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How do we fix MMOs? pic related imo. Having everyone stand around
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How do we fix MMOs?

pic related imo. Having everyone stand around while one puny guy stands still with a shield shouting at the boss repeatedly is retarded and i have no idea why it's been allowed to continue for so long.
>>
Remove tanks
Rework healers
Make a gimmicky support diversity class to replace braindead tanks
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>>339813731
Perhaps you haven't noticed that the vast majority of the people playing games don't pay attention to detail.
>They'll play pay2win games and act like its a real competition.
>They'll play games that have flaws like your pic, even if that combo breaks the game and makes them 100% invincible they won't notice and will still think its fun.
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>>339813731
Worthless dps scumfuck detected.

What's wrong, did you get kicked out of the raid for standing in the fire? Did the healer stop healing you because you were too retarded to stop attacking during the boss' counter stance?

Or maybe the entire guild confronted you for doing shit dps despite having good gear, and suspended you from raids for a while?
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>>339813731
cause Guildwars 2 is so good amirite?
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>>339813731
FFXI.
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>>339814147

I've got nothing against tanks as people, the tank class is just a stupid idea that makes no sense
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>>339814251
So the guy in the dress with the stick should be taking hits from the gigantic cyclops boss with a dragon's skull mace?
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>>339813731

i am a big bad tank, i need a slut healer to suck my fat cock

any volunteers?
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>>339814251

Someone needs to know how to play, it sure as hell isn't the DPS players.
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>>339813731
give all melees abilities to take some hits and prevent the boss to get to the ranged and healers, done!
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>>339813731
People that play MMOs like the dynamic of the holy trinity. There's no fucking point to removing it.

>>339814158
GW2 removed healers, not tanks, but it still fucking sucked (especially compared to GW1).

>>339814251
Just because the idea of "big man who acts as a shield" doesn't appeal to you, doesn't mean that it's a stupid idea.
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>>339813731

Cut to the chase and replace the healer type with a prostitute class.
I'd play it.
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Why are DPS players always such obnoxious faggots? It's a fucking constant in every MMO.
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>>339813731
true.

that's why EVE never had tanks.
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>>339814251
turn tank into melee CC class, like Enchanter in Everquest but with armor and hp to live trough some heat
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>>339814323
it makes no sense for the gigantic cyclops boss with the dragon's skull mace to prioritize the guy cosplaying a camper van instead of the guy in the frilly dress that's summoning the apocalypse on his ass
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>>339814439
Play Tree of Savior then. You can set up "donation" booths exclusively as a healer, which allows people to give you money and dump their cum onto you as you proceed to everyone off who pays you.
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Keep tanks but remove their ability to keep aggro. Give them more interesting ways to protect other players like wow's intercept ability and stuff like that.
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>>339814513
maybe the cyclops is as dumb as you are
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>>339814408
>GW2 removed healers, not tanks

There's no tanking in instances ever. Everyone is wearing berserker gear which is for the sole purpose of killing monsters faster than they can kill you. You probably haven't even played GW2 and just looked at the classes thinking "Hey, that guy is big and burly, he must be a tank" but no, that's not the case. There's damage mitigation with boons to some degree, but no tank class.
>>
>play DPS
>actually know boss animations
>healer is a wench that won't do his job
>tank is bro aggroing boss like he should
>still fail because healer has a giant ego
Remove healers. Give healing abilities to tank. Have perfect dichotomy of DPS/tank.
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>>339814616
In The Secret World, the "tanking classes" are actually debuffers, which is kind of neat
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stop playing mainstream dopamine-raping shit
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>>339813889
So PSO2?
>Everyone is a DPS
>Heal is an AoE field that gives about 4-5 ticks and replenishes a full bar, but only really used when there's strong attacks
>Techer has gimmicky but useful support buffs such as attack/defense buff giving more base HP and extending utility AoEs, along with grouping up trash mobs into one mass to kill
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The problem with tanks is they aren't seen as the heroic protector because literally all they do most of the time is stand still spamming their abilities just like everyone else. Healing is a lot more challenging.
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Fixed.

There's no healing, you take damage, you fucking die. In order to survive, you must avoid damage and pop defensive cooldowns.

Every MMO should be like a multiplayer DMC game with one hit KOs.
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>>339814663
I haven't played since about a year after release, but can you blame me? there were certainly classes/configurations that were better-suited for taking damage than others
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>>339813889
If a tank is just a dps with a shield and more life, yes it is braindead. But a real tank is build around threat and active abilties to protect and absorb damage, that is challenging and much more representive of what this role makes unique.
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>>339814717
You can tank with almost anything in TSW though, applying 4 different vulnerabilities is just pretty good for the whole party. You can even tank as the healer or as a hybrid dps with lifesteal
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>>339814796
So your idea of a great MMORPG has absolutely no resemblance to an MMORPG at all?
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>>339813731
Getting rid of tanks isn't going to work because it'll just turn everything into a bland DPS race.

A better idea would be replacing tanks with buffers/debuffers. The goal of tanks is to prevent others from getting hurt. Buffers can do this by using protective buffs, debuffers can do this by debuffing the enemy's DPS.

It would help if buffs/debuffs would do more than just change the numbers of the encounter. For example, a Slow debuff that doesn't just reduce the enemy's cooldowns and/or movespeed, but actually slows down the animations so everyone can see big attacks coming more easily. It could create interesting mechanics where previously dangerous attacks could become possible to dodge, and stuff like that.
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>>339814796
Wow that sounds like a really fun DMC game but not an MMO you fucking retard
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>>339814686
Sounds more like a specific case where that happened to you, doesn't mean that healer is a bad class/role.
I agree they're faggots though, by playing healer you are committing to healing your team, tank or otherwise.
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>>339814251
>the tank class is just a stupid idea that makes no sense

what? it makes perfect sense so long as enemies target people and deal damage.

if you know someone has to get hit and soak up the damage the enemy is going to deal out, you want to put whoever is best suited at soaking that damage up infront of him.
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>>339814901
Applying vulnerabilities or w/e is the primary goal of characters referred to as tanks in most parties, from what i remember. also the gear, but yeah, tanks can be hybrids, just like most healers in that games were hybrids
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>>339814815

The game has been the same since release, so either you're brain dead and never noticed the flaws GW2 had - which are quite noticeable and become apparent after a few hours of gameplay - or you simply haven't played it.

There's no designated tanking class, hell, tanking is actually impossible because there are no threat generators and enemies just randomly target people.

Don't think because a class is called Guardian it actually means they're a tank, they're all DPS with utility and control abilities added on top.
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>>339814903
Where did I say MMO"RPG"?
RPG systems in MMOs are shallow and redundant, the "leveling up" process is nothing but padding to lock you out of the game so you pay more for subscription money.
All that matters is the ability to customize your playstyle through variable stats in your gear.

WoW, for example, is not an RPG in its true sense, and neither are most of the so called MMO"RPG"s.

>>339814950
Combat mechanics bear no influence on whether a game is classified as MMO or not, you fucking retard. As long as you occupy a consistent gameworld with thousands of other players, it's an MMO.
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>>339813731
Just do what Riot did.
Combine the three classes into one.
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>>339814907

Man it's like you people have never played an MMO with real CC before. I remember being a hunter in BC, particularly MgT early on, having to deal with 2-3 enemies myself. Tanks are a waste of MMO potential
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>>339814513
but thats not how it works, the cyclops doesnt make a bee-line for the tank, the tank actively taunts the cyclops to get his attention, its his raison d'etre.
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>>339815098
But Bard is a roamer that looks calming but cool at the same time, you can't make money off that.
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>>339814513
This where MMOs could actually learn something from D&D 4th Edition.

