What other MMO was PvP only and didn't have to please two masters (PvE and PvP)?I'll take the trinity over any other alternative that I've seen in MMO's to date.
Planetside 2, and guess what it still has healers and tanks (quite literally even).What other MMO was PvP only and didn't have to please two masters (PvE and PvP)?
I think what they are aiming for is not someone who just stands there casting only heals. There will be classes/spells that will buff friendly targets, but it won't be the sole focus.I'll take the trinity over any other alternative that I've seen in MMO's to date.
heh. yeah. I've said my piece on hatred of trinity more then a few times.I'll take the trinity over any other alternative that I've seen in MMO's to date.
That's my understanding of it. Here's the quote from the Devs:I think what they are aiming for is not someone who just stands there casting only heals. There will be classes/spells that will buff friendly targets, but it won't be the sole focus.
So there will still sorta be a Trinity, but it's going to be 'Support' instead of 'Healer'. In League of Legends, there's many different kinds of Supports, and many of them don't heal at all. I know it's a much different game, but it gives an idea of how Support can be a meaningful role without having to heal. Or hell, even Enchanters in EverQuest.The term "healer" carries many assumptions with it. Which we wanted to avoid.
The intent for support to have key buffs, debuffs, physics related powers at a cost of damage or defensive is exactly what we want to do. That isn't to say in the Discipline Runestones (or combination of Disciplines) there won't be healing, it's really hard to predict. There just won't be a primary Archtype devoted to it.
This is how I understood it as well.That's my understanding of it. Here's the quote from the Devs:
So there will still sorta be a Trinity, but it's going to be 'Support' instead of 'Healer'. In League of Legends, there's many different kinds of Supports, and many of them don't heal at all. I know it's a much different game, but it gives an idea of how Support can be a meaningful role without having to heal. Or hell, even Enchanters in EverQuest.
The game of Rampant SpeculationT has been kind of fun, but it's insane some of the shit people on the official forums have been running with.Yep, in agreement with Teekey. I made several posts to the same tune on Crowfall's forums in an attempt to sway some of the SB folks from some premature aneurysms to no avail.
If I had to hazard a guess, I'd assume that it will. I'm as anti-trammel as anybody (see page 1) but I think they know the entire game can't be Somalia, thus the varying rule sets between worlds. I do think that ArtCraft is aware piece of shit PKs, like myself, enjoy attacking hapless crafters and roleplayers and will attempt to lure people into the more harshly ruled world for loot, materials, maybe even progression, etc, while providing them with more mild planets to have virtual tea parties away from the Flexes and Dunmars of the game in Dregs, where places like The Shadow is more suited for people like Tuco to sit on the Iron Throne of GvG combat, but if you want to get to the good shit and reside in the PvP restricted worlds, you gotta drive through Martin Luther King Jr. Blvd to get it.They insist that the best loot should drop exclusively in the Dregs (FFA).
While i share your optimism, to be completely fair anyone can say "yeah they sucked, ours won't suck" without yet having revealed why it won't suck for the same or similar reasons.Yeah, I'm still maintaining fairly high optimism that this will be a game I can enjoy. The developers have yet to make an announcement that has turned me off from the game and in general really seem to have their shit together to be such a small team. Posts like the one where they mention not making the same mistakes as GW2 helped a lot. It would be nice to see a developer genuinely learn from the mistakes of their peers.
Well, from what we've seen of crafting materials, it makes little sense to restrict crafting materials to specific worlds because they're primarily for specialization, and will be valued differently based on class, role, etc.If I had to hazard a guess, I'd assume that it will. I'm as anti-trammel as anybody (see page 1) but I think they know the entire game can't be Somalia, thus the varying rule sets between worlds. I do think that ArtCraft is aware piece of shit PKs, like myself, enjoy attacking hapless crafters and roleplayers and will attempt to lure people into the more harshly ruled world for loot, materials, maybe even progression, etc, while providing them with more mild planets to have virtual tea parties away from the Flexes and Dunmars of the game in Dregs, where places like The Shadow is more suited for people like Tuco to sit on the Iron Throne of GvG combat, but if you want to get to the good shit and reside in the PvP restricted worlds, you gotta drive through Martin Luther King Jr. Blvd to get it.
If this isn't the case and there is no incentive for people to travel from Care-a-lot to Mogadishu, then all is lost.
I think using a model like this will give people a taste of what's available and urge them to take bigger risks to get better rewards.For example: Perhaps on God's Reach (Faction War) there's only 1 Gold Mine, so it's highly contentious and very rare. However, it's also low quality. Instead of providing 1 STR per bar like the Gold in the Dregs, it only provides .25 STR.
It could also provide Gold at a much lower rate. This is just an example, but imagine the mines in God's Reach only spawn 10 nodes per day - but the mines in the Dregs spawn 50+.
Agreed, thus why I said it would be nice to see. They haven't actually shown anything yet, but they certainly know what to say to click with me.While i share your optimism, to be completely fair anyone can say "yeah they sucked, ours won't suck" without yet having revealed why it won't suck for the same or similar reasons.
This is something I hope they talk about. I'll avoid speculating but it feels kind of disappointing if the alternate worlds are just "battles". Maybe though the whole export thing means that whatever means of accessing or leaving the world requires someone to be in control of a method of travel, and there are battles for that method? I'd think that would be boss. So the guild who "owns" the portal, or who are able to fight and temporarily take it or jump through it, can leave with 80% of their shit, someone who declares fealty, can leave with 50%; and people who don't, only get 20%.I fully understand the concern over lack of Trinity in a game with PvE, but it doesn't seem like nearly as big of an issue in a strictly PvP game.
There's some speculation that the multiple worlds are going to be time limited psuedo-Battlegrounds. Still so much we don't know, but the Export conditions of Win, Kneel, and Lose indicate there's some sort of structured battle.