favourite fights (as I got to tank Kiggler :D)

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    20. Re:Despecialization isn't an objective. by ArsonSmith · · Score: 1

      They make some kind of off assumptions as well:

      "The trinity does not make sense in some settings. Why would a game set in space with ships have a Tank or Healer role for the ships? What about a realistic modern infantry warfare? You can make it work, but this can hurt the willing suspension of disbelief. The trinity of core classes does not make sense in many settings outside of fantasy. "

      If we look at scifi space combat (because it's our only reference) you almost always see a large "mother ship"(TANK) with smaller fighters (DPS) and some type of docking station usually on the mother ship (heals)

      Or

      how can you say there are no "tanks" or "medics" in modern infantry warfare?

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    21. Re:Despecialization isn't an objective. by Scutter · · Score: 1

      Exactly. And it's why I prefer EVE over WoW. I was just pointing out that it seems like these problems are already solved. Too many people are so focused on WoW as being the only MMPORG in town that they forget there are a lot of other ones out there that are easily as good, if not better.

      --

      "Tell me doctor, with all of your defenses, are there any provisions for an attack by killer bees?"
    22. Re:Despecialization isn't an objective. by Opportunist · · Score: 2, Insightful

      Bard classes (buffers/debuffers/mezzers) face one problem with balancing: Either they're a requirement for a successful group or they are pointless.

      Since group sizes are usually limited in games, this means that every player taking up a slot has to be worth that slot. In a classical trinity game this means that when DD class A dishes out more damage than DD class B, you take two people of DD class A along provided they are available. And with DDs, they usually are since DDs are usually overrepresented in most games (that I know at least).

      A supporter class will now most likely take up one DD slot (again, let's stay in the thought complex of trinity mode games). He has to be "worth" it. His buffs have to increase the damage output to almost the point where taking him along instead of a DD becomes viable. At the same time he will most likely add HP, Mana, speed and some other buffs.

      If it becomes too much, though, boss fights will have to be adjusted accordingly or else they become trivial with a bard in the group (simply because on top of his damage buff he will increase survivability of the group), which essentially means that they become impossible without a bard class because the group will lack those survivability buffs.

      Over time, though, and with balancing, there is one of two possible outcomes: Either the bard is mandatory, because boss fights are impossible to survive, or the bard becomes meaningless because fights go faster without him.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    23. Re:Despecialization isn't an objective. by Opportunist · · Score: 1

      Sorry to be blunt, but WoW stripped most elements besides aggro management that made group NPC fights difficult.

      Allow me to take you back to the times of DAoC and other games that had group management requirements aside of aggro management. Imagine this setup: A tank that has no AOE taunt (or only a very limited version thereof), casters whose spells break with 100% certainty if they get hit and very weak AOE spells/styles compared to single target spells/styles, tanks that cannot withstand the onslaught of 3+ mobs easily and healers that could never heal the damage of 3+ mobs away without immediately having almost unbreakable aggro.

      That instantly means that mob management becomes much more difficult and big AOE nuke fights become the exception and more last resort attempts at avoiding a wipe than the standard way of fighting.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    24. Re:Despecialization isn't an objective. by Opportunist · · Score: 1

      Because it's hard to do it automatically. In a traditional P&P RPG you have a human GM that runs the encouter. How do you want to make this free form game style automatized?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    25. Re:Despecialization isn't an objective. by Anonymous Coward · · Score: 0

      i agree with the first half of your comments. However, your examples seem to be derivatives of the OP's proposal. I'm not sure if you intended that or not.

      If you have a system based on 2 sides dealing, receiving, and avoiding damage and the first one to 0 loses, anything other that tank, healer, damage dealer is just obfuscation.

      I like class-less, skill-based systems where limitations and potentials are only slightly influenced by race and increasing abilities depends directly on actions influenced by those abilities.

    26. Re:Despecialization isn't an objective. by Jaeph · · Score: 1

      How about we look at military history? Infantry, cavalry, artillery? Pikes, Muskets, Cavalry? And so on. There are many models we could use that provide interesting tactical arrangements without forcing groups to spend hours waiting for a healer.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    27. Re:Despecialization isn't an objective. by Anonymous Coward · · Score: 0

      this is the gheyist /. topic ever

    28. Re:Despecialization isn't an objective. by Zerth · · Score: 1

      The problem with providing the composite roles is that either the composites perform equally well as a single axis character, in which case nobody ever plays the single axis character, or the single axis character is much better at a given level, so nobody plays composites unless they like to solo or play with groups at a much lower experience level(and get less loot/experience)

      Perhaps if there was some reason to have less players, then composites would be useful because you would want to cover many roles with less players. Lots of games now, though, focus on larger groups(10+) and prefer specialists, unlike the small group focus of most of the MUDs I used to play where there was a point in being a generalist.

      If you had only, say, 4 characters, you might want (tank, healer/buff, DPS, DPS), but if either the tank or the healer got in a bad way, you'd be screwed. So you'd probably prefer (tank, healer/tank, DPS/buff, DPS/healer) or (tank/healer, DPS/tank, healer/DPS, DPS/buff/healer).

      Similarly if you only had one DPS, you'd want your tanks and healers to be /DPS as well.

    29. Re:Despecialization isn't an objective. by Maxo-Texas · · Score: 1

      If you can have six people in a group, then I think you can have at most 6 viable classes.

      Call them
      A
      B
      C
      D
      E
      F

      Subclasses would then be like:

      A - a + (b or c or d or e or f) which would create a need for (B or C or D or E or F) + a - (b or c or d or e or f).

      Where the capital is the class and the lower case is an ability of that class.

      EQ has really messed up the game lately by providing simulated player A and F.
      The simulated A (call it warrior) isn't so great. But the simulated healer is more than enough (even rez's the dead automatically).

      In my DND game, I have 9 classes with 3 of them being racial variants. No one plays the racial class variants. They play racial characters but in the main classes (so we have a hobbit magician and an elven theif).

      We have 3 fighters, 1 mystic (aka monk), 1 bard, 2 thieves, two magicians, 3 clerics.

      One of the fighters has gone psionic. To master it, over time he lost 20% of his attack bonus and is hit about 15% more (since points went into psionics instead of attack bonuses). He mainly likes it since it lets him fly 90mph and teleport up to 105 miles.

      The bard class is very powerful but lacks a big gun so it lacks sizzle. I am looking into that issue.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    30. Re:Despecialization isn't an objective. by oneTheory · · Score: 1

      I like Fallout's model for location based damage. It doesn't have multiple buckets of hitpoints per limb (fallout 3 sorta does), but instead you get a damage multiplier and an increased critical hit chance, which if successful can cripple a limb, blind the opponent, etc.

      I'm not sure why MMORPGs feel like they have to dumb it down, even though the result might be people min/maxxing the skills needed to run around hacking everything's legs off. They could find a good balance and keep the added realism and tactical choices.

    31. Re:Despecialization isn't an objective. by Jesus_666 · · Score: 1

      The answer to that might be another bard-type class.

      Class 1 is great against small-to-medium sized mobs. It's focused on buffing the party and debuffing lots of targets at once (perhaps even to the point where the skills get more effective the more enemies there are). Against bosses, the buffs are nice-ish but the debuffs simply don't cut it (for example because the bosses have strong resistances or because the buffs lower applicable stats by absolute values).

      Class 2 is great against few big enemies. It's focused on delivering strong debuffs or damage effects on single targets with skills that just aren't suited well for mass combat. Against bosses, this class shines because it has skills that ignore resistance or because its buffs lower the target's values proportionally. Maybe the debuffs stack.

      The aim is to give people the following choices:

      - Take one of each. This will mean one useless slot during the majority of the raid and at the boss but the other slot should make up for it.
      - Take one of class 1 and one DD. This makes the majority of the raid easier but you have one wasted slot at the end. Good if you can handle the boss but the regular mobs are annoying.
      - Take one of class 2 and one DD. This makes the majority of the raid harder but gives you an extra edge against the boss. Good if you can handle the regular mobs but not the bosses.
      - Take two of class 1. Even harder bosses, even easier mobs.
      - Take two of class 2. Even easier bosses, even harder mobs.
      - Take two DDs. This leaves you flexible, giving you constant effectivity regardless of the situation. Of course, you might end up missing the special oomph the bard classes can provide.

      Not every class needs to be useful all the time. Make it worth the party's time to drag around a character who's a dead weight in certain situations by making him very useful in others.


      This idea isn't even limited to traditional combat classes. How about a class that can raise the drop rate? They might be next to useless in combat but people will still want to have one in the party because it's the fastest way to get some decent gear.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    32. Re:Despecialization isn't an objective. by toleraen · · Score: 1

      As in game mechanics? Add anything other than "gear up and go kill a boss". Give skills to characters other than combat based. Incorporate skill challenges.

      Example, Everquest's original Rogue epic quest had a portion where you sneak through the Plane of Hate to get a quest piece. With a fully spawned PoH it was quite the trip. At the end you were rewarded with a pretty badass weapon. A true test of your hide/sneak skills (and not just numerically).

      Second example, Vanguard had the feature but there was a third "skill" area, adventurer, artisan and diplomacy. You could talk your through town to complete quests, gain rep, etc. (I never tried it, could have sucked, but you get the idea).

      There's plenty of other mechanics to work in. Maybe it's been completely done before and players just didn't like it or use it. Maybe some people just exploit the hell out of those types of things and it ruins it for anyone else.

    33. Re:Despecialization isn't an objective. by ultranova · · Score: 1

      And this instantly gives rise to a crazy Judo class that's all about moving enemies where you want, in each other's way or to a pile for fireballing :).

      Using such "strategic" classes would require a better interface, thought; something that would allow you to say "I'll run along this path and throw every enemy that comes to range towards this spot".

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    34. Re:Despecialization isn't an objective. by ultranova · · Score: 2, Insightful

      Not every class needs to be useful all the time. Make it worth the party's time to drag around a character who's a dead weight in certain situations by making him very useful in others.

      This idea isn't even limited to traditional combat classes. How about a class that can raise the drop rate? They might be next to useless in combat but people will still want to have one in the party because it's the fastest way to get some decent gear.

      If you are useless in combat, and the game is all about combat, you're basically going to diddle your thumbs. It's not much fun playing a useless character, since your actions don't matter. So yeah, every character does need to be useful in every situation, because otherwise the situations they're not useful in are quitea drag for their players.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    35. Re:Despecialization isn't an objective. by Jesus_666 · · Score: 1

      Well, the drop rate-enhancing class could be useful for crafting, as well. It would then essentially be the class carrying most of the player-based economy. Make it worthwhile to do so (for example by handing out EXP for crafting and foraging and making that part of the game interesting in general) and yu have an interesting class that appeals to players who don't neccessarily want to go on killing sprees all the time.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    36. Re:Despecialization isn't an objective. by geminidomino · · Score: 1

      For example:
      - Add one more number to push into the negatives (typically, armor and shield) and you'll have the posibility of creating a class that manipulates that other number (a shield healer of some sort) a class that damages said number (An EMP mage) and a class that endures more damage to said number (A shield...tank).

      - Add positional advantage (complex to do in mmorpgs for lag reasons) and you'll have a class that restricts movement, one that gives positional advantage to teammates and one that uses more effectively positional advantage.

      It will never fly. Games have done that (Guild Wars, e.g.. #1 would be a mesmer and #2 would be assassin) and they are just something whined about constantly.

      Though after 5 years, I'm beginning to wonder if there's anything MMO "communities" won't bitch about.

    37. Re:Despecialization isn't an objective. by Opportunist · · Score: 1

      There are a few flaws in this concept. The most basic flaw: How do you ensure a group has to be the same throughout the whole raid?

      If you force groups to stay the same throughout a dungeon encounter, you basically make PUGs impossible where it is not unheard that people turn out to be useless or have to drop out for some reason (RL reasons, disconnects...), basically ruining a multi hour dungeon run for everyone involved. I can tell you it is not what people will enjoy.

      OTOH, if you allow replacing character, another nasty aspect comes into play. If a class is useful only in group combat and useless in single target (i.e. boss) fights, how do you keep people from dragging said person along through the dungeon and replace him (i.e. kick and invite someone else) when the boss is due? This will maybe even be used by guilds to the point where they deliberately move people in and out of the group depending on the needs, which has to (due to balancing issues) invariably lead to the requirement of such a "single target buffer" class in boss fights, basically because else raid guilds will simply farm your bosses without a problem.

      As you can hopefully see, this would not solve the problem. It shifts it. But the problem stays the same, you're either useless or a requirement.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    38. Re:Despecialization isn't an objective. by lonecrow · · Score: 1

      That sounds like a good idea. Some intrigue and puzzle solving might be fun. Toss in a bit of design/build that doesn't become an obsession for a grinder as well.

      I played a lot of RPG before this whole *internet thing* came along. My favorite system was Rolemaster (http://www.ironcrown.com/index.php?page=igames/IntroRMC) one of my favorite things about that game was that all classes could buy all skills but at different costs. So a Wizard could buy Armour skills but it was crazy expensive. and so on with the other classes. There was also a non-profession profession with all skill costs at the baseline. My most diverse and character rich characters where always non-professions.

      And why don't they have the missing fourth class? Doesn't anyone like to sneak? Isn't there a place for stealthy thief? Or I guess that would fall into the (avoid getting to zero category)

    39. Re:Despecialization isn't an objective. by Ifandbut · · Score: 1

      To get rid of the trinity, you need mobs and encounters that don't respect the trinity.

      You might want to take a look at the Faction Champions fight in Trial of the Crusader raid instance. Those mobs do not have an aggro table, they attack who they want when they want. On the Heroic mode the melee mobs will more often go after players with less armor. Granted, it is still no where near as coordinated as a real PvP arena match is but it is one of the few fights in WoW that is consistently a challenge just because the mobs do not respect the trinity.

    40. Re:Despecialization isn't an objective. by DerekLyons · · Score: 1

      For example:
      - Add one more number to push into the negatives (typically, armor and shield) and you'll have the posibility of creating a class that manipulates that other number (a shield healer of some sort) a class that damages said number (An EMP mage) and a class that endures more damage to said number (A shield...tank).

      City of Heroes/Villains has had something like that for years now. UO never has had the Trinity. (Niether does Puzzle Pirates.)
       

      - Add positional advantage (complex to do in mmorpgs for lag reasons) and you'll have a class that restricts movement, one that gives positional advantage to teammates and one that uses more effectively positional advantage.

      Combat in City of Heroes/Villains is 3D - you can fly during combat. The advantages that accrue from flying/hovering in combat, while pinning enemies to the ground, are a widely taken advantage of by savvy players.

      I think you, and TFA's author need to get out and play something other than WoW/EQ.

    41. Re:Despecialization isn't an objective. by ImNotAtWork · · Score: 1

      The Diplomacy was almost like a card style game in Vanguard. I never played card games in real life but became very invested in the Vanguard diplomacy. The cool thing about the diplomacy was that it changed local prices and buffs for players in the city area. The only reason I didn't stay in Vanguard was that I was pulled into EVE online.

      --
      open source sub sim. I might start coding again for this. http://dangerdeep.sourceforge.net/contribute/
    42. Re:Despecialization isn't an objective. by brkello · · Score: 1

      Eve is awful. I really would like to like it, but every time I play it, it just reminds me how boring it is. It is certainly different from WoW. But it has the same essential system of putting you in a role. You are just limited more by what you can afford to fly so you have less choices. If you are poor, you are going to fly small ships and do electronic warfare to disable your enemies ship. It sounds more interesting that it is since you usually just camp gates and gank someone who went the wrong way. It's basically months of grinding to have about 5 minutes of something interesting happen every now and then if you are lucky.

      --
      Support a great indie game: http://www.abaddon360.com
  5. Get away with the classes already by Rhaban · · Score: 1

    Isn't any mmorpg out there capable of offering a stats-based or skill-based character with no classification system?

    1. Re:Get away with the classes already by floofyscorp · · Score: 2, Informative

      Runescape does, and I believe EVE technically does also.

    2. Re:Get away with the classes already by Rhaban · · Score: 1

      right, I forgot about Eve. And didn't know about Runescape (but who plays it anyway?)

    3. Re:Get away with the classes already by Anonymous Coward · · Score: 0

      UO.

    4. Re:Get away with the classes already by Anonymous Coward · · Score: 0

      Runescape?

    5. Re:Get away with the classes already by Anonymous Coward · · Score: 0

      Yes, there are mmo's without classes -- they just aren't as popular as ones with classes.

      I think people like being able to look at a toon and immediately know the sort of role they are set up to perform.

    6. Re:Get away with the classes already by PopeRatzo · · Score: 1

      Eve sort of does, but the type of ship you use tends to be your classification, at least as long as you're piloting that ship.

      You're not going to do a lot of DPS in a mining ship.

      --
      You are welcome on my lawn.
    7. Re:Get away with the classes already by Anonymous Coward · · Score: 0

      asheron's call did/does

    8. Re:Get away with the classes already by danbert8 · · Score: 1, Insightful

      It's not a MMORPG, but it is a MORPG. Fallout 3 is a great game where you can pretty much do whatever you want. All the skills are individual and independent. It does have a multiplayer, nut I would like to see a Fallout MMORPG. It is an interesting universe, with multiple factions that people can side with.

      --
      Yes it's an anecdote! Were you expecting original research in a Slashdot comment?
    9. Re:Get away with the classes already by querky · · Score: 2, Informative

      i play runescape for the reason that you aren't constrained to one class, you can do whatever you want!

    10. Re:Get away with the classes already by whitehatnetizen · · Score: 1

      Eve online - you can fly any type of ship you want, you can put different modules on certain types of ships to make them go from tank to heavy dps or compromise between the two - or even repair other ships. then there are specialised utility ships, extremely good at one particular thing if need be.

    11. Re:Get away with the classes already by Majik+Sheff · · Score: 3, Interesting

      My T2 drone swarm would disagree. I've swatted a few overconfident idiots who thought they could tackle and burn solo.

      --
      Women are like electronics: you don't know how damaged they are until you try to turn them on.
    12. Re:Get away with the classes already by xouumalperxe · · Score: 2, Interesting

      Runescape does, and I believe EVE technically does also.

      Actually, EVE goes for a sort of hybrid approach. Your character is completely unconstrained by class considerations, and is only limited by the (real, not game) time investment you put into the game. Basically, as long as you keep your skill queue filled, your character is always improving, in whatever direction you want.

      What does limit your character's performance at any given point in time, however, is the ship you're piloting. The attributes each ship has (size, slot distribution, bonuses) pretty much sets its playstyle and role, and you're unlikely to be successful as an Electronic Warfare in a ship that's designed as a missile barge. and a battleship has nowhere near the cargo space required for a trading or mining operation. In my stint in EVE, I eventually set myself up in a star system and piloted two ships. One was a Drake, which is a missile-based battlecruiser, as my combat ship, and I also had a Cormorant destroyer, which was a much lighter, faster ship that I fitted with loads of salvaging lasers and tractor beams, and modified for a larger cargo hold, and which was completely useless for anything except its designated role: scouring the wrecks for salvage after a long combat mission. For that task, however, it was superb.

    13. Re:Get away with the classes already by Monkeedude1212 · · Score: 1

      I don't see where Eve being a Hybrid is coming in.

      Eve IS exactly what the parent described, a stats-based or skill-based MMO.

      It doesn't change anything though, You get people who put their stats and skills into things that make them live a ridiculously long time (Tank), you get people who put their stats and skill into dealing damage (DPS), and you get people who put their stats and skills into transfering shield and hull repairs (Healers).

      Eve does have the most range of 'classes' though, since its a skill based system it allows you to have hybrid like classes. There are also certain 'classes' that people go that aren't really available in other game, like some people go specifically for debuffing, to reduce enemies speeds, targetting abilities, and chance to escape.

    14. Re:Get away with the classes already by Anonymous Coward · · Score: 0

      UO and Darkfall come to mind on this.

    15. Re:Get away with the classes already by Anonymous Coward · · Score: 0

      Asheron's Call did quite well with this concept.

    16. Re:Get away with the classes already by zeropointburn · · Score: 2, Interesting

      For eve, assume that tank absorbs the healer role most of the time, as electronic warfare is far more significant than healing others. Ewar exists to negate damage, to negate speed advantages, to boost targeting speed, etc., which makes the bard/commander/buff+debuff class eve's de facto third member of the trinity.

      Specialists don't succeed solo in eve (in combat). If you are all tank or all damage, you're all useless. A tank with no damage or ewar potential won't get attacked until everyone else is dead. An all-damage fit/skill will get primaried because they die the fastest and they are the biggest threat. All of this is irrelevant if your enemy is stupid of course, but let's concern ourselves with competent opponents here.

      Success in pvp (and to some extent in pve) relies on doing enough damage to pose a credible threat while retaining enough tank to actualize that damage. Even in gangs or fleets, there may be a few specialists (tackle/ewar) but the generalists make it happen. Many successful gang arrangements have no specialization; the homogeneity of the group makes individual losses much less significant. Specialist groups can be more effective in the right circumstances (like gatecamping or frigate combat), but the range of situations encountered by a roving gang are hard to address with a group of specialists.

      You may specialize in one weapon system, or one type of tank, or one flavor of ewar, but you cannot be called a competent combat pilot if you are missing one of the trinity. Even then, if your specialty is known it can be overcome. There is no invulnerable character, no perfect ship. Everything dies in the end; the more people you piss off the shorter the wait to go visit your cloning tank.

      And that's why I play eve.

      --
      -1 raving lunatic; +6 subGenius... Things even out...
    17. Re:Get away with the classes already by UnknownSoldier · · Score: 1

      and UO, and the classic pen-n-paper Gurps.

    18. Re:Get away with the classes already by Fozzyuw · · Score: 1

      Isn't any mmorpg out there capable of offering a stats-based or skill-based character with no classification system?

      As I typically do for topics about MMO's and designs, I point people to the excellent and very interesting (and still relavent) book: Designing Virtual Worlds by Richard Bartle. He goes over class vs skill based systems and what happens with them. Their drawbacks and benefits and how, basically, it doesn't matter what you call it, you end up at the same thing anyways. And the topic at hand isn't about classes or skills, it's about "roles". Which is usually associated with classes such as Warrior/Paladin are tanks and Clerics/Druids are healers and skills like Shield and Plate are for tanking and Holy/Light/Nature magic are for healing, etc. (however a game might label them).

      Truth is, there are plenty of role-less RPG's out there. They're called Action RPGs like Diablo or X-Men Legends/Ultimate Allinace on consoles. If you take away roles, that's pretty much what you're left with to design a fun yet flavorful game where a "tank", "DPS" or "healer" isn't needed but character A doesn't feel entirely like character B.

      The argument of whether to do classes or skills is moot because you end up with the same thing, but creating a fully skills based game takes a lot more time for developers to manage and balance. Or you end up with a game that just because, every character has every ability and little flavor except how someone choose to play their character... at which point they will play them as the typical Healer, Tank or DPS role.

      Yes you can talk about buffers/debuffers but those are simply rolled into the "healer" paradigm.

      Games like WoW has been trying to hybridize all classes, even if they fill said roles. Tanks are doing more damage and might have buff or debuff capabilities. DPS have buff and debuff abilities or possibly even healing or tanking abilities (at least for a limited time or amount).

      Either way, it's sort of one of those topics that come up every once in a while but always just goes in circles of "we need something different!" but no one can come up with anything that's truly different that's still fun. They just find new ways of "hiding" the actual class design in some other system. Or if they get ride of roles, they just create an Action RPG, which could just as much be an MMO as anything else.