It had tank classes, but no aggro mechanic. Instead, the tank classes all had their own way of leading the enemy into making a bad decision. For example, they could make it so the enemy would hit them (and of course they're well able to take a hit so this wouldn't be so bad), or they could still go and hit someone else but they'd take some kind of penalty (damage, a reduced hit chance, etc).

It got rid of the boring and unrealistic aggro mechanics and left the enemy open to attack the back-row squishies, but it also gave them a compelling reason to attack the tank despite this.
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who cares, mmos are dead
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>>339815042

Why would the enemy focus on the meatshield and not think maybe it would be a good idea to attack healers? What exactly is the tank doing to keep the enemy's attention?
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>>339814796
>everyone is DPS

That's like half the reason GW2 failed.
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With all the functionality in MMOs now, it would be great if Tanks could actually have a role positioning themselves to block enemy attacks for teammates. Instead of a "Cover" buff like in FF14 and WoW, let it be about the tanks pushing the enemy away from the team and intercepting shots.
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>>339815253
>yo momma
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>>339814903
Being a MMORPG has next nothing to do with the combat system as long as it more or less fits the RPG part.
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>>339815183
Just give him tits.
CHA CHING.
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>>339815089
just leave the thread my man
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>>339814884
>>339814884
>>339814884
THIS

This is the one thing Blizzard did better in WoD, tanks having to actually time their Active reduction abilities to mitigate damage spikes

It was sort of a thing in BC and Wrath, but now almost every boss has some sort of spike you need to worry about rather than it just being a gimmick thing certain bosses have
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>>339815253
>What exactly is the tank doing to keep the enemy's attention?
Pissing the mob off by taunting it, it's not that hard to understand
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>>339815253
Standing in between them and the healers, for one.

If it's a real life fight, who are you going to punch? The big angry guy that's right in front of you trying to punch your face off, or his girlfriend cheering him on from the other side of the room?
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>>339815190
how would this work with AI though.

in D&D the dungeonmaster could decide that a group of hobgoblins was going to riskily try to attack the mage dispite incurring a load of free hits for doing so, sort of a suicide attack, but when would a games AI know when to do this and when to fight sensibly?

in WoW this essentially was still the same because of how threat levels worked, if a healer or a damage dealer was being wayyyyyy too effective, they might generate more threat than the tank and cause the enemy to switch target.
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>>339815256
That's because they didn't do it well.

The holy trinity paradigm is nothing but a compromise. So are RPG mechanics. RPGs are generally easier to develop and require less complex netcode, and that's the only reason most MMOs are RPGs.
>>339815324
Fuck off, weeb.
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>>339815089
Shallow gameplay is what the masses want though, with the commercial success of games like WoW that provide a linear levelling experience. If you think back to the origins of mmorpgs, you'll find that games like Dark Age of Camelot, Ultima Online, SWG, EO had a massive amount of features, such as housing and no levels or linear quest progression. But apparently, having a lot of options is not what players want.
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>>339815367
Yeah but the big guy isn't hiding a concealed carry gun in his purse. I'll sucker punch his wifu first.
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>>339815362
That doesn't make any sense.
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>>339815253
>Why would the enemy focus on the meatshield
>What exactly is the tank doing to keep the enemy's attention?

taunting. the tanks job is to enrage the monsters into attacking him and ignoring everyone else, he gets up into their face and makes them mad.

could you have monsters be immune to taunting? yes sure, but then you just end up making one of your core character roles useless and make the job of the others much more difficult. which is kind of a clumsy way to do things.
>>
Anyone actually play pen and paper roleplay games? If so how do you solve fights with your groups? They can't all be tank and spank.
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>>339815394
It would be trivial to give different enemies different priorities. Like the dumb troll will always prioritise whatever's closest to him, a cunning goblin would try to sneak around and backstab the healer, and a raging orc will just run straight past the tanks in order to punch the puny wizard in the face.

Also, you could still have an aggro system, just a stealth one that players couldn't directly manipulate.
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>>339813731
Stop trying to make a better version of WoW. Design a game that is completely new in every aspect. I'm so sick of every new MMO being a WoW clone with very minor modifications.
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Imagine you're fighting a dragon boss. You have like 5 tanks in the group. The dragon is about to do his fire breath so the tanks have to quickly form a phalanx with their shields so that everyone can run behind them and be shielded from the fire.

This is what tanking should be
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>>339815523
makes perfect sense, if you were a giant and a group of shitty little humans approached you and one was being a cunt and keeps calling you a faggot, he is very likely to be the first guy whos shit you slap, not the quiet guy at the back saying some prayers who isnt really disturbing you.
>>
>tfw there will never be a Ring Runner MMO
>tfw you will never travel with a fleet of fellow space wizards, consuming entire enemy fleets with massive clusters of dark matter
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>>339815583
i think theres certainly room to improve things and give different creatures different motivations for who to target, but without having a human intelligence behind things, its still going to basically come down to an aggro meter, just one that maybe has more of a bias for certain things in certain creatures.
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You're all thinking too small, you're taking the same old puzzle pieces and shuffling them around in the hopes it makes a new picture instead of tossing the entire thing and starting fresh.

Prioritise character creation. Let people make whatever they want without having to worry about not being optimized because elves aren't good at melee or whatever.

Don't lock armor and weapons to classes. If you want to be a mage in full plate armor, go ahead.

In fact, just don't have classes. Let people pick and choose skills they want and roles will form out of that. Design skill trees so there is no clear tank/mage/healer/DPS branch that people will walk down.

Let people have different loadouts for their skill tree, so players can swap between whatever the party/guild wants. Instead of bumbling around waiting for a healer, someone can just swap to the skill tree that has the most healing skills.

Basically give players as much freedom to make the characters they want instead of placing arbitrary restrictions on them.

Also encourage more co-op. Too many MMOs use the multiplayer part for PvP and expects everyone to grind 80 levels by themselves to get to that point. People have more fun with friends, so encourage players to go out and make friends.

Up the difficulty so one person can't play the game solo. Add non-combat areas for players to mess around with that aren't just empty towns. Fuck it, add silly minigames if it helps. Have parties get bonuses like an extra 10% drop rate per party member.
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>>339815534
I usually just sit back and have the wizard nuke the room. Maybe sing a song about it.

I'm here to make money and get bitches wet. I'll leave the dirty business to the professionals.
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>>339815534
in P&P games tanks are melee fighters that lock down enemies (if enemies try to move away from a fighter, they get a penalty and might receive a free hit), they also have skills that mitigate damage back to you.

P&P games aren't min-max focused though, so it's a dumb arguement to view it as a real game. Everyone participating wants each other to win the game, even the GM. You can play a 8 year old tiefling priest and you'd still get through the game.
>>
Release MAngband as a commercial product called World of Warcraft 2.
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The holy trinity is just the extension of the braindead AI "mob hits target" paradigm.
If you give the enemy some kind of complex behavior and abilities that players can interact with, counter, avoid, etc, tanks and healers become unnecessary.
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>>339815770

Games that try this always wind up with some super-OP build that destroys anything else.
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>>339815253
Wait wait wait wait wait!
You're getting dangerously close to trying to make MMORPGs not brainded shit for skill-less fat shits playing the game on autopilot to fill in the void of social life they do not posses there!
Stop!

MMORPGs are not meant to have good gameplay. MMORGs are meant to waste your time with the less amount of thinking required.

>but I make spreadsheets
If only you put that skill to use in you job at McDonalds you could've made manager some day.
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>>339815754
Sure there will always have to be some sort of aggro meter (even "they always attack the first target they see" that too many games use is essentially aggro management), but if you take away things like Taunt mechanics that allow players to directly manipulate the aggro meters, you also take away their ability to just tank&spank through everything, and they'll need to adjust their strategies depending on the enemy's behaviour.
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>>339815813
>Arent' min-max focused
>Has never played with "That guy"

Anon, one day you will know. One day.
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>>339815839

Salient point.

