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| | #6707 (permalink) | |
| OMG, it's Alpha!!!11!one! Join Date: May 2006 Location: West Coast
Posts: 1,033
| Quote:
Then again, for casuals they could probably serve as single-group tanks or off-tanks just fine. Yes, balance is a huge issue, but I'd argue that for interest's sake, so is flavor. I'd personally rather have an evasion class that's harder to play, but when handled well, is easily on par with the typical meat shield archetype, if not superior in certain ways. Also, putting in votes for bloodmage and necromancer classes for Copernicus.
__________________ Casual progression is my obsession. If I'm a pussy for not showing my internets, you're a bigger pussy for not signing them Last edited by UnchainedAcolyte; 06-30-2009 at 11:01 AM.. | |
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| | #6708 (permalink) | |
| Registered User | Quote:
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| | #6709 (permalink) |
| The more you KNOOOOW! Join Date: Aug 2006
Posts: 233
| I really liked how Vanguard did their classes. Have the 4 arch types and within that 4 of each. Is 16 classes too much? Tanks: Warrior Pally Shadow Knight "Spell, Avoidance, or AoE tank" Melee DPS: Ranger Bard Rogue Monk Magic DPS: Wizzy Necro Enchanter "AoE, Mage, or some hybred" Healers: Cleric Druid Shaman "Hybred like Warrior Priest, Bloodmage, etc" You get the idea. Granted you fall into the "Too many DPS and not enough Tanks/Healers" problem but is there really any way around that? |
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| | #6710 (permalink) | ||
| Registered User Join Date: Apr 2002
Posts: 202
| After reading back on some posts I was wondering. Quote:
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EVE has alot more ability to function on a "single shard" over a fantasy based MMORPG based on world size/space requirements, a limited number of players compared to a successful MMORPG, the use of PVP to create most of the content and gameplay over PVE creations. That said this type of thing is HUGE for a MMO and even a MMORPG if you could manage to get that feeling and type of interaction into a fantasy based game. EVE does not have to be the only game that has it's shelf life dramatically increased due to these types of events if you could figure out some way to bring even a smaller scaled version of this into a MMORPG. I can remember Tallon Zek and the wars we got into over territory control, not winning a meaningless instance battleground or a fort battle that gives us a buff for the next 6 hours but instead a constant battle to keep control of a non-instanced zone so that we could get experience and loot from it. And the Tallon Zek thing was nothing compared to the scale of what happend in EVE. Do you have any plans/hopes to create game mechanics in your game that allow these sorts of things, the ground breaking battles and wars where the player-base can choose sides and change the political dynamics of the server and change the actual access to resources (whether this is dungeon access, travel routes, ect...)? This is one area where WOW's safe and riskless PVP system failed HARD for me, I loved PVP when it was forced on me because I wanted something and others were in my way of getting it, I don't give two hoots about instance PVP event though that has no real world connotations. I have not even taken part in PVP since Tallon Zek but when looking back I loved the way that PVE and PVP meshed on those servers into racial wars for zone control. I would imagine if you made an elaborate enough crafting system that had a large variety of finite resources isolated to certain locations in certain zones of the world this would cause impetus for people of all factions to want to control such areas and were your game to have factions this could cause some PVP with actual meaning. A MMORPG could do the same thing with Mithril Ore, Phoenix Feathers, Abandoned Dwarven Mines, ect... that EVE did with various solar systems, ore, and the asteroids it is mined from. Making some zones exclusive for certain resources such that a faction without control of that zone would need to either fight for it or someone would have to sneak in to farm that resource would open up huge benefits for large scale PVP, roguish types of stealth resource gathering of exclusive materials, and be a boon to a economy with rare resources catching premium prices. Done right this could be insanely cool in a MMORPG. | ||
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| | #6711 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 3,219
+39 Internets | Quote:
Tank: Warrior(physical chains tank, various debuffs) Paladin(insane aggro tank+self/group heals+buffs) Shadowknight(AE tank+lifetap+2h tanking) Melee DPS: Rogue(high single target melee positional DPS) Ranger(terrible class design, mostly a melee class with some ranged attacks) Bard(best bard design ever, could make your own songs, low DPS but tons of utility) Monk(very high DPS, not positionnal) Ranged DPS: Necro(pet class, lots of utility) Wizard(high DPS, low utility) Psionicist(dot/AE/CC class, lots of utility, medium DPS) Druid(high burst class, lots of utility including heals/clickys) Healers: Cleric(basic healer) Shaman(3spec class, heavily hybrid, could tank as bear, dps as wolf or phoenix, lots of utility) Bloodmage(ranged dps/heal hybrid, drain life/do damage to mobs to heal, had issues in end game due to resists on their "heals) Disciple(melee dps/heal hybrid, high DPS, to me the best healer ever designed) They were missing one tank, which supposedly was Inquisitor. You could cut on 1 class in each group, especially if you play around with "specs" stuff. Could cut the cleric and have the shaman assume the role with phoenix spec, could cut the druid and spread the abilities around, move the ranger to ranged DPS and leave the melee DPS at 3. 3tanks, 3healers, 7DPS classes, seems like a decent amount, and cover pretty much every role. | |
