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Fixing MMOs?


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The holy trinity wasn't always what it is today. WoW ushered in a decade-long era of tank-heal-damage knock-off games, so we all apparently forgot the origin of the cooperative multiplayer formula.

It was tank-heal-CONTROL. Enchanters were the purist's control class in EQ, and their responsibility was to keep large encounters at a manageable level, because the hordes of enemies we plow through in today's mmos were nearly impossible to mitigate back then. Against boss encounters, a single mob lasted long enough to justify the use of a wide range of status effects without which the fight was nigh impossible, in addition to managing the inevitable adds.

EQ is my only frame of reference, but I understand this was the case in DAoC and to a lesser extent AC as well.

The holy trinity existed to give each player a responsibility and a unique application for their character's tools that supported what other characters were doing. It was about cooperation. Elevating the universal act of dealing damage (universal in rpgs with health bars anyway) to one-third of all player responsibilities is why it's so weird these days.

Beyond that, there is always the option to shatter the trinity completely. FFXI successfully generated strong communities almost solely because there were so many responsibilities to group combat (combating the horrendous interface, for one!). Practically every job WAS its own corner of the trinity. Rangers pulled, Thieves managed aggro, Ninjas traded off tanking hits with their shadows while Paladins healed and cleansed themselves, etc. It is a curious point of comparison to note that every responsibility just mentioned is handled entirely by a single role in FFXIV... The tank.

Which would you prefer, a return to the old trinity, or a multitude of diverse and specific jobs?

>Neither because MMOs are dead and shouldn't you be at work right now?
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>>339835062
I would prefer people making sandbox mmos instead of theme park mmos
>>
I like having a trinity at the core, supported by different classes.

Back in 2007's LOTRO you could fill a 24 person raid with only Burglars or Captains (support classes) and nuke a raid boss because of the buff/debuff stacking.
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>>339835062
FFXI and EQ were kings.
Everything else is shallow and generic.
It's starting to invade single player RPGs also, and that shit is annoying.
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>30 different classes
>primary class is selected at character creation and is permanent for that character
>secondary classes are earned via specific quests, every class can be unlocked as secondary
>no leveling system
>abilities and passives are unlocked via spending skill points in talent trees
>skill points are obtained by using power crystals (lack of a better term)
>power crystals are obtained from rare mobs
>rare mobs are just normal mobs that spawned with slightly higher stats and a colored aura (small chance of occurring based on mob's "level")
>power crystals are tradeable
>maximum of 100 skill points
>skill points and secondary class can be changed and redistributed for free at any inn
>can mix and match various classes together like Berserker/Pyromancer or Necromancer/Druid for example, or can choose to invest all 100 points into your primary tree and be a pure Berserker, Necromancer, etc.
>skill points in secondary tree can not exceed the amount of skill points in primary tree
>every class, no matter the configuration, will have 30-40 different abilities when all 100 skill points are spent
>every class has a different purpose in combat. some are damage dealers, some are healers, some are controllers, some are buffers/support, some are debuffers, some can perform multiple roles albeit not as well as a pure, etc.
>combat functions identically to WoW, but on a modern engine that's even smoother and less laggy
>every mob in the game is assigned a class and skill point distribution, only use abilities that players can use themselves
>PvE functions identically to PvP, just against mobs with scaling AI based on preset difficulty

r8 it
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>>339835062
>old trinity
Why do you keep calling it thjat when you've pointed out that there were more than three roles? Look at your FF11 example, there's no 'keep the guys hitting me forever' role there, and that's good.

There does not need to be a dedicated tanking role, and you've proven it with your own words. The 'trinity' is shit and no good MMO ever had one.
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>>339835062
>FFXI successfully generated strong communities almost solely because there were so many responsibilities to group combat

But all that meant was you had tons of classes that each performed ONE duty well, and it got boring as shit after a while.

For example, Bards were usually a great asset to the party (though more so after they got MP regen songs), but I was sick as shit of pressing the same few macros over and over again since that was my entire role in the group. You were expected to subclass White Mage, but your low healing meant it didn't do shit to save someone really hurt. The only time I've ever fallen asleep at my keyboard was playing FFXI.

The Trinity is outdated. Every class needs the ability to heal (even if it's just a self-heal), deal damage, and do mob control for it to be enjoyable these days.
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>>339835062
For some reason I prefer GW2 system, everyone can do everything but a little bit differently and it feels more realistic, in the end, even if you're just mage would you actually go to actual combat without some means of healing or toughening up? Or if you were warrior wouldn't you pick tool or two to solve things that muscles cannot? I would say that GW2 is fine mix between Diablo and MMO, no macros, pick 10 skills, have dodge and some kind of ress on every class and play.
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>>339838760
>sub whitemage healing sucks

You what? The skill that doubles healing and then highest curaga would save the shit out of partys(and normally rip hate and kill you, but meh).

Also, bards were best pullers, way better than thief's and rangers.
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>>339837305
>30 different classes
>primary class is selected at character creation and is permanent for that character

Should make for great variety, but balance will as a matter of course be harder and balanced encounters easier to break. Permanent mains will hurt replayability and circulation through low level areas but should stratify class interdependence and lend an economic scarcity to player roles, so that's a wash. 6

>secondary classes are earned via specific quests, every class can be unlocked as secondary

Love discovering new schools of combat or magic as cohesive in-setting entities in the game world, 10.

>no leveling system
>abilities and passives are unlocked via spending skill points in talent trees
>skill points are obtained by using power crystals (lack of a better term)
>power crystals are obtained from rare mobs
>etc. etc. etc.

RNG spawns and spawn camping will really suck the life out of hunting the game world, and trees will again throw balance into disarray and open up larger power gaps between talent combos. I would suggest a hybrid where normal talents are obtained through points accrued from killing all things as usual (experience), but a set of iconic and characterful abilities are gated behind these special crystal-powered skill points, and these are stuck on world bosses and controlled encounters. 3

>skill points and secondary class can be changed and redistributed for free at any inn
>can mix and match various classes together like Berserker/Pyromancer or Necromancer/Druid for example, or can choose to invest all 100 points into your primary tree and be a pure Berserker, Necromancer, etc.
>skill points in secondary tree can not exceed the amount of skill points in primary tree

Sweet. 8

>to be cont'd
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>>339837305

meta would be discovered in 1 week. them everyone would be sausagemage/tecnomancer or whatever best combo is for a specific role
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Eh, the problem is the trinity and forced rolls really make MMOs boring.

MMORPGs at least should be about creating a character and adventuring with friends through a world of danger and mystery, but somehow we've ended up creating a very metagame driven loot grind with less adventure and more boss grinding

In reality an MMO should really have many many different facets of player niches, and not all of them should be combat, but because WOW became the gold standard and nerfed/removed/never had anything resembling player driven gameplay, every MMO since has suffered.

At the end of the day, the trinity was designed due to trying to "balance" the MMO, its an arbitrary, and bad system, to make up for the fact that MMOs come with shit AI and shit mechanics, which is why you need damage sponges and heal spammers.

I for one can't wait for MMOs to return to their RPG roots and give players better options and dynamic world design for many different niches, I just want to be a wizard who explores ruins for lost magic with some friends, not some guy in a dress spamming fireball.
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>>339837305
>>339840921
>every class, no matter the configuration, will have 30-40 different abilities when all 100 skill points are spent
Completely valid to double down on hotbar dance combat if that's what you want. Beware the Rift problem where powerful and iconic abilities are gated behind heavy point investment, essentially axing hybrid build viability out of the gate. Attempting multiple styles and frequency of inputs with different classes should give you a lot of mileage out of this system, like some with short cooldown whack-a-mole WoW abilities, some with FFXIV combo strings to do in sequence, etc. 7

>every class has a different purpose in combat. some are damage dealers, some are healers, some are controllers, some are buffers/support, some are debuffers, some can perform multiple roles albeit not as well as a pure, etc.
Balance nightmare again, but seems a given at this point so no big d. Encounter design is almost more important to role viability than class design is. Mob health and behavior, aggro/ai mechanics, and mob abilities must all interact interestingly with buffs/debuffs/controls to justify these systems. I think the design of incredibly powerful yet short term status effects is a good one for a game with a PVE focus, rewarding coordination and timing. Damage output should rise by hundreds of percentile points when a mob's defense is opened up adequately. 7

>combat functions identically to WoW, but on a modern engine that's even smoother and less laggy
Sure. 9

>every mob in the game is assigned a class and skill point distribution, only use abilities that players can use themselves
Possibly over-complicated. 3

>coooooooonttttttt'd
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Just stop playing mainstream shit, they're all wow clones, and it just encourages more to be made
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>>339837305
>>339840921
>>339841982
>PvE functions identically to PvP, just against mobs with scaling AI based on preset difficulty
Preset difficulty means instanced content, further fracturing the open-world nature of the game. Not necessarily a negative but keep in mind. Complex AI in online games is rarely seen because most of the computation is traditionally done client-side. Reference and compare Vermintide's Rat AI with different host players to see this in action. I do think there is hope for a more complex aggro mechanic however, where different mobs react differently to each relative level of aggro they trigger on players. Assassins and snipers target players with LOW aggro, ranged mobs move away and attack high aggro targets while melee mobs move close, etc. Even just a little variation in behavior goes a long way. 6
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>>339835062
>tank-heal-control

Hahaha, that was not the trinity in EQ. The trinity was:

Necromancer-Necromancer-Scrubs surrounding the necromancer

Fucking faggot, I bet you weren't even a skeleton.
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>>339842378
What game?
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I liked smiting in Guild Wars 1. I'd like every class to have supplemental heals on certain skill types, still need a healer, but be able to spec into being a primary healer. But even primary healers still need to attack to get their abilities to work, or similar.

Guild Wars 2 made the mistake of trying to remove healers entirely. Most other games make the mistake of trying to force people into incredibly tight roles, so healers only ever heal or buff, tanks are only allowed to resist damage and nothing else, and DPSs are the "real" class that just cycles through buttons.
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>>339843012
Haven and hearth
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>>339835062
mmorpgs are dead
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>>339842861
>Necromancer-Skeleton-Skeleton
>Skeleton: Nerf Necromancer, Skeletons are fine.
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I think you need to design the game from the ground up with the specific roles you have in mind, however many roles there are, then, for each role, have one specific class or character type that just plainly does that role best, don't try to have 2 100% tank classes, for example, if you do, just integrate all those options into one class. After that, you can start creating other classes with one unique gimmick that no one else can do or some sort of specific utility benefit (like being able to heal 75% as well as the main healing class and deal 75% of the physical damage of the main phys damage class)

Class-based MMO's specifically run into problems when they try to support the idea that two different classes can perform in the exact same way, which is flawed in its nature.
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>>339837305
half of the shit you just said was GW1
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>>339843341
But you are the skeleton
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>>339843232
Thanks. It looks interesting.
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Eh, I really think the class system has little to no place in MMOs, you can build your character based on equipment and tasks, and if you wanted to become more like a certain style, you should be able to.

At their roots MMOs are really just digitialized tabletop RPGs, and most tabletop RPGs are more open ended, even D&D you could learn spells on a warrior and pick locks as a paladin with feats.