RPG's have a lot of potential for fun gameplay but are limited due to the poor AI of enemies
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>>339815868
That's where "up the difficulty so one person can't solo it" part comes in. Even if you create a build that completely breaks the balance of the game, you shouldn't be able to solo it. Or at least, not very well.

Like, have monsters link aggro so attacking one draws the others. Unless you can kill each one quickly you're going to get gangraped by 4 lizardmen or whatever.
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>>339815770
>"What is the equivalent to mmorpgs before 1990"

Did I get it right?
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>>339815770
>Basically give players as much freedom to make the characters they want instead of placing arbitrary restrictions on them.
Do that and I guarantee that two months in 80% of your playerbase will be using the same cookie cutter build they copied off gamefaqs or whatever.
>>
Renew the Trinity:
>DPS
>Buffer/Protector
>Tank/Healer
Because every Tank secretly want's to heal himself and Healers would rather have the Team not to loose health at all.
>>
>>339815770
>Don't lock armor and weapons to classes. If you want to be a mage in full plate armor, go ahead.

people will still min max though, being a puny wizard with hardly any strength means heavy bulky armour is going to encumber you and doesnt really assist you much in doing what you do best (ie casting spells not being a front line damage sponge)

asherons call had this free flowing character creation, you picked your skills from a list and could wear anything in the game, the end result was basically people played 2 classes

1st class:
>a melee/ranged weapon with 3 of the 4 schools of magic (buffs and healing)
2nd class:
>all 4 schools of magic

and everyone basically ended up wearing the exact same suit of armour because of min/maxing

breaking things up into classes and putting limitations on what each can do gives you more variety, otherwise if its just an open system where you can pick anything, theres always going to be one single best choice.
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>>339813731
add a 4th or even a 5th to the holy trinity. Couple of ways to do this.

Make it so large numbers of mobs spawn in dungeons and a "controller" needs to be in the party. AKA someone who can push/hold/move and decide placement of mobs all while doing dps. If he fails then the entire party gets over run, if successful the mobs are pushed within tanks agro range and kept away from others.

Make dungeons take long (ingame time) and indroduce fatigue, weapon/armor degredation. Then force the use of a builder class to set up base, smith and repair stuff. make beds etc If he succeeds the party can continue. If he fails then the party goes on with lowered max hp/mp. Are tired. Have broken shit. Etc.

Make enemies that hard that the party NEEDS to be buffed and enemies debuffed by a buff class. And split the healer and buffer up.

Really force the use of anything that isnt built to recover HP, Take damage, or do dps in dungeons. Spend 2 minutes and you can think of at least one yourself.
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- Vertical progression treadmill design has to go. Does nothing but stagnate the game and waste both developer's and player's time with content that gets replaced. MMOs should have sandbox-style design where the primary goal is to compete with other players for resources/territory and where regular play is required to protect/maintain those things.
- Action based combat with real hitboxes/hurtboxes instead of tab targeting and ability hotbars. Abilities can still exist but should be situational and have specific purposes instead of just comprising a "rotation".
- Roles can still exist, but they don't need to be rigid and set in stone with predefined classes. Let players create custom builds and allow for multiple approaches to any given situation. Following predetermined role configurations shouldn't be necessary for success.
- "Damage" should not be a role because it has no real group responsibility. Rather, damage should be everyone's responsibility in roughly equal measure, in addition to other more specialized roles.
- All items that aren't extremely basic/low-level stuff for new characters should be made and maintained by players.
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>>339815534
I've played a lot of them. Not DnD though.
Most of the time, we have 3 options
>If they're weaker than us
Just fight.
>If we're on even footing
Try to figure out a way to tip the scales to our favor before the fight starts. Ambush, alliances, specially prepared weapons, enviromental advantage, etc.
>If they're way stronger than us
Don't fight. Either run away or bargain for your life.
I usually prefer playing support type characters, since that forces me to think outside the box. The last PnP character I played as was an assassin type character from the Witcher PnP RPG. No combat skills outside of what you start with, but great at sneaking, can make poisons and potions, and has good mobility. It was a lot of fun killing my first mark. Took a while, but way more fun than just fighting him.
>>
we don't have to remove tanks

we just need to ensure the AI will just use actual tactics against players

for example wolf pack attacking everyone instead of focusing on one guy. or evil mage cursing and freezing the tank in his place making him useless for a while. or huge boss scattering around everyone with one sweep. or enemies with ranged attack attacking ranged players.
>>
Copy dark souls combat mechanics where bosses can 1 shot or 2 shot dumb players. No real tanks, unless you build tanky, even then you have to rely on estus, dodging, avoiding, blocking.

Everyone must use block/dodge/avoid damages, no exceptions. There are no heals except so everyone must play a role. Potions limited to 2-3x use and bosses with health pools that lasts 5mins when attacked by 10+ players. Have some sort of undodgeable aoe damage so incase 9/10 die, that 1 person won't simply dodge/avoid and kill the boss solo.
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>>339816046
that doesnt solve it, you now just have 5 people with the "best build" killing things instead of 1 guy doing it solo.
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>>339815970

>I'm gonna start playing with a group for the first time soon

How do i avoid being "that guy"?
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>>339816069
I considered that, but there's really nothing you can do to stop that. Besides, even with a normal class system people will copy whatever build is "optimal" for that class. They're going to do it regardless, so I just ignored them.

>>339816064
Probably. I wasn't born until 1992.
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>>339815970
The thing is that in PnP you or your GM can easily deal with an hyper-optimised character. Not too long ago I was in a D&D 3.5 game (not by choice, but unfortunately it's still the most popular option in many circles) where one guy was using some king of retarded charge build that basically one-shot everything he attacked.

It never once became an issue. We had a couple of decent combat encounters to give that guy a bone (though they were mostly large numbers of weak enemies so his one-shot abilities meant little) along with some social and skill-based encounters where that guy was forced to take a back-seat since combat was just about the only thing he was good for.
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>>339816173
>>339816168
>>339816152

If ya'll want to play Guild Wars 2 why don't you?
>>
>>339815993
>>339815839
That poor AI is programmed like that on purpose.
There's nothing easier than to make the mobs target the lowest HP characters first for instance.
It's a design choice.

If MMORPG players actually had to think about what they were doing! Wow. Can you imagine it. I cannot.

I have friends who won't touch MOBAs because PVP scares them to death.
>>
Enemies are smart. no simple aggro mechanic per se. Enemies have an "intelligent" stat that causes them to attack whoever the weak link is depending on how smart they are. eg the closest healer.

If you die you don't get loot
>>
>>339815947
AC2 had interesting but ultimately flawed attack and defense mechanics.

in the first AC you put points into melee missile and magic defense, and then also your attacks would conform to one of these 3 types, but in 2, they collapsed attack and defense into a single stat, so if you were good at magic offensively, you had good magic defense, etc etc.

this meant playing a mage and fighting some melee creature meant you got hit hard, but then when a spellcaster showed up and started throwing fireballs around, all the melee and missile chars started getting rekt while you barely took any damage.
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>>339816173
>What is Monster Hunter
>>
>>339816327
see >>339816324
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>>339816310
>it's literally impossible to make a good WW2 FPS game because Mortyr exists

is this your argument?
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>>339816340

Good point. Just make a Monster hunter style MMO.
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>>339816142
the thing with these super specialized shit classes is that when they're not doing their thing, what the fuck are they doing?
the dps is always dpsing, the tank is always tanking and the healer is always healing, but what does the buffer do when he's done buffing? dps? then he's just a dps with buffs and you solved nothing
crowd control is good but it's very reliant on enemy design
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>>339816142
seems like the builder class would be a shitty thing to play though, you just tag along during all the fun parts like combat etc and then when everyone gets fucked up you stop and get your tent out.

the controller class from D&D 4th ed is something not many games have tried though.
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>>339816142
sounds fun, but I would rather have fatigue of your character than weapon/armor, because broken gear just sucks, but having a camp to rest sounds cozy.
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Does this describe you perfectly?
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I'm not sure about tanks, but I do know about how to fix healers:

Make healers preventive, not curative.