      --
      "The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
  6. Eve-Online by Miv333 · · Score: 1

    Lacks classes... There are dedicated ships to repairing other ships, but they are not an essential part of the game, and any ship can fit the modules, they just don't get the extra bonus.

    1. Re:Eve-Online by PopeRatzo · · Score: 1

      and any ship can fit the modules

      You can't put a rocket launcher on a mining ship, IIRC.

      --
      You are welcome on my lawn.
    2. Re:Eve-Online by Miv333 · · Score: 1

      You are right, I was referring to armor repairers and shield repairers though. :P But you can place mining lasers on combat ships.

  7. Two words: by L4t3r4lu5 · · Score: 4, Funny

    Offspec (Apologies for the rubbish link quality, but it gets the point across).

    You can't make classes "jack of all trades." It doesn't work. Someone misses their cue to fire off a spell because they're in the middle of doing something else, and it's all gone to pot. This fictional game from Gamasutra would be great if many MMO gamers (that I've encountered) could keep track of more than one thing at a time. However, having seen healers run backwards into a new mob, tanks which run around between enemies trying to take aggro from other characters who don't need it, and damage dealers who have no concept of aggro mitigation, I'm susprised a lot of MMO players can cross the road without assistance.

    Paraphrasing someone's very famous words: "If it ain't bust, don't fix it."

    --
    Finally had enough. Come see us over at https://soylentnews.org/
    1. Re:Two words: by Anonymous Coward · · Score: 0

      But... but... I loved my RedMage (Jack of all trade class)!!!

    2. Re:Two words: by Anonymous Coward · · Score: 0

      THANK YOU!

      It's called "situational awareness" and as a gamer I find its the only true thing that distinguishes "hardcore" players from "casual" players. Being someone who when they play a game wants to learn every facet of it and go to Spankstown USA, (population: Your Mother) I prefer playing with the "hardcore" players rather than the "casual" players. It has nothing to do with people being 'twitchers' or playing all the time, just for the love of my sanity please OPEN YOUR DAMN EYES!

      I just can't believe that a person playing a third person game where they can look in any direction their character isn't can run into guys they "didn't see". It's maddening!

    3. Re:Two words: by Hurricane78 · · Score: 1

      Paraphrasing someone's very famous words: "If it ain't bust, don't fix it."

      Leaving research exclusively in the hands of engineers, we would have perfectly functioning oil lamps, but no electricity.
      (Quote attributed to Albert Einstein.)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    4. Re:Two words: by MindlessAutomata · · Score: 1

      Ah, yes, that's a very good point, situational awareness. Remember C'thun from WoW? That encounter completely relied upon situational awareness, and you could tell who was and wasn't good at it by how often and early they died there (or at least, caused others to die).

    5. Re:Two words: by pwfffff · · Score: 1

      Thanks for mentioning situational awareness, now I have to rant too...

      I did a boss the other day which lays slow-moving fire in straight, unchanging paths to random players throughout the fight (Marrowgar for the informed). It is bright blue fire, and painfully obvious to see on the dark grey/black floor.

      ELEVEN out of my twenty-five teammates died to this fire. ELEVEN people either A) fell asleep at the keyboard, B) failed to recognize the complex pattern that is 'moves in a straight line', or C) actually managed to start run away, but inexplicably ran STRAIGHT BACK along the path of the fire.

      I felt sorry for our healers (the ones who didn't die in fire anyways)... one person managed to take 90k damage from fire alone. For those unfamiliar with standard health pools, that means he would have died over FOUR TIMES in the fight from completely avoidable damage. I can only hope he was RPing a hunter with cold feet that he wanted to warm in the fire.

    6. Re:Two words: by mlts · · Score: 1

      Offspec is good if the player is skilled. For example, a healadin as main spec and a generic DPS for off.

      However, in EQ2 and WoW, if you have an offspec, you should have an equipment change to back it up. If, for example, I went out as a DPS role with all my equipment sporting +INT and +heal stats on a WoW paladin, I'd be asked to swap specs, or leave. Similar if an Everquest 2 guardian or WoW warrior was wanting to tank a raid encounter with his high DPS 3h weapon as opposed to a decent sword/shield combination.

      The biggest problem I see with offspec stuff is that players tend to not know their alternate spec well. This happens often with people whose primary spec is DPS, and the secondary spec is healing or tanking. They know their DPS spec well and the exact rotation to use to keep their numbers high, but if they are asked to step up to the plate and be a meat shield, their timing is poor, and knowing what to throw when you need to throw it is everything. For example, if you know a boss is going to pop off a nasty attack on the tank very shortly (decimate on Gluth is a good example), you have your long casting, high hit point heal being cast so it lands just after the damage is done. Not having this timing in place can turn a normally successful raid into a record stock dividend for the NPC armor repairer's guild.

    7. Re:Two words: by Junior+J.+Junior+III · · Score: 1

      having seen healers run backwards into a new mob, tanks which run around between enemies trying to take aggro from other characters who don't need it, and damage dealers who have no concept of aggro mitigation,

      THAT'S A 50 DKP MINUS!

      --
      You see? You see? Your stupid minds! Stupid! Stupid!
    8. Re:Two words: by Opportunist · · Score: 1

      Yup. Can't work. If WoW proved anything, people want easy mode in MMOs these days.

      Sorry to be blunt and direct, but that's basically its appeal: It's easy. Anyone unwrapping replies like "it's not, look at boss fight X where A has to do B ...", yes. And guess what, other MMOs did that before, and it was not even a boss fight.

      Mages having the sheep minions because they respawn so killing them is pointless? Been there, done it. IIRC it was in DAoC, in some castle at level 40ish. Priests having to manadrain some mob because with mana he's an instant killer and without he's doable? Been there, done it, it was a staple of EaB. Range caster have to tank a stationary mob that does insane AOE damage? Been there, done it, was a requirement to get into some areas in EQ. Mobs that randomly clear their aggro list and require the tank to react FAST or the healer is a squishy puddle? Has there been ANY MMO besides WoW where this was NOT something you encountered pretty early on?

      THIS is what makes boss fights difficult? That someone has to do something before/during the 'real' fight with some boss and/or step out of his routine spell rotation? That's not 'hard', people, that was standard in older MMOs.

      But that's not wanted. What's wanted is easy mode.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    9. Re:Two words: by Anonymous Coward · · Score: 0

      The problem might be that there are too few roles in the Trinity, and they are being nerfed into hybrids that can do them all to some extent. Maybe we need more roles, not fewer, and if more cleverness is required it will lift the skill of the average player through practice.
      The Sanity stat could be one component of a spectrum that includes Patience (right now it only applies to a high dps with a weaker tank), Rhythm (building up resonance or dampening a cyclic effect with good timing), Distraction (confusing the mob with coordinated team behaviour), Balance (making sure that an array of DoTs are the right combination and don't cancel each other out), Attention (in WoW, it used to be a matter of pride for an AffLock to keep all DoTs up all the time but they forced a simplification on that and now no one wants a skilled AffLock if they can have a more powerful faceroller), Persistence (not sure any players would want this--they are too impatient to just gedderdun), Knowledge (mobs who can be defeated by alternative strategies depending on group composition), and other things like Crafting (build a disposable tank bot, fear generator, or the like that would need to be deployed correctly to be beneficial). Nowhere have I seen the option for players to negotiate with the mobs, and except for a few quests, feed them, give them a bath, offer them a place on the team, or the like. And why doesn't /tickle reduce the boss's ability to cast?

      If this is implemented, please give me credit.
      - Bink

    10. Re:Two words: by Plekto · · Score: 1

      You can't make classes "jack of all trades." It doesn't work.

      Sure you can. Deus Ex, for instance, allowed you to make your own specialized character to suit your needs. Many other games allow you to do stuff like learn specific skills that you find useful without having to resort to a cookie-cutter class system. And quite a few just do away with it entirely or let you decide what to do and what to wear and so on.(usually only limited by money and influence).

      The fact is that classes are a thirty year old crutch inherited from the days of pen and paper RPGs. They did it that way to make the players have less choices and force the game mechanics to be simpler for the person running the game. "Must act like X, must do Y". Most games still do in fact, though quite a few also don't follow those sorts of systems. Hero comes to mind as one RPG that just threw away the idea of cookie cutter templates and classes. But it was far from the first.

      It's simply a matter of the programmers being lazy and the game being designed by type-A managers who can't think outside of the box. They are "idea men" who want to make a game and don't care about trying to really do anything different. They license someone else's engine and level construction tools and then grab a few basic ideas and presto... Yet another MMOG that only is different in the setting and a few graphics.

    11. Re:Two words: by Alok · · Score: 1

      It's called "situational awareness" and as a gamer I find its the only true thing that distinguishes "hardcore" players from "casual" players.

      Not necessary that hardcore players are better at this, just varies depending on whether they bother about team play at all. I play Anarchy Online, there are plenty of people who will run in getting too much aggro from mobs, run away when boss is almost down because they got hit a couple of times etc. I consider myself a casual player, but its incredibly easy to have appreciative team mates just by assisting the healer and generally not being completely clueless ;)

    12. Re:Two words: by Darinbob · · Score: 1

      Agreed. MMOs are basically copying from each other, because it's risky to try something new. They all want to be the next WoW, rather than just wanting to make enough money to stay in business. So aim for the lowest common denominator. In a real role playing game, many or most players are quite happy with a skill or point based system instead of classes, but in MMO players want to keep score and know who's better than who. They also want to be able to look at someone and decide quickly if they're worthy of joining their group or not. So being able to say "I'm a level 37 Foozle" attracts a lot of players, and the strategy component (these really aren't RPGs) means players want to be able to think like "we need 2 warriors, 1 enchanter, 1 archer, and 1 medic". These are old ideas that were outdated in early 80s, and yet they survive.

      A lot of this is marketing. It's easier to market something that's familiar to the masses than to craft something for a niche market.

    13. Re:Two words: by SCPRedMage · · Score: 1

      Damn stalkers...

      --
      My sig can beat up your sig.
    14. Re:Two words: by SCPRedMage · · Score: 1

      Similar if an Everquest 2 guardian or WoW warrior was wanting to tank a raid encounter with his high DPS 3h weapon as opposed to a decent sword/shield combination.

      Out of curiosity, what races have the necessary appendages to wield such a three handed weapon?

      --
      My sig can beat up your sig.
  8. So get rid of healing by plover · · Score: 1

    It's a ridiculous "skill", anyway, and unbalances game play.

    America's Army made this work pretty well. They have a "medic" specialty, and while his primary job is still that of a soldier, the medic's secondary function is to stop a "yellow" wound from becoming "red", and a "red" wound from becoming fatal. But both the casualty and the medic have to stand still for the duration of the bandaging process, and unless you're out of sight you're likely to get shot.

    And nobody in A.A. is a tank. Getting hit repeatedly means getting dead faster.

    For a better swords and sorcery system, maybe they should move to a system based on shields, cavalry, infantry, and artillery.

    --
    John
    1. Re:So get rid of healing by Antiocheian · · Score: 1

      maybe they should move to a system based on shields, cavalry, infantry, and artillery

      You obviously come from a wargaming background... But I don't think that would be fun to play in an RPG context. The reason behind healing was to allow PCs to live more, like heroes in novels, while dealing with dangers heroes in novels would not.

    2. Re:So get rid of healing by wtbname · · Score: 5, Insightful

      Ahem.

      http://tf2wiki.net/wiki/Medic
      http://quakewarswiki.net/wiki/Medic

      Plenty more where those came from...

      So by "of course" you mean, "of course i don't really know anything about the subject, but I'm going to run my yapper anyways."

      Oh right, slashdot...

    3. Re:So get rid of healing by selven · · Score: 3, Interesting

      I hate healing for a simple reason: it screws up item scaling balance horribly. Take a healer with 10k health and 800 HPS against a damage dealer with 1000 DPS. The healer survives 50 seconds. Now make the healer 12% more powerful. Bam, there's a 100% increase to survival time. If you let healers be more powerful than damage dealers (and you have to do this if you're going for a pure class/role system), killing a healer is reliant on preventing him from casting for some time, something which does not make for fun gameplay.

    4. Re:So get rid of healing by Aladrin · · Score: 1

      Just because it's a different genre doesn't mean there's nothing to be learned from it, or that the concepts can't apply.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    5. Re:So get rid of healing by flitty · · Score: 4, Funny

      Wanna come play an MMO with me? I'm always the third guy from the right in the frontline shield phalanx. There was this one time, where i was sitting there, like usual, and this calvary got to close, and I was like *block* and I totally kept him from getting through the frontline.

      It was awesome.

      --
      Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
    6. Re:So get rid of healing by irondonkey · · Score: 1

      No, but there are tanks, right? Mechanical tanks which are designed to absorb quite a bit of damage that would normally kill the clothies... I mean foot soldiers.

    7. Re:So get rid of healing by tprox · · Score: 1

      I'm sorry, this comment is just so awesome. I'm laughing hysterically, thanks!

    8. Re:So get rid of healing by Anonymous Coward · · Score: 0

      Cool, you can bold those three letters! Now can you expand the acronym, thereby exposing your own stupidity?

      In this game, my soldier has a sword. In this game, my soldier has a rifle.

    9. Re:So get rid of healing by idontgno · · Score: 1

      Healtanking. I hate fighting that as a DPS class. Very frustrating to see all the progress you've made towards killing the fool wiped out in one big heal. Meanwhile the trivial damage he's been doing to you adds up, and there's almost nothing you can do about it, and all your good burst damage abilities are burned.

      And then his dps buddy comes over and obliterates you.

      Yeah. The life of a WoW Hunter in PvP.

      The real lesson here: solo duelling is a losing proposition against a healtank unless you're extremely skilled and overgeared, or the healer is at some tactical disadvantage (n00b, exhausted or injured from a previous fight, away from the keyboard...).

      --
      Welcome to the Panopticon. Used to be a prison, now it's your home.
    10. Re:So get rid of healing by Anonymous Coward · · Score: 0

      Interesting, I always thought it was to add or alter playing strategies...

    11. Re:So get rid of healing by calzones · · Score: 1

      freakin paladins!

      Anyway, I've always felt that the ideal solution would use very strict class roles as a concept to start with, but to make your characters abilities more context-aware.

      At bare minimum, that would mean you would be in a specific silo whenever grouped or engaged in PVP, and then you'd have much broader abilities when soloing pve.

      You could refine this so that depending on quest and your level, the skills are similarly broadened or narrowed, and by making some quests require groups and some not.

      This would greatly change the dynamic of play so that people could easily grind solo, and enjoy the team-player aspect when playing with friends or groups.

      --
      Asking people to think is like asking them to buy you a new car
    12. Re:So get rid of healing by MBGMorden · · Score: 1

      Try putting two together. Before a Kara run one night we were waiting for other people to arrive. I was on my Resto Druid and a buddy on his Holy Priest challenged me to a duel to kill time. To be honest I think EVENTUALLY I was on the loosing side of the battle, but after dueling for over 15 minutes with neither of us dieing, we eventually just had to call truce and start the run. Neither of us could do much damage (mostly Dots - SW Pain for him and Moonfire/Roots for me), and but both of us could patch up in no time.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    13. Re:So get rid of healing by Anonymous Coward · · Score: 0

      That is nothing. In a strategy game you might end up destroying a tank.

    14. Re:So get rid of healing by CodeBuster · · Score: 2, Interesting

      That was one thing that I liked about Dark Age of Camelot back in the day. The stealth classes, which most people either love or hate, provided some balance in this area by being able to backstab with poisons for massive damage. In PvP this basically meant that if the stealther was equal level to the healer he could kill the healer in seconds with that first surprise attack. Of course, the stealther was then visible to everyone and vulnerable to counter-attack and depending upon what other players where in the area the healers may or may not have been the most important targets to take out first. They basically decided not to do stealth classes in WoW and IMHO that removes an important balancing element from the game; especially in PvP.

    15. Re:So get rid of healing by Jaeph · · Score: 1

      Make a game based around tanks, rogues, and wizards, each countering the other, each with limited self-healing capabilities and very limited AOEs. Blur the lines by allowing tanks to use crossbows, rogues to use bows, and wizards get to create awesome light-swords that cut through everything.

      That's just one approach. Another is to allow some classes to deploy "mines" or create temporary "walls" (think necro from diablo creating a wall of bone).

      Anyways, that's a couple off the top of my head that don't involve being just one in the crowd.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    16. Re:So get rid of healing by Anonymous Coward · · Score: 0

      I've had similar. After insanely long fights in AV and other BGs, most healers tend to stun and run if they encounter another healer. Mainly because there likely will be no winner (1000-1500 DPS, 4000-5000 heals per second is what I'm guessing the typical healer output with spec/gear) even not factoring that healers tend to have heavy armor.

      Instead, if another healer is chasing you, you lure them to others of your faction and hope for the best.

    17. Re:So get rid of healing by Thiez · · Score: 1

      Survival time is irrelevant. The healer still has to kill the enemy before the enemy kills him. Healing usually costs some resource (often 'mana') and running out of that resource makes the healer mostly useless. Mana is nothing more than a virtual health pool, and while a high HPS means you'll be able to use that health pool completely, it's still going to be empty at some point.

    18. Re:So get rid of healing by selven · · Score: 1

      Survival time is most definitely relevant. Surviving 100 seconds lets you do twice as much damage to the enemy before going down than 50 seconds does. As for the limited mana pool, you get the exact same scaling issue with mana regen.

    19. Re:So get rid of healing by bckrispi · · Score: 1

      Ummmm.... WoW has had a Rogue class since, ummmm... version 1.0.

      --
      Xenon, where's my money? -Borno
  9. Rock, Scissors, Paper by bickerdyke · · Score: 5, Insightful

    Rock.
    Scissors.
    Paper.

    Call them by any other name, but thats how you get an ideal game balance.

    Fighter, Mage, Archer
    Human, Dwarf, Elf
    Fire, Water, Air

    There's a reason why this simple game is still around after possibly a few hundred years. And everyone knows some variant of it, (acid, well, hammer, chainsaw..... you name it) and also knows that they suck. messing up the balance.

    --
    bickerdyke
    1. Re:Rock, Scissors, Paper by L4t3r4lu5 · · Score: 1

      Not all variations suck.

      Live long, and prosper. Unless you pick scissors, in which case be crushed!

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    2. Re:Rock, Scissors, Paper by Anonymous Coward · · Score: 0

      Terran, Zerg, Protoss

    3. Re:Rock, Scissors, Paper by selven · · Score: 1

      Works in theory, but fails utterly in practice. 90% of all MMO combats are 1v1, despite Blizzard's efforts to the contrary. You can't have a fun game if you know you're going to dominate 33% of opponents and you know you have no chance against some other 33%.

    4. Re:Rock, Scissors, Paper by Thanshin · · Score: 4, Insightful

      Fighter, Mage, Archer

      Cleric, Rogue, Warlock!

      Human, Dwarf, Elf

      Halfling, Ogre, Thri Kreen!

      Fire, Water, Air

      Earth? For God's sake how could you miss Earth?

      And you see what all this proves, right?

      Just by watching it you reach the conclusion that the real game is Rock, Paper, Scisors, Lizard and Spock.

    5. Re:Rock, Scissors, Paper by VernoWhitney · · Score: 1

      Except, of course, for Rock-Paper-Scissors-Spock-Lizard.

    6. Re:Rock, Scissors, Paper by Presence2 · · Score: 1

      Rock, Paper, Shotgun - since 1873, the superior answer. (google it)

    7. Re:Rock, Scissors, Paper by PopeRatzo · · Score: 1

      There's a reason why this simple game is still around after possibly a few hundred years.

      I know WoW looks a little old and tired, but I don't think it's been around quite that long.

      --
      You are welcome on my lawn.
    8. Re:Rock, Scissors, Paper by Anonymous Coward · · Score: 0

      cat, tin foil, microwave seemed to me to be the only trio that actually made sense.

      paper beats rock!? wtf.

    9. Re:Rock, Scissors, Paper by bickerdyke · · Score: 1

      You shouldn't extend it to a "no chance" point in a game thats supposed to last longer than 4 seconds per round.

      But the law of game balance requires that every advantage has to be paid for with a disadvantage. Skill points pretty much work that way. any skill point spent on strength can't be put on Dexterity. Each advantage in melee has to be paid for with a disadvantage in ranged combat.

      But exactly as you mustn't let player create an uber-class by giving them unlimited skill points or "acid" that eats up paper, scissor AND rock, you have to be carefull to make all possible traits equally important. And thats really difficult. I had a high CHA Char a while ago. It pretty much sucked, as the DM preferred to have persuading, haggling et al. played out instead of rolled out.

      And also in computer games, most games focus on battle, so non battle related strengths are a skillpoint-sink

      --
      bickerdyke
    10. Re:Rock, Scissors, Paper by FlyingBishop · · Score: 1

      It doesn't have to be that pronounced. Just so that if in 3v3 3 rocks beats 3 scissors, you're fine. These things tend to be more pronounced when you add players, since there's sort of a snowball effect when you get more. Say you've got a 10% damage bonus, well in 3v3 that's pretty much a 30% damage bonus as far as the first guy you kill is concerned if you play your cards right.

      But I play more RTS, where skill tends to be the balancing factor (though obviously civ plays a role.)

    11. Re:Rock, Scissors, Paper by IDK · · Score: 1

      The problem as I see it here is more about getting strategy into the game, and there just happens to be such genre called just that, strategy games.

      I'm mostly thinking of Rome total war, where there was a rock, paper, scissors element in.

      It worked like this if I can remember correctly:
      Phalanx spearmen beats everything head on.
      Cavalry beats everything while charging (except charging into spears).
      Swordsmen beats everything in melee.
      Axemen beats heavily armored units.
      Slingers, bowmen beats everything at a distance.
      Artillery beats everything at a even grater distance.
      Skirmishers beats non-ranged infantry on open ground.
      Light cavalry beats lightly armored enemies.
      Heavy cavalry beats everything in melee.
      Cavalry archers beats everything except light cavalry on open ground.
      Elephants beats everything (even heavy cavalry and swordsmen) in melee, except phalanxes.

      And then one has to consider the terrain, morale and lots of other things.
      And this isn't even strategy, just the rules of the strategy.

    12. Re:Rock, Scissors, Paper by Speare · · Score: 0, Offtopic

      Lots of people commenting on the Rock-Paper-Scissors-Spock-Lizard thing, but I'm surprised nobody mentioned Luke-Vader-Emperor.

      Luke beats Vader.

      Emperor beats Luke.

      Vader beats Emperor.

      --
      [ .sig file not found ]
    13. Re:Rock, Scissors, Paper by Anonymous Coward · · Score: 1, Insightful

      Parent is more relevant than even they know. The "Rock, Paper, Scissors + N" pattern is EXACTLY how most games with multiple classes (not just rpgs, look carefully at class-based FPS and various RTS games) tweak the balance when there are more than three actual classes. Let's say the game starts with archers, infantry, and cavalry. So, maybe infantry kills archers, archers kill cavalry, and cavalry kill infantry. Throw wizards in there. Now, wizards don't just sneak in between a couple of the other classes; they enter another loop, which can be shaped however -- say, wizards kill archers and infantry, bust succumb to cavalry. OK, that's a little unbalanced against infantry and archers, so we'll add in another class...I dunno, summoners. Summoners beat mages and cavalry, but die to infantry and archers. Now, infantry kills archers and summoners, archers kill cavalry and summoners, cavalry kills infantry and wizards, wizards kill archers and infantry, and summoners kill mages and cavalry. Repeat this process until all available classes have their proficiencies.