Really though, more player driven content is needed, metagames be damned I just want to be that one asshole who learns necromancy and raises an army of the dead.
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How about an ed edd and eddy MMO
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>>339837251
FFXI was amazing. No other MMO has had that much class diversity. Everyone was responsible for DPS, everyone was responsible for enmity management. You weren't confined to your job role.

I miss it.
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>>339835062
Control is just a fancy word for support, but you're basically on the right track.
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>>339835062
The trinity exists because in combat two things will happen, someone does damage, and someone takes damage. If combat lasts long enough you need someone to Support (Through Heals, Buffs/Debuffs, Crowd Control). That's the trinity. Do Damage, Take Damage, Support.

Every group game based around combat has some version of the trinity. DOTA/LoL/HoS, Do Damage, Take Damage, Support. TF2/Overwatch/Other Shooters, Do Damage, Take Damage, Support.

How do you change it? Take out the "Damage Doers" and fights last forever. Take Out the Support, and fights are 2 short. So, Take out the Damage Takers. Do Damage and Support. You end up with MMO Diablo, a bunch of DPSers with Support Skills. I imagine fights would mostly be about exchanging cooldowns, and basically platforming puzzles of staying out of the danger zones, and crowd control abilities. Maybe interesting, but would it be that different from WoW? Not Really.
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>>339844314
>If combat lasts long enough you need someone to Support (Through Heals, Buffs/Debuffs, Crowd Control).
ehh

imo there's still a distinction to be made between healer and a class that solely focuses on increasing damage dealt through buffs and debuffs. It's not directly damage dealing and it doesn't do anything to keep your party alive.
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Its simple

Make every class responsible for mitigating their own damage and create AI and combat mechanics that aren't from 1999
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What I want for PvE:

Instanced small group content with a large variety of builds and varied bosses. Toukiden: Kiwami fulfilled this perfectly.

What I want for PvP:
Best loot being crafted from materials that can only be farmed from monsters and gathering in a full loot ffa pvp zone. Seizable strongholds, towers and traderoutes that can all be raided.

Don't try and mix the too, it will end up being horrible.
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>>339844723
But how do we do that?
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They need to move away from boss grinding and return to dungeon and world exploring with friends.
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>>339835062
I like you OP, you have decent points.

Personally, I loved EQ's rendition of the trinity and despise what WoW did to it.

I miss Enchanters so much. Or when Roots were actually useful. When crowd control meant more than using skills that wiped out an entire crowd.
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>>339844314
ffxi had buff/debuffing jobs who were extremely good at doing them but not a whole lot else, so it had 4 major roles. problem came from easy mitigation thanks to subbing ninja for its utsusemi spells, so you rarely needed a designated tank; any dps with good gear could fill that role as long as they were /nin and kept up with casts or traded hate with others /nin

was an interesting timeframe, since all jobs could /nin and tank similarly, though some had better hate tools outside of damage than others
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>>339844959
>But how do we do that?
Hunting genre solved that problem tbqhfam
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>>339844959
Monster Hunter is a good example of a good multiplayer combat system for shit like dragon hunting, hell they even have a fucking weapon that makes you a fucking bard that is better then any other RPG's implementation of a bard.
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I want an MMO where every class has its own unique role that does a unique thing, not "two classes tank, three heal, and the other four do damage"
It's getting fucking old and the main reason MMOs fail
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>>339841589
It's funny that you posted that picture, because I think a fantasy MMO (swords, sorcery and maybe some low tech) would work so well with EVE's player-determined design philosophy behind it.

It would take some genius design, but imagine having a fun and engaging class like a Topographer, or a Caravaneer, along with the more traditional roles like thieves and knights. An MMO with its own kind of society--some players would choose to be bandits, and if you were managing a caravan, you might want to think about hiring knights or mercenaries to guard your shit, all of whom would be players.

So you hire your guards, who are players, after purchasing your travel goods from city merchants, who are players, and had your map updated with interesting shit along the way, by a player who went out and charted the land himself.

It's a pipe-dream that will never really happen, but it's fun to think about sometimes, and it's especially impressive that EVE managed to what it does so well, and for long.
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>>339844553
There isn't though, not really. I played an RDM in FFXI, one of the purest support classes in the game, next to BRD and DNC. Combat boiled down to casting the same 4 or 5 spells on the mob, cast heals and buffs on the party, and if the fight lasted longer than 30 seconds, maybe get a dps spell in to try and magic burst. WoW is different because the buffs/debuffs last longer, and are secondary spells on dedicated classes. After Burning Crusade, every class spec had at least some buffs and debuffs to help the party. Take those away, give them to a dedicated buff/debuffs class, Shaman or whatever and you're back to Vanilla where you want a couple shaman and pallys for buffs, but otherwise as dedicated healers, and the rest as pure dps classes or tanks.
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EQ is great, shit gets so chaotic
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>>339836893
You mean like that failed arch age and BDO? Sure thing
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Just give me an MMO with Dark Souls 1 gameplay famalamadingdong
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>>339844314

Break up and emphasize support.
Have a dedicated mobility support.
Buff/Debuffs obviously.
Summoning support.
Target analyzing (wouldn't work in WoW, but there are other rpgs where it does)
Area denial.

If you start taking a realistic tactical approach, imagine a raid of 12 dudes with swords fighting a giant Rhino-shark, where you actually physical were would matter a lot more.

The issue with MMO's comes down to latency, you have way to many people to really punish mismanagement and bad tactical play, so actual tactical elements are removed and replaced with numbers balancing.

Imagine a Fire Emblem MMO, or an Age of Empires one, where it's Everquest'd but with its roots and you can start to imagine how you could diversify players.
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>>339845419
Are you me?

Because an EVE style fantasy game would be amazing, at least in my head

>Build up your own castles and kingdoms
>Exploit the land for the resources
>Players seige eachothers towns, friends and enemies and grudges are built
>some players who've been playing fucking forever have the ability to become avatars of some kind of god and release doomsday tier magic upon their enemies, like plague of undeath or a tempest of arcane power

Only in my dreams
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>>339845464
Archeage was really more WOW clone then an actual MMO.

BDO is good, except its still has bad korean game design where the majority of the game is just mass murder of random mobs for loot that is only profitable in bulk
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>>339845464
Like EVE
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>mfw MMOs don't have Pullers like Monks any more
>mfw MMOs don't have Enchanters for crown control any more
>mfw MMOs don't have Monks for doing everything incredibly any more
>mfw MMOs have killed Kiting
>>
dqx had player and monster "weight" in that you could push against the monster to keep it away from the target it was running after, delaying its attacks. had weight up and down spells for players and monsters

battle pace was slower to make up for how strong incoming damage from monsters can be

still sad that we'll never see it released outside japan
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>>339845805

Pathfinder tried and it crashed and burned.

Personally, I really like the idea of playing some sort of Warrior-Lord, where you are a character but you build up an NPC militia and can combine to form armies and kingdoms, etc. The issue is balancing the power of NPCs versus PCs, because if you're paying gold for followers its going to feel lame if one dude can fuck them all up, and on the other hand if NPCs straight up beat players than noone feels empowered.

It would give you a way to actually participate while offline, though, which has always been Eve's one weakpoint.
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>>339845907
I honestly miss the games where there was like maybe 3 or 4 mobs but they were strong and presented a challenge, instead of grabbing 7+ enemies and one person taking all the blows
I want a game where everything has weight to it, Tera was kinda fun in that sense I wasn't sliding around while I swung my axe or running at high speeds as I do combos
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>>339843793
>SKELETONS ARE FINE
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>>339845805
>how to effectively keep your playerbase below 100
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>>339845615
The issue with emphasizing support is it would lead to a lot of similar fights and/or useless players.

You have a bunch of different classes good at this that are not DPS/Tank/Heal, you need to have something for those players to do in every fight, or they're useless beyond mediocre dps/heals built into the class as secondary abilities. Have a "mobility specialist" expect a bunch of fights where bad guys crowd control you. Have "area denial" specialists? Expect a lot of adds, every fight, because otherwise what do they do?
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>>339846428

And tank n' spank with "no stand in fir pls" isn't boring?
>>
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>>339845423
>There isn't though, not really.
So you're saying a class that can debuff the various resistances, increases damage taken, can buff damage dealt, increases attack and cast speed and doesn't have a single heal or ability to reduce damage taken by the party fulfills the same role as a dedicated heal class without any offensive buffs or debuffs?

That's retarded.
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>>339845805
>Because an EVE style fantasy game would be amazing, at least in my head
Age of Wushu is probably the closest you can get
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>>339846514
When support is a secondary part of Trinity classes, you can have much more variety in fights. Look at say Naxx, how many different fights with different mechanics, patchwerk's hard gear check dps race, Heigan's dance, Etc. Look at Kara, bunch of different fights and mechanics. Variety happens because people aren't stuck with one thing outside the Trinity and have abilities they can use situationally rather than as their dedicated job.

Again, the main difference between buffs/debuffs between WoW and FFXI is a function of the length of time they last vs. the length of fights. Debuffs didn't last in FFXI, so had to be recast multiple times a fight, buffs didn't last, and had to be recast. In WoW buffs are near permanent, and debuffs can be stacked and reupped easily (sunder, warlock curses)
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>>339845805
A problem with EVE is you have to constantly be getting larger to take on the next objective. You can't just stay in your tight knit group and hit the next landmark; you can rove around and gank loners but that kind of gameplay only holds your interest for so long.

You end up in asymmetrical fleet fights which always escalates, and as you require more people to match escalating opponents, you lose the core of what bound your group together to begin with. Wormholes addressed this issue a little bit, but it's a bit like instancing the world, and nobody cares that you took over that L5 wormhole because it's not on the map.
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>>339835062
The way to solve this is to completely remove heals and potions. Have support classes support parties in other ways like damage mitigation and other utilities. Rogue classes that actually disarm traps and help the party get around some mobs. Design encounters that actually challenge players to finish the entire thing with one life bar and incentivize exploring the whole dungeon.

tl;dr It's a game design issue.
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>>339843536
This is precisely what FFXIV is running into today with class design space. New classes are so limited by what has come before, because every member of a 'role' has to be capable of being brought into endgame content which only represents a single very specific meta for that role. We could have crowd tanks, single boss tanks, dodge tanks, and pulling tanks, but take away just one or two magic damage cooldowns and suddenly you have only 20-25% of groups that clear A8S using a PLD, for example.

That's a game specific problem though. XIV is built around highly tuned boss fight content, and as such is easily disrupted by alternate play styles. It should at least have some highly tuned mass battles against hordes of foes to spice things up.
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>>339837305
>>339843781
pretty much sounds like guild wars 1 just with more skills used at a time. definitely cut it down to at most 10-15 skills at max skill points, otherwise you will have meta balancing issues like >>339841086 says
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>>339847263
>L5 wormhole
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without holy trinity you get gw2.
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>>339835062
mmos are trash
they have always been trash
no amount of modification can make them not trash
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>>339835062
Why is DPS the best thing ever?
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>>339847043
What do the buff/debuffs classes do in FFXI when they aren't casting buffs/debuffs? Heal, mostly, because they're subbed whm. So no, not really.
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>>339847391
Sorry, C5; have to get the gibberish right.
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>>339835062
Many MMOs used various approaches, from classless custom builds as in mabinogi to item-based builds as in eve online. Games like wakfu used to barely care heals and rely a lot on positioning, cc, and other kinds of supports, especially with interesting strategies that require very specific builds and item specs to pull off. Then they decided "fuck it" and made the whole game a pure damage-per-turn race, but still.