Give healers a bunch of short-duration targeted damage reduction and damage absorbtion abilities. Plenty of MMOs already do this to some extent, but not enough IMO. By making healing preventive and short-duration, you keep them from having to play wack-a-mole with healthbars and force them to actually go with the flow of the combat. Slap a shield on someone who's about to get hit, pop a wide-area resistance buff just before the boss throws out his big AoE, etc. It's a much more active away of playing than just watching for the HP bars to drop.
>>
>>339816216
>1992
Underage. Leave.
>>
>>339816340
Monster Hunter style mmo would really be popular if it was launched in the west.

MMO is too casualized. It needs a Dark Souls like shake up imo.
>>
>>339815970
I'm that guy, but after playing it for the first time and showing my sheet to the GM it was apparent that min-maxing your character or even the party is not the point of the game. All you want to do is roleplay the way your character is made with the stats and talents reflecting it to some degree. Because in the end, the GM is running the game and if he wants to kill you, he can kill you or at least permanently cripple you in an event.
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>>339816397
Holy fugg I remember Mortyr.
For a while it was the only FPS game I had.
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>>339815770
>Up the difficulty so one person can't play the game solo.
but I like to lone wolf mmo's sometimes BECAUSE it's more difficult
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>>339816397
No, my argument is that GW2 is shit but you clearly want that kind of gameplay. So why don't you? Is it because the whole concept is actually just dogshit?
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>>339816142
This is fucking stupid. You don't make gameplay more fun by chopping up classes and making each person do less.
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>>339815083

shut the fuck up with your "there is no aggro system nonsense" Just play a fucking necro and let the min's hit some shit. the one with the highest dps will always get aggro (either golem or the spider). if you hit an enemy first and do more damage than the minions you will get targeted and now fuck off
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>>339816182
If it's your first time, you won't be that guy unless you're an obsessive min-maxer.
I made a "that guy" character, but my GM house-rule nerfed him to oblivion.
Quite literally, he's a ghost now.
>>
>>339816173

This is the dumbest shit I've ever heard. Multiplayer PvE in Dark Souls is fucking braindead. Why would you build an MMO around not requiring any cooperation whatsoever?
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>>339813731
But this has been done dozens of times before. But none of them really lasted the test of time.

Trinity scenario: DPS fucks up, DPS blames tank and/or healers and group breaks up, DPS que up until a proper tank and/or healer can carry them through the content
Mouth Breathing scenario: DPS fucks up, DPS have no one to blame but themselves, DPS quits game, game dies
>>
>>339816179
I don't see the issue. Even if they're all doing the same build, it's at least making them play together instead of doing it solo.
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>>339816589
This. I have no idea why the fuck people think boiling a class down to doing a single thing is a good idea, but they are fucking retarded for thinking it.
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>>339816504
Libra here.

Tank 4 lyfe. I do like having a decent bit of DPS, as long as I'm tank first. Ranged DPS is literally the worst, most casual option in any game.
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>>339816576
Are you being willfully obtuse? Just because you think GW2 is bad does not mean his idea can't ever work.
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>>339816605
>2016
>playing a necro
>using minions

Everyone is expected to have the same DPS in a party which should be the highest one reachable, obviously nobody would invite you into one and thus the point becomes moot.
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>>339816509
You've grown too old, tovarich.

Someone born in 1992 is 24 now.
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>>339816576
GW2 is shit because the actual gameplay and customisation is shallow as fuck, and the overall objective of the game is still same tired old treadmill/story grinding shit, there is no ongoing player conflict.
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>>339816421
Your basing the ideas I put forward on current games.

When I say you need a buffer. the buffer spends 90% of his time buffing. He doesnt just get done buffing half way through a fight. he constantly needs to be buffing and debuffing. The controller spends 90% of his time controlling.

The idea is to create a need that isnt seen to by the normal 3.
>>
>>339813731
Change the formula completely

Progression is based on what you can find when you explore the world
Trading and auction houses are necessary to make money and buy more exotic gear
Grouping allows sharing loot, but bigger groups get flagged for pvp activities, dungeons aren't regular instances and you can either go in as a raid group that can compete with other raid groups, or sneak through alone and steal decent loot

et cetera, but hopefully that's a good enough idea
>>
>>339816340
>>339816407
Don't Monster Hunter MMOs already exist though? There's the actual MH one, of course. There was also 2 others I believe. One was a Chinese one that never really got any traction beyond being a slightly shitting MH clone. The other was utterly forgettable.
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>>339816815

You want something like FFXIV then?

70% healing
5% buffing
10% controlling
15% dps
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>>339816508
So basically, all healers should be more or less Zarya from Overwatch?

Shit, I could dig it.
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>>339816589
So it would be best if one class could just do everything?
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>>339816637
Just because multiplayer in Dark Souls is trash doesn't mean the combat mechanic is trash.

If you scale it up to proper mmo style multiplayer, you can easily make a great multiplayer platform.

If a 10 player hacking at boss takes 5 minutes. 1 player can't solo 10m bosses, then where's the "not requiring any cooperation" part?

Not healing isn't not cooperating. There's plenty of multiplayer games without healing. Counter Strike for example. You aren't simply limited to melee 100% of the time, ithe dark souls mechanic allows people to be any class they want at a cost.

With range, you're vunerable and squishy. With melee, you have to go in to to other player's range and take hits. With casters, you're squishy but can deal tons of damage. etc

You can't simply base Dark Souls multiplayer experience and then apply to MMO scale.
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>>339816906
Worked for Quake 3.
>>
>>339815083
I mained a defense/support Guardian when I still played GW2, and they were tanky as fuck even though direct tanking wasn't really an option.

>facetank just about anything
>shit out buffs for free all day
>time my Aegis spells just right to make people live through the worst kind of shit
>half the time they don't even realise why the run is going so ridiculously smooth
>pull entire parties of shitters through dungeons with the sheer power of my gigantic armor-plated balls

GW2 is shit, but playing a Guardian was the most fun you could possible have in that game.
>>
>>339816906
It would be best if the core gameplay was not based around taking specific roles, but rather a combat system that is deep and fundamentally interesting. Roles should just be accessories that allow for different approaches to different tasks or opponents.
>>
>>339816749

>Noncontextual passive aggresive response from a gigantic white knighting faggot who likes to take it up his ass
> expecting from me to take his response serious, despite knowing that all that he has written is blatant misinformation and that necros are always welcome anywhere I go

yes, nice for you that you like sucking dick so much an all but can you tell someone else about your interests
>>
ITT: people who never have played guild wars 1
>tank
>healer
>prot
>Buffer/Debuffer
>DPS
>minion master
>ritualist
and all the 'ways' we had...
>discord-way
>paragon-way
>600/800hp monk duo
>55hp monk
and the specific builds you needed for stuff like
>uw speedclear
>duncan
>>
Get rid of Healers from the trinity. They are the most do-nothing role in the game.

Tanks can't be healed at all but have better defensive options. Then make it a race between party DPS against Boss DPS. Once the tanks go down, the battle is lost. Gives some edge to the gameplay by reducing the margin of error and poor builds.

Support classes that buff and debuff become the new member of the trinity.