      In reality, there are also differing odds involved, so that class matchups that make for easy fights are balanced with "close" fights where one side has just a slight advantage. At least traditionally, melee-melee fights (rogue/warrior?) are closer than melee-ranged or melee-caster fights, since either the melee fighter will be able to close the distance easily and end the fight quickly, or will be held at bay, unable to do much of anything. Specifics aside, conceptually resolving this just means assigning representative values to each matchup and balancing out the sums a bit. It's a bit of a combinatorial headache, but a lot of it falls into place rather naturally, thanks to decades of people tinkering with systems like this.

    14. Re:Rock, Scissors, Paper by Lord+Pillage · · Score: 3, Insightful

      Fire, Water, Air...

      Earth! Heart! GOOOOOOO PLANET! "By your powers combined, I AM CAPTAIN PLANET!" ...captain planet, he's a hero, gonna take polution down to zero...

      --
      try { Signature mysig = new CleverAttempt(); } catch(NonCleverSignatureException e) { postanyway(); }
    15. Re:Rock, Scissors, Paper by MartinSchou · · Score: 1

      I had a high CHA Char a while ago. It pretty much sucked, as the DM preferred to have persuading, haggling et al. played out instead of rolled out.

      Bad DM.

      Look at Terry Pratchett's Discworld books involving the Ankh-Morpork city watch Captain Carrot Ironfoundersson. A guy who is insanely charismatic but usually sounds about as intelligent as a bag of hammers and as naïve as anything. Yet pretty much everyone he meets cannot help but want to behave well in his company. Up to the point of him giving murderers a 'motherly talking to' and them being ashamed of their behaviour, because he doesn't approve of it.

      THAT is charisma.

      I've had the sad experience of playing under DMs who refused to see charisma as anything but a modifier for looks, so I know how you feel.

    16. Re:Rock, Scissors, Paper by bickerdyke · · Score: 1

      I had a high CHA Char a while ago. It pretty much sucked, as the DM preferred to have persuading, haggling et al. played out instead of rolled out.

      Bad DM.

      Look at Terry Pratchett's Discworld books involving the Ankh-Morpork city watch Captain Carrot Ironfoundersson. A guy who is insanely charismatic but usually sounds about as intelligent as a bag of hammers and as naïve as anything. Yet pretty much everyone he meets cannot help but want to behave well in his company. Up to the point of him giving murderers a 'motherly talking to' and them being ashamed of their behaviour, because he doesn't approve of it.

      THAT is charisma.

      I've had the sad experience of playing under DMs who refused to see charisma as anything but a modifier for looks, so I know how you feel.

      That guy is my standard definition for charisma too... :-)

      He wasn't a bad DM, rather an experienced one who tried to make the game varied and intresting by playing as much as possible as real interaction between players and not let it become a dice-a-thon.

      But we rather often fell into the rookie trap of not beeing able to discern between player attribute and char attribute. Can you really sit still and not help your friends if you know the solution of a puzzle, but your char is stupid as said bag of hammers?

      In a novel, you control ALL charachters, theres less chance to mix traits up, as you can choose the right char for the right task.

      At the table, playing, and playing out a role different from your real character is part of the fun, but playing dumb is hard, and playing more intellegent and charismatic than you (as a player) are, is even harder.

      --
      bickerdyke
    17. Re:Rock, Scissors, Paper by mac1235 · · Score: 1

      Sealclubber, Turtle Tamer. Disco Bandit, Accordion Thief. Pastamancer, Saucerer. The eteranal golden triangle of Kingdom of Loathing! www.kingdomofloathing.com

    18. Re:Rock, Scissors, Paper by Anonymous Coward · · Score: 0

      Elephants beats everything (even heavy cavalry and swordsmen) in melee, except phalanxes.

      The ultimate counter to Elephants were Incendiary Pigs! Don't forget the Incendiary Pigs!

    19. Re:Rock, Scissors, Paper by Xibby · · Score: 1

      Rock.
      Scissors.
      Paper.
      Lizard.
      Spock.

      --
      I'm going to go back in my box and will think within the limits of my box: MS Sucks Linux Good I read too much Slashdot.
    20. Re:Rock, Scissors, Paper by Chas · · Score: 1

      Call them by any other name, but thats how you get an ideal game balance.

      Maybe. Let's take a look at a game that, while still holding to the trinity, tries to step away a bit. City of Heroes.

      Tank: Just what it says. However, it's possible to construct tanks in such a way that they don't need to be healed (note, this can be somewhat expensive, but it can be done) and thus, don't need outstanding damage output to eventually whittle down the enemies. Sure, such things will allow the content to be overcome FASTER, but that's not the argument here.

      Blaster (Mage): Very high damage output, but essentially a glass cannon. Go fast, go splat. It's possible, while taking a small hit to total damage output, to increase defenses enough that you're rarely hit. Thus, you can nuke the enemies before they kill you and aren't sitting there going "I need a h3al0r!" while still drawing and managing your own aggro.

      Defender (Priest): While this AT is notable for it's healing, healing consists of ONE power out of a set of 24. The rest are attacks, defenses/resists, and a long list of self and team BUFFS and enemy DEBUFFS. It's possible to increase your defenses enough that your heal and buffs will outstrip incoming damage long enough for the AT's "anemic" damage, combined with powerful enemy-weakening debuffs bring the mobs to their knees.

      It's entirely possible to solo most of the content in the game solo (save zone raids and certain ArchVillains (high-end super-bosses) whose powers hit points of weakness in your power set or build.

      The trinity can make gaming EASIER, but it's NOT required. In CoH, 8-man teams of all the same AT can go just as fast as 8-man teams mixed to include the trinity.

      Additionally, to further chuck wood on the pyre that is this misconception, CoH allows you multiple builds on the same toon. So you can have a blaster built for teaming that forgoes much of it's defenses for raw damage output and recharge, while another build is geared towards soloing and survivability, or PVP with the peculiar mix of powers that will keep it alive in there. Need to have a different performance profile? Hit a trainer and flip to another one.

      For anyone insisting that you NEED the trinity, I insist the following.

      LEARN TO PLAY

      --


      Chas - The one, the only.
      THANK GOD!!!
    21. Re:Rock, Scissors, Paper by PitaBred · · Score: 1

      Earth? For God's sake how could you miss Earth?

      And heart. Almost wish you could forget that useless kid, doesn't it?

    22. Re:Rock, Scissors, Paper by dcollins · · Score: 1

      Indeed. The article seems to recommend switching from "Rock, Paper, Scissors" to (from a Se8infeld episode) "Rock, Rock". And that's just ludicrous.

      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    23. Re:Rock, Scissors, Paper by Tekfactory · · Score: 1

      Ahem, this is useless without pics...

      I can only imagine the Emperor is the Force Lightning Arthritis Hands, but Luke and Vader?

    24. Re:Rock, Scissors, Paper by Opportunist · · Score: 1

      The problem with that approach to GM'ing is that it first of all disallows you to play a charismatic fast-talker if you're not one yourself. And second, it allows powergaming simply by putting no points in the social skills because those are moot anyway and simply played out. Why bother buying fast-talk if all I have to do is fast-talk the GM? Likewise, why bother building a fast-talking con artist if the GM requires me to play it out and I cannot do it?

      Now, I'm no friend of games where dice roll for anything you want to do, but I tend to use the sheet for things that happen in game and player behaviour for determining XP rewards. My players seem to like it.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    25. Re:Rock, Scissors, Paper by Anonymous Coward · · Score: 0

      In fact as long as you have an odd number it will generally work out with an even balance. At least in that style of game. In an MMO however they tend to break the balance. Paper doesn't always beat rock because then rock complains too much on the forums about not being able to beat paper and doesn't think it is fair even though he can always beat scissors, scissors is just a pussy for complaining about it.

    26. Re:Rock, Scissors, Paper by mlts · · Score: 1

      The other issue is population imbalances. If you know you are playing a MMO where most people play rocks in PvP, you are not going to bother playing scissors, and either are going to play paper or a better equipped rock. This is why you see certain classes in MMOs heavily populated while others rarely represented -- if you can't beat them, join them.

    27. Re:Rock, Scissors, Paper by Khashishi · · Score: 1

      Actually, Blizzard has done a pretty good job at keeping the Starcraft species balanced 1v1. Marine, Zergling, Zealot makes a decent rock-paper-scissors trio, but each species is more than its most basic unit, and has more intricate counters to each strategy (than rock-paper-scissors).

    28. Re:Rock, Scissors, Paper by Hillgiant · · Score: 1

      PBAOE Nuke.

      Though I guess in that case you are splitting tasks a little different. Either bubbling the nuker or splitting healer in the mana and health regeneration.

      --
      -
    29. Re:Rock, Scissors, Paper by Anonymous Coward · · Score: 0

      Get out of here, you HOBO!

    30. Re:Rock, Scissors, Paper by Jesus_666 · · Score: 1

      At the table, playing, and playing out a role different from your real character is part of the fun, but playing dumb is hard, and playing more intellegent and charismatic than you (as a player) are, is even harder.

      Yeah... I remember one character of mine. Not very intelligent, even less talkative. Except when confronted with some kind of holy place, in which case he would transform into Daniel Jackson. It's hard to keep a character from straying from the original concept in play, especially when that concept runs counter to how one normally is.


      As for GMing that requires the players to act out things: I know of two good ways of doing that. Firstly, make things easier or harder depending on the stat. If the player has a ridiculously high Charisma and wants to talk someone into something, the GM will consider that person persuaded after a single flimsy pseudo-argument. Meanwhile, a character with rock-bottom Charisma will find the same person extremely hard to persuade. That way you get to act out interaction but high stats are still useful.

      Alternatively you can go the way White Wolf did: Roll as normal and award stunt dice for good roleplaying. You optionally act out the haggling/persuation/whatever but require the roll. Depending on how well the player acted it out (or described what he did) you can award a bonus. Thus, players can get by with "I try to seduce the guard" and a roll but if they describe in detail how they coo innuendo-laden lines at the guard while "accidentally" revealing a bit too much cleavage they will find the actual roll much easier.
      (For haggling it might be better to roll first and use that to determine the final result, simply due to the nature of the act.)

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    31. Re:Rock, Scissors, Paper by twoallbeefpatties · · Score: 1

      The trinity can make gaming EASIER, but it's NOT required. Learn to play!

      The problem is that "Learn to play!" so often morphs into "Choose the right spec!" You know, go play Street Fighter 4. You enjoy playing El Fuerte? Heck, maybe you're the best El Fuerte player in the country. You go to a tournament, you're going to get beat by someone two levels less your talent who's playing Rufus or C.Viper.

      This is, again, an issue with Champions Online. There's lots of room to make a "fun" character, one who builds from certain abilities to fit your favorite archetype. But once you stop playing for fun and start playing to win, so to speak, the game becomes easy, because it's balanced against fun characters rather than the right characters. PvP has hence become difficult since players who build for PvP rather than to an archetype are heads and shoulders above standard players.

      Unfortunately, balance matters. If your game includes competitive PvP, then balance matters double. Yes, a good player can take an off-spec and run it through high-end content just as if he was playing one of the best builds. However, the best players are the ones who are skilled at what they do and apply that skill to the best builds rather than off-specs - much like the guys winning SF4 tournaments are the best C.Vipers and Sagats of the world, skilled players playing the best characters, rather than the best Chun-Lis and best Blankas. Sure, you see Chun-li and Blanka at the tournament, and they're competitive. It'd be nice to see one win a major tourney once in a while.

      --
      Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
    32. Re:Rock, Scissors, Paper by geminidomino · · Score: 1

      Vader: Force Choke

      Luke: Rubbing eyes (commonly called the "crybaby" emote in meatspace)

  10. Re:Apple vs Linux by Anonymous Coward · · Score: 0
    What happened to you man...?

    What's BadAnalogyGuy, or BAG, without an analogy? :(

  11. Batman analogy by jollyreaper · · Score: 4, Insightful

    Pigeonhold the players into one of the 3 style is easy.

    Letting the players to pick and choose from an array of strength / agility / defense for their own character would be a nighmare for those who program the game.

    I always hated the leveling dynamic in rpg's and the idea that you had to be locked into one class. I'm not likely to have the time to play the game again and it would be fun to play different classes.

    So, the Batman analogy. Sure, he's got his standard suit he runs around in. Lightweight for acrobatics, bulletproofing on the chest and weights in the cape so he can hit people but his main defense is not taking hits. But if he needs to tank up, he has heavier suits. His anti-superman suit was basically space marine power armor. He has bat spacesuits, bat diving suits, whatever. The point is, all he needs to do to change roles is change equipment. the trick is knowing what to bring.

    Strangely enough, Armored Core got this idea right. You can build different mechs specialized for different roles. Some missions you need heavy firepower for crushing hard targets with bolts of energy with low fire rates, sometimes you need autocannons that spam out shells all over the place to hit fast-moving light targets. You equip to suit the mission.

    I'd like to see an rpg take that line of reasoning. You need to do sneaking, you carry your light weapons and black tights. Scouting the woods? Longbow, shortsword, cloak. Have to wade into a big melee? Now you bring out the heavy armor.

    But what ends up happening in the online games, and I'm sure the publishers don't mind, people will run several accounts specialized in different roles just to make progress. In EVE people will have industrial characters, pvp characters, miners, etc. And the best part is that if you find you have less time to play, you can't consolidate those characters. Bah. It's a cycle best to avoid by not playing.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
    1. Re:Batman analogy by XxtraLarGe · · Score: 1

      I'd like to see an rpg take that line of reasoning. You need to do sneaking, you carry your light weapons and black tights. Scouting the woods? Longbow, shortsword, cloak. Have to wade into a big melee? Now you bring out the heavy armor.

      To be fair, WoW does allow Dual Talent Specs. There's a world of difference between how you'll gear/play your Paladin if you spec for both Holy & Protection or Retribution. I've heard of Holy Paladins in cloth for better Spirit & Intellect bonuses.

      --
      Taking guns away from the 99% gives the 1% 100% of the power.
    2. Re:Batman analogy by Anonymous Coward · · Score: 1, Insightful

      That's why Star Wars Galaxies had to potential to be the greatest MMO of all time. It's just too bad that they had such terrible management post-launch (not to mention development practices with all the bugs), because it was essentially the "perfect" starting point for a game. If they had been able to add content instead of continually screwing with mechanics, it could have been in WoW's place right now.

      Aside from equipment, a skilled new character was only a matter of a weeks away from joining older players. If you decided you wanted a new role, you were only a week or two away from shifting over. If you didn't enjoy combat at all and just wanted to use the game as a social medium, you could even do that and still provide a useful function to other players.

    3. Re:Batman analogy by Anonymous Coward · · Score: 0

      How is this any different from having different classes? Even now in WoW there are classes which can do all 3 jobs (tank,dps,heal). You change your spec from prot to retro, get yourself som crit + ap gear and you can switch your paly from tanking to dps any time you like. Even though some classes can be "jack of all trades" they should not be able to do it equally well ALL the time. It called balancing. If you allow every plaer to wear plate, do huge amount of damage and heall then you will endup with bunch of bored OP plladins.

    4. Re:Batman analogy by bickerdyke · · Score: 1

      That might work for singleplayer, as there is a scripted storyline that might put you up against a variety of opponents.

      But in multiplayer, e.g. in a dessert level, EVERYONE would be equipped the same! The whole area would be filled with batmans in the samew Lawrence-of-arabia-Batsuit!

      To keep it balanced, there has to be a cost attached to each advantage you get. (Not exactly needed in singleplayer. Bots don't cancel their subscriptions just because the don't have a chance of winning)

      --
      bickerdyke
    5. Re:Batman analogy by Jed_8 · · Score: 1

      The only way to win is not to play? I think I've heard that somewhere before...

    6. Re:Batman analogy by kangsterizer · · Score: 1

      Yep, a MMORPG that let you create a single character and wear various suits for various purposes would be damn cool. I'm not sure if they keep it that way so you "need to buy more accounts to have different" chars (which i think is a minority of players) and they're missing the picture.

    7. Re:Batman analogy by cgomezr · · Score: 1

      Try Legerdemain, it does very much what you have described, having a very limited inventory system that forces you to take only what you need for each trip. It's single-player, though.

    8. Re:Batman analogy by Alphanos · · Score: 3, Informative

      You're looking for Runescape. It's designed so that you can fight using melee, magic, or ranged/archery depending on your preference of the day, and you can eventually master all three. Similar with non-combat skills. In fact a few upper-level monsters and bosses are designed such that to defeat them you must switch combat styles mid-fight by swapping out your equipment.

      --
      Alphanos
    9. Re:Batman analogy by Clover_Kicker · · Score: 2, Interesting

      Isn't Guild Wars like that, you can learn lots of skills but can only have a few in your toolbar at any one time?

    10. Re:Batman analogy by Anonymous Coward · · Score: 0

      Matrix Online did something like this. (At least until SOE ran it into the ground. Saving that rant for another time and place.) You could run to the nearest phonebooth and change your loadout (which skills you had active) whenever you wanted. Ye olde Wiki will probably do a better job of explaining than I will: http://en.wikipedia.org/wiki/The_Matrix_Online#Classes

    11. Re:Batman analogy by bickerdyke · · Score: 1

      Only if you can't choose.

      In the above scenario, the only way to win would be to pick the hero class, and not the door class.

      --
      bickerdyke
    12. Re:Batman analogy by killmenow · · Score: 2, Informative

      Yes. I play GW frequently. You can learn a lot of different skills for your character's primary and secondary "profession" but only have 8 skill slots available at any one time. Another cool thing they do is there's part of the story line (completely avoidable if you don't want to do it) that if you follow it and complete the missions your character becomes "Ascended" which allows you to then change your secondary profession at will. You can get so called "elite" skills as well but only one elite skill can be in your build at any time. You can create character builds, save and load them whenever you're in a town or outpost, and effectively switch between a healer, damage dealer, or tank at will depending on the need of the mission at hand.

      Each profession has a primary attribute that you can only use if it is your primary profession but you can change so many other things at will there are specialized builds people have determined for different quests and types. For instance, I started out as a ranger (archer, trap (AoE) setter, and the only profession that can own a pet) but the pet was mostly used only as a (not the most effective) tank. With some recent skill additions, I can effectively run around as a beastmaster with my pet being a very effective tank and a moderate damage dealer. I also still frequently play as an interrupter as rangers are one of the better classes for interrupts. It's nice to be able to interrupt a healer and disable their best healing skill for 20+ seconds.

      Thanks to the builds I can also play my elementalist character and easily switch between a fire/water/air/earth mage as needed. I'm just starting to get the hang of my ritualist/necro character which summons spirits (ritualist) and uses corpses to raise minions (necro).

    13. Re:Batman analogy by andrewd18 · · Score: 1

      To be fair, WoW does allow Dual Talent Specs. There's a world of difference between how you'll gear/play your Paladin if you spec for both Holy & Protection or Retribution. I've heard of Holy Paladins in cloth for better Spirit & Intellect bonuses.

      Except that doesn't really change the dynamics of the class, so much as the regen/damage effects that class has. You're not re-specing into a rogue or re-specing into a warlock, you're just becoming a slightly different type of Paladin.

    14. Re:Batman analogy by Beezlebub33 · · Score: 1

      Depends on the class. There's a huge difference between a Healidin and a Tankidin. But warriors and rogues are pretty much the same depending on spec. Lock's change a fair amount (direct damage to DOT to pet). Hunters and shamans suck no matter what you do.

      --
      The more people I meet, the better I like my dog.
    15. Re:Batman analogy by hazydave · · Score: 1

      But the costs don't have to be artificial. They aren't in the real world, either.

      So, why not a world in which everyone COULD wear plate mail. It doesn't mean that everyone would, just like, in actual history, not everyone did. It's expensive, it's too heavy for many characters, it would impact certain fighting styles, it would impact stealth, etc. There are very natural advantages and disadvantages associated with any piece of gear. Why in the world is there any need to lock these into some artificial character "class".

      And the big advantage of not having classes is that you're not entirely sure of just what any opponent can do... just as in real life. In most RPGs, you see some dude who's identifiable as a magic user, you just know all the stuff that goes on with that... advantages, disadvantages, stuff that's locked into the character class. Without class designations, you might run into a magician who's also accomplished with a sword, a bow, or some other physical weapon... potentially at a higher level than your fighter dude. Makes things much more interesting.

      --
      -Dave Haynie
    16. Re:Batman analogy by Opportunist · · Score: 1

      And now please show me the healing spec (or the tank template while you're at it) for the Mage.

      As you see, it might work for a few classes that are "allowed" to become any part of the trinity, but it does not work out for others.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    17. Re:Batman analogy by slyrat · · Score: 1

      Actually Planetside did this. You leveled up by getting points you could allocate towards equipment types. So if you wanted to change your loadout so that you could drive a med vehicle that day rather than a tank, go ahead. I think there was a lag of 8 hours or something like that before you could do it again. It meant being able to use one character to do anything you wanted. There also was no loot to speak of. What this leads to is a game much more focused on the multiplayer aspect of an mmo. PVP was everything. I still haven't seen anything like it, though that may be changing soon.

    18. Re:Batman analogy by damien_kane · · Score: 1

      The only way to win is not to play? I think I've heard that somewhere before...

      "The only winning move..."
      The phrase, stated as you have, implies you are already playing (as presumably one plays to win), and thus have already lost.

    19. Re:Batman analogy by BobMcD · · Score: 1

      And now please show me the healing spec (or the tank template while you're at it) for the Mage.

      As you see, it might work for a few classes that are "allowed" to become any part of the trinity, but it does not work out for others.

      Should have gone with Rogue, because Mage is not the best example. Rather than flexibility, selecting the Mage means no one will be better at your focused role than you are, period. Mages are absolute kings of DPS, and are stupid-easy to play as such. I love my Mage.

    20. Re:Batman analogy by Deosyne · · Score: 1

      Bingo. In Planetside, there is no defined role that characters need to take; even skill allocations don't limit a player to a single job. The best healing in the game is just a secondary trait for anyone above BR 3 or so. Any infantryman can go from the most powerful anti-air weapon to the most powerful anti-armor weapon to the most powerful anti-infantry weapon in the span of a minute simply by switching vehicles. The BFR, possessing the strongest armor in the game, can be dropped by a really crafty and properly outfitted infantryman (not likely in most cases, but it has been done). The "weakest" outfit in the game, a stealther who can remain nearly invisible but has the protection of paper mache, can tear entire bases apart with skill and luck. Yes, there are specific 1v1 matchups that are likely to result in a predictable win (Skyguard AA gun versus Mosquito flyer or Vanguard MBT versus infantry), but nothing is ever guaranteed. Hell, I've dropped a couple of main battle tanks using an anti-aircraft MAX unit; took about 15 minutes and a whole lot of run-and-gun in each case, but very satisfying when finally done. :)

    21. Re:Batman analogy by BoberFett · · Score: 1

      The idea was there, but even SWG became about min-maxing when it came to combat. Want to solo anything in the galaxy? Teras Kasi/Rifleman. Most of the time you can kill it before it reaches you, but if it does you dodge-slap it to death.

      The most interesting part of the game was the non-combat professions. Personally I had a lot of fun just playing a merchant/weaponsmith with enough skill in a weapon to defend myself while I was out planting harvesters. But when it comes to high end combat, either you choose the right blend of skills or don't bother. Skill based games are incredible difficult to balance.

    22. Re:Batman analogy by Opportunist · · Score: 1

      Depends on the game. In some games spike DPS classes (as mages usually are) are faced with the problem of finding out how much damage they can dish out without drawing attention.

      In WoW you're right.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    23. Re:Batman analogy by DerekLyons · · Score: 1

      Pigeonhold the players into one of the 3 style is easy.