Then of course there's EQ-likes.

MMOs truly are dead, but obviously the best solutions are either custom builds (either skill-based or item-based, e.g. an MMO-adapted version of path of exile), or a completely new and innovative system.
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>>339847516
are pokemon controlled like gundams in g gundam now?
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>>339847478
>>339847408
>I have never played an MMO in my life
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>>339844314
just let damage dealers and healers do the same damage as the control classes, problem solved.

healer damage could be done in various ways.
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>>339847352

Why have one lategame character able to participate in everything late game?

Let's say at level 500 of NewMidWestRPG Online there are 8 late game dungeons.
Have one focus on Buffs/Debuffs
One focused on Mobility
One focused on Damage output
One focused on class Tank and Heal
One puzzle dungeon
One where the hybrid classes work the best, like a timed multi-objective dungeon.
Etc.

Make it to where even the best Warrior can only participate in 5 or 6 of the 8 dungeons, make him have to roll a Ranger to do those other two, while giving him two choices for Dungeon 3 and 4 since both Rangers and Warriors do well.

It's alright to have the weird support/control/hybrid classes not be able to participate in everything... but you can also have dungeons that don't support Tank/Heal/Deeps, etc.

This will also likely diversify the late game meta, as said Ranger will act completely different between a dungeon where Warrior/Wizard/Cleric is present versus one where Monks/Heal Shamans/Enchanters are the focus.

Get rid of the expectation that you only have to level one character through.
>>
>>339847516
thx for reminding me how retarded the show is
>>
>>339847290
good idea as well my nigger. eliminate healing classes!
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>TFW crafting jewing is dead in MMOs except EVE

Just kill me, thats all I was ever good at
>>
>>339848152
Then what good are the damage dealers? You're not creating a table, just replacing one side of the Trinity (damage replaced with control)
>>
>>339835062
numbers-numberdown-numbersup
>>
MMOs are dying because of one thing - classes.

Everybody's split on the ideals of a class system or lack thereof, ranging from freeform to strict trinities.

The problem? Metagaming.

As previously mentioned earlier, even if you gave players massive freedom in builds and classes, it'd take a short time before meta builds emerge and dominate the rest. It's impossible to balance something of this magnitude so of course meta builds are a question of when, not if.

Trinity styled MMOs where there are clear cut classes and roles are much easier to balance but presents a different set of problems where roles become dull and cookie cutter strategies and builds once again emerge.

Everybody wants to build the way they want but not everybody wants to be efficient and not everybody wants to have fun. Metagaming killed MMOs.
>>
>>339847290
Or how about eliminate both dedicated healers and dedicated tanks. All classes are different types of dps, ranged, melee, magic, physical with different mechanics (pets, necromancy, combos, energy, take hits, bleeds, traps, blah blah), as well as some buff/debuffs abilities and damage mitigation/threat mitigation abilities. Diablo II, the MMO. Boss fights get to be crowd control, movement and threat management based all at the same time,with the boss going after different people all the time and each player using whatever abilities they have to counter that while the boss is coming after them.
>>
>>339835062

>holy trinity
>tank-heal-control

I think you mean bard-bard-bard.

Excuse me while I kite your entire fucking zone.
>>
>>339848706

Your explanation really only leaves one option open, randomness.

Essentially, force people to build ahead of time for multiple possible outcomes.

The issue with that, is that when you get to floor 4 of late game Uberdungeon and you open up the throne room, and, look, oh joy its Prince Unfuck and his two Night Mistresses... again, fuck I wish we could get the Princess encounter, Holy Choir, or King Unfuck just once this month, god damn. Etc.

You start fucking around with expectation range and people start get frustrated very, very very fast.
>>
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>>339835062
>tfw instead of reshackel/resheep/rebanish/refear even, it became spinn-to-win thru the dungeon instead
>even threat became a minor thing
>>
>multitude of diverse and specific jobs

I guess this, but I just miss the days back in TBC on WoW where I actually had to use my CC spells
>>
>>339848706
>I've never played an MMO before therefore I'm an expert on the subject
>>
>>339848480
no sorry I brainfarted. What I mean is: Do not have dedicated damage dealers. Have tank/heal/control and let all of them do equal amounts of damage alongside all of the other stuff they do. damage required to kill a boss is then split between all classes and bosses and stuff should give everyone stuff to do besides just dealing damage.
>>
>>339849504
the idea is to just get away from encounters where a portion of the raid just stands there dealing damage. you don't do that in any single player game, why should you do it in an mmo?
>>
>>339849190
Yeah, this is what I thought as well. The real solution is to move the focus away from class systems towards the environment.

Metabuilds are built to suit the environment in a darwin-vidya fashion where nonmeta builds aren't taken in parties and the meta ones are sought after.

So let's make the game focus on the environment and creating randomness that niche/specialized builds will struggle with versus spread out classes.

A new problem though - how random? People will record and turn everything predictable and THEN build a metabuild for the best consistent result.

Too random? Player builds are muddled as everyone tries to do everything, losing any sense of identity that makes playing an RPG fun.

Starting to either feel like a catch-22 or a really complex problem that hasn't really been solved in decades.
>>
>>339849606
Just standing there is generally only one patchwerk like dps test fights, or vanilla (or old EQ) style tank and spanks, which are basically non-existant any more. Anyone who says the Trinity is boring because of tank and spank fights doesn't play any more.
>>
Eq clone or not, every MMO is slightly different.

The issue with a "multitude of diverse and blah blah blah" is that you push too much on the plate too fast.

Start out with 4 classifications, whatever your core loop is, Tank/Heals/Deeps or otherwise, and one wildcard classification.

Then allow the game to adapt around that, then add stuff one at a time so everything has a nice, organic purpose in your meta.

Players will decide the roles of certain classes one way or another, no one was really a "battle Engy" in vanilla TF2 for example. Let players have control of class dynamic because they will gain said control one way or another eventually. Then when everything is settled throw in a new wildcard class and let them find their place, keep what you have to buff/nerf and edit to a minimum. Let things evolve organically.

Don't just develop Knight, Barbarian, Paladin, and Soldier class from the get go, then get mad when players start enforcing Knight and Paladin-only tanking just because you gave the other two tanking abilities. Devs need to suck it up and understand they don't have 100% of control over their game so rapid expansion results in shit and hurt feelings.
>>
>>339848334
Consumers love large markets, small producers don't. Once there's global markets in your game, the crafting game is commoditized and they race to the bottom of whoever can produce it for the cheapest. The alternatives in the past were a trade chat, which ends up a spam of things few people are interested in. EVE uses regional markets, which to start off was a happy medium, but it's been around for so long that players have largely organized the regional markets into a global market through the eve market data relay. There aren't really huge 'profits' to be made in EVE producing things now, you're trading time and effort for a small margin above cost; which is basically growing your value at about the rate the money supply continues to increase.
>>
>>339848172
>Get rid of the expectation that you only have to level one character through.
Fuck alts. Really. Why should you be forced to level another character if you want to experience all the content? (Aside from single class specific quest chains, I suppose.) If I'm good enough, then why shouldn't I be able to be successful in every dungeon?
>>
>>339849405
Aw that's sad, you should play a few before the genre is completely dead.
>>
>>339850075

Sort of, but you haven't taken into account Piracy and the fact that Eve, to a small degree, has evolved compound services, i.e. sales, buyer loyalty, expiditing, things they can onto your 10 x Iron Ingot that make it a better deal 910 currency then the 10 x Iron Ingot you can get for 800 currency some place else.

Overall you are right though, MMO markets don't realistically immitate things like quality control or stock value (it happens only in extreme circumstances like the recent huge server war, any normal day will demand the same amount of Refined Sand as any other normal day).

How would you go about introducing creative advantages in MMO markets?
>>
>>339850082

Because that forces you to be useful in every dungeon that comes out, which reduces class and encounter variety, making the game copy/paste.

The way you can advance to the late game can be made more diverse, though. Mid game should be similarly fun to late game.
>>
>>339847531
>What do the buff/debuffs classes do in FFXI when they aren't casting buffs/debuffs? Heal, mostly, because they're subbed whm. So no, not really.
You're talking FFXI.

I'm not.
>>
>>339847352
>It should at least have some highly tuned mass battles against hordes of foes to spice things up.
There's always the odd turn consisting solely of waves of trash mobs.
>>
>>339835062
DAoC, man I miss those times. I hope Camelot Unchained will bring back those feels.
>>
>>339850075
EVE still has very strong regional markets, but only in nulsec where importing and building is the only way to get shit, and if you can't build or ship it yourself you're gonna be paying a premium

I run a JF service for my corp/alliance, they're paying me for my fuel and time, and then paying me even more for all the extra shit I cram in my spare cargo, like ammo, mods, rigs, ect, that you can't get in the region from rats

The problem with MMO economies outside of EVE the god awful universal Auction House that magically transfers goods around the world instantly, as well as making all the good shit boss drop only, and that boss drop can't be traded, its fucking cancer
>>
>>339850082
Could mitigate this with alternate leveling paths. Instead of having players pushed from a leveled zone to another higher leveled zone, could have 5 or 6 different areas in the same leveling range. Maybe even quests that lock in that character's allegiance along the way that provide different quests based on the choices made.
>>
>>339846572
Was that not the snowcone flavor he wanted?
>>
>>339850549
Investment in guilds as those they were corporations? Like, give a guild a certain amount of currency each raid lockout, get something back based on how good they do?
>>
>>339850549
Markets in MMO's are fueled by difficulty to obtain, transfer, and sell.

Grand Exchange on Runescape is a prime example on how to kill an MMO economy

>>339851087
At this point Leveling is a dead dinosaur of the MMO genre, eventually it becomes a loot grind, and the leveling process is merely an afterthought when it comes to MMO designs today, once developers realize this and just remove leveling and replace it with character building and gear grinding, then players will rejoice since they can play with friends without facerolling through 20 hours of filler just to play with others.
>>
>>339846198
thanks mr. skeltal
>>
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>>339851235

>Lets go to kedge keep
>>
Oh god, tree of savior had all my hopes and dreams and then crushed them.
>>
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>>339835062
turn all melees into offtanks with short CC abilities and make treath/aggro random, there we go!
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>>339845907
>>339845907
>WoW isn't an MMO
>>
>>339835062
The simple way to fix MMOs is to go back to PSO's design. There is no dedicated holy trinity, everybody can fill in roles. Like a Fomar can cast support buffs and do spell damage, while a Hunewearl can heal and do melee damage. The endgame doesn't consist of raids or even focus on reaching level cap. What kept you playing was grouping up with people to find rare gear and then trading that rare gear with other players for better gear. The game had so many different weapon effects and each race had their own niche (Fonewearl Megid can pierce, casts can't cast spells but are immune to certain effects and have higher than average stats, etc). All of these things encouraged people to play together and make their own builds to not only give them a edge in combat but make them stand out as well from other people and give people satisfaction that they are progressing.
>>
>>339850820
So what does the buff/class do, in a fight that lasts 5 or 6 minutes?