I have literally never played a MMO btw. They are for nerds desu.
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>>339816508
id be quite interesting to see something like D&D 4th editions healing systems in play.

essentially every character has a limited number of self heals, and you are limited to using 1 of them yourself per combat encounter (a "second wind") and as many as you like between encounters as you rest.

however, during combat, healing classes can also use abilities that allow you to spend additional charges or in some cases just provide you directly with health in a classic "healing spell" kinda way that wont use any of your charges.

but i kinda like the idea of a healer only enabling you to use your own resources, which kinda makes playing safer and not taking damage something each character has to take responsibility for and not just rely on a "healer" focused class to just dish out free green health bars for all eternity.

it kinda freed up the classes in D&D from being walking healbots and let them contribute more to combat and suchlike with the healing effects coming in as more of a secondary side effect.

for example a "healer" might actually just be a martial fighter like the warlord who during one of his attacks inspires those around him to press on through the pain, and they get to use one of those charges, but that character isnt standing still chanting healing spells, hes diving in and making attacks like a DPS class would.
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I wonder if a non magical healing could work in a MMO, like a low fantasy setting where you have to bandage using draughts no mid combat unless you take a step to the side line and apply said things.

Alternative i want a fucking mouse guard MMO.
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>>339816479
Force his use in battle. Have to place traps build walls do logistics with needed items. Im saying REALLY force these characters in a game.
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>>339816819

So, Diablo?

Is that what this thread is about? Just a bunch of people sitting around saying, "I don't like MMOs. We should play what I like instead." There's a dozen different suggestions in this thread that boil down to a single player experience with extra people taped on.

>>339816907

>You can't simply base Dark Souls multiplayer experience and then apply to MMO scale.

That's literally what you just said. What you seem to be asking for is a completely single player experience with no mechanical interaction between characters. Except the stats are inflated on enemies so you need other people to be there.

Your idea of multiplayer is a singleplayer game where mute, braindead characters who cannot interact with you in any way need to be present. You could accomplish the same with NPCs.
>>
>>339817071
autism
>>
>>339816885
more like 100% dps
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>>339816906
Yes.
Unfortunately that would require the outcomes of the actions taken to be dependant on another factor besides how farmed up you are in the class. Like for instance - skill.

This makes it bad for an MMO. The people playing MMOs do not want to be good at video games.
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>>339813731
Go back to roots and make every class perform a niche role/style, e.g. Ragnarok Online, EVE (every ship = class), FFXI, Lineage 2, etc.
>>
What if there was an MMO that was Mabinogi, but not shit? I really liked how it tried to let you do all kinds of things. The problem was that ability points aren't exactly plentiful so you ended up having to specialize.

I had way more fun being a merchant than being a fighter, you know?
>>
>>339817102
It's an interesting idea, but it would be awkward to implement in a fast-paced game, because it would essentially require you to confirm each heal you receive or else risk wasting your precious healing surges. In a boardgame that's not much of an issue, but during a chaotic raid with shit going on on all sides it would lead to a lot of frustration.
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>>339817028
>run is going so ridiculously smooth
>only 4 players are dealing damage
hmm
>>
>>339816696
youve just made the gameplay incredibly shallow and turned all the monsters into huge damage sponges that require 5 people to kill.

at least the trinity, is using different roles together to get something greater than the sum of its parts and everyone has their own different role.

when its just 5 hench dudes with self healing mashing buttons on something its kinda dull.
>>
>>339817028
There's no need for a support guardian in instances though, in PvP yes because it's a war of attrition. Instance meta is that everyone goes full damage, dodging every attack. If you don't go zerkers and a perfect dps rotation you're inflating the time you're in a dungeon by +20% per player.
>>
>drop the retarded wow type world design
In WoW (and many orther MMOs as well) the world is divided into leveling zones, which are basicaly small territories with stupid unnatural looking mountain ranges which act as barriers between zones. This is bad because it really gives the world an artifical feel and breaks immersion. Once you are finished with a zone you move onto the next one and you have no incentive to ever visit the previous zone again (other that grinding rep/gathering materials which is basically just flying around) Once you reach max level you have no reason to leave the main city/hub/garrison. This really kills the whole open world aspect of the game. A good MMO should give players a reason to be constanly wandering around the world, exploring it, visting and spending time at cities other than the capital. Also the "this zone is for this level range" design concept needs to go. It really makes no sense that a bear in Grizzly Hills is immensely stronger than a bear in Hillsbrad Foothills. I think it would be much better if the level ranges would be much wider for each territory, and the enemies inside them scaled in strenght accordingly to the player's level. I'm not saying that every monster should scale indefinitely, for expample simple wildlife should stop scaling early in terms of progression. Also, there should be high level zones, it's just that not every enemy inside them should be high level.
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>>339817102
that's guild wars 2 healing system
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>>339817262
>>339817274
Note that I only played GW2 in the beginning, before LMAO 5ZERKER became the only accepted meta.
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>>339817102
I'm telling you, Healing should be dropped completely. It's all offense from DPS and control from tank.
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>>339817028
>support in a dungeon
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>>339817251
no more difficult than pressing a single button press.

think of it like D3s potion button, when you use it, its greyed out for however long a period of time, but imagine if another character had a move that instantly refreshed that cooldown for you.

its still up to you to heal yourself with it, and its your resource, so you dont want to squander it, but this other character being around might make it so that you get the option to use it more freqently.
>>
>>339817328
No, GW2 just have everyone their personal healing ability. It didn't have any interesting interplay between classes like that, nor did it have actual healers.
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>>339816885
Everybody spends all of their time working in their roll because the battle requires it.

Not entirely sure what you mean with your post.
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>>339813731
Remove healers all together, tanks become the self healing dudes who gave up damage for life and dps become non self healing dudes who spew rape. Then the magical trifecta becomes tank ranged and melee, with tank being the lowest damage, melee being the middle of the pack with good burst and ranged are high sustained damage. You lose a lot of design space for classes but you gain a lot of balance, and it worked for LoL
>>
>>339817413
how do you mitigate damage from enemies then?
>>
Sometimes I wonder how you people can play so many games but still be absolute fucking morons when it comes to designing them.
>>
>>339817415
>>339817358
>>
>>339813731
Pretty simple actually. You get away from design based on "tank and spank" and elite mobs with millions of hit points and go back to strategic gameplay design.
>>
you're asking for a wow clone that isn't a wow clone, there's more wrong with the wow style game then just the roles; if there was a way to just remove tanks and change healers to maybe half support half damage it would be better

it's specifically designed like that for players who can't play a dps class though

stuff like the itemization / raids and skinner boxes / dalies/weekly quests / hugbox environment and integrating really shit players into content / forced builds and stats / theme park raids and quests / basic trinity and mechanic and aoe dodging raids / the design of toolbar watching and one best rotation for dps / shitlord second life playerbase

I liked fantasy earth zero a lot, it's dead now
kind of like battlefront

I like the idea of path of exile character building but it's not an mmo

I think something like vindictus sans nexon and f2p would be cool, less instancing and less cash shop

or even controlling a ff style party on your own and playing with other player's parties, something like mmo last revenant or tactics

planetside and planetside2 are fun in theory, would be cool to see that kind of play with some changes
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>>339817460
Wouldn't that just make a healer's job even more boring?

You're not even a healbot anymore, you're just a reduce-the-cooldown-bot while everyone heals themselves.