      Letting the players to pick and choose from an array of strength / agility / defense for their own character would be a nighmare for those who program the game.

      I always hated the leveling dynamic in rpg's and the idea that you had to be locked into one class. I'm not likely to have the time to play the game again and it would be fun to play different classes.

      While you can't switch 'on the fly', UO has allowed you to choose your own array of skills, abilities, and attributes for something like a decade now. (And prior to AoS, you could swap out armor and accessories to swap between being fast and light, or a slow brick.)
       
      While, again, you can't swap 'on the fly' (there are limits to how often you can swap between them), CoX allows you two builds within the same powerset.

    24. Re:Batman analogy by brkello · · Score: 1

      You know nothing of what you are talking about. Most classes have different roles they can take. Druids and Paladins can very easily play all three roles depending on their spec/gear.

      --
      Support a great indie game: http://www.abaddon360.com
    25. Re:Batman analogy by brkello · · Score: 1

      Not all classes can play other roles. But some can. But you can choose that from the start if it matters. The fact is, it does make it more flexible.

      For mages and rogues, they can use their dual spec to optimize for PvP and PvE.

      --
      Support a great indie game: http://www.abaddon360.com
  12. The Trinity by argStyopa · · Score: 5, Insightful

    It's funny; I played RPGs for a couple of decades or more, and until I got to MMO RPGs, had never really heard the terms tank and dps.

    The reason that the MMO genre has devolved to these reductionist archetypes is because MMO gameplay is about one thing and one thing only: doing damage to kill monsters before they kill you. That's it. Pen and paper RPGs have many, many alternative ways to tell stories and player choices.

    Few MMOs I've ever heard of offer anything in the way of goals that don't boil down to killing some stuff. Sure, you might be reuniting two warring factions...but never through discussion or negotiation, generally it's about rescuing someone from some monster/prison/boss or bringing them 10 worg hearts (involving killing many more than 10 worgs). Is there ever any possibility that you could sneak into the enemy fortress, steal the Big McGuffin, and get away WITHOUT killing anyone?

    If your gameplay can be boiled down to a function including monster health, monster damage, player health, and player damage, you're going to get players naturally 'gaming' the characters to fit that function as efficiently as possible.

    --
    -Styopa
    1. Re:The Trinity by tbannist · · Score: 1

      There often is a way to steal the McGuffin without killing anything.

      But then the Game Developers declare that it's an exploit, ban anyone who can do it, and change the game so that when someone touches the McGuffin, it locks them into the room with and angry Evil Foozle who can see hidden and invisible creatures and teleport anyone who gets too far away to right in front of it. It's kind of shocking how far some game developers will go to ensure that everything (and everyone) goes exactly the way they planned it to go.

      On the larger topic of having more roles, it can't be done by changing the character design. You'll just get not very good tanks, healers and dps if you try to go against the trinity that way. You have to change the A.I. of the enemies. Tanks exist because aggro control exists, and because most of the time you fight a few enemies who can be relatively easily focused on one target. If you want to introduce a new role (or roles) you have design your game from the ground up to make the other role(s) valuable. Not just occasionally valuable, but valuable all the freaking time. Want a trap-disarming/lock-picking class? You'd better have traps and locks all over the place. They'd better be an integral part of at least 75% of your boss battles. Not disarming the traps has to kill or severly hurt the characters, and not in a way that can be instantly healed by fire and forget magic.

      That goes for any possible role that could be introduced, it won't be liked or appreciated if it isn't a necessary component of the game.

      --
      Fanatically anti-fanatical
    2. Re:The Trinity by GrumblyStuff · · Score: 1

      Is there ever any possibility that you could sneak into the enemy fortress, steal the Big McGuffin, and get away WITHOUT killing anyone?

      I dreamily think about MMO spy game where you're trying to maintain the appearance that you're on one side while working and/or communicating with the other side.

      I guess EVE is pretty close but something more approachable (read World of Warcrafted).

    3. Re:The Trinity by Rogerborg · · Score: 2, Funny

      If we're being honest, all O"RP"Gs are Death By Spreadsheet, and Epic weapons would deal +5 to SQL.

      --
      If you were blocking sigs, you wouldn't have to read this.
    4. Re:The Trinity by GTarrant · · Score: 4, Interesting

      Ding! We have a winner.

      MMORPGs that have classes have tried to have other archetypes (and in games where there are "skills", players end up CREATING the archetypes out of the skills, so it becomes functionally similar. In the end, it doesn't work out, because unless those classes are useful, and useful often, there's going to be complaints from both sides:

      1. The people playing that class complain that they can't get a group a lot of the time because most of the content doesn't require them to be there (why take along someone who can debuff the enemies if for all the battles you're fighting this time, you can kill them without those debuffs? Just take along another DPS).

      or

      2. The people that do the 95+% of the content that doesn't require those classes complain that they have to go and find someone of that class for that ONE moment when they are useful.

      If there are hybrid classes out there that are only 50% as good as a Warrior tank and 50% as good as a Cleric healer, no one, at high levels, will want to use them for either role, and the people playing those classes, who may have chosen them early on because they sounded neat, end up feeling robbed when they get to high levels and realize no one finds them useful (EverQuest tried this with the ShadowKnight and Paladin, and had to buff them both significantly). If there's a class out there that has a special buff that's great for a few boss battles, but isn't necessary in most other cases, and it means they're a 25% less effective healer than the other healing classes, no one will want them except during those boss battles, and even then, they'll just take along one. EverQuest started with the intention that the Shaman, the Druid, and the Cleric were healing classes, but the Cleric was clearly better - guess what happened? A large group might have one Shaman, for slowing down the attack speed of the enemies, but had to have a large number of Clerics, you know, to do the REAL healing. Solution - the healing ability of the other classes was buffed substantially until they were nearly equivalent.

      And let's not get started on the Enchanter, a class that for crowd control could be amazing, but in many mundane encounters with no need for crowd control, was used for Clarity and little else. Solution? Give 'em more ways to do damage.

      In World of Warcraft, the new "random group" ability lets practically anyone join a group that the game puts together as "Tank, Healer, 3 DPS". In the game, in "standard" dungeons, the effectiveness of the tank, healer, etc. in those groups is determined more by their gear (and their individual skills) and less by which class they happen to be. Replace a DK DPS with a Hunter DPS in your average dungeon and assuming similar gear you'll end up with similar DPS.

      In raids, sure, it's good, often essential, to have a mix (for example, when Onyxia is flying, you need ranged DPS to be able to, you know, hit her). But if there was a 4th archetype there, right now they wouldn't be needed. Any game would have to be designed from the group up with that 4th archetype in mind as one that is integral to the game. Right now, it's hard to envision what that archetype might be.

    5. Re:The Trinity by BarryJacobsen · · Score: 1

      That goes for any possible role that could be introduced, it won't be liked or appreciated if it isn't a necessary and fun component of the game.

      Fixed that! If disarming the traps is both necessary and boring/unfun then people will still (rightly) complain.

    6. Re:The Trinity by Anonymous Coward · · Score: 0

      The entire problem is that what you really want to make a game exciting and memorable is to have the players thinking on their feet. So monsters aren't scripted to attack in a certain pattern, they try to modify their attacks to overcome your abilities and force you to ad lib. Aside from the additional technical difficulties involved, that just doesn't scale well to mob based play. Unless you have a very skilled team supporting you, you could be the best player in the world and still die LOTS, and for most people that's just not fun. the scripted approach with set classes takes the edge off the excitement because it's designed to level the playing field and let everyone have a little taste of victory, but that's not necessarily masses of fun.

    7. Re:The Trinity by dbet · · Score: 1

      If there are hybrid classes out there that are only 50% as good as a Warrior tank and 50% as good as a Cleric healer, no one, at high levels, will want to use them for either role

      Only because the game rules are set up to make this type of character useless. Imagine if, instead of "tanks", NPCs simply attacked whoever looked weaker, or whoever was closer, or someone random. All of a sudden, healers who have more armor might have an advantage over those who have less. Or healers who can run faster, or self-heal better (if self-heal were a separate skill than heal others). Just as an example.

    8. Re:The Trinity by pwfffff · · Score: 1

      The thing about nerfing 'creative' strats is that WoW is very competitive at the end-game raiding stage. A 'creative' strat takes away this competition. Imagine if the superbowl was won this year by the team that found a hidden rule which declares whoever ate the coin after a coin toss the victor.

      A good boss should take weeks of wiping while everyone learns exactly what happens throughout each second of the fight and the best way to deal with any possible situation. Only when you play perfectly should that boss die.

      Now enter Mr. Fukyostrat, who is astute enough to notice that if you delay DPS until the boss is doing his first timed phase switch so that he does his health-triggered phase switch at the same time, he will bug out and stand there drooling while you fireball his face off. This has now become THE way to do the fight. Phase three, with the friendly dragon NPCs helping out, the invulnerable adds that have to be kited, and the fires coming out of the walls, is gone. Phase four, with the crazy boss transformation scene, raid-wide haste buff, falling stalactites to dodge, and walls that close in, is gone. Nobody will see these phases, because they require dedication and skill to do, and hey, we can't let that get in the way of our phat loot. Don't get me wrong, if I was going for world 1st and I saw this bug I'd exploit the hell out of it. But then again, I did it FIRST, and I'd expect them to nerf it afterward so that everyone could get back to the actual competition: downing the boss as designed, not necessarily as implemented.

      Nerfing bugs and 'creative' strats allow the end game competition that makes MMORPGs worth playing. It's called balance.

      It's not like they've removed alternative strats from the game. Sure, the 'best' strats will appear online before the bosses are even on live servers, but when doing hard modes knowing what will happen is only half the battle. Quick planning and communication during the fight is the only thing that will allow you to adapt to the aspects of the fight that can't be conveyed in an online guide. Sure, you'll know where to tank the boss, but things don't always go perfectly. If a particularly bright DPS class drags fire through the tanking spot, then what are you going to do? Bad guilds will wipe, good guilds will form a new plan and pull it off. There is no 'one way' to do a boss.

    9. Re:The Trinity by Opportunist · · Score: 1

      But then the Game Developers declare that it's an exploit, ban anyone who can do it, and change the game so that when someone touches the McGuffin, it locks them into the room with and angry Evil Foozle who can see hidden and invisible creatures and teleport anyone who gets too far away to right in front of it. It's kind of shocking how far some game developers will go to ensure that everything (and everyone) goes exactly the way they planned it to go.

      Not so different to some GMs I played P&P with.

      Note the past tense.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    10. Re:The Trinity by Opportunist · · Score: 1

      That 4th arechetype is "utility and support" and plays a key role in other MMOs. His job is basically buffing (HP, Mana, haste, critchance, hitchance, etc), debuffing (likewise in reverse on the opponents) and crowd control (mez, sleep, stun, anything that keeps an "aggro'ed" enemy from attacking). Additionally those classes usually had interrupts and counterspelling abilities (keeping enemies from completing their cast and removing lasting negative effects on the group), could distract or reduce the enemy's capabilities to do damage (e.g. could clear the aggro list when it became useful, could disarm or drain the enemy's mana pool).

      WoW now split this fourth archetype over the existing classes (mages get sheeps, can interrupt spells and can remove curses, Priests can cure diseases and cancel magical effects) and made crowd control mostly useless because fights ended up being huge AOE damage battles.

      So this fourth archetype exists, it's just not needed in WoW.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    11. Re:The Trinity by Opportunist · · Score: 1

      Not to mention it would make a certain class a requirement for a successful battle.

      If you are required to take a Rogue along because only him can break locks, people would rightfully complain. Unless this can be overcome with a key that you can achive some other way (e.g. going down a short corridor where the holder of that key resides). It's not so much of a problem if certain classes can speed up the game a little, it is one if a class becomes critical to the success of a battle.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    12. Re:The Trinity by GasparGMSwordsman · · Score: 1

      That is one of the reasons why I really enjoyed Planescape Torment (contemporary of baluder's Gate using the same engine). You can play through the entire game with only I think three fights if you really want to.

      I also always enjoyed MMO's like Ultima Online because there were so many non-combat things to do that were fun. I knew several people that hardly ever did any combat game play and played for quite a while. That game is also a good example of a balanced game that doesn't use the tank/healer/dds concept.

    13. Re:The Trinity by Anonymous Coward · · Score: 0

      There are the many gathering quests, all the poop quests, even the outhouse quests, and a few where you wear the mob down until he becomes nice, but yes, slaying and torturing seems to be the bulk of it and cleverness counts for very little. The hardest thinking comes when a crafter needs to gather mats to make multiple subcomponents for a complicated result, or when comparing 6 pairs of essentially identical boots (or rings, helms, and the like) with slightly different applications. These submit to the Spreadsheet spec, but alas many players are in the game because this is too much like their daily work that they are trying to escape.
      Where are the quests to appreciate the incredible art, to be awed at the size and complexity of the world, to savor the flavors and enjoy the subtlety of the AI, to relax in a delightful vacation spot? Oh. I forgot. Fishing.

    14. Re:The Trinity by KnownIssues · · Score: 1

      While few and far between, I have played a few quests like you describe in both WoW and LOTRO. This is when playing a rogue/thief really feels fun. You can actually stealth pass an entire guard to recover the McGuffin and be rewarded with experience without killing anything. It's certainly not a core game mechanic as with Pen and Paper RPGs, but then there's also a fairly heavy emphasis on hack'n'slash in the P&P RPGs I've played as well. Maybe because that's what's fun.

    15. Re:The Trinity by ElectricTurtle · · Score: 1

      I'm pretty new to the MMO world, started playing DDO when Turbine opened it up to freeplay (which as I understand has been so successful that they have had to add another server), but my experience has been that when quests are more than 'kill x to get y', a lot of people get confused. Any cooperative multiplayer experience seems to be easily derailed by the one guy who doesn't seem to realize that not everything is a nail for his hammer. This results in frustrating fails for the people who do know what they're doing, but just can't stop the dumbass.

      There are several missions like this actually in DDO, like 'Stealthy Repossession' where if you kill everything on sight you lose. What happens? Even after being told how things work and repeatedly warned, newbs kill everything on sight and everybody in the party loses. Fun.

      If too many missions were like that, nobody would want to play. The lowest common denominator defines the experience. Sad, but true.

      (DDO also makes rogues important through liberal use of traps, and on elite/epic difficulty the traps in a quest can instantly kill some players.)

      --
      I support the Slashcott and will not be reading or commenting from 2/10/14 to 2/17/14. Beta is steaming pile of dog shit
    16. Re:The Trinity by Jesus_666 · · Score: 2, Insightful

      Final Fantasy Tactics for the PSX is good at this. Casting takes time during which the caster is almost completely defenseless. The enemies are often smart enough to go after any casters stupid enough to remain in range and a few solid hits will take down a Black Mage. Tanking only works by forcing the enemy to stay too far away to hit the caster. Also, most spells are friend-foe agnostic; if you stand next to a caster targetting you he can end up frying himself with his own attack. If you stand next to their tank, the spell will hit the tank as well.

      Add something like that to an MMORPG. When a caster casts a powerful spell, they can't do anything (movement and the entire interface are locked except for a button that aborts the spell (but still makes you pay the casting cost)). eling spells always need a casting time. If you get hit while casting, there's a chance that your spell gets interrupted. Spells don't distinguish between friend or foe; big-AOE damage spells are something you direct away from your party and big-AOE healing spells are for long-range battle and for between engagements. Casting characters are always priority targets, healers even more so. Enemies who want to use powerful spells also have a casting time.

      Suddenly, things change a bit. Tanks are of limited use as they also need to be able to deal enough damage to interrupt enemy spellcasters quickly. There need to be fast frontline fighters who can quickly run back to protect the casters if enemies make it past them. You need ranged fighters capable of harrassing enemy spellcasters at range but also capable of somehow evading enemy ranged attacks. Your casters also need to make sure they don't accidentally fry the fighters in front and they need small, fast non-AOE spells for self defense; maybe you even have casters specializing on short-range defense.

      Suddenly combat becomes more than managing aggro. You need a tactic and the team needs to be able to respond to a variety of conditions or you find that (for example) while your fighters are holding up most of the enemies, two enemy archers have sneaked past their lines and are laying waste to the casters' concentration. With the attack spells drying up, the fighters need whatever the healers can get through to survive and the offensive casters get shot to pieces before they can dispose of the archers.

      Then again, that would make the MMORPG somewhat cerebral and I can't imagine a game that requires you to think being that successful.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    17. Re:The Trinity by Agripa · · Score: 1

      1. The people playing that class complain that they can't get a group a lot of the time because most of the content doesn't require them to be there (why take along someone who can debuff the enemies if for all the battles you're fighting this time, you can kill them without those debuffs? Just take along another DPS).

      or

      2. The people that do the 95+% of the content that doesn't require those classes complain that they have to go and find someone of that class for that ONE moment when they are useful.

      I saw both of these with my Enchanter main. Early in EQ I was excluded from the raiding guilds because enchanters were not needed except in exp groups and later I was continuously asked to help out (*) by the same guilds when they got stuck and lacked anybody who knew how to play an enchanter effectively. In most if not all of these cases, they had either enchanter alts or bots so once they reached some content that actually required someone who knew how to really play, they found themselves in a bind.

      Add flagging and equipment requirements for resistances which preclude adding enchanter non-raid-guild players late in the game and the pool of available enchanters drops to zero. They become high in demand (for specific encounters) yet unavailable in the general population.

      (*) But not join! I did Rathe for a guild once on the promise of getting flagged and becoming a member when at the end it was suddenly decided to flag alts but not guests and you could not be a member without the flag. One week later the same guild asked me again and I said, "You remember the enchanter main who did Rathe for you last week but was not allowed to get the flag? That was me." "Oh."

  13. Tbh, these definitions need to be dropped. by unity100 · · Score: 5, Interesting

    i just finished dragon age origins. again there was the stereotypical class definitions and mechanic that made little sense.

    a 'tank' which is horribly strong enough to stop a dragon by holding a shield, but it suddenly became less effective when you gave him a huge 2 hander to swing around, despite all the strength (in practice) it should have because stopping anything with a shield requires huge strength.

    arch demons, strong and smart enough to marshal entire armies stupidly attacking some party member designated as 'tank', and getting its ass spanked. 'threat' my ass.

    the forced stupidity that says a ranged class, especially archer/ranger, should be less effective a damage dealer and should have pathetically low range to make melee classes viable. crossbows which were strong enough to punch full plate + chanmail sets of armor from close range to instantly kill knights does 'damage' to them instead. archers are able to only shoot effectively at 42 yards range. as if agincourt has never happened. the feeling of a real ranger/archer which lurks in a forest/area and snipes the enemy from afar without enemy ever being aware of him/her, is nowhere to be found in games, despite they were a common occurrence in real history and is a frequent occurrence in fantasy fiction.

    insanely powerful, stupid mage class. press a button, and freeze 10 enemies to sleep or something. spells 'ignore' armor. the 'crowd control' stupidity, which has never existed in any real battle situation, hell even in no legend/lore the earth civilization has had up to this point, including the later fiction works, leave aside ancient legends. pitt a party of 4 against 10 enemies to create 'challenge', and then be obliged to put the stupid 'crowd control' concept into the game. if you were going to let me freeze 8 out of 10 enemies with 'crowd control' and deal with them one by one, why did you put 10 enemies to challenge me in the first place ...

    weapon inconsistencies. the hilariously stupid 'dual wield' thing, which does more 'dps' than other weapons. dual wield ... something that has never been a reality or practicality in entire world history, even including the daggers 17th century musketeers used to wield in left hand for extra control and exploiting occasional openings in duels. go 1-2 centuries backwards, and you will find that lighter weapons which can be wielded in one hand couldnt do shit against heavy armor, and every knight either used swords +shield combo or heavy 2 hander mauls or maces to penetrate armor and negate it, if they were not mounted with a lance. yet, for some reason we have this 'damage' dealing dual wielding nonsense in every goddamn game.

    stupid classes. a 'bard' class, that noone can say what it practically does. vague lines to distinguish it even the rogue set it is supposed to belong. 'sings and entrances enemies'. really ? i mean, really ? you sing, and you entrance a demon with your song and freeze it. but isnt that definition of some kind of magic ?

    stealth nonsense. going invisible in broad daylight in open field and moving towards an enemy and 'ambushing' it. total hilarity. and that's despite the success Thief series had in gaming industry. they still didnt wake up to the fact that more realism means more excitement for the player.

    no flexibility. you HAVE to have a tank, a healer, a controller and a damage dealer. the same old shit everywhere, every game. no variation. no room for an all melee warband or all archer bandit squad. you need to rinse and repeat the same ancient, derelict format in every game. no room for error too - you have to increase tank's defenses, resistances so that it will hold the insanely stupid archdemons, you have to get cc spells for your mage so that it will be able to negate 8 out of 10 enemies you are presented for 'challenge'.

    and the 'dungeon' concept. it was fun back in 1980s, but its not fun anymore. fighting and killing 13182356216 random mobs and 2 mini bosses and a major boss at the end o

    1. Re:Tbh, these definitions need to be dropped. by Chibi+Merrow · · Score: 2, Insightful

      dual wield ... something that has never been a reality or practicality in entire world history,

      Musashi would disagree with you.

      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
    2. Re:Tbh, these definitions need to be dropped. by Thanshin · · Score: 1

      Maybe I'm wrong but: Are you judging a fantasy game because of its historical inaccuracy?

    3. Re:Tbh, these definitions need to be dropped. by BlackCobra43 · · Score: 1

      So, if I understand the crux of your argument, mmorpgs are ludicrous because they don't reflect accurately the life of a typical middle age soldier.

      Let's run down that checklist

      -Malnourished
      -Enslaved (serfdom) to your liege
      -Likely to die/sustain long term damage from any wound sustained, no matter how minor
      -Underequipped (only the liege`s knights get any armor at all
      Gee, that sure sounds like the life I'd want to play in MY fantasy! Your arguments, while true, are completly irrelevant because nobody plays a fantasy game for realism. This is not a **** re-enactement of Ye Olde Dragone Slayinge.

      --
      I never spellcheck and I freely admit it. Save your karma for more worthwhile "lol erorrs" replies
    4. Re:Tbh, these definitions need to be dropped. by vadim_t · · Score: 1

      arch demons, strong and smart enough to marshal entire armies stupidly attacking some party member designated as 'tank', and getting its ass spanked. 'threat' my ass.

      I think it makes sense for the most part, you just see the consequences in-game and not what actually happens.

      Eg, suppose you're going against a fighter and a wizard. You really want to get the wizard. But the wizard knows he's squishy and hides behind the fighter, and the fighter knows the wizard is squishy and gets right in your face. You could try to go around him, but the fighter is going to use the chance to stab you in the back if you try. So you don't. So the fighter provides a threat by just being there, and a reason not to try to attack somebody else.

      It wouldn't work that way with an archer or a wizard as if they don't have their equipment ready they can't attack at a moment's notice.

      Agree about that archers should be more effective, though.

      insanely powerful, stupid mage class. press a button, and freeze 10 enemies to sleep or something. spells 'ignore' armor. the 'crowd control' stupidity, which has never existed in any real battle situation,

      Sure it does exist, the crowd controller is the guy with the machinegun, or flamethrower. In medieval times, it'd be the guy who sets off some elaborate trap, like making a tree trunk roll down the battlefield.

      Wizards would naturally fall into that role too. If you can magically set somebody on fire, it seems logical that the effect doesn't have to be limited to a single person. You can set an area on fire and make things very inconvenient for a group of people.

      no flexibility. you HAVE to have a tank, a healer, a controller and a damage dealer. the same old shit everywhere, every game. no variation. no room for an all melee warband or all archer bandit squad.