If buffs/debuffs last 5 min, you cast them once a fight and them what?

If Debuffs last only ~30 seconds (enough time to get all of them on the target, and some similarly short buffs on the group) you cast them over and over, as they run out, add some buffs if they run out. This is a different play style from DPS how? Instead of casting damage at the target they cast debuffs, they have to keep casting them in a specific order, and maybe stagger them a bit, but are essentially dps. And if there are multiple debuffers, you again end up with cast specific debuffs and THEN WHAT?

You think adding a specific 4th pillar will make a difference in the play style of MMOs, it won't because those classes will be dps classes that don't actually do damage. The fights can be exactly the same as WoW, just for a new class, and it changes nothing about how the game plays.
>>
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>>339851787
Sandbox*

my bad
>>
>>339835062
That picture makes me think on what PSO2 is (or was). Each class is centered on maximizing your DPS. Some better than others depending context/fight. And there's no tank, no dedicated healer either, but its common to see 1 or 2 supports that also do DPS. (if you play with randoms there's chance you will see 0 or 4+ supports which sucks).
>>
>>339851865
So, borderlands or Diablo multiplayer?
>>
>>339850549
Custom textures for one. Custom recipes (e.g. you can mix X and Y together to give Z, but the proportion of X to Y changes the properties of the Z, such as a damage v.s. protection tradeof. This can be further refined by using a W and V combination, with the same kind of tradeofs, OR a M and N combination, likewise. Which you chose, and how you refine, further impacts stats tradeof), especially if you can make very complex combinations that only activate their total potential after several steps, can also work out well. People will generally not want to give up the secret of their recipe, so it won't be wiki'd. Appearance slots; just a toggle on whether or not that robe you're crafting also has a hood, for instance. Add to that the ability to custom-name items.

Together, this gives crafters a lot of ways to show their mad skillz in various areas and I think they're all realistic options. The only real issue is custom textures, in particular when it features cheese pizza, but regulating that shouldn't be too hard when players are obviously willing to help you with that via reports.
>>
>>339851996
I'm still mad that they killed it with p2w bullshit.
>>
>>339851648
Look forward to IMC's next game, Wolffuckers.

>>339851460
Honestly I think MMOs would do okay with the Dark Souls design in terms of stats. Where offensive stats are mostly to meet the amount required for the spell/weapon you want to use, and the rest are focused on utility stats like more stamina or health.
>>
>>339835062
fix mmos by giving monsters actual AI and not a spell list to cycle through while managing threat
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>all these worthless millennials that never got to play the best MMO ever made
>>
>>339851952
>This is a different play style from DPS how?
You really don't see how increasing damage dealt and dealing damage are distinct from each other?

Bring a group of people who can only increase damage dealt, but don't deal damage themselves and see what happens. It's a catalyst improving upon what is already there.

>You think adding a specific 4th pillar will make a difference in the play style of MMOs
No, I don't.

My only point was saying that lumping support and healing together, saying they both fulfil the same role is retarded.

Yes, healers often have support abilities, yes support classes often have heals, but if you purely look at the core roles they are distinct from each other.
>>
>>339845464
Shitty korean games aren't really what people mean when they say the want a game. And BDO is not really a sandbox. Just a themepark without any attractions.
>>
>>339852106
Isn't the "Diablo meta" right now 3x support 1x DPS?
>>
>>339851865
Na mate, you're confusing PSO's genre, its more diablo then MMO.

MMO's are about massive persistent open worlds, honestly thats the problem with modern MMOs, they're trying too hard to be WOW which is really just watered down diablo 2 with an open world yet still entirely built around instanced loot grinding.

In reality its combat that needs a complete overhaul, MMO combat has been stuck in the 90s, even "action" MMOs which just replace auto attack with a filler cleave use the same game design that EQ did back in 99, which is spam skills until enemy dies, the MMO combat system needs an overhaul to be closer to games like Monster Hunter or Dark Souls, where damage is important, but the core of the combat is more about dodging and blocking damage with AI that doesn't just sit and auto attack you

>>339852256
They reworked the system

Free accounts have a skill cap of 300
Verified accounts have a skill cap of 320
Subs are 330

It takes like 6 months to get 1 skill to 300 alone, and at that point diminishing returns on quality makes it impossible to benefit from 330 over 300, the difference is like .02%
>>
>>339850773
That's taking artificial diversity too far. Sure, you can give a certain set of classes slight advantages in a scenario and the meta/cookie cutter/standard composition will form around them, but don't go about neutering a class's viability completely.
>>
>>339845464
Like eve, mabinogi, UO, haven and hearth, runescape, etc.
>>
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>>339850549
You have to make a huge economy of items, make specializing in producing any one thing efficiently take a long time to perfect, and introduce more items continuously. This will more accurately represent crafting specialization.

Rather than oh I'm an armor crafter so I can make every piece of armor at its maximum potential a month into playing, it would need to be more along the lines of: I specialize in making this specific type of glove, and on a multiplicative exp scale, you can continue to add +1% more stats to i. Make the base items work on a market system to satisfy the majority of the population and crafters able to make the basics everyone needs (plate gauntlets or whatever), but then for the more robust players they would have to seek out a crafter that has dedicated significant time and energy to make +14% plate gauntlets, and he will charge a hefty premium for the time and effort he's dedicated into attaining that level. It might also be necessary to increase the active time it takes to make such higher quality items so that you don't become a one-man factory churning them out AFK.

This is where introducing new items also becomes necessary so the oldest crafter isn't the only player in town, so newer players could specialize in the newer items if they wanted a competitive advantage against the older crafters, and older crafters will have to consider if they want to shift into newer technologies.

I would have to think a bit more about how to translate older crafting skills into new ones, and if there should be some inherent advantage to being a longstanding crafter in acquiring new skills.
>>
>>339852932
So there's no time limit anymore? What about item spawning chance changing based on subscription rank?
>>
>>339852671
How is the playstyle different? A Buffing class is a healing class that doesn't heal damage but prevents damage. The play style is the same though, target group member, cast spell, target different party member, cast spell. A debuffing class is a dps class that doesn't do damage, but increases damage taken, and the play style is the same (target monster, cast debuff).

>Bring a group of people who can only increase damage dealt, but don't deal damage themselves and see what happens. It's a catalyst improving upon what is already there.

Bring a group of all DPS and not tanks healers, see how you do. Obviously a mixed group better. You'd go from 1 Tank, 1 Healer, 3 DPS to 1 tank 1 healer 2 dps 1 buff/debuff, but it won't actually change the gameplay at all.
>>
>>339852932
>the MMO combat system needs an overhaul to be closer to games like Monster Hunter or Dark Souls

So MMOs need to be more like shitty action RPGs?
>>
>>339853115
I've been playing, item discovery seems much better, constantly find floatsom all the time

Jorb redid the pay 2 win shit a while ago, even better is they fixed the skill caps too, they were 80-120-200 for free/verified/sub accounts respectively, now the power gap between free and sub is negligible.
>>
And then we have Blade & Soul where every class is DPS
>>
>>339852494
rip
I miss it
>>
>>339853406
They already are shitty action RPGs with arbitrary mechanics added on.

In reality the combat needs to becomes simplified in the fact that they need to remove the trinity, but replace it with skill based gameplay that becomes easier in groups, then divert the complexity into the game world itself, rather then being instanced grinds.
>>
>>339853457
Do we still have a /v/illage? I might just come back
>>
>>339835062
MMOs don't need to be fixed, most of the stuff people are complaining about here is a problem with net code limitations or want to turn a Massively Multiplayer Online experience into just a online multiplayer game.
>>
>>339853029
You could force them to participate in a minigame to create those +14% gloves, something entertaining like Tetris so it doesn't feel like a complete chore of Simon Says with fucking letters. Looking at you, BDO fishing.
>>
>>339853661
>I haven't read a single post in the thread, including the OP, and I've also never played a single MMO in my life
>that means I'm an expert on the topic.
>>
>>339853386
because healing erases the mistakes of the player and is a reactionary handwave
preventing it requires paying attention to something other than health bars as you need to be prepared for preventing that damage
>>
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>>339853651
Not sure, i've been a hermit
>>
>>339853705
Minigames don't work because true crafters will have to go through hundreds of thousands of item crafts in a few years' worth of playtime.
>>
>>339853750
Shut the fuck up nerd.
I'm sorry that Themepark MMOs killed your precious Sandbox MMOs.
>>
>>339853386
>How is the playstyle different?
A healer will be on the lookout for environmental effects and boss attacks for proactive healing.

A class focused on increasing party damage will be focusing on what the party is doing, coordinating to achieve the maximum benefit for their skills. Look how raids work in Skyforge if you want a specific example.
>>
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>>339853860
Ion plz go, no one cares about your new groundfire mechanic
>>
>>339853842
I mean minigames for the much more important things, maybe have the outcome influenced by their skill at the minigame too, with a way to practice it of course.
>>
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PSO is the best MMO
>>
>>339837305

Would be too complicated for mass appeal. MMOs need mass appeal to get big enough to be sustainable.

I'd play it, though.
>>
>>339853705
>You could force them to participate in a minigame to create those +14% gloves, something entertaining like Tetris so it doesn't feel like a complete chore of Simon Says with fucking letters. Looking at you, BDO fishing.
Pre Heavensward crafting in FF14 was very well received and enjoyed by a lot of people precisely because it wasn't simple.
>>
>>339854123
That's not true at all, though. The MMOs that have succeeded in the post-WoW era have all been niche ones (dofus, eve, runescape) whereas everything that tried mass appeal died.
>>
>>339852151

I like this. Encourage actual craftsmanship and artistry.
>>
>>339853813
game name pls
>>
>>339837201
>LOTRO
good example I was gonna post

more recently it's been watered down quite a lot, but LOTRO is still one of the games that I thought did class roles best - there are obvious tank/damage/heal/cc/buff/debuff classes and they were all super worthwhile having around, but at the same time you could do without them if you wanted...you still needed a tank/healer unless you were doing a really extreme case but the tank could be a half-tank or the healer could be a half-healer and you'd still get on fine
>>
>>339854243
To be fair, most of those came out before WOW.
>>
>>339853793
Okay, so buffing as a class role, is mindless healing because it's basically cast buffs on party, recast buffs on party before they run out, have multiple buffs? Your button pressing becomes 1 tab 1 tab 1 tab 2 tab 2 tab 2 tab 3 tab...etc, and Debugging is exactly the same as dps, 12345, 12345. Why does this need to be its own class? How does having this be its own class make any difference in gameplay?
>>
>>339854140
>pre
What happened in Heavensward?
>>
>>339854243
GW2, ESO and FFXIV aren't dead. They aren't WoW tier success sure but not dead at all
>>
>>339854442
GW2 and ESO are dead. FF14 died once.
>>
>>339854442
They're pretty fucking dead for no sub MMOs
>>
>>339854551
>GW2 and ESO are dead
Citation please. Also include your definition of 'dead'
>>
>>339854407
I'm not 100% on this as my buddy was the crafter, I don't really give a shit.