It might be a neat ability to add to an existing support class, but as a main feature it sounds really bad.
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>>339817556
>go back to strategic gameplay design.
like what?
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>>339817489
water mage
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>>339817358
Yeah I've been playing warhorn warrior and taught the error of my ways in a very straightforward fashion.
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>>339817659
Like having to farm consumables for each boss and having to grind resistance gear and having to meet retarded gear checks, I assume.
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>>339815083
just because tanking wasn't good didn't mean tanking didn't exist
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>>339815534
Been playing dnd 5th edition for a couple months. I'm the fighter, we have a wizard, cleric, and rogue. The cleric and I are able to tank, the rogue and I dps, the wizard is able to nuke weaker swarms of enemies but usually spends his turns casting supporting or debuffing spells. Tons of fun if you can find a group of friends to play with, and a good DM.
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>>339814616
That sounds pretty cool.
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>>339817634
no because didnt you read my first post?

he isnt just standing still pressing a button to remove your cooldowns, that healing effect is a secondary side effect to one of his attacks.

the warlord in D&D is basically supposed to be like this tactics master, and as he makes attacks he is dishing out buffs debuffs or healing effects as secondary side effects.

maybe he hits an enemy and opens it up for you to get a free critical stab, or maybe he blinds the enemy so he misses more often, the example i used was an attack that inspires and refreshes his allies and lets them spend one of their healing charges.

from the warlord characters perspective he is getting in up close and personal and making melee attacks (or i suppose ranged too) hes playing like a DPS class, but the side effects of those attacks are shaping the flow of combat for other players.

hes not just standing at the back chanting heal wounds spells or lay on hands.
>>
>>339817071
that game had heck of builds for different purposes, but it also had a load of limitations that wouldn't really be acceptable for MMOs today. like running builds are pretty neat, but instanced areas aren't going to be well-received, so those builds won't make a return. also, all those things you listed play into the holy trinity, they just have interesting ways of accomplishing what they do, which i agree is a better way of rethinking MMOs than trying to re-invent the wheel of what you want classes to do
>>
>>339817526
You have defensive skills to mitigate damage that can be tied to something involving real skill eg a parry that must be timed precisely or magic shield or whatever.

The DPS classes race to kill boss before tanks fuck up or die naturally over time from the boss's own high damage output. They are essentially martyrs buying time for the DPS classes.

The class interplay comes from the necessary support classes who provide defensive buffs/debuffs and do things like grant larger windows for their rotation timing or parries or whatever they do.

I dont play mmos.
>>
>>339817503
They don't. FFXIV requires a delicate amount of fine tuning your gameplay, since you can mix classes and tanking being a harder job than it is in any other game.

If you're playing a healing class, you're expected to sleep/CC targets that have the least priority. You're expected to deal DPS when nobody needs healing or if you're rotating between heal and damage. You're expected to dodge incomming attacks (even if the tank doesn't lose aggro you still get targetted by abilities regardless). You're also expected to deal with the gimmicks in a fight, also emotes such as /soothe transfers debuffs onto a single party member which then can efficiently cured of all of them. On top of all of that you have to keep everyone alive and consider your positioning with the rest of the party (damage from behind is more efficient).

Now you tell me it's just standing at a single location for the whole game and spamming cure.
>>
Problem here is people are mixing up MMO and MMORPG. Likely because OP's post is not specific, his image shows a common MMORPG element while his comment only says MMO.

>>339817153
sounds like you just want to play call of duty or counter strike or some other depthless "skill" game. why not take everything that can make a difference between two people out and have it completely skill based?

Thing is you can make an in depth role based game while keeping the requirement for skill
>>
>>339815534
It depends on the game more than anything else. Shadowrun combat has nothing to do with D&D combat, which is completely different depending on the edition on top of everything else, which has nothing to do with Exalted combat.
>>
>>339817869
So he's just a buffer/debuffer whose buffs and debuffs happen to also be melee attacks?

That's not exactly a new concept.
>>
>>339813731
But then who will be the guy with god complex?
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>>339817028
>>
>>339817884
>instanced areas aren't going to be well-received, so those builds won't make a return
There's always dungeons/raids/etc.
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No classes
You trade one abillities for another
Your stats are your gear so you can always try different shit.
>>
>>339817890
>They are essentially martyrs buying time for the DPS classes.
That's easily the worst idea in this thread so far.

Congratulations.
>>
>>339817997
i didnt say it was a new concept, im pointing out that its an already existing concept thats better than what most MMORPGs choose to use.

making healers stand at the back and play whack a mole isnt as dynamic or engaging as the way D&D 4th ed handled healing.
>>
>>339818057
running builds were used to absorb damage, prevent cc, and move as fast as possible to ferry a group of players to areas that were difficult to get to, or to complete delivery quests as fast as possible. this was only possible because of the instanced world map that transferred you when one party member left a zone. dungeons are not equivalent at all.
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>>339814323
No, every character should be doing their best to NOT get hit. A class designed to get hit is stupid.
>>
>>339817915
>Quake
>depthless
Somehow I don't think you know what you're talking about.
>>
People have said "Make a Dark Souls MMO" but what we really need is a Bloodborne one. Or more specifically, we need that rally mechanic.

For those that don't know what this is, when you get hit part of the HP you lost turns orange in your HP bar. You can attack enemies to restore this orange HP. It won't get you to full HP but it'll restore like 80% of damage if you're good enough.

There is no healer class. If you want to heal, you gotta play better.

Naturally, this won't work for your standard alt tab affair.
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>>339818107
Why? It would be the most important role in the game reserved for the talented players.
>>
>>339818107
it's literally what tanks do now
it's worked for every successful MMORPG besides maybe runescape
>>
>>339813731
Remove Multiplayer
Remove Online
>>
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Alright, listen up

The "holy trinity" exist at all because of two truths in the base systems of these types of games

>Truth 1: win/loss is based on someone's HP being depleted to 0

There's three stats that HP can be in.
It can be going up, staying the same, or going down, and each of the three points of the trinity are associated with one of these states.

>2nd truth: A group functions better if each member is specialized

Anyone can potentially try to fill all three roles at once, but in a multiplayer game, this set up is almost always inefficient compared to min/max optimizing each member of your group into a specific role. basically a group of 20 jack of all trades isn't going to clear content as well as a group of 14 DPS, 2 tanks, and 4 healers

>So how do you avoid it?

Without homogenizing every player to be DPS like Guild Wars 2, Monster Hunter, ect do
This guy >>339816142 is on the right track

You have to change the base lose/win conditions or add additional conditions to them.
Making positional aspects more important and then adding a class to deal with that aspect of the game is a pretty common solution that I see.
>>
>>339818201
Oh, right.

Well, you could still do that, except without the exploity instance teleporting. Just allow players to buy an item that teleports the entire party to them (only useable outside combat).
>>
>>339818217
but usually tanks are designed to have the bosses attention and dodge or otherwise avoid the actual damage
>>
>>339817912
I get the idea you think im trying to say that all classes in current games (including FFXIV) spends all their time doing their one roll.
Of course this aint true just as you said a healer does far more than heal.

What im saying returns to my idea that a class should spend most of its time doing its roll. The roll itself should be DEEP enough that a player has to do multiple things to keep it interesting.
>>
>>339816142
a semen demon class who restores the parties morale through blowjobs
>>
>>339818217
its not a class designed to get hit, its a class designed to mitigate the inevitability that "somebody is going to get hit", he has a big health pool, heavy armour and a big shield.

hes going to block, hes going to dodge, hes going to absorb, and use any and all of the damage mitigation mechanics your engine allows, but hes generally going to be the best target in your party to soak up the damage when its being dished out.

case in point, a tiger jumps out of the jungle and rushes towards a family of tribal hunters, generally its going to be the big strong men who rush out first to ward it off, they wont sit back and demand the newborn babies deal with it.
>>
>>339818320
then a player could just fast travel to the new zone and forgo the use of a running build entirely

it wasn't possible in GW1 because the party had to be together to be zoned together
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>>339818443
we have those already

theyre called healers
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>>339818226
Compared to your average mmo. yes it is.
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>>339818532
Complexity is not the same thing as depth.
>>
>>339818259
>>339818264
Nobody likes dying, especially before the fight is done. In regular MMO's, the job of tanks is to take damage WITHOUT dying, which is a job that's supported by healers. If you take away healers and make it inevitable for tanks to die, then you reduce tanks even more to an expendable crutch for DPS whores to rely on.
>>
>>339818470
You can't fast-travel to locations unless your entire party can fast travel to that location.