      You can do it, it just wouldn't work well. In a game you're in for a long time engagement. If your team is all guys with swords, at some point archers in the trees will snipe all of you with no effort. If all archers, fighters can ambush you. There's a reason why armies aren't all made of archers.

    5. Re:Tbh, these definitions need to be dropped. by unity100 · · Score: 1

      your point is wrong. my approach is in terms of COMBAT techniques, whereas yours is from social perspective. its not correct in that respect either - for soldiers, henchmen were well fed during those ages, because they were the means to enforce lord's will. landing a job as a soldier was a good thing for anyone, for they were sure to be fed.

    6. Re:Tbh, these definitions need to be dropped. by unity100 · · Score: 1

      Sure it does exist, the crowd controller is the guy with the machinegun, or flamethrower. In medieval times, it'd be the guy who sets off some elaborate trap, like making a tree trunk roll down the battlefield.

      machine gun does not control anyone. it does not prevent you from moving your finger. you hurl a grenade to the emplacement, and it ends the thing.

      show me 3 battles in which tree trunks were rolled thus effectively. braveheart doesnt create historical commonplace.

      You can do it, it just wouldn't work well. In a game you're in for a long time engagement. If your team is all guys with swords, at some point archers in the trees will snipe all of you with no effort. If all archers, fighters can ambush you. There's a reason why armies aren't all made of archers.

      in rpgs you dont have armies. 4 people do not constitute an army.

    7. Re:Tbh, these definitions need to be dropped. by whisper_jeff · · Score: 1

      Your complaint is that the game breaks from realism? Seriously? You want to play a fantasy game that is realistic? That would be the worst game EVAR! If you didn't die instantly from a rogue jabbing a dagger into your kidneys or an archer putting an arrow into your eye socket, you'd probably end up dead from an infected wound. This is FANTASY! Learn the concept or go play a different game.

    8. Re:Tbh, these definitions need to be dropped. by Anonymous Coward · · Score: 0

      For all your complaints, it sounds like you still finished a 40+ hour game.

    9. Re:Tbh, these definitions need to be dropped. by CubeRootOf · · Score: 0

      Musashi would agree with him.

      the only point is to cut the enemy: it doesn't matter how you cut the enemy.

      In the later part of his life, the man didn't even use his wakizashi, he used a carved oar exclusively.

    10. Re:Tbh, these definitions need to be dropped. by Anonymous Coward · · Score: 0

      I wish there was a "+1 insightful, but depressing" moderation ;)

      Seriously though, you sum it up pretty well... obviously games aren't supposed to be entirely realistic, but the MMO (or even regular computer-based rpg) gameplay dynamic really hasn't changed or developed much when you get down to it. One of the reasons why I quit WOW was that despite there being this huge, cool looking world with a genuinely interesting backstory and a great interface, there's really nothing at all to actually do in the game other than grind on mobs, grind on getting materials, and grind on leveling up abilities that use those materials. Or grind the same battlegrounds all the time. Which, admittedly, were a lot of fun for a while, but it ended up becoming an exercise in mechanics rather than strategy or even fun.

      Oh well... hopefully someone will come up with something new some day! :D

    11. Re:Tbh, these definitions need to be dropped. by dskzero · · Score: 1

      machine gun does not control anyone. it does not prevent you from moving your finger. you hurl a grenade to the emplacement, and it ends the thing.

      show me 3 battles in which tree trunks were rolled thus effectively. braveheart doesnt create historical commonplace.

      Ever heard of suppressive fire? And it that case, in the case of, for example, RF Online, crowd control does equal to dealing damage, and as such, well, the objective is generally to kill the enemies.

      --
      Oblivion Awaits
    12. Re:Tbh, these definitions need to be dropped. by vadim_t · · Score: 1

      machine gun does not control anyone. it does not prevent you from moving your finger.

      No? Why did all those people suddenly start digging trenches then?

      Of course it doesn't physically prevent them from moving, it simply makes it suicidal to do so in some cases. But this isn't about the mechanics of it, but about the result it has.

      Also, Agincourt is very much a "crowd control" sort of setting. Just imagine a wizard summoned the rain.

      you hurl a grenade to the emplacement, and it ends the thing.

      You hurl a throwing axe at the wizard, and it ends the thing too. I fail to see much difference.

      show me 3 battles in which tree trunks were rolled thus effectively. braveheart doesnt create historical commonplace.

      Choosing the field of battle is a form of crowd control, so is the building of fortifications. In modern times, you have tear gas and flashbangs.

      in rpgs you dont have armies. 4 people do not constitute an army.

      I wasn't talking about armies in the previous sentence.

      Having an unbalanced group is simply suicidal. If you're some kind of hero on a quest, it won't take long for your enemies to figure out that a few archers could easily deal with a few people with swords and no horses.

    13. Re:Tbh, these definitions need to be dropped. by Anonymous Coward · · Score: 0

      his wikipedia page would also disagree, but with you.

    14. Re:Tbh, these definitions need to be dropped. by louisadkins · · Score: 1

      To answer some of your points.

      MMO Game mechanics do not always draw themselves out with 100% visibility. Your tank has threat on the boss, so the boss doesn't try to squish the mage. This is because your tank has a number of abilities that, via game mechanics, allows him to hold the attention of the boss. Your tank hit taunt? Maybe this is (literally) verbally taunting the boss.. or maybe it's trying to kick him in the balls, thus enraging him.. or maybe magic is involved, in which case it Can Just Happen.

      Crowd control has existed in numerous fights. CC does not have to be polymorphing your target. CC is a way of occupying your target to reduce their effectiveness. In MMOs you see this as sleep, freeze, shapeshift, rooting, etc. There are countless situations where someone has used the RL equivalent of CC.

      Class balance is a constant issue in all MMOs that I have seen. Every time the developers make a major change, they have to take in to account, maybe adjust, the rest of the classes to fit it in. Sometimes you get a class that is OverPowered, in which case they get the Nerfbat (changed to balance.)

      Regarding Damage versus Death.. most people want to not get 1-shot. Say you hit someone with a 2-handed mace. In real life, if you smacked them in the head with that weapon they would likely be dead. Yeah, that sounds fun. Until you get hit instead of being the person doing the hitting. So, to make the game more interesting to play, and more fun, you get damage. That 2-hander does more damage than a single-hand mace, but it's not gonna 1-shot someone unless they are notably weaker.

      Class choice is totally personal preference.

      Stealth usage in daylight to ambush someone is yet another thing that is a mechanics thing. Yes, if you really were gonna stealth and ambush someone you would need a lot of time, information on location, prep work, etc. You would have to set up carefully, and would probably mess it up unless you were really good at it.

      Which is not what most gamers want. Most people playing MMOs want a game where they can do things relatively quickly, and effectively. They want to be able to push the envelope, but they don't want it to be easy to just slaughter everyone.. because they don't want to be slaughtered. (not once they recall they would be open season, as well) Since it's a game, they want to have fun, and they don't want it to take long amounts of time to do things. If it took even 5 minutes to set up an ambush, for instance, no one would do it. Also, since you're looking at an accelerated pace for everything, it's very unlikely that your target will still be available in 5 minutes, in an MMO. If you were to try and collect 10 wolf tails in RL, you would have to spend hours or days doing so. In an MMO this takes minutes, at most. (assuming the drop rate has not been nerfed)

      Dungeons are another personal thing. I like a good dungeon run, but I know people who hate them. I, on the other hand, rarely PvP.. but I know people who eat and breathe PvP Battlegrounds and Arenas. Others just like the quests, or maybe they just use the MMO for RPing with other like-minded players. An aside, some of the MMO companies out there have been working on making the dungeons more enjoyable, as well. Blizzard's current 5man model seems to be based around being able to walk out the end of the dungeon within one hour, assuming you don't have major problems along the way. (Usually within 45 minutes, actually)

      In the end, it's a game. A notable portion of the game is based on life, on history.. but only based. Play what games you enjoy, and have fun. :)

    15. Re:Tbh, these definitions need to be dropped. by Gadzookies · · Score: 1

      Grenades are not easy to throw. It takes concentration to lob a grenade and if you're fighting a machine gunner with a 300-500 round belt and a dedicated assist, you have the odds very stacked against you. There is a reason a machine gunner and assistant could take on 20-30 men and stop their forward movement on an open field like in europe. Heavy automatic fire weapons like that carries a huge psychological advantage. And I bet you that I can shoot you with my machine gun before you get a chance to lob that grenade if I'm in a good emplacement.

      Crowd control is VERY real. Ever heard of a choke point? How about King Leonidas? Crowd control is everything in battle. Why do people fight in alleyways? Reduced movement/ counter attack options. Choosing field of battle/ Time of battle is key in battles where you are outnumbered/ outgunned.

      Also, 4 on 10 is viable in an ambush engagement. Know that your 4 is most likely going to die. However you have a chance of disabling/ wiping out that 10 if you can ambush them. Sometimes it's worth it tactically if that means eliminating a scouting squad without burdening your main force. I wouldn't want to be the guy who makes that call, but it would be doable.

    16. Re:Tbh, these definitions need to be dropped. by Rich0 · · Score: 1

      I think the only reason the tank/dps/healer thing works is because of dumb AI. So, you're taking out a whole army of goblins or whatever in some cave. You come up to groups of 2-3 bad guys at a time, in constrained corridors so that your tank can actually block them from getting past.

      There are a couple of obvious counters to this. The first group of 2-3 puts their biggest tanks in your way to slow you down, while the last guy does a Paul Revere and every goblin in the lair is headed your way. While they hold you up a bunch of them leave via their back door and circle around to come at you from behind. The goblins of course put their own tanks in front, and defend themselves from prepared positions. If you come across a long corridor you can bet that there will be archers chopping you to pieces from the far end.

      However, the game AI just sends people at you in mobs of 2-3 to be chewed up one at a time.

      In open terrain any larger group of enemies would certainly flank your tanks and take out your rear forces. They would never bunch up to allow an area-effect spell to do anything.

      I do agree with some of the posters that a fantasy game shouldn't be completely realistic. In any REAL war with reasonably matched forces almost nobody makes it through multiple battles alive. Most people kill at most a few enemy soldiers and then are killed themselves. That doesn't make for good gameplay.

      However, I am not big on MMORPGs because they are way too formulaic - the grind, roles, etc. I can't just go and do what I want to do unless I only want to experience a small part of the game or tick off my party/guildmates/whatever.

    17. Re:Tbh, these definitions need to be dropped. by castironpigeon · · Score: 1

      Big game publishers can't risk change and hobbyists can't quit their day jobs so expect any progress to be very slow. On the bright side, this should mean you haven't had to buy any new RPGs in the last five years or so.

      --
      mmmm...forbidden donut
    18. Re:Tbh, these definitions need to be dropped. by bickerdyke · · Score: 1

      not completly wrong. Even for combat techniques.

      "Historical correct" means you have knights charging towards masses of badly equipped cannon fodder. Until the invention of the halberd, there was no chance (or almost no) chance of winning against a mounted, armoured knight.

      Knights were superior to soldiers.

      And now comes the really hard part: Who would want to PAY for playing a inferior class? If everyone gets to choose an even slightly better class, your game is doomed. you could have skipped designing the other classes and turned your game into a singleplayer.

      --
      bickerdyke
    19. Re:Tbh, these definitions need to be dropped. by Anonymous Coward · · Score: 0

      At last a thief reference. The best game of all time - particularly the original. But then they get into super-natural stuff too as you go along.

    20. Re:Tbh, these definitions need to be dropped. by Sloppy · · Score: 1

      That and its fantasy fiction inaccuracy. Take a wizard character, for example. The fantasy isn't "Imagine you're a medieval wizard sent to cleanse Jerusalem from the infidels" and that's fine because real life wizards are lame. But it's also not "Imagine you're Gandalf trying to mobilize the Rohan" or "Imagine you're Cujel the Clever trying to make a buck" or anyone like them. Instead, it's "Imagine you're a D&D wizard seeking to go up a level." Same for the other classes (especially in computer implementations, as opposed to pen and paper RPGs).

      I'm not really knocking the games (Gygax had to invent something to give it mechanics), but the archetypes correspond to nothing and I suspect no one's fantasy. The "R" in RPG points to ... ?

      --
      As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
    21. Re:Tbh, these definitions need to be dropped. by idontgno · · Score: 1

      And now comes the really hard part: Who would want to PAY for playing a inferior class? If everyone gets to choose an even slightly better class, your game is doomed. you could have skipped designing the other classes and turned your game into a singleplayer.

      And that's a good point. The fundamental entertainment value of any RPG is that the player is a hero, not a peasant pikeman who gets paid by pillaging if his side wins, or will just be executed out of hand if they lose.

      So a heroic "infantryman" will turn quite quickly into something like the archetypal "fighter" class.

      Historical correctness means that the player's opportunities will be seriously constrained: in this case, only a knight would be sufficiently interesting on an individual basis.

      --
      Welcome to the Panopticon. Used to be a prison, now it's your home.
    22. Re:Tbh, these definitions need to be dropped. by Monkeedude1212 · · Score: 1

      You are a little wrong, he's judging a fantasy game based on it's realism, which sounds almost as ridiculous, but if you think about it, he has a point. Specifically with the dual wielding concept, if the REAL world has shown that it was not a really viable tactic, why should it be so effective in a video game, which bases alot of it's ground on real world items, such a plate armor, swords, and castles?

    23. Re:Tbh, these definitions need to be dropped. by Anonymous Coward · · Score: 0

      I disagree. Of course no one wants a completely realistic game! But you present it as a duality - either completely realistic or completely fantasy, when it can be a spectrum.

      Your game can get more realistic by degrees. Some people require more realism than others to enjoy a fantasy experience.

      Dragon Age definitely tends toward the much more abstract, and it could have much more verisimilitude without ceasing to be fantasy.

    24. Re:Tbh, these definitions need to be dropped. by Anonymous Coward · · Score: 0, Interesting

      You want to play a fantasy game that is realistic? That would be the worst game EVAR!

      Bullshit. It'd be the coolest game ever. Why do you think video games have been going in that direction ever since they were invented?

      I want a WOW-like game where I can't carry 5 20-slot bags completely full of iron ore... because it's too fucking heavy and massive! Where I, as a magic user, can use plate armor if I want... with the disadvantage that spells glitch a lot because the armor gets in the way of the spell-casting motions. I want a game where there are more than just a half-dozen building layouts, where carelessly casting a fire-spell in the middle of a forest starts a forest fire that threatens a nearby town, getting me thrown in jail. Where unsheathing my sword in the pub gets the local police force called. Where I can _really_ effect the environment- I can chop down trees in the forest, roll them into a stream bed, damming up the stream, pissing of the town down stream that relies on that water. Where I can snipe at a mob, walk away, come back, and the mob is still wounded (sapient mobs that can heal themselves excepted). I want a game where, when I talk to people in a town, they get pisse doff if I bother them too much, not just parrot the same lines over and over. I want quests where, if I have to 'find out' what happened in a town, I actually have to talk to various people and piece the story together, not just talk to the one dude with the flashing "!" over his head.

      All these things would make the game more realistic. And I want them.

    25. Re:Tbh, these definitions need to be dropped. by unity100 · · Score: 1

      your arguments make no sense. first you said that medieval soldiers were underfed, then you switched to knights being superior to foot soldiers.

      your argument is still wrong historically tho, even in twisted form - lords did not expend their permanent soldiers that willy nilly in battles. the cannon fodders you speak of were generally of serfs, conscripted before the battle and given arms. most of the time, they werent even given proper arms.

    26. Re:Tbh, these definitions need to be dropped. by unity100 · · Score: 1

      i was going to reply to you, but i noticed that your arguments were way too scattered, and irrelevant. agincourt was not an example for a crowd control setting, it was an example for ranged for example. its too much hassle to reply to your arguments, therefore ill pass.

    27. Re:Tbh, these definitions need to be dropped. by unity100 · · Score: 1

      that was what i said. suppressive fire does not freeze you. you can still respond and destroy the machine gun emplacement. suppressive fire just prevents you from charging to the emplacement headbutt, unless you have an armored vehicle.

    28. Re:Tbh, these definitions need to be dropped. by vadim_t · · Score: 1

      The rain, the muddy ground, and the pikes hammered into the ground to stop the cavalry had nothing to do with it, then?

    29. Re:Tbh, these definitions need to be dropped. by Anonymous Coward · · Score: 0

      machine gun does not control anyone. it does not prevent you from moving your finger. you hurl a grenade to the emplacement, and it ends the thing.

      Yeah, ok...try telling that to the soldiers that landed during D-Day that were pinned down by heavy machine gun fire. Oh I forgot, they just hurled grenades to the emplacements and ended the things!

    30. Re:Tbh, these definitions need to be dropped. by LandDolphin · · Score: 1

      The first group of 2-3 puts their biggest tanks in your way to slow you down, while the last guy does a Paul Revere and every goblin in the lair is headed your way.

      Most MMOs I've played had this to some extent. Not every encoutner, but they've always sprinkled in a few where you had to kill the runner before he pulled far too many mobs for you to be able to handle.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    31. Re:Tbh, these definitions need to be dropped. by pwfffff · · Score: 0, Flamebait

      Stop arguing with the guy, he was in a REAL MEDIEVAL BATTLE OK? He knows what that shit is like. Don't try to convince him that your pansy video games are anything like fighting a REAL DRAGON.

      Posers.

    32. Re:Tbh, these definitions need to be dropped. by unity100 · · Score: 1

      And that's a good point. The fundamental entertainment value of any RPG is that the player is a hero, not a peasant pikeman who gets paid by pillaging if his side wins, or will just be executed out of hand if they lose.

      no it isnt. the fundamental entertainment value of any RPG is being a ROLE PLAYING game.

      it was as such back in 90s. when gaming became increasingly industrialized, big buck corporations increasingly put demands on developers to make games that 'sold'. one of the consequences of this has been the method to exploit psychological factors in individual or social psychology. the 'hero' bait is one of these. notice how many games are there that puts the player in 'hero's shoes. we save the world in every goddamn game. and in the end, every single game starts to resemble each other - do this, do that, hey youre big guy - saved the world.

      there goes the roleplay. there goes the uniqueness there goes atmosphere, there goes the feel.

      playing a serf pikeman who could be executed if they lost a battle is EXACTLY roleplaying. escaping to city to escape execution, pulling off becoming a citizen in the free city then working your way up to a small office or merchant position is exactly what would be roleplaying, and what would be the format of an extremely engaging and atmospheric game. i will leave you to think about the possibilities.

    33. Re:Tbh, these definitions need to be dropped. by unity100 · · Score: 1

      yea you indeed forgot. they really hurled grenades and used special equipment, including pipe guns and bazookas that were designed to undo emplacements.

    34. Re:Tbh, these definitions need to be dropped. by Tekfactory · · Score: 1

      I beg to differ.

      Audie Murphy was a particularly brave kind of guy, he got up, ran over no man's land through machine gun fire and then threw the grenade into the emplacement. I think your earlier statement about grenades ending the thing, forgets that a machinegun bullet can travel hundreds of yards, and grenades only a few.

      The guys back in the trenches were not paralyzed, but just couldn't bring themselves to charge the machinegun. Now in a pen and paper game there is no "cone of do anything but attack the caster" that functions perfectly like this, but in game PCs would be the ones their commanding officer asked to take out the MG nest.

      And as others have said, I would like a game that rewards the nighttime stealth into the emplacement and slitting the throats of the occupants, rather than the direct approach.

    35. Re:Tbh, these definitions need to be dropped. by Opportunist · · Score: 1

      A holy paladin, a guardian of light and good, he is coming our way.
      Oh! Great!
      Not so great, he's level 29 and only 5 XP from level up.
      RUN FOR YOUR LIFE!

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    36. Re:Tbh, these definitions need to be dropped. by unity100 · · Score: 1

      you still dont get it.

      you are setting up a situation in which the machine gun is going to be much more superior. there are hundreds of yards in between the machinegun and its enemies, the enemies dont have weapons to hit him from that range, and they cant naturally close in.

      it is little different from placing a rogue with no evasion ability 100 yards from an archer that has rapid shot. if you set it up that way, anything becomes a 'crowd control'. situation is not equal.

      in a real life situation the infantry would have bazookas or grenade launchers to use against emplacements.

      in ANY case, evne if they didnt, they would STILL be able to at least retreat and try to go around the emplacement, which was the method usually attempted in ww1, in the period where machinegun was dominant.

      with crowd control concept in rpgs you cant do anything.

    37. Re:Tbh, these definitions need to be dropped. by ed · · Score: 1

      It's re-enactment experience but still

      Two weapons is mainly used with one for parrying or in combination trapping your opponent's weapon. By havinng te parrying device in your off hand being a weapon then you have an extra threat, not as a damage multiplier

      But I'd rather have a shield

    38. Re:Tbh, these definitions need to be dropped. by melikamp · · Score: 1

      These all are valid concerns except for magic. The only purpose of the latter is to increase the playability at the expense of realism. It should be done tastefully and in a way which allows to suspend disbelief, but it should definitely give a player abilities that are funky.

      A bigger problem than all of these is the fact that computer opponents are incredibly stupid. Fighting a mob in WoW feels like a resource management exercise, which it is.

    39. Re:Tbh, these definitions need to be dropped. by AK+Marc · · Score: 1

      playing a serf pikeman who could be executed if they lost a battle is EXACTLY roleplaying. escaping to city to escape execution, pulling off becoming a citizen in the free city then working your way up to a small office or merchant position is exactly what would be roleplaying, and what would be the format of an extremely engaging and atmospheric game. i will leave you to think about the possibilities.

      And I see it as less roll playing. You aren't playing the roll, you are playing yourself in a scripted roll. You aren't playing a serf, but instead playing it as if you were transported there from the future, not a serf, but a future gamer who swapped places with a pikeman. That's not roll playing, but that's what happens when you leave it open to "story" based RPG. When it's key-mashing RPG, then you play a tank, and you are a tank, and that's all there is to that. So the horrible key-mashing no-thinking tank is more accurately played than the pikeman will be by 90% of the people (and the 10% that might try to play him right will leave the game because of the 90% annoying them).

    40. Re:Tbh, these definitions need to be dropped. by Bragador · · Score: 1

      To be fair, the "key-mashing no-thinking tank" wouldn't exist in any world... Even if you try to roleplay Obelix, you have this whole personality with dreams to act out besides wanting to bash everyone. Honestly this is why I looked at MUDs in the past year and why I am starting to really enjoy them compared to modern mainstream games. You always are a nobody and you still get amazing stories. The story might be about how you and your friend hunted a bear instead of how both heroes killed a dragon... Less heroic, but it forces you to keep your ego down.

    41. Re:Tbh, these definitions need to be dropped. by Bragador · · Score: 1

      I'm sorry but completely realistic games are quite fun thank you very much. This is why some of us like permanent death and all that. Instead of being stupid and fighting everything that moves, you get forced to speak intelligently and make sure not to anger anyone too much... like in real life! Try a RPI MUD for a change and see how fun it can be when you get the hang of it.

    42. Re:Tbh, these definitions need to be dropped. by Bragador · · Score: 3, Informative

      You are describing Shadows of Isildur, Armageddon and Harshlands. MUDs of course... Maybe you should try any of them and see if you enjoy it? Make sure you hang out at the bars at first though.