First they forced everyone to specialize in I think 3 professions max to get the maximum benefit while one of the most enjoyed things in ARR was getting benefits from mastering every crafting profession.

Secondly they turned the grind up to 11 and third they made crafted gear entirely and 100% useless whereas before it was the BiS gear by a small amount, useful for the min-max raiders. So all the tedium ended up being pointless.
>>
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QUESTION

Is there any game out there that has similar pvp combat like GW2 does? I love the gameplay of 3rd person fantasy hotkey pvp, but fuck Guild Wars 2, I will never buy the new addon.
>>
>>339854712

It's all about threat balancing.
The real issue in MMO's is... boss fights. The idea that you have one really big dude with a fuckton of HP and damage.

Everything else is adds or environmental damage.

When you just have one giant target like that, the game becomes more centralized.

Imagine a 40 man Raid where you 40 people had to hold off an entire army 300 style and you'd see a different meta.
>>
>>339854442

This is the problem of the modern MMO market, too.

WoW will still piss in everyone's pool until it's dead, and will still have a strong design factor well after its death.

Also, an MMO is considered a failure and dead on arrival unless it shows WoW growth levels. You know that for a fucking fact. Sad but true.

Another giant franchise needs to do what Blizzard dd and start an MMO based off a popular IP. This is the only thing that's going to sway the market and get loads of people interested in MMOs again.

Your first MMO ruins you for all subsequent ones. That's my theory, anyway.
>>
>>339855118

>4 10 man phalanx responsible for controlling
different areas and mechanics of the encounter

fund it pls
>>
>>339855118
WoW has bossfights like that, and they're not particularly interesting most of the time. Spoils of Pandaria is the best way I've seen it done. Hyjal was a fucking disgusting slog that I hated every fucking second of.
>>
UTILITY SKILLS/SPELLS. I honestly believe they can save MMOs. Remember that instances and other content will have to conform to utility spells too ( which should go without saying though)
>>
The issue with MMO's is that difficult encounters that require multiple attempts and adaption are considered the most boring.
>>
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>>
WHY
CAN
YOU
SOLO
THE
WHOLE
FUCKING
GAME

ESPECIALLY TREE OF SAVIOR FUCK YOU IMC
YOU DESRVE YOUR 50% STOCKHOLDER PULLOUT
>>
Tank-Healer-Damage-Control best dynamic.
Prove me wrong.
You can't
>>
>>339854351
You're talking about passive permabuffs, he's talking about short duration buffs that are more like a burst. Like a coercer in EQ2 had a +30% healing buff he could cast on a healer but it only lasted 10 seconds on a 50s cd; he could restore one ally's energy 10% of its max but it was on a 1min cd, etc. Coercers had like 7 bars of this stuff, and everything was situational, not rotational.
>>
>>339851952
BRD was the hardest job in FFXI. You can ask pretty much anyone. It was entirely about positioning, as your buffs were all AOEs, and different people needed different buffs. You also were in charge of sleeping adds, and the sleep lasted 24 seconds at most, and mostly broke early. You also had to coordinate with monk boosts for their MND songs.

Also, debuffs were really really really hard to land on most HNMs, and elegy literally dropped the damage the tank was taking in half, meaning you did everything to land it. You also needed to pay attention to which SC>MB was coming up for threnody, as that would massively increase the damage if you got it to land as well.

BRDs also had the most situational equipment they also had to change to in a single fight, carried about 15 different instruments on them at all times.

BRDs never really helped heal unless it was their OH SHIT AOE curaga heal. They did not have the time.
>>
>>339856239
DPS and Crowed control is a better
Action MMOs are the future, Bayonetta the MMO
>>
>>339854351
>and Debugging is exactly the same as dps, 12345, 12345
are you really so brainwashed that this is the limit of your imagination?

I feel pity
>>
>>339837305
Sounds like fucking shit
>>
>>339835062
I POSTED THIS THE LAST THREAD AND I'M POSTING IT THIS THREAD

MABINOGI #1
>>
>>339856564
Mabinogi was so fucking good holy shit
>>
>>339837305
>skill points are obtained by using power crystals (lack of a better term)
>power crystals are obtained from rare mobs
>rare mobs are just normal mobs that spawned with slightly higher stats and a colored aura (small chance of occurring based on mob's "level")
>power crystals are tradeable
Just make skill points obtainable from experience points, your system sound like shit.
Having experience points doesn't mean you have to have levels.
>>
>>339856614
WHATS WRONG WITH IT TODAY FAGGOT

I KNOW WHATS WRONG WITH IT
BUT DO YOU
>>
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>>339856038
>>
>>339855118
FFXIV has fights like that, they are very boring.
>>
>>339856449
BRDs could also sleep interrupt a lot of mechanics if they were paying attention.
>>
>>339856157
My favorite was soloing instance content designed for 5 players as a lone archer, when the monsters were above my level.
>>
>>339856710
They made it so everything is soloable, the new content is mostly drudge and boring, powercreep everywhere, they disabled or casualized a fuckton of cool mechanics like moongates, and everyone is level 99999999999 so nobody ever takes the time to party with new players for anything but rushing a dungeon despite the story and cutscenes being pretty cool.
>>
>>339856157

The problem with sitting around waiting for a group to do literally anything is that it's a huge fucking hassle to find a proper group to do most things, and you end up sitting around doing nothing being bored more than you are actually playing the fucking game.

Guild Wars managed to be good enough despite needing a group for every little thing, and even then it was often a complete crap shoot to do anything you actually wanted to do because nobody else wanted to do it.

FFXI was just shit period.

Can't really think of other games where you had to group for literally everything.
>>
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>>339856742
but do you have version 2?
>>
>>339857313
But do you have version 23?
>>
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>>339852494
Don't even get me started on millennials.
>>
>>339857306
>The problem with sitting around waiting for a group to do literally anything is that it's a huge fucking hassle to find a proper group to do most things, and you end up sitting around doing nothing being bored more than you are actually playing the fucking game.
I was never fucking bored without a party finder.

I would go out quest to level up while spamming area chat or whispering people directly. I would gather, I would go out and hunt people in open pvp on both my warlock and my rogue.

When I leveled my warrior it became even easier: I made friends with a couple of healers, put them on my flist and never had to wait for a dungeon. Actually I never had had to wait for a dungeon on my warlock or rogue either because I knew my shit and people knew I knew my shit so they were happy to have a competent person playing with them.

Cross server dungeons killed all of that. In FF14 I can't make friends for the life of me.
>>
>>339857057
>They made it so everything is soloable
Everything was always soloable, but true.
> the new content is mostly drudge and boring, powercreep everywhere, they disabled or casualized a fuckton of cool mechanics like moongates, and everyone is level 99999999999 so nobody ever takes the time to party with new players for anything but rushing a dungeon despite the story and cutscenes being pretty cool.
And bingo was his nameo
>>
>>339857571
You're a millennial.
>>
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>>339857571
that poor kid
>>
>>339857571
>I've always loved [insert subject here] but hated how popular it was
4chan in a nutshell
>>
>>339855902
I remember when Warlocks in WoW were USEFUL for making summoning portals to gather up group members in front of dungeons. Good days, good days...
>>
>>339835062
ITT: idiots think droppign the trinity will work when it's been proven wrong time and time again

It's always fun to see idiots think they know better than actual designers. Yet never offer any real fixes that does better.
>>
>>339857845
>tfw I never had shards at raid start
in fact I never had more than 5 inventory slots dedicated to soul shards to begin with.
>>
>>339844314
Trinity roles could be neat if it wasn't all the same exact WoW gameplay.

It's irrelevant what the classes do if the gameplay isn't somewhat unique and innovative over the same shit.
>>
>>339857313
/kick healer

Never put up with this shit. Healers, tanks or dps that try to hold the group hostage get removed. Everyone is replacable.
>>
>>339857891
I just wanna tank again in pvp.

WAR and Rift had some the most fun pvp experiences I've ever had.
>>
>>339857845
>RO
>shoot people into high level areas trough TPs
>WoW
>shoot people into high level areas trough portals
fun
>>
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Just remove dungeons and make all the big bad evil guys run around destroying player built cities.
>>
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>>339845805
Making theme park MMOs like sandboxes is simple though.
>>
>>339835062
>WOW invented healers
what is D&D. Fucking Millennials
>>
>>339845805
everything but that last line applies to haven and hearth, no?
>>
>>339857845
Many concepts in WoW were so fucking cool, from the mage-only zone to the sacrificial full-party summon of warlock, to the varied game areas which all allow the same level of progression, to the ability of alliance to sneak unto a horde-bound ship full of horde players and survive the trip

World design was especially cool in that it was a kind of "multi-onion" design (you have a town, then a low-level zone, then a mid-level zone, then a high-level zone, in kind of incandescent radii around that town, more or less, and you had many such zone throughout the world). The different hubs looked very different and thematically interesting.

Little details like if you drink too much, you start hallucinating pink elephants could be extremely fun if you played with friends and you all started together.

Even mob pulling, only possible due to the world's openness, could be a source of great hilarity for all parties involved.
>>
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>tree of savior has a billion of fucking classes
>devs dont even try to fix anything regarding viability
>fine classes getting buffed, shit classes being left to starve or shit buffs (+1 damage), overpowered classes being gutted but ONLY for PvP
>people still go 'tank+healer required' for parties
>only difference is that mages have roflstrong abilities (joint penalty, pass/haste/quicken) which guarantees them a role as well
>>
>>339857845
>guy in trade paying 50g for a portal to Dalaran
>port him to Ancient Dalaran
>he paid me 50g to get ported to nowhere and die
>>
Anyone here read REAMDE?

Now that's an MMO I'd like to play
>>
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>>339857559
took some searching, but here it is
>>
>>339858406
>people expected tree of savior to be any good
I've never seen a korean MMO flunk in korea as fast as Tree of Savior
shit is beautiful
>>
>>339858253
Kind of, haven and hearth is a great game, but is held back a lot.

I really wish there was something that was more high fantasy with wizardry and such.
>>
>>339857313
>>339858552
both of these are shit, >>339856742 is the best
>>
>>339850075
WoW did this well with putting BiS enchants and whatever behind rep. In any case, a lot of players just don't try to get an item on farm if it seems like a chore, where they could just pay for it.

