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| | #1486 (permalink) |
| ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏ Join Date: Sep 2006
Posts: 6,639
| I want a game with the least amount of classes but maximize game styles. Tad you're insane. Class balance is required for any successful game. If you have to many classes certain classes will begin to become redundant. Just look at EQ2. Classes need to be unique that offer something no one else has because if you don't then classes will be dropped for other classes that end up doing it better. Also, each class needs to be able to viably solo as well. My Class structure: Tank Healer Melee DPS (Physical, Magical??) Range DPS (Physical, Magical) Hybrid Tank/Heal Hybrid Heal/DPS Hybrid Tank/DPS Pet Class Instead of creating a separate class that debuffs/CCs, just have certain support classes (hybrids) offer debuffs and CC. Or spread them around all the different classes. |
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| | #1487 (permalink) |
| Banned Join Date: Nov 2003 Location: n/a
Posts: 1,607
+1 Internets | Get rid of the dam warrior and healer. I am so sick of them. That is all you ever see people asking for, "need a healer" "need a tank." People waste more time trying to find one of those 2 than anything else. Design a dam game where you just don't need these two classes anymore. Actually EQ was like that when it first came out (talking pre planes). You literally could have any group makeup be successful, except, of course, against Naggy or Vox (but they were initially designed as raid targets anyways). |
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| | #1488 (permalink) |
| EQMac is proof that sometimes it's okay to get stuck in Time. Join Date: Dec 2003 Location: Los Angeles
Posts: 3,268
| I may be insane Draeg -- but my class structure gets rid of the pure classes -- which cause the "we need X" problem and causes balancing problems. Either everyone is a pure class or no-one is. Mix and Match has got to stop. So if you're not going to have 8 pure classes then everybody should be a hybrid. EQ2 almost got it right. With everyone a hybrid almost any group makeup can work.
__________________ Surface - Drunken Monk of Seradon Surface - Drunken Monk of Al'Kabor http://img5.imageshack.us/img5/3042/...bikini8317.gif |
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| | #1489 (permalink) |
| Registered User Join Date: Apr 2004
Posts: 3
| Taking a minimalist approach to game development is imo a good idea. In just about everything, the more complexity that you add to a project or user interface that less intuitive it becomes (thats a huge issuen in WoW UI's IMO). Take Classes diversity for instance: If you have too many races and too many classes you lose a lot of what one would consider the intuitive recognition of what a class does. In WoW for isntance people easily understand what the Priest, Warrior, and Mage. However, when you talk about warlock paladin rogue hunter and shaman interpretations vary. What I mean by this is that the way in which a Warrior, Priest, Rogue, or Mage is interpreted is generally universal. But as you create classes with more overlap the universal interpretation of a class type tends to lose its meaning. For instance, a "rogue" in Shadowbane could also be considered a "barbarian rogue." The same can be said about any other aspect of an MMO, from gear to spells to even mob AI. IMO a minimalist approach to design is always a good way to go (not completely minimalist obviously) so that you avoid "overdoing" it. In regards to spells and WoW and Doors. Having something as a "spell" really isnt that important from a programming perspective. Its really only indicative of how their spell system was designed and testifies to the quality of their code. I say quality because it means that they are able to transfer aspects of code to accomplish things in a completely different part of the game. In this case casting spells as a player on mobs/players and interacting w/ objects. TBH I find that very impressive about Blizz, but Im also not suprised to see it coming from that kind of a dev house. |
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| | #1490 (permalink) |
| Registered User Join Date: Jul 2007
Posts: 45
| I don't understand the problem people have with a healing class. Healers play a fundamentally important role in group-based gameplay. I do see people being sick of the Holy Trinity, but I think Mythic has started off on the right foot with a few adjustments to how the healers work. Sure, that Goblin Shaman can sit in the back and spam heals, but truth be told, their heals are going to be much more effective when they are standing in the thick of combat, gaining their Waagh! and using that Waagh! to formulate better and quicker heals. Class structure can be innovative and still remain in the Tank -> DPS -> Healer triad. I think the holy trinity works, but I think that it's time people get a bit innovative with their classes. Class skills should be unique enough to encourage several modes of gameplay through the class. It is one of the major issues I have with WoW. I really like the talent system for what it can do, but I also hate it because of what it does. And that's let people who are morons run around as Fury Warriors and then wonder why they can't get 5-Mans for gear at 70 (they don't want to tank). I'm a believer that if you roll a certain class, you should be willing to perform the major role of the class at some point. I had a Priest I raided with for a long time at 60 that was a Holy/Disc priest, and I didn't mind it at all. Of course, I am someone who has a mindset of: what can I do to make the guild stronger, rather than what can I do for myself. Looking over tad10's class chart, I see some good ideas, but I also see way too many classes. I get where you're coming from tad10, but damn man, not every game is meant to support that many classes. Warhammer Online can support 24 classes because it's a Realm vs. Realm game where each race is supposed to represent each army. That works for that game, but without knowing in depth what sort of IP the 38Studios crew is playing with, you can't really begin to design too many classes, but overall one class I personally like seeing in fantasy-based settings is a Bard. Yes, I love these crazy guys. Loved 'em especially in FFXI, and I kind of wish WoW had a pure buffing/debuffing class like this. I actually did more work on my Bard in FFXI then I did when I played a Dark Knight or Warrior, or hell, I think I've never had to do as much. Running from the front of the group to the back of the group keeping songs refreshed while tossing out a heal here and there kept me busy, which made grouping a little less tedius. I'd much rather be doing something and having to pay attention to what I am doing than spamming my 1 key like I did on my Mage. I also enjoyed the Vanguard Bard for the short period of time that I played that game. I'm just partial to the class because of what designers can do with these guys, really. Something I do think that should be looked at from FFXI were the skill synergies (I forget what they're called). It was really cool to see your Samurai start off a chain followed by some other class and see some nice damage, and then your Black Mage came in with a heavy nuke that gained extra damage because there was an Elemental Synergy between the combo & the spell. It really added some flavor to the combat, and I hope to see something similar to it someday. |
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| | #1491 (permalink) | |
| ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏ Join Date: Sep 2006
Posts: 6,639
| Quote:
When I log into a game and see a list of 27 classes to play and I'm a noob, it just seems ridiculous. | |
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| | #1492 (permalink) | |
| Insert Quarter Join Date: May 2006
Posts: 11,167
| Quote:
I can appreciate the need for more than 1 viable tank class and more than 1 viable healer class to avoid the holy trinity, but going to far in the opposite direction is just as bad.