    43. Re:Tbh, these definitions need to be dropped. by BlueBadger · · Score: 1

      to me, it sounds like you haven't played Dungeons and Dragons Online. It's my favorite game because it's an MMO, but it does a lot of things differently. A lot is the same and/or could be improved but it gets a lot of things right, that no other game that I've ever played, seen or heard of does. The optimal solution/party make up is always going to have a CC, a healer, and lots of dps and often a tank. A lot of people in game will always want to optimize the group that way. However, it really has the flexibility and complexity of the rules that are used so well that I find it has infinite little differences and really makes every time you repeat a quest unique. It's an MMO, but strangely many MMOs are way too solo friendly, and while DDO has gone a lot more solo friendly lately it is still a very strongly group based game. That said, most of the time groups made up of any race/class combos will be able to get past the encounters and quests as long as the players plan ahead, work together and are pretty decent. The stealth mechanism is pretty good, as is most of the mechanics. I strongly suggest you or anyone else who likes RPGs/MMOs to try it out. It is one of the most innovative games I've ever played. I hope you enjoy it as much as I do!

      --
      BlueBadger
    44. Re:Tbh, these definitions need to be dropped. by adrn01 · · Score: 1

      I still like to play Oblivion, because you CAN snipe from HUGE distances.
      You can also stack multiple self-created acrobatics boost spells on yourself, and thusly jump up to sniping positions otherwise unreachable.
      Unlike WoW, Oblivion does not care if your target cannot reach you - if it is in range, you can shoot it. After all, that is the POINT of terrain advantage. The only weakness is that humanoids SHOULD look for cover or run out of range once it is clear they cannot attack you.
      Sneaking is also well done -- stealth drops off substantially as lighting goes up.

    45. Re:Tbh, these definitions need to be dropped. by KnownIssues · · Score: 1

      I suck at real life. If I could win at life, I wouldn't have to play games. I play games because they are not like real life and I have a chance to understand how they work because they have rules that are simpler than the real world. Most games refer to real life concepts without using real life rules because to do otherwise would be entirely arbitrary.

      Look at Hi Ho! Cherry-O. This is not an accurate representation of the cherry harvesting process, but the idea that you are picking cherries from a tree and collecting them in baskets gives the game some context.

      When I watch cartoons, I do not complain because Willie Coyote is still hanging in mid-air after he runs of the side of a cliff or that chickens don't talk like a Southern plantation owner.

      Fantasy games are fun (for people who enjoy them) because they have game mechanics that are generally understood. I was able to understand Dragon Age precisely because it followed so many fantasy conventions. It's true, adding more simulated reality or breaking with conventions can be more fun, but it doesn't make it more fun. It can fail miserably too. I would not want to play as the French in the game of Agincourt. And I would not want to play the game with one life and no healing potions and no saves/resurrections. To me, that would not be fun.

    46. Re:Tbh, these definitions need to be dropped. by VeNoM0619 · · Score: 1

      no flexibility. you HAVE to have a tank, a healer, a controller and a damage dealer. the same old shit everywhere, every game. no variation. no room for an all melee warband or all archer bandit squad. you need to rinse and repeat the same ancient, derelict format in every game. no room for error too - you have to increase tank's defenses, resistances so that it will hold the insanely stupid archdemons, you have to get cc spells for your mage so that it will be able to negate 8 out of 10 enemies you are presented for 'challenge'.

      The main problem: everyone wants to kill the best boss (for the best loot) the fastest, so they follow cookie cutted guidelines because they can't think for themselves or enjoy a challenge (this is a majority, some players do enjoy a challenge - mage only/range only etc. groups). This leads most people to hate on the tried and true method that they themselves can EASILY deviate from (grab a full party of tanks, so what, it will be slower and you will complain about that? WHAT DID YOU EXPECT)

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
    47. Re:Tbh, these definitions need to be dropped. by Anonymous Coward · · Score: 0

      How things really worked is never a reason to drive game design.

      In reality there were no dwarves, elves, magic, or dragons. So we must remove them. Where's your fantasy game design now?

    48. Re:Tbh, these definitions need to be dropped. by Chibi+Merrow · · Score: 3, Interesting

      Musashi was famous for, amongst other things, his two-sword style. Yes, he did switch to a wooden sword later in life (partially to prove how superior he was), but after he stopped dueling he taught that a warrior should be able to fight with a long sword in each hand.

      The oral records of his fights do not mention him wielding two weapons, but in The Book of Five Rings he does advocate it (and explicitly mentions that using a "small sword" in the offhand was inferior to using a "long sword").

      I've fought against people proficient in "dual wielding" and I have to say in my experience it does provide a significant advantage in situations where you'll be fighting multiple opponents and/or with little to no armor. No, it's not the type of style you'd use against a knight in full plate, but such heavily armored opponents only represent a very small sample of the type of warriors that existed throughout history.

      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
    49. Re:Tbh, these definitions need to be dropped. by Chibi+Merrow · · Score: 2, Insightful

      Musashi created and perfected a two-sword kenjutsu technique called niten'ichi ("two heavens as one") or nitichi ("two swords as one") or "Ni-Ten Ichi Ryu"

      You mean that wikipedia article?

      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
    50. Re:Tbh, these definitions need to be dropped. by bickerdyke · · Score: 1

      I never switched. The first posting wasn't mine. But you're right, i referred to the serfs as "foot soldiers".

      But my point still stands: No one would pay to play a role thats doomed to loose.

      --
      bickerdyke
    51. Re:Tbh, these definitions need to be dropped. by kramerd · · Score: 1

      Because what I want in a fantasy game is realism...

    52. Re:Tbh, these definitions need to be dropped. by BoberFett · · Score: 1

      After hundreds and hundreds of them died to a handful of machine gun nests.

      Sounds like a great strategy for a game. All you need to do is gather 5000 of your closest friends...

      I'm not sure why people - including myself - are arguing with you, you're an idiot and a troll.

    53. Re:Tbh, these definitions need to be dropped. by Anonymous Coward · · Score: 0

      Wait, Dragon Age: Origins isn't real life? When did this happen? My entire life has been a lie D=

    54. Re:Tbh, these definitions need to be dropped. by unity100 · · Score: 1

      And I see it as less roll playing. You aren't playing the roll, you are playing yourself in a scripted roll. You aren't playing a serf, but instead playing it as if you were transported there from the future, not a serf, but a future gamer who swapped places with a pikeman. That's not roll playing, but that's what happens when you leave it open to "story" based RPG. When it's key-mashing RPG, then you play a tank, and you are a tank, and that's all there is to that. So the horrible key-mashing no-thinking tank is more accurately played than the pikeman will be by 90% of the people (and the 10% that might try to play him right will leave the game because of the 90% annoying them).

      it seems that fantasy rpgs are way too etched in your mind, so that you have apparently come to take frps as rpg itself. they arent.

      regardless of what kind of RPG are you playing, you are still a gamer playing a RPG in front of the computer. this doesnt change.

    55. Re:Tbh, these definitions need to be dropped. by AK+Marc · · Score: 1

      it seems that fantasy rpgs are way too etched in your mind, so that you have apparently come to take frps as rpg itself. they arent.

      Name one that isn't. Even Eve is "fantasy." It's just space fantasy.

      regardless of what kind of RPG are you playing, you are still a gamer playing a RPG in front of the computer. this doesnt change.

      I'm curious what I said that was in any way a contradiction to that.

    56. Re:Tbh, these definitions need to be dropped. by brkello · · Score: 1

      You are just a hater. You hate everything and anything because it makes you feel superior. Quite frankly, the reason why a lot of games do this is because it works really really well. All these ideas of "make it more realistic" are always awful. Or "make it more like fantasy literature"...it sounds great, but then when you get down to it, no one want to play a hobbit who does no damage, has to eat a lot, and just runs away.

      It's popular to hate WoW...because it is popular. But they really do a lot right. The boss fights are interesting and unique and require coordination and strategy. And they continually improve it. I am always impressed with the new stuff they add...and if there is something that is annoying, they usually eventually come up with a way to address it. I don't play any more, but I imagine most the people who complain haven't played it recently, if at all.

      Games only goal are to be fun. For an MMO, that means it needs to be fun for everyone. Just reading most people's idea of what would make a better game on here makes me shake my head. The either have no idea what would make a fun game, or have no realistic idea of how hard it is to program games.

      --
      Support a great indie game: http://www.abaddon360.com
    57. Re:Tbh, these definitions need to be dropped. by brkello · · Score: 1

      I can't help laughing. No, he has no point. If in the real world, something was proven not to be very effective, why shouldn't it be effective in a game or fictional literature?

      Sure, it bases some basic concepts in the real world like weapons and armors. But it also has trolls, magic, talking animals, and floating cities. If your hang up in a game is that dual-welding shouldn't be as effective since you tried it and it is hard, you are missing the whole point of fantasy or games. The rules are different than in our world. You need to figure out the rules of that world and play in whatever way that allows you to succeed.

      --
      Support a great indie game: http://www.abaddon360.com
    58. Re:Tbh, these definitions need to be dropped. by Monkeedude1212 · · Score: 1

      I can't help laughing. No, he has no point. If in the real world, something was proven not to be very effective, why shouldn't it be effective in a game or fictional literature?

      Because it ruins the immersive experience. You can take things that someone doesn't understand and put them into fantasy and the average person will take them with a grain of salt. Yes, Trolls, Magic, Fantastic creatures and such all fall into this category. They do usually however abide by the same rules that we impose on them, Gravity pulls things down, Fire burns, if it bleeds it dies, so to speak. Any exceptions to those rules are often explained.

      If I know for a fact that Dual Wielding was not a very effective combat technique, because I've studied ancient and medeival history, it throws me off to think that so many fantasy realms include it in an almost mandatory fashion. In actuality, almost every warrior would wield a shield of some kind. If they didn't the second most likely thing would be a heavy enough Maul or sword that could crack or break through a shield or plated armour.

      Now that I know that to be true, it doesn't matter how "Skilled" my fantastical character is. I can imagine a guy standing in plate mail, and another guy, swinging his 2 katana's around fantasticaly, unable to do much more than scrape at the sides because he doesn't have enough power or weight behind his swings to break through the armour, and if the defender has a shield it's highly unlikely he'll ever get to any of the cracks to expose a weakness.

      However, in countless games, across all platforms, somehow a dual wielding rogue seems overpowered against a shield wielding tank. It takes me out of the game, making me think that it's just a game.

      If I wanted to simply outwit my opponents, learn the rules of a game and exploit them, I'd go pick up Poker, make some money doing it.

      I play a game to immerse myself, and fantasy games that break the fundamental laws of the universe without a good explanation don't cut it.

  14. Wait, I've got another one... by PopeRatzo · · Score: 4, Funny

    Rock.
    Scissors.
    Paper.

    When I was a kid, we were so poor we only had rock and paper.

    --
    You are welcome on my lawn.
    1. Re:Wait, I've got another one... by H0p313ss · · Score: 1

      Rock. Scissors. Paper.

      When I was a kid, we were so poor we only had rock and paper.

      You had rocks? We DREAMED of having rocks!

      --
      XML is a known as a key material required to create SMD: Software of Mass Destruction
    2. Re:Wait, I've got another one... by Opportunist · · Score: 1

      You had paper?

      And the rocks we only had 'cause we snuck in the construction site next door!

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Wait, I've got another one... by Anonymous Coward · · Score: 0

      You had paper?!

    4. Re:Wait, I've got another one... by melikamp · · Score: 1

      Wow, the kids today do not know how well they got it. Back in my day, all our games were zero-player and all scores had to be recorded in base one. We would have killed for binary!

  15. heroic by Anonymous Coward · · Score: 0

    One of the main concepts in Fantasy is....Fantasy! That you can be the super-tough warrior, or mysteriously powerful magician, or quick-killing assassin. Do away with the specialization and you do away with some of the core reasons why people play. I understand wanting to mix things up a bit, but if you aren't special....you aren't special.

  16. Re:BadAnalogyGuy by Anonymous Coward · · Score: 0

    Or the fifth: 7-digit+ UID poster.

  17. Asheron's Call did, what like in 98 or so? by Shivetya · · Score: 1, Informative

    It was a stat and skill based game. You could be everything and be damn good at it. Essentially what happened in AC was the people mini-maxed their characters to an extreme because you simply had an unlimited amount of experience to be gained. That game was fun because it was about being under the dozens if not more mobs and having the ability to get out alive. Nothing really has compared to combat AC style. Let alone PvP. Hands down the best PvP of any MMORPG. You can dodge spells in AC!!! See the giant snowball coming at you, just side step.

    Still it lead to what one should have expected. If you can do about everything you really don't need anyone else. Yeah, specialized tanks were able soak up damage better than some mages but like UO, tank mages existed and they could withstand quite a bit too.

    Of course with no class based system comes some fun when you allow stats/skills to reach silly numbers, like run speeds that would make even the fastest drake in WOW look like a slouch

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  18. Phantasy Star Online by GrumblyStuff · · Score: 1

    I've basically played two MMORPGs (level of "RPGness" being debatable): PSO and WoW.

    I guess I wouldn't call PSO a MMORPG but more like just a ORPG since parties are limited to four and if you don't group up, you won't meet anyone out in the world.

    There are no healers or tanks in PSO. There's no aggro either. There's three races (newman, human, and androids), three classes (force [caster], ranger, hunter [melee]), and male/female. Not every combo is allowed (no female human hunters, no android casters, no newman rangers) but each one that is allowed is different. All non-androids can use techniques (spells) to varying degrees. Females can use higher level spells than males. Androids regen health when not moving and has traps (explosive, freeze, and confusion). Newmans regen technique points (mana) when not moving. Rangers and hunters can use shields; forces are limited to barriers.

    Spells are foie (fire), barta (ice), zonde (lightning), grants (holy), and megid (dark). The first three comes in three flavors (simple, normal, and hard). There's one healing spell. One. It's an AOE heal. There's four buff/debuff spells that raises/lowers armor and power. There's no buffs for caster damage but there are armor pieces and weapons that can boost either specific spells or a class of spells. There are limits on what classes can equip but there's nothing preventing players from decking out a force with melee weapons and physical dps armor to let them wade into combat. The buff/debuff spells really closes the gap between the armor differences.

    And the system works. It's could use gobs of polish for sure. The "depth" of the system comes from quickly changing weapons but for pure casters, generally you stand at the doorways of rooms and snipe away until the boss.

    There is some level requirements for gear but most of the requirements are based on stats. Gotta have such&such amount of hit to equip this gun or this much strength to swing this sword.

    I'm pretty sure I explained more than I had to just to get to the point of saying, "Hey, it's possible to make a game without resorting to the tank/healer/dps pattern."

  19. Tank/Healer/Damage Dealer by Anonymous Coward · · Score: 0, Insightful

    That's quite inaccurate. Tank and Damage Dealer are the same close-range combat class, while ranged combat is missing from the list.

    1. Re:Tank/Healer/Damage Dealer by nschubach · · Score: 1

      They also exclude crowd control (you aren't healing, doing damage, or tanking) You are preventing an enemy from doing damage to a player. In a way it's kind of like a third person tank/healer but you are doing neither technically.

      That's why I loved my Enchanter so much in EQ. I could get around the world, couldn't kill a thing to save my life... but put me in a group with DPS, Tank and a Healer and I increased the ability of the group 3-4 fold.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    2. Re:Tank/Healer/Damage Dealer by nschubach · · Score: 1

      Er... slight correction. They did include crowd control, but they nerfed the living daylights out of it and handed it to the tank.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    3. Re:Tank/Healer/Damage Dealer by painandgreed · · Score: 1

      That's quite inaccurate. Tank and Damage Dealer are the same close-range combat class, while ranged combat is missing from the list.

      Nope. A Rogue can DPS as melee, but can't tank as they don't really have the armor or hit points let alone the aggro gaining abilities. Likewise, my pet as a hunter can tank but doesn't do nearly as much damage as a Melee DPSer should. Sure, it does some damage, but not as much as when I run up and hit stuff in melee too. It does have the ability to hold aggro and absorb the damage, allowing me to do the DPS.

  20. Replace classes with gear choice by Anonymous Coward · · Score: 0

    How about, rather than pre-defined classes that are locked in at creation and control what you can wear to improve your abilities... to let the type of play you do evolve based upon what kind of items you pursue and equip. Carry heavy armor if you want to take a beating, tomes and wands if you want to be nuking, etc. Perhaps keep multiple sets so you can fall into different roles, or create hybrid classes of your own choosing based on what you choose to have. That's the basic idea; Of course there can be limitations, or skills you must train and develop to become expert perhaps. But at least you won't be locked out of a group for playing a Ranger.

  21. Nash equilibrium by 192939495969798999 · · Score: 2, Insightful

    It's called a nash equilibrium, and what it means in a nutshell is that no one's single strategy can beat anyone else's provided the strategies are fixed (i.e. a fighter cannot take on the attributes of a Mage).
    http://en.wikipedia.org/wiki/Nash_equilibrium

    --
    stuff |
  22. Bards by MrDoh! · · Score: 1

    When you have to have the holy 2.5'inity in one toon.

    --
    Waiting for an amusing sig.
  23. I like the City of Heroes solution. by Remus+Shepherd · · Score: 1

    I like the solution for this that City of Heroes uses. Yes, they have the holy trinity of tank, damage dealer, and damage mitigator, but they have two variations on the theme that make combat dynamic and interesting.

    Specialist Options: Some tanks dodge damage, others resist it, and yet others take the enemy's full attack and then quickly heal it back up. Similarly, some damage mitigators heal, others use force fields to prevent damage from happening in the first place, and others debuff the enemy enough that their damage can be shrugged off. All these options lend themselves to different situations, and the party tactics can change according to which options are present in the group.

    Hybrids: All CoH archetypes are hybrids. 'Tanks' serve as tanks and crowd control. Damage mitigators might also be damage dealers or crowd controllers. Some damage dealers have abilities that make them serviceable tanks in a pinch (scrappers). Allowing each character the ability to play two or more roles keeps the game fluid and the player engaged. But no character can play all three roles of the trinity; that removes the incentive to group and creates a single-player experience that's not much fun.

    The only real problem in CoH is that most encounters are so easy that their deep, interesting combat system isn't necessary. If the CoH characters are likened to chess pieces, with their own specialties and subtleties, the NPC enemies are playing tic-tac-toe. But the system itself is very, very well done.

    --
    Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
    1. Re:I like the City of Heroes solution. by kangsterizer · · Score: 1

      this is a variation on the same theme, not a solution

    2. Re:I like the City of Heroes solution. by AK+Marc · · Score: 1

      Specialist Options [for tanks]:

      WoW had that. If you were up against a caster boss that did little physical damage, you'd want a druid. Because they didn't have a shield or parry, they were given more armor and health. And when the caster casts, you can't parry. So the druid could take the most damage and live. Wanted to have a off-tank pulling adds and holding them to the side while someone else works on the raid boss? Gotta have a pally. No other class could damage so many at the same time and hold them there when the healers were spamming super-big heals on the main tank getting wailed on by the boss. And for a single boss that hits physical damage? Warriors only.

      That was the initial design. Then there were mechanics that messed with it (pallys managed to get to and stay uncrushable for entire battles, something no warrior could do, making them better at taking physical damage, so that they were better than warriors for most encounters, if they could keep the aggro and not run out of mana). And the "tanks are tanks" philosophies were introduced to level everything where druid's swipe was changed to hit an infinite number of enemies, and warriors got reflective damage and could AOE with shockwave and thunderclap to hold groups. So pallys were no longer necessary to hold groups. But then, pallys got mana buffs and survivability buffs and everyone got aggro/DPS buffs. So it was dumbed down. All you need is to pile on health, and you'll do fine for almost all encounters. The only time anything other than health matters anymore is when you are doing raids and you will run your healers OOM if you can't avoid the occasional blow.

  24. Runescape has no character classes by netsavior · · Score: 2, Interesting

    It is like the #2 or #3 MMO depending on how you count...
    Skill and equipment based "combat triangle" anyone can max any stat, but the gear you are wearing keeps you specialized in a given fight... Metal/heavy armor makes Melee vulnerable to Magic, resistant to Range, Dragonhide armor makes Rangers vulnerable to Melee resistant to Magic, Magic armor gives magic boost and spells are really powerful (including AOE, and life leaching) but they are vulnerable to Range and Melee
    There is no practical way to heal others, but when a group goes after a bigbad, there are often roles, but get this: Every player in a successful group will ROTATE ROLES.
    The guy with the most food/potions for healing will tank, soak up damage, and heal himself till he is low, then the next guy, and so on.
    I value MMOs where grouping is optional, and basically strong character classes really hinder that type of mechanic; so if I want to go to fight in God Wars against huge bosses for top drops, I have to group, but I can play on my own at any time too... I can also be a mage one day a ranger the next, and a melee fighter the next... so I tend to only need one character another huge plus (to me).

  25. This is an artifact of the game design, not class by Tobor+the+Eighth+Man · · Score: 1

    The reason things break down this way is because of the fundamental dynamics of the game, not specifically because of class design. The classes exist this way because the games are designed around gameplay the necessitates it. Even if you broke classes out of this mold, you'd still have the same basic objectives: kill something, don't die. Since "don't die" breaks down into "stay alive, keep your friends alive" and kill something is "do damage," you've got three clearly defined tasks. Even if you made all classes capable of doing anything, you've got the same objectives to do, and it's much easier to coordinate if you've got a specific role to perform than if you're just playing it by ear. Hence, even with flexible classes, you'd still have the same basic three roles.

    The key is to change the fundamental design of the games to not depend on DPS, HP, and armor. Maybe make it dependent on tactical positioning or being outnumbered or whatever. I don't know, there's plenty of other directions you can go. Observe the MMOFPS: Planetside had healing, heavy armor, and damage-dealing, but it was not critical to have designated healers and tanks and so on because you were not in an environment where you benefitted from that kind of thing (and you can't tank a player-controlled opponent). EverQuest, FFXI, CoH, WoW, whatever MMORPG you care to mention, they all have the same fundamental gameplay, just with comparatively minor variations. Not that they're all particularly similar, they just all have a similar core gameplay concept.

    The same gameplay scheme rewards the same tactics, whether your game is set on Azeroth or Earth.

  26. We need more Mesmers by tbcpp · · Score: 1

    One of my favorite classes is the Mesmer from Guild Wars... practically useless on their own, they have an awesome array of spells for invalidating the other side's strengths. For instance, their skills can cause a target to take damage whenever it attacks. They can move debuffs from friendlies and place them on enemies. And one of my favorite spells removes a hex from a target and allows you to re-cast that hex onto any other opponent. This is what we need more of in RPGs...highly specialized classes that open up new tactics in combat.

    --
    Man is the lowest-cost, 150-pound, nonlinear, all-purpose computer system which can be mass-produced by unskilled labor.
  27. Stealing the Big McGuffin by Anonymous Coward · · Score: 0

    I once managed this in EVE Online, but in THAT case it was more logging into a space station after a hostile alliance had taken it over, pretending I was looking for a new corp to join, making friends with the residents, Just Happening to mention I could fly their Huge Jump-Capable Freighter if they ever needed a hand, being loaned the freighter, filling it full of their assets, then taking it all back to my "real" alliance.

