Why does pony tail weirdo dummy get to direct tens of millions worth of talent again
Huh? Ponytail is making VR headset cleaning systems..
Why does pony tail weirdo dummy get to direct tens of millions worth of talent again
Huh? Ponytail is making VR headset cleaning systems..
So it made me wonder: how about a relatively simple, online free-to-play game that was essentially just a Dungeon Finder? Maybe something like this exists and I'm not aware? But the idea I have is some kind of dungeon runner/explorer, where a small team of players (or support solo play too) can explore for loot and xp. Obviously class structure would have to be tweaked to not rely so heavily on a tank+healer as DPS classes would have an enormously long wait in a queue.
I couldn't find an appropriate thread, as there doesn't appear to be a "Hey, I Got an Idea For a Game" thread.
Having recently begun playing WoW Classic I realized I actually quite miss the Dungeon Finder feature. Yeah, I know, it destroys community, yada, yada...BUT as a casual player, which I accept that I am now, LFD is actually really, really nice. I begun playing BFA a tad too, but all I'm interested in doing is queuing for dungeons. I have zero interest in running around doing the world quests.
So it made me wonder: how about a relatively simple, online free-to-play game that was essentially just a Dungeon Finder? Maybe something like this exists and I'm not aware? But the idea I have is some kind of dungeon runner/explorer, where a small team of players (or support solo play too) can explore for loot and xp. Obviously class structure would have to be tweaked to not rely so heavily on a tank+healer as DPS classes would have an enormously long wait in a queue.
I guess one could say Diablo is sort of this. Randomized dungeons, randomized loot...but I'm thinking something closer to a traditional fantasy, AD&D type of gameplay with the full, 3D, third-person perspective of WoW.
Thoughts?
Buffing, Crowd Control, and Pulling have always been fringe things that were vastly needed to keep RPGs great, but at the same time required having the right group make up before you could start playing for the session. Tanks, healers, and DPS are a no brainer. Every MMORPG has them in great quantity.So I fully support CC classes being reintroduced to games. However the burning question is how do you bring them in without making them either a requirement ala EQ, or largely meaningless ala Classic WoW. I imagine there is a method to do this and I would be curious to hear some of your ideas. It seems hard to get the meaningfulness of contribution that you feel from a holy trinity class balance style without pigeonholing groups into only starting when they find the right classes.
Right now the only idea I can think of is giving every/many classes CC options and balancing combat to require its use. Wildstar did this though and knuckle-dragging PUG players couldn't hang. I didn't play much Wildstar though so perhaps there were other limiting factors.
So I fully support CC classes being reintroduced to games. However the burning question is how do you bring them in without making them either a requirement ala EQ, or largely meaningless ala Classic WoW. I imagine there is a method to do this and I would be curious to hear some of your ideas. It seems hard to get the meaningfulness of contribution that you feel from a holy trinity class balance style without pigeonholing groups into only starting when they find the right classes.
Right now the only idea I can think of is giving every/many classes CC options and balancing combat to require its use. Wildstar did this though and knuckle-dragging PUG players couldn't hang. I didn't play much Wildstar though so perhaps there were other limiting factors.
Problem with class system that has more focused roles like tanking and healing, control, etc... Is that there will always be 100000 DPS and handful of skilled healers, tanks, controllers. So group finding is always shitty. Why? because its always easy to DPS vs a specific role that makes or breaks your group such as tanking, contol or healing. This is why blizzard did what it did to its class structure by diversifying more of the skills among classes later in its life.
And this was quite apparent even in the latest Classic WOW showing with the lack of tanks. Even though warrior was like one of the most played classes too, no one ever wanted to tank dungeons, only a few brave souls took on that task.
Not sure what the answer is here either. But its def a problem in either iteration.
Problem with class system that has more focused roles like tanking and healing, control, etc... Is that there will always be 100000 DPS and handful of skilled healers, tanks, controllers. So group finding is always shitty. Why? because its always easy to DPS vs a specific role that makes or breaks your group such as tanking, contol or healing. This is why blizzard did what it did to its class structure by diversifying more of the skills among classes later in its life.
And this was quite apparent even in the latest Classic WOW showing with the lack of tanks. Even though warrior was like one of the most played classes too, no one ever wanted to tank dungeons, only a few brave souls took on that task.
Not sure what the answer is here either. But its def a problem in either iteration.
This too is the face I made when I played DnDOWasn't that essentially what Dungeons and Dragons Online was?
...Which, looking at their website, is shockingly is still a thing?...The art is hilarious though. Their faces
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Right now the only idea I can think of is giving every/many classes CC options and balancing combat to require its use. Wildstar did this though and knuckle-dragging PUG players couldn't hang. I didn't play much Wildstar though so perhaps there were other limiting factors.
Yeah but class homogenization of skills just leads to classes being more and more meaningless.
In terms of design its all a double edged sword but I do feel that difficulty in MMOs should be around the group. You need to depend on other classes to survive. Raids need to be structurally difficult (keying up three dozen people and getting everyone on the same page) rather than dance dance revolution difficult. You need to be able bring along dumbass Timmy and Martha the housewife.
Professions should matter and people who dedicate lots of time to them should be able to make cool and useful shit.
Those kind of foundational rules are what make MMORPGs what they are. As opposed to devolving into activity centers like retail WOW in 2019.
It does present a bad argument because the overall dogmatic rule of game design is to seemingly remove all frustrating elements of gameplay. But in MMORPG you absolutely need pain points and frustration and complexity. All so you can turn to other players and sources to alleviate them and push forward.
I just figured they were modeled after actual players from a Comicon or something lol.This too is the face I made when I played DnDO
Video is off on the Saga of Lucimia. They completely went a full 180 and changed from PvE with subscription to a PvP with cash shop.
Moving To Full PvP – The Saga of Lucimia
sagaoflucimia.com
Depression: The Video.