..Or challenge level gating the content. It slims out the competition if the boss to get mats and items is OP.
>>
>>339858552
why are there so many of these telling the same joke in the same way
>>
>>339857571
that face seems to already comprehend the years of torment that are coming
>>
>>339858685
yeah its a shame the world gen blows ass
>>
>>339858736
What is friendly fire?
>>
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>>339858696
>>
>>339858757
Guy made 300 versions of the thing after it became popular because he was ashamed of the poor quality of the original. Then there are modifications with the healer cum-dumpster.
>>
>>339848706
Inaccurate. Maybe not for PvE, but that's irrelevant. Making interesting raids for an MMO where it's only going to be the same abilities on rotation probably shouldn't be the prime element of design. PvP benefits from unique class setups though, really simply.
>>
How about we abandon garbage power gamer MMOs and go back to role-playing, player homes, and community directed objectives?
>>
>>339856449
How does having a dedicated support role change anything though? Would the fights in WoW have to be different is FFXI RDMs and BRDs exist I'm some form and other classes don't have some abilities? Does anything have to change, at all to the actual mechanics of the game? Not really. Group composition is a little different, a few fewer dps and healers, add a few support, that's it. Adding a 4th or 5th role to the Trinity doesn't stop WoW from being WoW no matter how complicated that role is.
>>
>>339852932
>51 minute Iron Reaver kill
what the fuck, how is that even possible?
>>
>>339844174
>You weren't confined to your job role
>Implying
RDM was the refresher.
Bard was just a variant of RDM
All classes had subjobs they had to use or else it was shit.
>>
>>339858662
everyone knew it would be shit

the problem is that nobody had expected for imc to be THIS shit, really, they are setting a new standard of being bad. i played with ankama, who were complete newbies with mmorpgs and still managed to make dofus and wakfu without any massive problems (even if both are kinda mediocre and low pop now),

but holy shit,
>closing access
>shit packs then removing them
>trying to apply korean jewery to western market while also trying to cater to each market individually
>two independent balancing of the game
>holy fuck did you guys just nuke the game with bugs again
>bad servers everywhere
>2 FPS in cities
>no content later on, even less without gvg since everyone is neut now
>trying to cater to two groups (grinders after lv 200, themepark before lv 200)
>oblivious to it's own game (priests getting blessing with 30% INT scaling & 90% SPR scaling even when priests were fucking fine due to chap, meanwhile krivis suffer to have anything worth it since cure [more now with the 1.2 INT] is stronger at best and equal at worst and you can scroll daino, that aukuras buff sure is worth it!)
>>
>>339859113
Exactly. This is what MMOs are about. The gameplay is just another way to build relations between people, it should never be the prime focus in any way.
>>
classes etc. will always have one function (buffing, cc'ing, dps etc.). Instead of trying to eliminate this, MMOs should try to make these roles fun and varied activities. like the difference between wow's static combat and other dynamic action oriented combat. Both are DPS roles but vastly different funwise
>>
I would prefer that MMOs just die off. That's the only way to fix them.
>>
the ideal mmo is a guild wars 1 remake minus the pve elite skills that fucked everything up in GWEN, op. nothing ever matched it, and after 2 was garbage, no one will even come close.
>>
>>339859391
>blessing gets buffed when priest is already a great class
>thaumaturge exists... for no reason because their buffs will never be able to compete, even after dumping millions into attribute
>>
>>339859367

Back in the glory days of crab camps and RDM refreshers, I made a name for myself as the RDM who could stoneskin and set up for thf's SATA on the tank.
>>
>>339859990
>Tank losing emnity some how
Those were the days.
>>
Buying Albion Onlineis, it any good?
>>
>>339859113
People want goals they can reach, not just to play pretend.

Doesn't help that people also hate dying to other players and won't tolerate it unless it is also part of a treadmill
>>
>>339860181
*is it
>>
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>tfw can heal/tank/dps solo
>>
>ywn 55/ss uw with your bro again
>ywn make it to the hoh and get crushed by koreans again
>ywn sell a 15-22 crystalline sword with garbage mods for more ectos than you thought youd ever own
>>
>>339860181
No. It tried but failed.
>>
Being a healer appeals to my submissive nature. What's the best healer game right now?
>>
>>339860640
tell me more
no contents?
>>
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I'd want it like Monster Hunter, where a team is generally helpful and all but required for being fast and efficient or for beating the toughest challenges, but a solo player can still manage to get by on their own if they're good enough

So I guess what I'm saying is that I want Monster Hunter but in an online open world and not really an MMO
>>
>>339860667
can`t you faggots stick to your own threads
must you try to ruin every mmo thread in the board?
>>
>>339860667
mmos that let you tap rotations with one hand
you also want to ignore the DPS when they get hit with the undodgeable AoE and blame them for pulling
>>
>>339860946
What if it was possible to do solo with more time and preparation required? Like sharpstones or traps or whatever they use in MH was only craftable by Blacksmiths or a certain class.
>>
>>339861427
MH is all soloable without traps and items.

You just need a good weapon and skill set.
>>
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I miss games with crowd control. I was a controller in CoH and my main job was making sure the large group of enemies were stunned. Throw in the secondary powers of buffing the group and it was always entertaining. And pulls of mobs were huge, usually 10+ enemies in a single group, not to mention pulling multiple groups at once. I miss it a lot.
>>
>>339857306
>you HAVE to sit around town waiting for party
>what is crafting
>what is gathering
>what is market jewing

yeah ok
>>
>>339861751
Even the weapon only needs to be good enough to beat the usually generous time limit, since armor is optional as long as you don't get hit
>>
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>>339841589
>>339845419
>>339845805
Don't worry, your dream game is already in the works.

Mapmakers and Caravaneers are both important roles in the game, because there's no minimap and inventory space is limited. Not only that, you aren't just plopped into the world. There's an entire AI kingdom, and character creation involves you taking over an NPC's life, gaining benefits from your family's resources, prestige, and even their genetics. You're not simply a knight, you might choose to be from an entire family of knights or the the black sheep amongst your thieving relatives.

I'm really looking forward to it because, unlike EVE, there will be enjoyable content without having to screw other people over.
>>
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What do you guys think about Chronicles of Elyria?

>fully destructible environment
>non-repeating quests
>player driven storyline
>player housing
>land ownership
>no classes, entirely skill based system
>castle sieges

Their kickstarter just finished and they managed to fund their project for $1.3M.
>>
>>339837305
so a true sequel to GW?
I'm fine with that, would play
>>
>>339862570
>>339862620
SHILLS CONFIRMED, ABANDON THREAD!
>>
>>339862620
>1.3M
>for a project that big
>with a small team
Yeah no I don't think a single fucking thing about a game that isn't going to come out before 2040
>>
>>339835062
I miss the days of hybrid builds in wow
>>
>>339862760
It's a pipe dream for sure but I don't know of any other MMOs currently in development that look promising. Albion Online turned out to be Runescape 2.0 with p2w features and Crowfall looks extremely shallow and has clear SJW influences controlling it's development.
>>
>>339863472
Yeah but anyone who gets hyped for MMOs not even close to release are fucking retarded.

I mean it sounds nice and whatnot but why care for something that isn't even near release yet?
>>
Pantheon looks cool but I also saw they failed their kickstarter 2 years ago but are still trying tomake it so who knows how that's gonna turn out
>>
The only MMO I ever enjoyed thoroughly was Ragnarok Online.

It's just fair and balanced.
>>
>>339854293
Haven and Hearth

it is next level grind
>>
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>Strength of a character depends on Gear, Skills and Physique
>Skills and Physique can be maxed within a week of casual play
>Gear can be obtained and equipped whenever, but a weakling in full armor won't defeat a master-at-arms
>A master-at-arms in full gear can die to a lucky shot from a weakling with a decent crossbow
>Deaths for a character are permanent and everything drops
>Nothing is generated out of thin air, and nothing disappears to thin air (mobs don't regenerate just like that, and gold that NPC merchants get doesn't disappear but accumulates and is used accordingly)
>most items are crafted or harvested by the players
>the game starts in a safe NPC town surrounded by hostile environment, and players must expand the dominion for lebensraum and construct more towns
>Warbands generated by admins may destroy and push the players all the way back to the starting NPC town if they suck
>different servers for different PvP settings
>players must make their own stories and "quests" much like EVE, and FIGHT HARD to preserve what they've achieved

how is this not the perfect MMO
>>
>>339837305
So an actual sequel to Guild Wars
>>
>>339863668
It really wasn't in any way. It was kinda fun, though, but let's not kid ourselves. Tricksters online is where it was at.
>>
>>339854710

I don't know about ESO but GW2 hasn't had any new content worth a shit for months now and the game director resigned because he did such a shit job with everything.
>>
>>339862620
>>339862570
I was interested until I saw:

Chronicles of Elyria utilizes a new business model never before seen in MMOs. CoE hearkens back to the coin-op arcade model where, for $30, players buy a Spark of Life that grants a soul the opportunity to live for between 10 and 14 months.
>>
>>339863605
I'm not trying to hype people though. I want to talk about it's possible features. For the sake of discussion I'll link a video showing off some world interaction.

https://www.youtube.com/watch?v=nOKdf5lp2IQ
>>
>>339835062
Plenty of mmos existed that broke away from the whole trinity, even really old ones as old as WoW. Trinity is a terrible design
>>
>>339861813
why would you remind me of COH, knowing full well that it breaks my heart into 1000s of pieces everytime T_T
>>
>>339863938
>single character
>10 to 14 months
>$30
What a rip-off.
>hearkens back to the coin-op arcade model
>a model designed purely to wring as much money out of people
>somehow this is supposed to be a good thing
>>
>>339863938
What, so basically a character dies after roughly a year and you reroll?
>>
>>339863938
>>339864238
>>339864305

That's 10-14 months in real life. Your character ages in real time, so about 12 months will see you progress from a teenager to an elder. You're /supposed/ to eventually die, everyone in the world does, and some of your acquired skills get passed on to your next character. This is supposed to prevent one person from becoming too powerful for too long.

Also you can acquire and buy (in-game currency) sparks of life within the game, or steal them from other players. They've confirmed this in several Q&As and in one of their newsletters.
>>
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A big problem that MMOs face nowadays is that information or lack of it is no longer a blockade. Information is often datamined within seconds of it existing and posted on various news sites, wikis and WoWHead-like sites for people to gobble up and know exactly what to do and how to do it.

This presents a double issue of players clearing through content faster (Once one person figures it out, they all figure it out) and reduces communities because instead of going to a public area in the game and talking to the actual players you Alt-Tab and hit up Google.
>>
>>339835062
Did you fucking play FFXI?

>Rangers pulled
So could basically any other job. Rangers were great damage dealers, but I found Bard to be a more ideal puller. If you're trying to chain it wasn't beneficial to have the Ranger pull.

>Thieves managed aggro
Mildly helpful.

>Ninjas traded off tanking hits with their shadows
At endgame this was important, but in most situations having a single ninja was sufficient. And in merit parties it just made sense for everyone to sub Ninja.

>Paladins healed and cleansed themselves
More or less to hold aggro, but I don't remember cleansing at all being a (major) part of the Paladin dynamic.
>>
>>339864449
Yeah, but it also says on their Kickstarter that when people kill you you lose time on that 10-14 months. The more powerful you are in game, the more time you lose.
>>
>>339864929
It's pseudo-permadeath. Actually, the more powerful you are the more time you'll have to play on the same character. If you're weak and die a lot you'll have less time before needing to use a spark of life.

This article explains some things about it nicely http://massivelyop.com/2016/01/08/chronicles-of-elyria-hitches-its-death-mechanics-to-its-business-model/

>Soulbound Studios says that player characters live between 80 and 120 years, equating to up to 105 in-game years, assuming you don’t go and die in the meantime. If you die infrequently, your character will live approximately a year in real-time. If you die a lot, however, those deaths are lodged against your character’s lifetime.