    Of course, infiltration and corp-thievery is a maligned gameplay mode, albeit completely legit, so I think I shall post Cowardly :)

  28. Could everyone forget about the way of the NEW MMO by Anonymous Coward · · Score: 0

    Back then you had skills like swords, tactics, healing, anatomy, magic, evocation, meditation and with a combination of those skills you could create a completely custom character.
    It wasn't about quest grinding to gather the ultimate gear.
    It was about designing a solid character and knowing how to use it.
    For instance, I had a PK (player killer) with stats like 100 strength (melee damage and total HP), 50 dexterity (melee swing speed and archery damage), 100 intelligence (mana), swords, tactics (increases the chance to hit), anatomy (increases attack damage and heals), lumber jacking (when equipped with an axe he could take 99% of someone's health in one hit), magic, evocation (increases magic damage/heals), healing, ... With this character I would open up with a spell or two, equip my axe and try to get a hit in. I usually ended up attacking a strong opponent who knew how to throw on a quick mage heal, cast paralyze on me, equip a spear, and turn the fight around. I would then hit my defensive macros healing myself with spells and bandages. Then turn on my attacks again with a couple of offensive spells, maybe paralize him, equip the axe and pray I hit...This would go on until someone hit the wrong macro or just ran out of steam possibly lasting 30mins-1hr for just a 1-on-1 battle.
    This is how battles use to be when UO was the leader of MMORPGs and I wish it would go back to that but even UO is all about the gear now and they've opened up a bunch of other skills and character paths.
    It just feels like MMORPGs have become to complex and bloated with all the gear and skill trees. Then they are to simple with the lack of character designs and PvP interaction.

  29. This has been done... by Vohar · · Score: 1

    I've played a few games now that didn't rely as much on the tank/healer/damage setup. It always ends up turning into no-tactic free-for-all fighting. Everyone's just trying to do as much damage as possible to enemies; those with defensive abilities activate them and then go back to damage like the rest of their team. Group coordination in such games is at most picking the kill order; beyond that it's just "everybody do whatever."

    Some may prefer that style of group play, but it wasn't as fun to me.

  30. Nethack by Anonymous Coward · · Score: 0

    Just use Nethack as the example.

    Anyone can use heavy armor, it just reduces Magic casting abilities (Time, success rates, etc.)
    Anyone can use any weapon, just some classes aren't proficient at it (A wizard with a warhammer missing constantly)
    Anyone can learn a spell, but your warrior can take 5 minutes to cast that spell vs. the 2 seconds for a wizard.

  31. Excuse me... by Anonymous Coward · · Score: 0

    Maybe its just me but aren't ogres dead in any world the thri-kreen reside in? (Except spelljammer, and it doesn't exist anymore anyways?)

    1. Re:Excuse me... by PrimalChrome · · Score: 1

      If he was referring to Dark Sun, he probably meant Half Giants.

  32. Not a new argument, and no new answers. by rickb928 · · Score: 1

    This is why I run a beater. Much simpler to just swing and let the spellchuckers throw over you, so long as there's a healer that can raise you without comps, or someone who will bestow some PoY to de-age you after. Sucks to die old.

    I've always run Ninjas in Avatar, an old NovaNET game (now on cyber1,apologies for /.ing them) which I started in on in about 1985 or so (hard to remember when). I know Jim, and I was the first of the =mainei signons to get whacked, having offended many UICU ops, admins, and profs with my political views in =events (at the time UICU was infested with leftists, Marxists, and socialists. Probably still is.)

    I still play Avatar on cyber1, God forgive me, and I'm in my third year of learning to manage a healer and wizard. But I digress...

    This is the age-old problem in all role-playing games. How 'realistic' do you want your fantasy?

    Realisticaly, you would be an unusual specimen if you could in fact master all three major classes. Just the time needed to build knowledge and physique makes it impractical, as if fantasy is realistic at all. So games that enforce the three-class paradigm make sense. But more to the point, most good role-playing games are founded on team building.

    Think about it. Playing D&D with just you, the all-powerful master, and a DM who tries to make you dead, and no one else? Pointless. A decent weekend playing D&D needed about a dozen people. Someone had to get pizza, beer, and toilet paper. Cmon, man.

    So team play had to, from the beginning, be designed in. Best way to do that is to divide skills so that you need at least two on a team to survive surprise encounters, and of course three or more to challenge demigods. How many to thrash a boss? This is why I'm not the least into WoW or any of that, though Diablo II almost got my attention.

    At some point, these games devolve into simple (?) problem-solving, and while the graphics are pretty, they genuinely never match up to my imagination. The last interation of Avatar on NovaNET statted off with a detailed description of many things, suchas the dungeon, monsters, and player characters. Well, I always thought Wyvern Skin was not very stinky, and there were LOTS of monsters taller than 9 feet. And the dungeon was sometimes pretty clean, and sometimes pretty nasty, and it didn't matter now deep you were. But telling me what the writers' concepts were was not good. Avatar is a graphics-challenged game. You needed an imagination if you were the least into fantasy.

    Now, Avatar on cyber1 is dominated by problem-solvers, who cruise the bottom to find the next insanely great thing. And I run a beater because, sadly, I don't have to time to be part of a team and do more stuff. So my challenges are to survive surprises with really harsh monsters, beat down the rich ones, amass the next billion in gold, and find a damned RoTP please, if you don't mind, there has to be ONE MORE LEFT, ok?

    The class complaint is just another variation on 'I want to be all-powerful'. Many a DM punished those who expressed that sentiment in their presence. No different with the video versions.

    Good luck, and good hunting.

    --
    deleting the extra space after periods so i can stay relevant, yeah.
    1. Re:Not a new argument, and no new answers. by melikamp · · Score: 1

      Think about it. Playing D&D with just you, the all-powerful master, and a DM who tries to make you dead, and no one else? Pointless.

      I think there is something in a single-player RPG, though. May be if the mobs are very smart, the game will be challenging and rewarding to play through. And in the end, it would have the same appeal as SimCity: kind of an RPG sandbox where the ultimate goal is your avatar itself. Make that the whole point of the game, kind of like Diablo did with respect to the wearable items, but take it to the next level by allowing much more customization depth. Add many, many more items and item types, item histories, Fallout-like perks, physical attributes for everything, trophies and achievements which factor into your final score, a customized magical arsenal (they seem to be doing it in Diablo 3 with "spell runes" which alter spell effects.)

      I am thinking about writing something like this, actually. I have this crazy idea: I will sacrifice the concept of "continuous space" altogether and replace it by something very discrete. My main inspiration is NetHack, which is already very discrete, but I want something ultimately discrete where you just go from a "town" to the "killing fields" by clicking a link and then fight whoever is in the "killing fields", loot everything and go back to "town". I suspect that this model will allow for a very smart mob AI, which will make hard fights very interesting. It will also allow the player to use scripts for easy encounters, hence avoiding the tedium. Only a hardcore player would be able to write these, but anyone could use them. One can write a script, for example, which goes into an easy area, defeats mobs (if any) by swinging a melee weapon repeatedly, loots everything, and comes back.

      Oh and the time is too, of course, will have to be discrete, but I cannot decide how that should be done. One can do turns (Fallout 1,2) or instant actions with cooldowns (NetHack). I'll probably stick with the latter, unless an even better system is possible.

  33. D&D by emkyooess · · Score: 0

    So they're talking about how it would be better to make MMOs more like D&D 3rd edition classes were, mixed and could specialize however you want... after D&D took the bland MMO rigid roles ideology and ran with it in crap-tastic, bad-selling 4th edition. This comes from the "duh" department!

  34. Re:Apple vs Linux by SpacePunk · · Score: 1, Insightful

    Well, all the Apple vs. Linux vs Windows pissing aside...

    Star Wars Galaxies originally had a multitude of classes with 32 different subsets in each class. People could pick and choose according to their play style, and tailor the character to their individual needs. It was fantastic. Up untill they decided to pigeon hole players into archetype classes that resembled the main star wars characters, then the smart player base dried up. That's the whole crux of the matter right there... the smart players vs the dumb players. Unfortunately there are more dumb players than smart players, and every single game will always devolve to suit the dumb players.

  35. Healing & Tanking is why I still play WoW by Anonymous Coward · · Score: 0

    How many game make you kill stuff ? seriously ... hundreds ... thousands ... more probably.

    I got sick of being a damage dealer in WoW dongeon in about 2 months, stop playing WoW, and a few months later, try on the healer job.

    Oh my ... a NEW GAMEPLAY, you're not just targetting a npc and start to click the same old icons you KNOW maximize your damage by now, again and again.

    You actually have to think, to choose which target to heal first, and with what spells. To priorize, to make sure your timing is perfect, because a BIG HEAL 0.2 sec after a tank is dead is pretty damn useless.

    And then I tried Tank ... another new gameplay !!! you do damage yes, but it's in no way your priority, your priority is threath.

    You're not trying to kill stuff you're making sure others doesn't get attacked, another bunch get aggroed by a healer of a dps, you've to react fast or your group get wiped, you've to analyse the patrols of the dongeon to know what group to pull first, put the right mark so the right target is getting killed in the right order (like enemy healer must die first)

    So yeah ... everyone the same, no healing or tanking ... YEURK.
    Pewpewpew if you like, but dont force me do to it.

  36. CLASSESSTATS by Anonymous Coward · · Score: 0

    whats kind of boring with MMorgs is that
    all classes are hemmed in with their STATS.
    there seems to be no game out there that actually
    allows a working build with "alternative" stat builds.
    -
    a soldier/tank requires to be strong so if you
    want a working soldier build you have to keep adding
    the STRength stat.
    -or-
    say a cleric or mage, needs to have INTelligence or
    CONcentration or s/he cant cast a spell.
    -
    go on any forum of any game and you find n00b question
    about which stat for which class/role and the answers are
    always the same. people playing MMORGs are actually all
    just building clones. major difference will just be the gear
    the acquired ...
    -
    there's room for improvement there i guess; a INTelligent
    soldier what do you know, or a STRong mage/cleric.

  37. Mod article -1 redundant by Endo13 · · Score: 1

    Seriously. It's not news, it's not stuff that mattes, and nothing the guy is writing is in any way original. Multiplayer RPGs that pit players vs. tough NPC characters will always eventually have players min/maxing into the 3 basic roles. Well, that is if the game is any good. Otherwise (as someone else posted) it's just a chaotic free-for-all. A perfect example is WoW. The game has not one but (count 'em) THREE hybrid classes, that are (theoretically) able to do not one, but all three of the basic jobs (yes yes, I know shaman can't really tank, but they can do so well enough with a shield to get through most low-level dungeons). And as the talent trees sat to begin with, they were all able to do just that reasonably well in much of the content. But then you hit the hard stuff (ie. epic dungeons) and that hybrid spec that let you do so well solo just didn't cut it any more. If you played one of those three classes, you didn't even get a spot if you weren't spec'd just right. Now, these classes are if anything even less capable of switching from one basic role to another without redoing the talents. And you're pretty much never going to switch from one to the other in the middle of combat.

    --
    There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
  38. "Class" and "Level" have always been stupid by hazydave · · Score: 1

    Ok, so back in college, I didn't play D&D, I played Runequest. In that system, there was no such thing as a character "class", discrete experience levels, experience points, etc. The game mechanics were vastly superior to those of D&D, but sadly, much of the D&D influence carried into electronic dungeons, I guess because the programmers had learned on D&D and just didn't know any better.

    Of course, just like in real life, characters could specialize. You might be naturally better at magic or swordplay, but every fighter knows some basic battle magic, every magician is trained to use some kind of weapon. And one cool aspect.. you could train up in many different things: different tactics, stealth, climbing, etc. beyond your character's "natural" abilities in any of these things. You also gained experience by doing under stress... if you're successful in battle, you gradually get better at... you don't all of a sudden take a drastic jump in your abilities.

    --
    -Dave Haynie
  39. wow by unity100 · · Score: 1

    you really have no idea of what world crowd control means then.

    suppression, choke points and so on - NONE of these prevent you from retaliating against your enemy. even if hurling a grenade requires concentration, you can STILL hurl a grenade. there were and are assigned and trained individuals in squads of many armies for that task even.

    1. Re:wow by vadim_t · · Score: 1

      I think you're too concerned with the mechanics rather than the end result.

      Okay, what about the modern technology of the flashbang, smoke grenade, tear gas, mustard gas and other chemical warfare agents, water cannons and the pain beam?

      D&D wizards have an equivalent of pretty much all of that.
      Flashbang: blindness/deafness
      Smoke grenade: obscuring mist
      Tear gas: stinking cloud
      Mustard gas: horrid wilting, cloudkill
      Water cannon: grease (sort of, no reason they couldn't put oil in a water cannon)

      And I'm pretty sure some of those must have been possible in medieval times. Somebody must have tried to make a smoke screen at some point, and there's the thing about using polished shields to blind the enemy.

    2. Re:wow by unity100 · · Score: 1

      flashbang, smoke grenade, tear gas, mustard gas, water cannons. these are not used in modern warfare, apart from mustard gas. all of the things you mentioned are what is used against unarmed crowds to suppress them by the police. its irrelevant.

      mustard gas doesnt debilitate you. it doesnt prevent your abilities to retaliate. your artillery can still shoot, your planes still drop bombs. you shouldnt pick examples from modern warfare, for modern warfare is no longer individual dependant.

    3. Re:wow by vadim_t · · Score: 1

      Wait, you're being inconsistent.

      You were just saying that RPGs aren't about armies. In a RPG the situation is closer to that of a police or army team storming a building. And yes, in such cases they do use flashbangs, smoke grenades, tear gas, and so on. And in such a team there may well be people who specialize in explosives or marksmanship.

      mustard gas doesnt debilitate you. it doesnt prevent your abilities to retaliate. your artillery can still shoot, your planes still drop bombs. you shouldnt pick examples from modern warfare, for modern warfare is no longer individual dependant.

      Fine, VX or Sarin then.

    4. Re:wow by unity100 · · Score: 1

      you were the one using army example.

      and again, you use the police example this time, but forget that police uses those equipment against people who have no comparable arms and armor (riot armor) against them.

      back 2-3 years ago, greenpeace used shields in their demonstration in italy once. police wasnt able to do shit. later they had to negotiate and make a deal with greenpeace not to use shields in any further protests in future.

      just pitt 2 similarly equipped police forces against each other and think the results. tear gas, flash bombs, this that wouldnt do any affect to either party because they are both similarly armed.

      when you bring up sarin gas, it still doesnt make any sense. sarin gas wont do any affect against aircraft taking of from airfields, or cruise missiles. modern world warfare examples are irrelevant to subject.

    5. Re:wow by vadim_t · · Score: 1

      What's that got to do with the original argument?

      You were trying to argue that the D&D concept of crowd control doesn't exist in warfare. I proved that it does (flashbangs, gas, terrain, polished shields, whatever). In what specific situations it's used is of no particular importance. My only argument is that it's not something Gygax pulled out of his ass, and that modern forces do have the equivalent of a D&D wizard's spell set, so there's nothing particularly odd about it.

      Also I don't think planes have anything to do with the argument either, since D&D fights happen on the ground. But flying creatures definitely ignore the effects of grease and such, and flying dragons are probably immune to cloudkilll. Then, planes aren't "crowd" so I don't see what they have to do with that discussion.

  40. yes. by unity100 · · Score: 1

    'runscript killallhostiles' in the final 25% of the game.

  41. Missing Option by gedrin · · Score: 1

    The article summarised the current state fairly well, but overlooked at least one obvious solution. There's no reason that different types of character can't be better "tanks" for different types of enemy. As an example, a mage type enemy might have it's attacks best resisted by a mage (traditional DPS) or priest (traditional Support) character, and be damaged best by warriors (traditional Tank). This would, of course, require each class to have mechanics for the roles, but there's no reason that couldn't be done.
    This has always seemed like a natural solution to me. It provides the familiarity of a role, with the dynaics of various fights having different roles required of different characters. People would still "know what to do", but also get variety.

    --
    Moderation : -1 Conservative Viewpoint
  42. Designing from a different direction. by Wardish · · Score: 1

    Create the world first. A consistent world that is "big enough" to allow for many thousands of "heroes - Top 1%ers" without them unnecessarily disturbing each other.

    And make the world truly persistent. If UberJoeFoot kills a particular evildoer, then the evildoer is DEAD. I suggest starting out with a world comparable to a real planet.

    Once you have the world running you make the modifications to allow the 1%ers to move around/play without being bored to tears making that 2 week journey to town. Don't forget to limit the ability of players using these work arounds to drive NPC 's out of business.

    Last but not least, create time lines with various story lines. Hints, warnings, local tales....

    In other words, Create the world, then create the stories and player characters.

    --
    Ward

    . Silence! Be thankful thy species is unpalatable! .
    1. Re:Designing from a different direction. by LandDolphin · · Score: 1

      IF you don't run into each other, you lose the MMO and it turns into a bunch of single/multi player games linked together. And while I'd love a game where whe nyou kill the EvilDoer, he stays dead. The programing requirements to keep springing ~ 400,000 new EvilDoers a day would be crazy.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
  43. 4th archetype by Prien715 · · Score: 1

    Interrupter.

    This class would focus on build up some kind of resource (rage, etc) and would gradually decrease the effectiveness of enemy attacks but without dealing much damage. Additionally, they'd have the option of interrupting enemy spellcasting/draining resources the enemy uses for physical/magical attacks.

    There's this to some degree in WoW (the rogue's kick ability), but a dedicated debuff/CC class would be interesting.

    Also: the reason why there's these classes in the first place is that none of the enemies are actually designed to win battles. They're designed to attack the tank and go through a preset ability rotation. Design a mob that says "screw the tank, I need to kill the healer first!" and do away with aggro, and the whole system comes crashing down.

    Design enemies that really needs mana/combo points/etc and abilities to disrupt them become useful.

    --
    -- Political fascism requires a Fuhrer.
    1. Re:4th archetype by Anonymous Coward · · Score: 0

      Take a look at the Mesmer class in Guild Wars sometime. Exactly what you're describing, the entire purpose of that class is to shutdown the other team's players. They generally have a mix of anti-melee/caster skills, with occasionally some offensive bits mixed in. Usually they are just pure support though, and good ones are so incredibly annoying that they make the other team rage at you.

  44. It's not the class, it's the build by mmmmbeer · · Score: 1

    There are actually four roles in any rpg group: tank, artillery, heal-o-matic, and skill monkey. This is true regardless of the game's mechanics - it's the nature of any realistic combat system. Of course, there are some variations. In most online games, you can heal completely just by sitting for a bit, so you might not need a healer. Some games do away with the skill monkey role just by leaving out the various and sundry abilities that they would have, or by letting everyone do everything. But in a more realistic game, you end up with those four roles. Why? Well, let's take a look at the real world; specifically, the US military. Are all soldiers in the army the same? Does the military just have one branch? Of course not. So, let's look at the roles:

    Tank: This should be obvious. The army has tanks. But wait, is that all? What about the infantry? The infantry also "tanks." They form the front lines, and protect the rest of the "group" from attack. They do this not by having huge amounts of armor, but by facing off against the enemy in slow, grinding combat. Given two infantries facing off, you end up with a war of attrition. Ever seen two tanks fight in a game? At sea, this role is played by ships who can keep an enemy at bay by being too threatening for the enemy to risk counter-attack, resulting in a standoff. Likewise, in games, there are other ways a character can "tank" without playing a class designed for it, as long as the character is built the right way.

    Artillery: Again, there's an obvious analogue. But the military also has air strikes, and bombs, and frickin' flame throwers! Ok, I got a little excited there. But the point is, there are lots of ways to dps, either targeted or aoe. Again, it's just a matter of the build.

    Heal-o-matic: Fine, so nobody in the real world can magically bind your wounds. Nevertheless, every company of marines will have a medic. The army has field hospitals. And do I really need to talk about Search and Rescue?

    Skill Monkey: Special Forces for a start. Then there's the minesweepers, the diplomats (diplomacy's a skill), the cooks (people gotta eat in real life), and many others. Like in games, many of these skills are performed by people who are also trained for combat.

    So I guess what I'm getting at here is that the article has it wrong. You don't have roles in games because the classes are designed that way. You have classes in games because the roles are needed. And sometimes those classes fill roles different than you might expect (eg. "Batman mage" is a skill monkey.) Even in games where the class system has been removed, you will still have common builds, and the players will still name them and treat them like classes. So why not design the game with that in mind, and simplify it for everyone?

  45. AoE and AE by NitroWolf · · Score: 0

    Why do people continue to describe spells as AoE spells? AoE describes the area that the spell effects, not the spell itself. The spell is an AE spell. It always has been. The idiots that use AoE to describe the spell are simply wrong, plain and simple.

    The spell is an AREA EFFECT spell. Saying an "Area Of Effect" spell is nonsense. An AE spell has an AoE. It's impossible to have an AoE spell.

    This also applies to munitions, since that's a prior source of the term AE and AoE, predating computer gaming by just a little.

    1. Re:AoE and AE by LandDolphin · · Score: 1, Funny

      There is some sand in your vagina; you might want to clean that out.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    2. Re:AoE and AE by NitroWolf · · Score: 1

      Did you manage to think that up all by yourself, or did you have help?

      Congrats if you finally were able to form a coherent thought on your own!

    3. Re:AoE and AE by BobMcD · · Score: 1

      Why do people (other than Blizzard devs) refer to Damage Dealers as 'DPS'? They are (properly) measured in a lot more ways than just their spikes on the damage meters. Why do we call 'tanks' 'tanks'? They carry nothing like the artillery that a real tank does, and real tanks do not tend to draw fire from infantry anyway. What kind of enemy force fires machine gun rounds at a tank? It makes no sense. Why do we call 'earning a level' 'ding'? Not every game makes this kind of sound...

      Why? Convention, plain and simple. When some first termed it 'AoE', it stuck, and once it took hold it became the 'correct' term. You may have a logical reason for changing it, but since it is used to communicate an agreed-upon thing, you'll never gain any support for doing so.

      In short, what is more idiotic, accepting the convention and choosing to communicate using the agreed-upon method or being excessively pedantic even while knowing full well nothing will ever come of it?

  46. Get rid of "Taunt" and the problems go away. by Impy+the+Impiuos+Imp · · Score: 2, Insightful

    "Taunt" is an evil, unrealistic power in a battle scenario.

    It turns the warrior into a low-damage pseudo-controller, which is the exact opposite of the concept of a vicious melee fighter. High armored individuals have to be low damage output to make sure they can't kill things easily while, in turn, being very tough to kill themselves.

    But several games, noticeably City of Heroes, have shown you don't need a taunting tank. They have it, but they show you don't need it. Why? Because there are tons of other powers for crowd control.

    So the solution: Get rid of taunt. Then there is no "tank" per se, just varied melee who can stand up to a few individuals for a limited amount of time, but who also do a lot more damage to compensate.

    The CoH "Scrapper" class is exactly this: melee who can cut things down 1-on-1 very quickly, and actually specialize at being a boss killer (boss being not quite the super-boss normally used as "boss" in other games.)

    And the monsters are weaker, but there are a lot more. This isn't a problem with modern games, where 25 monsters against 6 people might have been a problem in EverQuest for the framerate.

    Death to taunt! >:-( The root of all evil in MMORPG design!

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    1. Re:Get rid of "Taunt" and the problems go away. by zarzu · · Score: 1

      i agree that taunt should go and is the one thing enforcing the trinity, but scrappers really aren't the first alternative here. there are essentially two types of scrappers, one on one and ae dps, ae dps is squishy and draws alot of aggro because of dmg while one on one typically is tougher but with less aggro, neither of those give you much of any control over enemies. if you want to control enemies with scrappers you have two possibilites: gather a lot of scrappers so that there aren't many weak points in your group and everyone takes a part of the damage or use a scrapper with taunt aura and a tough skin (like kat/wp). the first is non functional in most groups, the second is again the tank concept.

      the classes enabling different approaches are mostly controllers and defenders with cc, buffing and debuffing, which allows for very mixed groups that can survive on pure dps (with buffs/debuffs) or enemy control (with cc/debuffs) without having a central figure with ultimate control (aka tank)

    2. Re:Get rid of "Taunt" and the problems go away. by hrtserpent6 · · Score: 1

      What if you changed the name "Taunt" to "Grapple". Or "Cutting off the ring", as they use in boxing parlance? If some guy is trying to go after the guy behind you, a skilled fighter should have the ability to use positioning/fighting/throwing/grappling/diversionary techniques to prevent that from happening. I'm pretty sure that is the point of "Taunt", instead of some poor person having to wear out his fingers on WASD trying to keep his avatar between the bad guy and the pointy hat people behind him.