There, fixed it for you.
>>
I think MMOs need more goals than just "kill all the monsters in this area without dying". This is why everyone always goes towards one build, there's only one thing to do.

Instead, have lots of different goals you have to accomplish., and have those goals have different win and lose conditions.

For example, protect a town from being attacked. You have to kill the monsters without letting a single one reach a certain point. A tank's ability to use aggro would be helpful, but it also means he might get more than he bargained for.

Maybe you're going through a dungeon but there's a sniper at the very end taking shots at you the whole way through. You can't just meander around fighting whoever you find, you have to be more strategic so you don't get shot.
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>>339818450
this

make it inevitable that the tank will go down and let players figure out how to deal with that without resorting to healing

more tanks? more dps? weird combinations of abilities to do something different?

it all stars with getting rid of healers and making tanks a more skill intensive job
>>
>>339814663
except in raids chronotank or another tank option is actually pretty common. Dungeons/fractals just were never hard enough to make tanks necessary because it was faster and easier to just dps rush and stack boons.
>>
he's suggesting to increase the pressure put on the tanks by removing healing. presumably, a good tank would be a character/player that is self-sufficient enough to survive an encounter assuming they are properly skilled and equipped.

It's not really changing anything significant, but don't act like it's a terrible idea to have tanks play the same role they do now.
>>
>>339818681
but tanks and healers already had all the skill intensive jobs.

what do DPS do that takes more skill?
>>
Mecha MMO. You automatically start off as slow and tanky, but you can purge armor to make yourself faster with better DPS at the cost of taking more damage.

For a fantasy setting, you could have everyone use a sword and shield. Throw away the shield to use your sword two handed for extra damage but lose the ability to block/parry with the shield.
>>
>>339818669
so you just fly to the location, create the party, warp the players

it's too much effort to un-fix the game for something that didn't appeal to too many players and really isn't very important
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>>339815770
>Prioritise character creation. Let people make whatever they want without having to worry about not being optimized because elves aren't good at melee or whatever.
>Don't lock armor and weapons to classes. If you want to be a mage in full plate armor, go ahead.
>In fact, just don't have classes. Let people pick and choose skills they want and roles will form out of that. Design skill trees so there is no clear tank/mage/healer/DPS branch that people will walk down.

Sooo, Skyrim?
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>>339813731
We can't, trinity or not, hotkey- or action-combat, sci-fi or fantasy, probably even sandbox or themepark, all of this doesn't matter. The way how we play these and all other games has changed too much.

The time of MMOs is already over and unless video games crash and burn we won't get them back.

It's a pretty deep topic really.
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>>339818602
if he dies, then the dps dudes go down swiftly with him

the mission is to avoid dying but through devices that are not related to healing

if you are fighting a giant dragon, lets say, its his job to time the magic wards or the whole party goes down. you could have a group of 20 broken down into teams of 4 that each have a tank that must perform a manual manuever to avoid damage directed toward them

so the cooldown stuff and buff management and other rotations are moved to dps and support roles
>>
>>339818923
Sounds to me like he's actually asking for Path of Exile.
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>>339813731
make no dedicated healer class
every class has some sort of healing skills but it only works efficiently in combination with other classes
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>>339813731
Sounds like mabinogi

so lets remake old mabinogi
>>
Have the same trinity, but divide up the classes.

For example, instead of having just a straight up tank you could have a physical damage tank and a magic damage tank. Tanks that specialise in pure damage mitigation. Tanks that specialise in crowd control and keeping aggro.

For healers, you could have burst healers that do a lot of heals very quickly but with lengthy cool downs. DoT healers that provide sustained heals. Healers that specialize in healing groups. Healers that specialize in healing individuals. Healers that focus more on buffs/

For DPS, you could have your really fast attack speed DPS. Burst damage. DoT. Debuffs. Group targets. Individual target. Long range. Short range.
>>
>>339818998
So it's essentially no different from a standard DPS race in a game with healers.
>>
>>339819219
Dumb.
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>>339818974
Pretty much. Every MMO will have players bringing the old way of playing MMOs with them.
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>>339818807
yeah, that would require making build management and buff management a priority for them

so the dps dudes have the type of freeform skill selection mentioned by the other posters here, and its their job to come up with combinations of a limited number of those to deal with all possible scenarios and weaknesses that the boss battle demands

this would mean like a "group prep" phase occurs, where you discuss which members of the group will carry what abilities and theorycraft or mathcraft your way to high dps setups

they are like the strategists of the group who must figure out how much time they have from the tanks and how they can allocate unique dps abilities from a broad range to win in time

just an idea

i dont play mmo
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>>339819219
You're talking about Burning Crusade, m8
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>>339818596
You do understand the meaning of depth right? Please tell me how quake has any depth OR complexity?

Cuz all I see is a mindless shooter where the only thing you need to think about is where your going to go next based on where the enemy is likely to be and the map layout.. (which by the way is found in MMO's too.)
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>>339819219
>Tanks that specialise in pure damage mitigation
Then how is it pure damage anymore.
>>
DFO avoids the classic trinity by replacing it with something else.

It's got:
DPS
Holder/CC
Buffer/Debuffer

DPS does what DPS normally does
Holder keeps enemies in place, in a state where they can actually be hit, and in a state where they can't counter attack.
Buffer/Debuffer obv makes party members better at their job or enemies worse at theirs

The game is all 4 man instances though.
Even the 20 man raid content is made of multiple 4 man groups running separate dungeons simultaneously.
With mechanics in each that help or hinder you based on how the other parties are doing in their dungeons.
>>
You have a great character creator at the start but everyone gets the exact same skill set. A general jack-of-all-trades type character.

You can fight by yourself fairly well but you're not going to get far without a team. All skills stack or combo well together, thus encouraging teamwork.

Like, everyone has a group heal that does 25 HP/s. Not very good. Have a party of 4, everyone activates the same spell and suddenly you get 100 HP/s. Much better.
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>>339819496
Have you even played Quake?
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>>339819526
>The game is all 4 man instances though.
>Even the 20 man raid content is made of multiple 4 man groups running separate dungeons simultaneously.
>With mechanics in each that help or hinder you based on how the other parties are doing in their dungeons.
thanks, I almost wanted to try that game before I read this
>>
Bard, always bard

A class whose job is to keep the group buffed throughout the whole raid and also raises morale with his lute
>>
>>339819513
Pure damage mitigation means, in this context, a tank that specializes only with mitigating damage.

I do not mean "pure damage" as in "damage that ignores armor"
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>>339819231
Maybe, healers duties are in a sense to keep tanks up and by doing so lengthen the time dps have

so removing healers and putting more pressure on tanks and dps may not be revolutionary but perhaps may lead to more creative solutions as tanks now have to do what they were doing before but with more responsibilities and consequences and skill

im just saying healers are the most expendable if we are going to rearrange or cut roles from the trinity
>>
>>339819526

Not being a hot-bar oriented snorefest also helps.
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>>339814147
>entire guild confronted you for doing shit dps despite having good gear, and suspended you from raids for a while
ouch.
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>>339818315
It also extends the length of the game. if you could have 1 character do anything you would only need to play through the game once.
>>
>>339819634
It's also a side scrolling beat-em-up
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>>339813889
>Remove tanks
>Rework healers
This. The restriction of requiring both gets in the way of just having a group of people play. No tank? Call off the raid. No healer? Definitely call off the raid. There's also a phenomenon in MMOs where people don't necessarily want to play the role that their class is best at. For instance, WoW Warriors are great at tanking, but you'd find some of them preferring to DPS instead. Or a healer class preferring to DPS. Getting rid of the role restrictions would enable these people to do what they want and still be able to contribute, and they wouldn't have to call a raid because there are no tanks and/or healers.