>“If you’re someone who dies an average of once per week,” write the devs, “you can expect to live approximately 8.75 months without needing to buy a new Spark of Life.” Now do the math on dying daily: “Every day counts as three days of play time. The average of 354 divided by 3 is 118 days. That’s 16 weeks, or approximately 3.75 months before you need to buy a new Spark of Life.”
>>
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>>339863938
>>339864929
Your subscription ends when your body dies for real, but your soul keeps all your stats from your previous life so you can quickly retrain them. This is incorporated into the game mechanics: only people who train a skill over several lifetimes can become Legendary at it.

It sucks that you're guaranteed to never become the best on your first life, but on the other hand it's nice to have a game where being legendary actually means something instead of everybody being the chosen one.
>>
You could have have bigger groups required for standard content so you can have more specialized rolls. Single target tanks and group tanks, single target healers and group healers, buffers and debuffers, and all the usual different types of DPS (melee, ranged, magic, DoTs, burst, AoE, etc). Maybe roll some of those roles together so you don't have a gorillion different classes that can only do one thing, or let every class spec into different options, whatever. No MMO is gonna be perfectly balanced if you have more than one option for each role but I think most people would rather have at least some variety.

Oh yeah, and make groups necessary for doing a lot of stuff even outside of dungeons like things used to be in many MMOs. There can still be soloable content but this would a) Actually get people to play together and b) Make classes that aren't just pure DPS worth a shit outside of dungeons
>>
>>339851460
I know a lot of people don't like leveling but I've never had a problem with it. Honestly I find that in a lot of games the endgame gets repetitive way faster than leveling your first character or two does as long as there's enough variety in places you can go or things you can do to level up. Although most MMOs these days fail on that later point since everything is a railroaded themepark.
>>
>>339863768
Because you can't have one-chance characters and interesting PvP.
>>
>>339835062
>WoW ushered in

The dynamic existed long before WoW copied it.
>>
>>339866728
it's the other way around
>>
>>339863768
trials of ascension before it was canned
mortal online
>>
>>339864667
Even worse, asking actual players gets you shamed for not googling it. These are the same faggots that tell you to look it up in the dictionary instead of just saying what the word means.
>>
>>339845419
Silkroad was similar in that regard. Too bad it was garbage.
>>
>>339866919
>something doesn't go exactly as planned
>have to retrain a whole character
The implication that no game except those with immediate character deletion are decent is ludicrous at best.
>>
>>339859367
BRD could buff tanks/DPS/etc and awesome bards such as myself could even get down to giving individual preferred song buffs while you fucks were clustered together.

I could pop a minuet on your DRK and move a character model's pube length away just enough to hit the mages with ballad while still not hitting your worthless ass.

Then I'd play BST all by myself because no one likes BST except me and about 500 other people in FFXI. Only the 2nd least loved job, thanks PUP!
>>
>>339867301
no you said interesting pvp. PvP is not interesting unless you have something to lose. Higher the stakes higher the enjoyment imho. Obviously you have never been in a fight IRL. The rush is overwhelming.
>>
>>339864667
Reposting from earlier threads:
"Solution for data-mining and min-maxing:

1) Don't name items and monsters. Only players and guilds have names. If names emerge, then they emerge from the community.

2) Create mechanics that aren't about cookie cutter builds and obfuscate them and stats. Player skill should be more important than stats. That way most characters will be different as it's unclear of what the perfect build is, there will be constant discussions.

3) Hide damage. Replace numbers flying through the picture with visual wear effects on monsters and enemies. You only see your health and the health of party members, but not in absolute numbers, only as bar/%.

4) Reduce UI to the absolutely necessary. Reduce text to a minimum.

Would something like this work? I don't mean if it would be popular with the casual crowd, but if it would work for a good game."

and a good response was
>GOTTA KILL BIG BONER FIRST BRO
>ANYONE SEEN BIG BONER UP?
>LFG TO KILL BIG BONER PST
>>
>>339837305
Many of the same elements as my "dream" MMO. People don't realize how huge a no leveling system would be. Even in a game like WoW. How that frees up questing for story telling or ability rewards, cosmetic rewards.

Eh, whatever, not doing a write up on it myself.
>>
>>339867552
This is 100% true, PVP without expense or chance of loss just becomes a clusterufuck of mindless ganking and respawning that every single other genre of game does better with better gameplay.
>>
>>339867654
It would be dogshit and only casuals would ever bother with that crap.
>>
>>339867871
u wot
>>
>>339837305

> THIRTY CLASSES

how the hell would you make 30 classes plus secondary classes plus combinations feel unique at all

not only would that be a nightmare to balance, but you'd waste all your time trying to make each class unique with stupid shit like effects and animations

>power crystals are obtained from rare mobs

so basically levelling now is an RNG mechanic. so you gotta grind your levels out and hope to get some, while others might get lucky and pass your ass in no time. OR HEY, you can trade them for your gold. okay well I'll just pay a farmer to farm gold for me, and use that gold to gain levels. that was an easy path to max level

>combat functions identically to WoW

please, for the love of god, drop the WoW shit. it's boring. it has been for years. I'd take fucking Runescape combat over WoW's shitfest if it looked good.
>>
>>339867654
Problem is that people would dig through shit changed in a patch and just see what new shit was added or changed anyways, those ideas aren't very good and wouldn't solve anything.

The only way to do it would be to store almost everything serverside somehow and that probably wouldn't work very well.
>>
>>339867654
not a solution though. You can just choose 1 weapon and 1 monster as base and describe everything else using them.EX: monster A dies from 3 hits with X weapon.

the aboslute numbers are irellevant, it's all about how they relate to each other
>>
>>339867654
You can still datamine nameless monsters by the ID the client uses to render them, even if encrypted

As long as players have complete control over their builds/stats there will be cookie cutter, and even a small community of MMO players who are usually really fucking good at math can figure out best builds on paper and then put them into practice

Hiding damage helps, keeping that shit serverside can help with data mining

UIs do need to be toned down, minimaps, waypoints, other stupid shit that railroads the player is generally bad when it comes to open world design

All in all, MMOs could take a lot of ideas from roguelikes such as Dwarf Fortress's adventure mode of Dungeon Crawl stone soup, where you could have generic goblins, but give them different equipment and skill sets and seed them into the world rather then having a generic set of instances or zones that are designed around static quests
>>
>>339867654
This wouldn't really flat out stop it but it would be pretty cool, I could see people having wars over fucking mob names.
>>
>>339835062
OP you can add FFXI as a reference too to a certain degree.
>>
>>339866842
He didn't say WoW invented it he said WoW defines the modern expression of it.
>>
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>>339835062
The only way to fix an MMO is to give it proper action combat that doesn't take 10 years to kill an enemy. See black desert just lower the amount of hits it takes to kill an enemy by a lot so you're not 50 years old by the time ones dead.

Honestly my perfect MMO would prob have dark souls combat.
>>
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What's the best MMO out right now?

I've done TERA to death and dipped a toe into Blade and Soul before dropping that. Skyforge and PSO2 were also both dropped. And I don't feel like playing the Final Fantasy one.

I did find a classic Ragnarok Online server a while back and thought about getting into it. What's RO like?
>>
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>>339835062
As much as I hate to say it, Gw2 was on the right path. However after they took the idea of dropping the holy trinity they decided to take their failed abortion to shit on it, take the shit covered abortion out back, beat it to death, continue for the next four years and finally decide to cremate it, then 360 and piss the fire out to continue beating it for their chink overlords at NCsoft.

Making everyone a jack of all trades mater of ONE is a good first step. Every class should bring its own unique and useful thing but also have an exploitable weakness. Players being self sufficient with niche roles filled by particular classes for situations would open up varied parties for PvE and make PvP interesting. Having an intricate class system with more mechanics then "do damage, do cc, do heals, do tank thing, lol buffs" It's at least how I'd approach it and buff/nerf based on what the min/maxers find. (they do my job for my unpaid)

Though I'm hardily interested in that.

I just want a MMO with a good character creator and open world pvp. I need something to fill the void that Rift left years ago but everything is p2w or entirely instanced. I miss the days I had to worry that some party would come along and fuck me up when gathering mats.
>>
>>339837201
>I like having a trinity at the core, supported by different classes.
Pretty much this
I loved healing in Guild Wars
also, for me the "big MMO" was not WoW
It was Lineage 2
played it from C1 to Interlude
>that glorious feeling when I first defended a castle and saw Siege Golems coming to the gate
hnnnnnggg
also I played many other MMOs later
no MMOs came close to the open world-clan war pvp of Lineage 2, and the big sieges
>>
>>339868945
>Le Dark Souls combat maymay
MMOs can't have pure action combat because of netcode and internet problems, plain and simple.
Look how fucking shitty Dark Souls invasions already are a lot of the time. Unless your entire playerbase lives in South Korea not many player's internet would be good enough for that kind of shit on a server with thousands of players on it at once.
>>
>>339869074
>I did find a classic Ragnarok Online server a while back and thought about getting into it. What's RO like?
Outdated and the community reflects that, people who are heavily holding onto something that they've been playing for 7 years without change.
Except nothing but autists who only do the most optimal path and get upset at anyone doing anything outside of their liking/exploring.
Unless you know japanese and are willing to cough up 20 bux subscription fee for every month, I suggest staying away. Too late.
>>
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DPS is boring because the situation you're in rarely changes and so there is almost always a "best" rotation or choice of actions at any given moment.

Healing and tanking are fun because the situation you're in is constantly changing, especially in regards to healing, and so you aren't just following a spreadsheet. You are adapting under pressure. You need to know exactly how each of your abilities work and maximize their potential. This leads into the fact that the skill level of a tank or healer can allow content above what your gear can handle to be tackled, an amazing healer can support an undergeared tank, a great tank means the healer can relax a bit. This, to no fault of their own, is not true of DPS. There is a fixed maximum allowed damage output based on gear as a DPS, and since you follow a rotation it is your job to be very, very close to that maximum potential at any given time. You are either a good or bad DPS because you either reach that ceiling or you do not. There are less shades of grey.

This is why I find healing more fun than DPS in WoW-style MMOs. This isn't true for games like Tree of Savior where they are much more passive roles. Please subscribe.
>>
>>339869359
Oh well. There's always /v/scape
>>
There's nothing to fix, the games might be dogshit but it doesn't matter even if you fix that.

MMO players themselves want their games to be fucking dead, and will do everything in their abilities to kill the MMO. Avoiding other players, datamining to the extreme, avoiding any exploration or movement from the average path/guides and just flat out trying to make the games into the most bland experiences they could.
>>
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>>339835062
>Fixing MMOs?
Done.
>>
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>>339869817
please be bait you cant be this retarded....
>>
>>339835062
do what EVE online does

fuck the holy trinity, everything has a specific role, duty, and purpose
>>
>>339870075
Go play GW2
>>
>>339870075
>The damage
>>
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>>339869348
>The net code means combat has to be bad meme
Sure kid. What is planetside 2 or games that have over 100 player experimental servers that work 100% fine.