    3. Re:Get rid of "Taunt" and the problems go away. by CountBrass · · Score: 1

      Interestingly EQ "tanks" didn't have any kind of taunt at all: they relied on being able to do enough damage to keep the mobs on them. And other classes, notably the Enchanter, could crowd control anything that got loose from the tank. I think the solution is not to rely on one person (the tank) having to keep everything on them but to allow (and require) more active participation *and reaction* by the other party members.

      --
      Bad analogies are like waxing a monkey with a rainbow.
  47. Guild Wars! by SammyIAm · · Score: 1
    Guild wars has been mentioned a little above, but I feel like the character classes definitely offer some of this cross-class, cross-trinity action. While the warrior would seem like the obvious choice for a tank, there are build for the other classes (especially the monk) that make them viable tanks. Likewise, most of the classes have a few options available for different types of damage (direct, AoE, etc).

    Part of what might be contributing to this though, is the dual-class nature of the game. Each character has a primary class, and a secondary class, and can pull from most of the skills from both classes.

  48. The original holy trinity by Anonymous Coward · · Score: 0

    Was in Everquest, and it was warrior/cleric/enchanter.

    Warrior was tank and cleric was healer, but enchanter was crowd control, not damage dealer. It was made necessary by dungeons where mobs could not be pulled solo and sometimes there would be 4,5, or maybe even 8 mobs at a time which needed to be dealt with. Without a good enchanter, you were toast. The problem was they had to be a *good* enchanter. And there was a massive shortage of good ones.

    So there are other paradigms.

  49. Shadowbane was different by Sparkycat · · Score: 1

    Shadowbane was a deeply flawed, but conceptually brilliant MMORPG from a few years back. The game had essentially zero questing content, and focused almost entirely on player controlled faction conflict. Players built, maintained, and defended their own walled city-states and nations, and the world had geographically specific resources, which were used not just for item crafting, but for certain aspects of class leveling.

    For example, one player nation might have cities surrounding the only location in the world that produced the resources for training Rangers; if another nation wanted rangers in their ranks, they had to coordinate raids to briefly control the area.

    There were base warrior/rogue/mage/priest classes to start with, but from there each class could choose from four or five professions, e.g.; a Rogue could be an Assassin(stealthy dps), a Thief(stealthy, could steal items right out of another player's inventory, which was insanely fun), or a Scout(the only profession that could reliably detect, chase down, and kill assassins or thieves).

    By focusing on PvP interactions and strategic resource points, it broke the Trinity problem by making large group strategy and tactics far more complex than tank/dps/healer.

    Shadowbane had mediocre graphics and terrible performance, but I've never seen a game since that allowed as much emergent player behavior, with the possible exception of EVE Online.

  50. Not the original trinity by zarzu · · Score: 1

    the original eq trinity was warrior, cleric, enchanter, dps was just added fancy. sadly most games after eq felt like removing the finesse of crowd control that actually matters, which left us with todays tanks, healer, dps trinity. as far as i can tell it won't change anytime soon, since people love it, even though they always complain, especially mmorpg veterans, people always lean towards the very traditional mmorpgs.

  51. I only have one thing to say... by Anonymous Coward · · Score: 1, Funny

    Nerds!!!!

  52. There are more than three classes by Bragador · · Score: 1

    Where is the thief that can spy and steal? Where is the merchant that can bring in tons of cash? Where are the tradesmen? The politicians? The linguists? If you play a rpg, there are way more than 3 groups. An adventurer doesn't have to be a killer. I'd say modern rpgs are simply action games based around combat. The only real "rpgs" out there are muds like Shadows of Isildur, Armageddon and Harshlands. The only other option is to play a pen and paper rpg (over the net, or live). I actually started to discover muds myself and hope others join in the fun. Screw all these mainstream games!

    1. Re:There are more than three classes by ^_^x · · Score: 1

      You're right, and that was my first thought, but I think that trinity is the basic minimum for a strong party in a dungeon-crawler (roguelike, Diablo, WoW.) Dungeon crawlers are like you said, action games - often D&D themed, but with little roleplay.

      In Ragnarok I played a thief, turned assassin, who could sneak and steal, and dish out massive melee damage to a single enemy, but get crushed by a handful, so at least I needed a tank for hectic dungeons. Then, while I had a ton of HP, I healed really slowly, so an acolyte or priest to heal and buff made me 20x as powerful overall.

      I've played games like Eve Online where you don't have classes, but I find that can mess up socialization in online play because you may not know what your party needs to be effective, and you can't just say "looking for _____." Instead of "ah, a priest - are you combat or healing?" it's more like "Ok, do you have missile training? Seeking missiles? Can you use kinetic weapons? Energy based? Can you operate ECMs to disrupt weapon locks? How about mining equipment? Can you mine ice too? Do you own an industrial ship for hauling?" and so on...

    2. Re:There are more than three classes by Bragador · · Score: 1

      Well, the classless interview sounds like the real world. We don't see things like "Level 6 teacher or more needed with a specialization in kids under 12". The interview starts to become roleplaying in itself when you are force to discuss your experiences. I agree this would be stupid in a game where people simply want to join in and bash nameless monsters though.

  53. Real Change by way2slo · · Score: 1

    If you want "real change", you have to change game progression.

    Right now, most RPGs have but a single goal: Put the smack down on the Final Boss and his minions. Really, it's all about Damage. Change that, and you change the game and the way the players play it. Gamers use those "trinity" roles, find those imbalances, and create those powerful character builds because of there is only _ONE_ way to make progress in the game. There are no options, no choices. You are forced to grind for levels and gear so when you take on the Big Bad you can withstand his attacks and kill him with your attacks.

    To truly change this, you have to give the players options on how to progress. Let them sneak past instead of fight. Instead of reducing the boss's HP to zero, have another way to neutralize them. And not just the final boss, but everything in the entire game. Unfortunately, that greatly multiplies the effort needed to design and create the game. You must add entire paths to victory, besides combat. How about stealth to victory? Economics to victory? Politics to victory?

    Stealth to victory could be as simple as "sneak in and slam dunk the one ring" or perhaps "sneak in, gather the vital intelligence, then sneak out and give it to the King."

    Economics to victory could be "earn X gold before Y time, then give it to the King" or perhaps "provide all the Kings Knights with these power armor suits"

    Politics to victory could be "convince 3 of these 4 other Kingdoms to join with us in this war" or "make sure that Big Bad does not win this election in this city".

    In an MMO, once you have all these paths going at the same time, you pit the players against each other. You'll get this beautiful chaos of one group trying to do this or that and another group trying to prevent them. The opposing group becomes your "boss" you must defeat. You won't be able to just read the strategy guide and follow a plan to ultimate victory. Your "boss" will be multiple intelligent gamers that will quickly adapt to your tactics and furthermore the groups will change as they come and go online.

    1. Re:Real Change by random+coward · · Score: 1

      Here is someone else describing EVE-Online.

    2. Re:Real Change by ImNotAtWork · · Score: 1

      So are there any fantasy set games that have similar mechanics to Eve-Online with some semi-decent graphics? Not everyone enjoys the space setting that Eve offers. (I am a fan of both genres)

      --
      open source sub sim. I might start coding again for this. http://dangerdeep.sourceforge.net/contribute/
  54. Min-Maxing by MattGWU · · Score: 1

    It sounds nice, but it won't work in practice because people are min-maxers. They kind of have to be, unfortunately. If you put together a spec that's 'interesting' but 'doesn't put out more DPS than the other guy', the other guy is going to get all the runs, and all the gear, so they can do other, harder runs for different, better gear. Unless somebody puts up a build for a hybrid spec that is good enough to make itself indispensable, they're going to fall by the wayside while the gear-addicted min-max DPS/Tank/Heal groups plow through 97% of the content that doesn't require some exotic build to et through.

    That's the only way this will work, if the designers really wrack their brains to come up with actually novel encounter styles and bosses that actually require something other than tank/dps/heal. Otherwise, the current Tripartite Model works reasonably well, and the Min-Maxers are just going to take your 'universal character system' and make a tank, a healer, or a DPSer because it'll get the job done better than a class who does a couple different things less well.

    --
    "These people look deep within my soul and assign me a number based on the order in which I joined" --Homer re:
  55. Re:BUG REPORT for /. admins by Anonymous Coward · · Score: 0

    The parent post has a "Read the rest of this comment..." link after the end of its content. In other words, if you click the link the only difference is that the stand-alone post doesn't have the additional link.

    This must be some kind of "off by stupidity" bug in the /. code.

  56. There is a good reason characters can... by muxecoid · · Score: 1
    There is a good reason characters can move through one another. It's funny to see people once again proposing things like this one:

    Maneuvering and physically blocking movement of enemies becomes much more important than it is in current games if the group needs to protect a wounded member who can't just be healed by the specialized healer standing in the back

    Surely this physically blocking movement trick would make sense and enhance tactical depth but there is one important factor the author forgot - lag. When I played WOW I typically had lag of 300ms and many other players had worse. It is extremely important to tell the player where his character will be located when all movement commands reach the server, if his movement can be blocked by things not computable on client side only this convenience is gone.

  57. Original Holy Trinity (AFAIK) by Anonymous Coward · · Score: 0

    The first place I'm aware of the term "Holy Trinity" being used was in the MMORPG Everquest. This was a very specific reference to the three classes: Warrior, Cleric, and Enchanter. In the original game, these were the best classes for the three roles of Tank, Healer, and Crowd-Control (CC). Pretty much all groups in Everquest strove to fill those three roles, with the "Holy Trinity" being the ideal. Once those roles were filled, you had a group that could do things. DPS was a role which consisted of whoever else filled up the group. Some classes were obviously better at it than others, but DPS was never a part of the "Holy Trinity".

    Just a bit of history and correction to the bastardization that other MMORPGs have changed things into. Also, it's true that Everquest changed much over the years and the "Holy Trinity" became much less Holy and much less necessary to do things.

  58. It's the economy (of hitpoints), stupid. by Mozai · · Score: 1

    So long as the game is "reduce the other team's score to 0," you're going to have these verbs:
      - reduce enemy's score
      - increase allies's score
    The game is going to focus on these verbs with a very tight focus; the 'damage (per second)' and 'healer' roles. These are the only two that really matter, because the only way you can win is with enough uses of that first verb. Hell, you don't even need the second verb, just have a high enough score on your team that the other team can't possibly reduce it to 0 in time. This strategy used when attempting a "defeat the boss in less than X minutes" challenge -- just one verb, used over and over again.

    There are two more roles that are emergent properties of this system (which means they will appear whether you plan for it or not):
      - improve allies's performance
      - impair enemy's performance
    These are the 'buffer' and 'debuffer' roles. 'Tanks' from EverQuest, WoWarcraft and other DikuMUD-based MMOs fall into the 'debuffer' role because they force the computer-controlled enemies to chose an sub-optimal target for their "reduce enemy's score" actions. To be exact, their actions are going through the the tank as a bottleneck, so that allies can focus all their "increase allies's score" actions. If they can't be that bottleneck (such as dealing with a PvP team of opponents), the tank's debuffs are ineffective, and the enemy's ability to reduce your team's score is unimpaired.

    If you want to get rid of this "four-part trinity" inherited from DikuMUDs, then you have to get rid of the hitpoints mechanic as the only means of resolving contests.

  59. Dungeons and Dragons Dribble by Anonymous Coward · · Score: 0

    This seems to follow a dungeons and dragons dribble... It mentions D&D several times, and then decides to make suggestions that D&D uses (and even says to do what D&D does). This reads more like a hidden D&D promotion.

    Look, I know people love the game, but this article has overdone it...Mod me troll if you like because I offended a "review of a legendary game", but this article provided very little insight. At least the discussion on slashdot is far more useful.

  60. Pretty sure most commenters are missing the point by tygt · · Score: 1
    The trinity boils down to the game's AI. In D&D, you've got a (presumably) intelligent Dungeon Master who's running the mobs. The DM has the option of making the mobs smart or dumb, depending on the encounter; the DM controls what they do and can decide how they're going to react to the play style of the group.

    The recent "Faction Champions" scene in WoW's Trial of the Crusader deviates from the typical encounter as it is a more "PvP" style fight, but still the mobs aren't actually intelligent; they do have some aggro, they just drop it a lot and go immune to attempts to recover it, and they still don't do smart stuff like getting out of area damage spells or attempting to break crowd control; if a DM was running the mobs in this encounter, it would be considerably different still.

    Obviously without true AI, an MMO has an extremely difficult time trying to optimize the game's reaction to the player(s) in the encounter, and the game's designers have to fall back upon certain assumptions - the alternative without a much better AI is to just make every encounter a free-for-all where the mobs have no aggro at all; this would mean that every class would have to invest in heavier armor (which most games - RGPs and MMOs both - deny from the magic using classes).

    Besides, real warfare often utilizes the trinity itself, through on a macroscopic scale. The front ground troops are the tanks - they're in the midst of the battle. Aerial attacks are kind of the DPS, and hospitals behind the lines are the healers. If you want to look at medieval warfare, you still had the infantry (often with shields) as tanks, archers behind, and.... ok, so no healers.... but 2 out of 3 ain't bad ;)

  61. Or, you could, you know... Roleplay by whistlingtony · · Score: 2, Insightful

    R.I.P. Roleplaying....

    Ok, so yeah, I'm an old D&D player. But dangnabbit, I miss just playing my characters. They had quirks, flaws, personalities...

    I was never just a fighter, I was a poor guardsman, a greedy mercenary, a disgraced nobleman with a drinking problem. I was a farm boy sworn to get rich and bring my family out of poverty. My characters had motivations beyond Epic Loot.

    Danged Min/Maxers! Someone aught'a make a game with only 5 levels, player made content, and let social structures dictate power, just like in real life. Lets face it, even the most badass swordsman WILL get taken down by an angry peasant mob. And he should.

    And permanent character death too!

    Stupid kids don't know what they're missing. Get off my lawn!

    -T

    (Oh gods, I'm only 30....)

    1. Re:Or, you could, you know... Roleplay by Raptor851 · · Score: 1

      heh, funny WOW related story. I bought the game after being told it had "role playing" shards. After being a long time ultima online and neverwinter nights player, i thought it would be cool to get into another MMO with role playing. (NWN realy was, if you found a good server). I spent HOURS upon HOURS coming up with a backstory for my character, being careful with the creation and look so it fit, and reading up on the history of Azeroth. (it was a role playing, pvp server). Excited, i joined in on the horde side...it turns out trying to role play on the specificly labeled role playing servers in WOW gets you laughed out of the game O_x. I tried playing it for a month but found the game mechanics dry and repetitive, it's nothing more than an endless grind, there's no getting together by a campfire at night telling stories of your adventures, really none of the interesting things you would find in other online rpg's.

      anyways, you sound like you're looking for exactly what i'm looking for...an actual online ROLE PLAYING game. you probably would have liked the origional ultima online (before the year 2000, when the Renaissance expansion came out, but even after that there was still a lot of guilds that never broke character in game). The expansions have pretty much turned it into a crappy version of WOW though, its now all about the l00t grind :/ You probably also would have enjoyed Neverwinter Nights during the time a lot of the better servers were still up (the singleplayer epicly sucked), most were FORCED role playing (you break character, you get banned, you get a few warnings of course). Never played online games besides those where you could go hours/days without fighting and still be completely into it :)

  62. not true by ILuvRamen · · Score: 1

    The only way you fall into these rolls is by falling into them. In every game I've ever played, I mix it up a little. I've been known for weird, difficult combinations that are very hard to beat. Like in Runescape I had the best armor in the entire game but I also did mad damage with sick attack skills. So I was a well armed damage doer. Also my highest stat, believe it or not, was actually magic. There's also a 4th class I'd like to suggest is true for most games and that's "disgustingly rich" or sometimes called "skillers." They avoid combat AND healing and just try and get money and power in the game and show off and stuff. They're usually seen walking around in rare, flashy outfits with discontinued and other rare items and stuff.

    --
    Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
  63. Re:Batman analogy (try Eve Online) by Invisible+Agent · · Score: 1

    Eve Online has this trait - you are partly your "character", and partly the ship you happen to be flying.

    --

    Invisible Agent
    This post is a mirror; when a monkey stares in, no hacker gazes out.
  64. UO has been doing this for 12 years. by Anonymous Coward · · Score: 0

    UO never even used a class system, and its PvP back then outshines any wannabe PvP you encounter in today's MMO's

  65. The Trinity just used to be a quartet before MMOs by N0Man74 · · Score: 0

    I had heard the term tank and healer before MMO's, but for the most part they were simply called "Fighter" and "Cleric". The term "DPS" wasn't around, but you always wanted a Wizard (and possibly a Rogue). Those have always been the four core, and picking one of the hybrid classes usually a very poor substitute for the real things.

    At least the "Trinity" has become roles rather than specific classes. That's at least some progress.

  66. Seriously? "Yogg-Saron?" by Shihar · · Score: 1

    I like Blizzard when it comes to game design, but when it comes to even the pretense of originally they fail on such an epic level you need to have your eyes closed and your head shoved a meter up your own asshole to miss it. The blatant ripping off of Warhammer for both Starcraft and Warcraft was pretty obvious and clear... but seriously, "Yogg-Saron"? Is the expansion going to have "Cthulhu-Voldemort"? Eh, I guess they pay homage to the ideas they raid, pillage, and then watered down and Disney-fy.

    1. Re:Seriously? "Yogg-Saron?" by bckrispi · · Score: 1

      Already been done. Yogg-Saron was the second of the "Old Gods" in the Warcraft universe you had to fight. The first one was named C'thun. :)

      --
      Xenon, where's my money? -Borno
  67. ehhhhhh. study history. by unity100 · · Score: 1

    I've fought against people proficient in "dual wielding" and I have to say in my experience it does provide a significant advantage in situations where you'll be fighting multiple opponents and/or with little to no armor. No, it's not the type of style you'd use against a knight in full plate, but such heavily armored opponents only represent a very small sample of the type of warriors that existed throughout history.

    the 'heavy armored knight' you speak of, which supposedly existed in a 'small sample', was the defining factor of medieval battles.

    you may be erring by thinking that only early 15th century full plate armor is 'heavy armor'. it is not the case. in every period there has been a 'heavy armor' classification in comparison to the weapons that were used in warfare. in 1066 it was heavy chain mail, and broadswords were used against it, in high middle ages it was plate on chainmail and elaborate maces and warhammers were used to pierce it, in early 15th century it evolved to full plate armor, and exquisite halberds, and increasingly, firearms were used to pierce it. longbows and crossbows were rather exceptions, for they were able to pierce any armor at any given time, and in venetian republic it was mandatory that every single male in a venetian ship should know how to operate a crossbow, and own one.

    japanese warfare prior to 19th century was way too immersed in forms and styles. its doubtful that they could hold their own in a real battle against a medieval army employing the brutal, inhumane and dishonorable warfare methods of european middle ages.

  68. geeez by unity100 · · Score: 1

    of course hundreds and hundreds of them are going to die. though, not to a 'handful' of machine gun nests. dont judge d day with the movies you have seen, for for a movie you cant rebuild the entire atlantic wall. it would be too expensive.

    you are landing thousands of soldiers into narrow beaches. of course hundreds were going to die. you need to compare the scale.

  69. Obvious solution by Psaakyrn · · Score: 1

    Stop making MMOs which is based on simple damage manipulation

    For instance, there are several game types which doesn't require (or avoids the requirement) healers in the slightest: Tower defense, shoot-em-ups, artillery (or Worms) style.

    Then there are several game types which doesn't involve destruction in the conventional (one-on-one) sense: Strategy games (though technically tower defense falls into this), constructive (though tends to be more social), puzzle.

    Then there's the other obvious option of implementing pure versatility/power for characters: Diablo series, RPGs with no set class

  70. alright then. by unity100 · · Score: 1

    lets mix jedi into the next dragon age game. and also put superman in it. and while we are at it, we should put gandalf in star wars. after all, 'realism' is not needed in fantasy games, right ? its fantasy, so each one of them can be stupidly hilarious delusions from hell.

    there is realism in every game. EVERY game, fantasy or not, has to be realistic IN ITS OWN WORLD. thats why you dont have jedi in wow, and you dont have sauron in star wars.

    each world is a reality set in itself. they have to be consistent. some things stay similar in every world. after all, in each goddamn world your avatar has a body, and uses tools doesnt it.

  71. whats the fskcing difference then. by unity100 · · Score: 1

    another game with party of 4, consisting of tank, healer, cc and dps. isnt it the same shit every fscking game, and each of them resemble the other after you played 10 of those games already. where is fun in that. would people watch football matches if every other game resembled the other in this detail.

  72. Confused article by Thuktun · · Score: 1

    Without Tanks, each class would have features that would help them participate in and survive many different encounters like heavy armor, strong avoidance, or some class or magical abilities that allow them to disengage from direct combat.

    Er, what? This is in large part already true of games like WoW. Mages, for instance, can buff their own armor through spells, can blink away from combat, and can go invisible.

    Without specialized DPS, all classes should be able to do damage in order to defeat enemies. Some classes might specialize in damage type, like area of effect (AoE) damage; others might be able to exploit enemy weaknesses, and some might just be good at swinging a sharpened bit of metal in the right direction at a rapid rate.

    This is just dumb. Of course all classes can do damage in order to defeat enemites! Each class is itself balanced and able to solo its way through the world, though some specialties make certain aspects of a solo environment easier.

    Class specialization narrows the choices your character can make within these roles, but the specialization doesn't DRIVE the roles of tank, DPS, and healer. Rather, these roles come from a particular optimzation of group cooperation. The point of tank+healer is to minimize the number of party members soaking up damage, minimizing the number of healers needed, maximizing the number of solely-damage-producing members. This maximizes the DPS your party can put out. Multiple classes have healing abilities, both for themselves and for others, so you could mix up the roles and all provide DPS+healing, but it's less efficient and easier to screw up due to misstep or miscommunication.

  73. That's not entirely true. by CountBrass · · Score: 1

    Originally in EQ Enchanters were considered to be the worst possible class, because they did less damage than the other casters. And then people realised that mass crowd control (even at the risk of crowd controlling yourself, which I did, often, in the confined spaces of Lower Guk) was ludicrously powerful. Took about a year for that to happen.

    --
    Bad analogies are like waxing a monkey with a rainbow.
  74. Necromancer in EQ was the best class ever. by Viewsonic · · Score: 1
    You had your own range of pets that did all the roles. Tank, Offtank, DPS, crowd control.

    You had a huge line of DPS spells that stacked on nearly everything. Letting you do absurd amounts of damage.

    You had crowd control spells that had their different advantages and disadvantages. The best being the snare line. Most importantly these allowed your DPS to syncronize with your own escape mechanics that not many classes had.

    You could play dead, so when you/party did screw up you could just say "see ya" and not die.

    You could rez with exp restore. So when you/party did screw up, you could help people out.

    The class was the most enjoyable class I've ever played in an MMO. It was overpowered, yes, but the utility spells just put the class on top. Jack of all trades, master of all.