__________________ I got a list of demands written on the palm of my hand. I ball my fists and you gonna know where I stand. | |
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| | #1493 (permalink) | |
| ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏ Join Date: Sep 2006
Posts: 6,639
| Quote:
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| | #1494 (permalink) |
| Registered User Join Date: Jan 2002
Posts: 1,308
| I honestly thought the EQ1 setup of classes was pretty solid. The overlap wasn't horrendous and the three tanks definitely had niche fights where they were superior, though because of shit like defensive you were required to use a warrior in many. That was a mistake that altered the course of the game for the worse, but the overall differences between the classes was pretty solid. I think WoW really went the wrong direction when it came to class design, in that you have classes that don't perform their expected roles in some situations due to their talent spec. Dps warriors, shadow priests, dps paladins. I've always been a proponent of easily going through the lfg lists and what not finding out someone to fill a necessary role within the group without having to guess which talent spec they might be using. I don't remember ever sending a tell in EQ asking if someone were a healing cleric or a dps cleric. The flexibility of the talent system is sort of offset by this, and I would prefer more defined class roles. That, and the very flexibility of that system is a major weakness when it comes to the average player. How many people leveled to 70 as a ret paladin? How many ret paladins are wanted in groups? Same with enhancement shamans, dps warriors and the rest of the class talent setups that do not capitalize on the strengths of the parent class. Anyway, I definitely feel that a larger number of classes that actually represents what the classes can do as opposed to fewer classes that are partially flexible is a better system. Unless of course you are using the FFXI subjob system, as all developers should. Then less is ok too, because the combinations of those classes will more than likely cover individual tastes as well as variance in non-solo environments.
__________________ Jesus on the dashboard, Whenever it feels right. |
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| | #1495 (permalink) |
| Banned Join Date: Nov 2003 Location: n/a
Posts: 1,607
+1 Internets | That's a stupid retort. If people followed that there would never be change. There were many games that never used the tank/healer model. IMO it is that tank/healer model that causes players more grief than anything else. Can't tell you how many times groups fold for a lack of either one, or how many hours wasted trying to find either one. You hear enough whining about how you want to encourage people to group instead of solo, but the bottom line is people get sick and tired of waiting around trying to find one of those "Needed" classes. |
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| | #1497 (permalink) |
| Banned Join Date: Nov 2003 Location: n/a
Posts: 1,607
+1 Internets | Know wtf you are talking about before responding. NWN (the FIRST real MMO) and Darksun Online (the precursor to EQ and which EQ copied alot of) were never tank/healer centric. DSO characters for example were tri-classes. Even EQ wasn't that way until it came out with its expansions. Where do you think the whole "holy trinity" term came from, it began with Kunark, tho now I would change it to dynamic duo. If you design a system where in order to advance you need certain specific classes in all the meaningful encounters, that just begs for the same old complaints about can't get groups for this or that. It needs to be changed it is as simple as that. Tad's suggestion really isn't that out of line (God I can't believe I am actually somewhat agreeing with him). The only problem I see is people will eventually figure out which classes work best in group encounters and ignore all the others. |
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| | #1498 (permalink) | |
| Ad Hoc Join Date: Jul 2002 Location: CA
Posts: 1,215
| Quote:
"YOU STUPID FUCKING NEWBIE! DON'T KILL THE BANDIT LORD YET! HE DOESN'T DROP AN EPIC FOR 12 MORE HOURS!" "Oh... sorry. Well when can I can kill him?" "NEVER. THEN HE IS MINE."
__________________ casual | |
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| | #1499 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 826
| The need for massive healing during a fight creates a situation where or more people must provide that healing. Its not dynamic, its not responsive, its whackamole with hp bars. Now...if you switched things a bit and still had the possibility of people receiving that much damage but gave healers mitigation abilities, directional shielding, blocking, etc, etc then the healer is fighting what the monster is doing instead of fighting what the hitpoint bars are doing. The healing role has been turned into a health battery more than anything else. You fill people up. If you were to change it so they protected people from going down in a dynamic and fun way then you would be doing well. |
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| | #1500 (permalink) | |
| Insert Quarter Join Date: May 2006
Posts: 11,167
| Quote:
__________________ I got a list of demands written on the palm of my hand. I ball my fists and you gonna know where I stand. | |
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