Just have melee-type classes be able to tank and DPS at the same time, and give them abilities to negate and heal damage, removing the need for healers. In some ways, some WoW classes already have this. Death Knights and Protection Paladins can tank and do decent damage. Just give them more effective damage negation skills and self-healing and that's it. Rogues could have damage negation through dodging and some kind of magic immunity evasion. Shamans could have a totem that would tank for them (Earth totem), or they could tank and DPS (Enhancement) while the totems do additional damage/control/buffs.

Then have ranged-type classes (physical ranged and casters) to be able to tank at range, DPS, and self-heal. WoW's Hunters already has the foundations. Pets tank while you fight ranged. If they make Survival melee, then Survival could tank and the pet could DPS (either melee or ranged), or pet could tank and you DPS. WoW Demonology Warlocks are the same. For other caster types, give them damage-negating shields--shields could persist until dispelled, broken, or after a duration, in which you could refresh.
>>
>>339819526
this sounds like what I was describing in my comment here
>>339818998
no healers either

interesting gonna check this game out
>>
>>339819742
when I first responded I thought you were talking about BDO :) I was thinking, how could they fuck up so badly?

sorry!
>>
>>339819656
this was shaman and paladin until Blizzard decided they wanted to completely scrap creativity and head straight to panderville.
no one cared that they did DPS lower than druids because they brought windfury, bloodlust, mana tide, BoP, freedom, auras, etc.
>>
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can you find the problem?
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>>339819382
i think essentially you just need to break the mechanics away from the roles.

there are certain jobs that need doing, aggro management, damage mitigation and causing damage. but this doesnt mean you have to make 3 specialists that only do those 3 things, its entirely possible to split the jobs up and make it something EVERYONE contributes to in a teamwork fashion.

looking at the way D&D 4th ed does things, tanks generally provide some kind of disincentive to monsters attacking other targets, wheras dps classes like rogues or hunters might more often have skills that let them slip out of dangerous situations without being hit, so if a big monster turns on the dickass thief, the "tank" gets some free hits or causes the monster to miss more often or something, whilst the rogue has to use an ability to switch positions with someone or make a free movement to get out of dodge. aggro management should be something everyone manages and not just the tank

likewise healing is something that is essentially a resource every player manages for themselves, but the support classes in that game provide everyone with benefits.

everyone gets to do damage and be part of combat, but its all the little secondary effects that affect the important mechanics.
>>
>>339819631
Yes, a good bit of Q3 when it came out. its an arena shooter. They aint known for their depth man. Call of duty has more depth.
>>
>>339817659
For one, we have to fix levels. Levels in MMOs are broke. The purpose of levels has been relegated to gear so that needs to be changed back. Gear should no longer be an extension of the characters statistics (which is unbelievable as hell) and be the tools they actually are. Once that's fixed, then skills become actual skills and the ability of the character isn't dependent on better gear because the character's skill determines their effective ability to use it instead. However, there can be magical equipment that give bonus' when weilded obviously.

Once that's done then gear can be just that. Tools used to achieve goals they were originally designed to achieve. This makes different classes more valuable because they specialize in specific types of roles that use particular types of gear but are not limited in that regard. This allows for more strategic party compositions to be organized depending on the task the group wishes to achieve.

Which leads to combat. So once all these changes have been put in place, you use your head to tackle content and adapt and strategize different approaches based on what you plan to encounter. Planning on fighting a blue dragon? Then it's probably not a good idea to wear metal armor since the dragon breathes lightning. Planning on fighting undead? Then you should probably bring blunt weapons instead of bladed. Fighting normal brigands with polearms? Then you should bring someone that can attack from a distance or is adept at close quarters combat to render their polearms ineffective. So on and so forth.

This is me just brainstorming and coming up with shit off the top of my head. This is not a definitive way to do this. There are tons of differnt ways to approach achieving a goal of getting away from traditional holy trinity game design.

>>339817707
Absolutely not. That's still using the same design philosophy.
>>
Why not just change how MMOs work? They're mostly all tab targeting type games after all. Those action MMOs like Tera are on the right track. The Holy Trinity becomes a lot less important when you can actually move around to dodge attacks. In normal tab games you're always getting hit, which required a tank to take the hits and a healer to heal the tank plus a DPS to actually kill the enemy.

With those action games really all you need is a DPS. Make it a fast paced action game you play online with friends and it'd be way more fun. Like a multiplayer DMC or Bayonetta or something
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>>339814251
it's not so much about making sense as it is about making good gameplay mechanics. What do you propose as an alternative? A DPS/Tank hybrid being healed by a DPS/healer hybrid? Already done, and it will always just be a variation of the holy trinity.

These things need to happen in a group battle: healing, agro baiting (aka tanking) and damage dealing.
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>>339819631
i have, you point the crosshair and people and click m1.
>>
Congratulations assholes, you've been discussing this for 2 hours now and yet that despite being told that mabinogi (hotkey rock-paper-scissors) and vindictus (action combat to a literal beat-em-up tier action combat) pander to OPs whole shebang and whatnot, you will no doubt not even try those games and will keep on complaining because MMO(RP)G players are fucking stupid and don't know what they want.
>>
>>339819947
>dps are much more needed than tanks or heals
>when looking for members, tanks and heals are in much more demand
>>
>>339813731
Every MMO that has gotten rid of tanks has failed hard. Not sure if PSO would count as an MMO since its more a lobby based fighter rather than having much in the way of mechanics.
>>
Everyone trying to re-invent the MMO wheel is stupid. There's no need, MMO players like what MMOs have, and people that don't like what MMOs have don't play MMOs.

The two real keys to having a successful MMO are completeness and class mechanics.

When's the last time a new MMO had a smooth launch? Had enough content that worked properly? Feeling like a complete game at launch is the most important thing for any MMO, because otherwise, it will leak players, and nobody wants to play an MMO without a community.

Secondly, rather than trying to re-define the holy trinity, create interesting ways that characters accomplish typical roles. Good examples of this are games like Wakfu or Guild Wars 1.

In Wakfu, every class has several unique mechanics. They have different skill trees that may help with damage, healing, or defense, but no class is restricted to a traditional rotation. On the simple side, you have warrior classes that make use of berserking (gaining more damage at lower health) and skill combos, but you also have classes that must actively change stances to gain additional effects of skills, but using stance changes too frequently will burn the character's resources. You have characters that passively change stance, outside of player control, and must adapt their rotation to match. There's a character dedicated to positioning, who can wall off enemies, as well as pick up other characters and throw them into AOE effects or into better attacking positions or whatnot. They still play into the holy trinity, they just aren't JUST Warrior, Priest, Mage.

Guild Wars 1 gave players huge amounts of options to formulate unique characters. Almost every meta build was dependent on a gimmick, and that shit was cool.

That's all that's needed, just more unique classes and an actually finished game
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>>339814513
The tank is an expert at getting attention from the creature, either through psychological baiting or through physical distractions, basically things that really piss of whatever they're fighting, enough to distract from the barrage from the leather faggot behind him or the tranny throwing magic missiles.
>>
>Be Healer or Tank
>In high demand
>Always much easier to find groups
>Laugh at DPS scum being asshurt they have to look so long for groups or people have absurdly high standards for them
>>
>>339820043
That related pic is funny, because blade and soul is an mmo without healers, where everyone can dodge abilities and tanks also blocking well timed for counter combos
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>>339820041
Such depth
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>>339819947
Few people want to play Tank or Healer so those roles are more efficient at what they do and a group requires less of them.
Like, can you imagine putting together a group for any type of content that required equal number of all three role be brought along?
Unless you're doing 3 man content, you're gonna have a bad time

Some games take the realization that those roles are "less fun" further than others and just make everyone DPS from the get go of their design instead of simply requiring fewer of them for content completion.
>>
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>>339820043
>MMO(RP)G players are fucking stupid and don't know what they want.
pretty much this
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