I don't how or why is netcode meme has been spreading around probably because a bunch of faggots who play an MMO with shit combat never want the genre to improve even though there's tons of evidence that this netcode meme is completely false. Everyone always just cites that one video oh that's all the fuck you're talking about how he doesn't want his MMOs to have good combat because he's trash at games and then somehow mentions the net code meme like it's an actual problem.

Anyways fine it doesn't have to be dark souls combat there's several other games that have action combat some a bit simpler it has been proven to work completely fine in a MMO environment hell over watch was going to be an MMO yeah that game with that combat was going to be an open-world MMO where you could choose characters like that and just fuck around in the whole world. Of course TF2 clone is more profitable and takes less work so they just transferred there good combat over to that and then they just made money I dare you to try and find something that says it had to do with netcode problems because you won't be able to.
>>
>>339870252
No, thank you.
>>
>>339851542
shit nigger I thought octopus were small and cute
>>
>>339835062
How to fix MMOs

Take what would've been EQNext
and the combat system of wildstar
And have your character learn stuff a bit like EVE Online, but not with a Skillqueue but by playing said class


Classes can be aquired and trained, Mastering fire spells increases your permanent fire damage by 0.1% or something same for other elements ofc.

Learn from WoWs mistakes. Different currencies are okay, but don't make them obsolete 2 months after.
You wanna be a mage? here's this magician research facility. Do their quests and aquire currency used for mage profession related items that people will always need, sell them to people that need them or use them yourself.

Changing the world unlocks new npcs and missions and whatever for certain classes, maybe even playable races.

ste int vit dex stats are like in EVE, you have them and they impact the development of your character.
But you can improve them by doing stuff your class is supposed to do. Warriors et increases to str and vit while rogues get dex and mages get int for playing. Certain quests reward stats aswell or maybe some 1 time use consumables do aswell. More stats unlock more new possibilities aswell as enhance your character.

No racelocked classes BUT lets say dwarfes have higher base str and less int so they have to work towards imrpoving their stats before being able to start a mage profession.


Also no levels. Fuck leveling.
Stuff was piss annoying in warcarft

You've beaten the lichking, but this fucking level 90 elk will kick your shit.


I have tons of ideas but I fear that my ideas would only be good in my own eyes.

Still I'd love a Fantasy Sandbox MMO with no or at least few homing spells that fly through walls
>>
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Just remove leveling. Why the fuck are you wasting all this time and money making a big stupid world with a bunch of stupid dumb quests that people hate. Everyone, EVERYONE tries to level as quickly as possible to get to "where the game really starts". You are literally throwing money away.

>Remove leveling and quest grind
>More time, money, and creative patience for content people actually care about
>Make something really unique and fun
>Easy to pick up means more customers
>More funding means more content to keep those players
>Success

It's so simple you FUCKS
>>
>>339862570
We had a thread few days ago and one guy made me aware of following things:

>Bolstering
Basically your stats scale to strongest family member around. If you're a dickass thief with DEX as your main stat, and your big bro NEET who plays all the time and has 99 in STR comes around, your DEX is set to 99, along with other stats to fit his, and you can go fuck up some dragons despite you being an underleveled bitch.

>Fully randomly generated world
Your usual sandbox MMO shit, BUT the map is full of kingdoms and cities and NPC and shit like that from start. Devs aren't retarded, and don't repeat the mistake of EVE, by giving you an empty world and assuming you'll fill it out.
>>
>>339870496
>games that have over 100 player experimental servers that work 100% fine.
They actually don't though, they have big issues with hit detection.
>>
>>339870496
"Over 100" is very different from 1000+
And it is more because of people's personal ping than anything. Most of the world's internet is varying degrees of mediocre, and if your game requires having sub-100 ping at all times to not suck ass at it then that's alienating a ton of potential players. That's the same reason why MMOs always have such low requirements to run, to have as wide of a potential playerbase as possible. MMOs rely on having a lot of players to thrive, in theory anyways, MMOs today are mostly glorified lobby systems but that's besides the point.
>>
>>339854984
pls respond ;_;
>>
>>339835062
The MMO I cut my teeth with had

Melee DPS - Warrior
Ranged DPS - Wizard
Melee with ranged poisons/debuffs/a shit heal - Taoist

was great, I also played a game where you picked magic/str/dex and you tanked what you were good at for the rest of your friends.

i.e mages could tank magic, warriors tank melee
>>
>>339860667
my buddy swears on FF14 WHM
>>
>>339867654
That sounds like monster hunter, besides not giving them names
>>
>>339860946
>I'd want it like Monster Hunter, where a team is generally helpful and all but required for being fast and efficient or for beating the toughest challenges, but a solo player can still manage to get by on their own if they're good enough
Toukiden: Kiwami

They even give you an AI party by default that's not shit.
>>
>>339870660

Guild Wars did a pretty good job of having levels but also having the majority of the game take place at max level because it didn't take long at all to hit level 20.

Too bad Guild Wars 2 did the complete opposite and as a result most of the world is dead and shitty.
>>
>>339870623
since this all would mean lots of grind, missions should not be completely generic. NPC lives should have an impact on quests and I think a long tutorial going through your characters childhood and how he learned his initial profession would be cool. This could be done like a Singleplayer game while being able to have contact to people on your friendlist. And once done the MMO part starts.

Would allow for no overcrowded starting areas aswell as being able to tell a story that doesn't constantly fuck itself over with the same bandit boss getting killed every 5 minutes and maybe even get people to try and git gud by throwing in some optional challenging missions for bonus rewards.
>>
>>339870623
>currency used for mage profession related items that people will always need, sell them to people that need them or use them yourself.

>class based economy
>All those rogue kiddies
>They are all poor as fuck and no one wants their shit because its so common
>>
You make an H-MMO.
>>
>>339871767
already been done
>>
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>>339871625
>roll shitt scrollmaker class
>get laughed at
>2 months in
>WTB Scroll of [x]
>mfw
>>
So generally a question to anyone still hanging around in this thread, what is your opinion on Mabinogi?
Do you think it has any redeeming features that could be really good for MMOs in general? Any negatives you dislike?
>>
>>339872081
I always enjoy going full jew with crafting classes in MMOs, even if I only do it on occasion.
>>
>>339835062
>WoW ushered in a decade-long era of tank-heal-damage knock-off games, so we all apparently forgot the origin of the cooperative multiplayer formula.
I'm sure someone mentioned this but I stopped reading here as you are factually wrong. WoW didn't start this. Merdian did.
>>
>>339872073
Has it?
>>
>>339872312
go ask a casual if they've heard of merdian

wow ushered it in FOR THE GENERAL PUBLIC aka normies, and now normies need catering to.
>>
>>339872213
I'm frankly surprised it still exists.
>>
>>339869074
which video is that from?
>>
>>339872431
>normies
Normies didn't play MMOs. They still don't, despite being subbed to one.
>>
Tree of Savior has been released, apparently.

How is it?
>>
>>339872581
normies played wow

only mmo i've ever seen normies on
>>
>>339872649
Trash
>>
>>339870623
>the combat system of wildstar
oh god no
>>
>>339872581
Bullshit, only normies play WOW these days.

WOW is litterally just normies and the same 2% who cleared naxx, blizzard just fucking genious because they tailored the community to the point where all they have to do is make one really hard raid for that 1% to praise it, then retool it for everyone else to grind and play dress up.

I still find it funny that they said at the end of vnailla "We're no longer making content for the 1%" and yet all they do is make end game raids, then funnel everyone else into them.
>>
>>339870661
>Basically your stats scale to strongest family member around. If you're a dickass thief with DEX as your main stat, and your big bro NEET who plays all the time and has 99 in STR comes around, your DEX is set to 99, along with other stats to fit his, and you can go fuck up some dragons despite you being an underleveled bitch.
that's gonna suck dick in pvp and we already know CoE is gonna be pvp focused
>>
>>339872708
No, they don't play it. Logging on and doing a daily doesn't count as playing. It counts as giving money to Blizzard and subsidizing other players.
>>
>>339872213
Frankly? The only good MMO around, crippled by the lack of advertisement and players in the international variations.
>>
>>339872941
Fair enough.

Still, they're the "core audience" mmo developers are chasing these days, which is the problem.
>>
>>339873031
And a huge fucking money shop and the inability to catch up with anyone who has playing for any length of time.
>>
>>339872941
oh ok, you were making some lofty point about wow's casualization over time. (i agree)

Normies played when they saw the internet is for porn video.
>>
>>339873226
>Normies played when they saw the internet is for porn video.
You mean the broadway show?
>>
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All I want to do is lead armies against others, or large dragons
>>
>>339873148
>and the inability to catch up with anyone who has playing for any length of time.
what
>>
>>339873398
No i don't think the original that the wow version is based off made people play wow.

were you just trying to seem smart?
>>
>>339873226
It's just an inevitability with how hard Blizzard and the world at large was hyping it. It also didn't help that right around that time was when the internet in general stopped being a thing only nerds spent a lot of time on and became something everyone just used all the time.
>>
>>339873549
No,
>internet is for porn
Is part of a broadway play. Have you never seen Avenue Q?
>>
>>339873750
No shit, I addressed that in the post you replied to.

The wow version made people play wow.
>>
>>339873896
I wasn't even aware there was a wow video for it. Having now seen it, its pretty fucking awful.
>>
I had an idea for an MMO. It would never work functionally but maybe the idea can be shared.

Your character basically ages, not literally, but the length of time the character has been in the game affects them.

When you're young, your a soldier, a dps flinging mofo, either an archer or, for those who want to get closer, a rogue/flanker, you can't take a hit but more of you are needed than the other roles, later on you become beefier and start taking the more front line tanking or front line damage roles, and as you hit the end of your road you are a more magical entity, either focusing in the arcane or divine arts.

You could drug yourself, drugs would be a big part of the game, giving you bonuses for X days but fucking up or screwing your development up. You could develop a character who is meant to be fucking amazing but only on a Thursday and Friday a couple weeks from now, so you have to really synchronize with the rest of your guild.

You could always continue playing a fully aged character, but your stats are lower than average and more spread out evenly, so you have to rely on items more, becoming a sort of role-hybrid trapper or building character, only useful if you have enough funds to continue to be so, unless you fucked yourself up with drugs and then you're basically sidewalk filth at that point.

Universal advancement would be more about the honors and accolades your entire account achieves rather than continually becoming stronger.
>>
>>339874012
you would have been if you read the posts you reply to
>>
>>339872213
Mabinogi is good, most people haven't played it and will refuse to play it because it's a tad confusing.
The people who try it will solo up to the end of G1 and then drop it because
>oh wew a boss that requires party play
so now it's just old players only or people who managed to invite a friend to play as well
>>
>>339874164
anon: 1
anon: 0

gg
>>
>>339851996
what is this?
>>
>>339873429
>All I want to do is lead armies against others

Maybe Camelot Unchained will work. Or it will suck and die after a few months.
>>
The problem with MMOs isn't the combat, if you want combat there are much better ARPGs and monster slaying games out there.

The problem is the lack of immersion and the fact they're made to be as unfun as fucking possible with long as grinds just to keep you subbed, abusing the social aspects to try and get groups of players to play together.

The key to a good MMO is to make players want to log in and adventure, that does not mean make them grind repetitively for weeks just for a piece of shitty gear
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