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| | #6712 (permalink) |
| ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏ Join Date: Sep 2006
Posts: 6,639
| IMO you can't define classes in a game until you define the game. The less classes the better imo. Whether it's 4 classes with 3 "specs" each or 10 classes with one spec. EQ2 was terrible. VG was pretty good since each class played differently. WOW used to be good, but now is all fucked up. WAR was just a clusterfuck. I like things simple. You need different flavors for each role, but you also don't want overload due to balancing issues. As a vet MMOG player I also get "the grass is greener" syndrome when I can't decide on what class to play with a new game. I forces me to sometimes regret my decision thinking another class is awesome. But that doesn't really reflect class design, just my own dysfunction, but keep class count low keeps the dysfunction from popping up as much. This is happening with Aion right now. |
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| | #6713 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 691
+60 Internets | Quote:
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| | #6715 (permalink) | |
| Registered User Join Date: Nov 2002
Posts: 562
| Quote:
If the content is trivial, then it doesn't matter who tanks, including non-tank classes. If the content is current and/or hard, healers prefer non-evasion tanks due to consistency of incoming damage. The raid prefers non-evasion tanks due to not RNG wiping out of nowhere when you fail to dodge 4 attacks in a row. The only real place evasion tanks shine is in content you have no business doing and/or isn't tuned remotely correctly. If the mob can kill ANYONE in 1-2 hits, then evasion rules the roost. Even then you're likely to get RNG wipes.
__________________ Macrabra of Dragonblight | |
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| | #6716 (permalink) | |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 2,198
+17 Internets | Quote:
http://www.mmogchart.com/Chart2.html Last edited by Froofy-D; 06-30-2009 at 03:49 PM.. | |
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| | #6717 (permalink) | |
| The future, I came from it Join Date: Mar 2012 Location: Portland, Oregon
Posts: 3,661
+3 Internets | Quote:
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| | #6718 (permalink) |
| Issh good, no? Join Date: May 2005 Location: Florida
Posts: 2,042
| They've constantly made changes to assist in the steep learning curve, but it remains one of their largest barriers to entry. I just got 5 days on a my inactive account and I logged in to find this neat certificates system which helps guide new players to develop complementary skills. It establishes particular roles more clearly. This is similar to the various skill titles you earned in Ultima Online while being more complex, granular, and transparent. Furthermore the new Tech III ships, with their more modular design, are how all ships should work. It's rather simple at the moment, but the potential is enormous. I hope that one day they decide to re-design everything in this manner, but I can already guess at a handful of technical challenges they'll need to overcome to preserve their current gameplay. |
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| | #6719 (permalink) |
| Registered User Join Date: Jun 2006
Posts: 1,235
| Boring as shit would be the phrase I would use. I gave it a try a few weeks ago, and made it about 3 days before saying. ffs this is boring. End game might be great. But I wouldn't know, cause I have no intention of afking in a dock, jumpgate auto pilot for 4 months to find out. The entire game is a big menu. Even combat. Bleh. I don't like the auto train skills. The concept is good, but backwards I feel. Skilling up should be part of what you do in game. The queueing should be for mining, and salvaging and the like. You should be making money offline, not leveling. |
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| | #6720 (permalink) | |||
| Lord of the Dance Join Date: Apr 2002
Posts: 8,796
+166 Internets | Quote:
Cliff notes though: DPS isn't a class role. It's just something everyone does. Done. Quote:
What makes the subs less impressive is that it's got about half as many subs as the game above it, Dofus. And in 5 minutes of internet research all I learned about Dofus is that it is apparently an amazingly silly game. It's the MMOers guilty pleasure. We like to see it do well because it's that game that proves a niche game can be successful. But I fully agree with Yahtzee's review of the game. The Escapist : Video Galleries : Zero Punctuation : Eve Online Quote:
Either way, I don't think that players would care that they have roughly the same raw stats, it's that the classes just operate differently even if they achieve the same effect. You don't hear about hunters and rogues complaining about how similar they feel even though in the end they're both just doing 7000 dps. Likewise I don't think tanks would care that they're all sitting at 50% damage mitigation and 25% chance to avoid when the soldier achieves that via heavy armor and hiding behind a shield, the ninja achieves that by 'rolling with the hits' and expert sword work and the psionic achieves it by coating himself in a mental shell and blinking out of phase (the 3 tank classes in Zehn the MMO by the way! Exlusive info for FoH forum posters only!). | |||
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