Dygz wrote: » So, then, we should change the name Mage because Mage will be doing other things besides magic? And we should change the name Summoner because they will be doing other things besides Summoning? As far as I can tell, from what you just answered, this basically amounts to another thread asking to be able make the secondary role (Secondary Archetype) as viable as the Primary Archetype. You want an x/Cleric to be just as viable as a Cleric/x. Because all the other stuff is already in the game design for Tank as well as Mage or Summoner. Or Fighter.
JamesSunderland wrote: » The people who are in favor of off tanking, what exactly do you want the limits of off-tanking to be? How better at tanking do you want a Tank/X to be in comparison to a X/Tank?
Dygz wrote: » To meaningfully weigh in on whether the Ashes Corruption mechanic is flawed, we would need to test it.
Noaani wrote: » However, this doesn't mean hate has to be artificial, or has to be PvE only. All an MMO developer needs to do is make it so taunts force targets to target the tank for a second or two (basically turning taunts in to a soft CC), and most players in PvP would opt to target tanks first to get them out of the way. Since most taunts are very short range, this would result in PvP playing out somewhat similar to PvE for tanks, which is something no MMO has really achieved.
SirChancelot11 wrote: » Dygz wrote: » To meaningfully weigh in on whether the Ashes Corruption mechanic is flawed, we would need to test it. Too bad you don't feel the way about the primary/secondary archtype system or augments... I mean if you did you wouldn't constantly just tell people they're wrong.
Dygz wrote: » Ashes is not like other MMORPGs. Which other MMORPGs have a group size of 8, designed specifically for massive Node siege battles and also have Primary Archetypes and Secondary Archetypes which combine to create classes?
Dygz wrote: » You have to start there. If it's an MMORPG with a group size of 8, designed for instanced dungeons, you can expect the classes and combat roles to be significantly different. Steven's design choices are influenced by a variety of RPGs and MMORPGs. That does not mean that because there are other MMORPGs that are P2W Ashes will be P2W. It doesn't mean that because EQ and WoW had separate PvE-only servers Ashes will have separate PvE-Only servers. It does not mean that because other EQ and WoW had a group size of 4 or 5, Ashes will have a group size of 4 or 5. It does not mean that because EQ and WoW have tons of instanced dungeons Ashes will have tons of instanced dungeons. It does not mean that because other MMORPGs had static, pre-built towns and cities, Ashes will have static, pre-built towns and cities. In Ashes, we do not have roles that are directly influenced by other MMORPGs. Which other MMORPGs have Tank/x as a Primary Archetype and x/Tank as a Secondary Archetype? And if there are other MMORPGs with Tank/x as a Primary Archetype, why should Ashes not have Tank/x as a Primary Archetype? Ashes has somethings that are in common with other RPGs and MMORPGs - that have been altered to fit Steven's gameplay vision.
Dygz wrote: » In the Ashes game design, Summoner/x has a tank-oriented Summons. So, there is already at least one other Primary Archetype that can do tanky stuff and also become an x/Tank. There may be other Primary Archetypes that also do tanky stuff and can also become an x/Tank. But, Tank/x is the Primary Archetype that has the most Active Skills focused heavily on generating Threat and adding a significant amount of Damage Mitigation. As well as CC. This is similar to Cleric/x with heals. There may be other Primary Archetypes that also provide healing, but the Cleric/x has the most Active Skills focused heavily on heals. If Ashes only had 4 Primary Archetypes or even only 6 Primary Archetypes, we might not have a Tank Primary Archetype - but... Ashes has 8 Primary Archetypes and one of those is Tank/x. So...just as Ashes is a PvX game, Ashes is a game that has Tank/x as a Primary Archetype... because that's how Steven wants to flesh out his 8 Primary Archetypes.
Dygz wrote: » You can't meaningfully debate if the game design is flawed when you don't know the full scope of the game design and you haven't tested it. All you can say is that you like the way previous MMORPGs designed their classes and you wish Ashes would use those same designs.
Dygz wrote: » You aren't truly debating a flaw. You're just stating that you think you won't like the game design. Which is fine. Again, we have topics about how people would prefer to have a separate PvE-Only server. But, not having separate PvE-Only servers is a Feature; not a Flaw. It might be a feature you don't like. That's OK. We have topics about how the Corruption mechanic is too harsh. We have topics about how the Corruption mechanic is not harsh enough. But, we can't meaningfully critique that until we test it. And...it doesn't necessarily matter how Corruption worked in previous MMORPGs because it's not going to work exactly the same in Ashes. The Corruption mechanic is heavily influenced by Lineage 2 Karma, but Steven says the Corruption system is harsher than the Karma system, by design. Just because Steven is influenced by other MMORPGs does not mean he is designing his game to be just like what's in those games. Harsher Corruption system than Karma is not a flaw; it's a feature. Once we test it, we can meaningfully weigh in on how well it works for its intended purpose. Whether you like it is a bit of a different conversation.
Dygz wrote: » We have many topics about not liking the name Tank. Sure. Just as we have many topics about not liking that we have no separate PvE-Only servers. That's fine, of course.
Dygz wrote: » "Right or wrong" can really only have meaning in the context of the game dev philosophy and the intended game design goals. I mean, you might as well start by asking, "Should Ashes have 8 Primary Archetypes?"
Dygz wrote: » I'm reviewing this discussion from page 1: Dolyem asked questions; several people dropped in to answer them. I don't see anything in the OP that suggests we should not be answering the questions relative to the Ashes game design. I don't see where I said anything close to, "Dolyem, your ideas are trash." Discussion seems to going just fine until Dolyem focuses us on "Is role overlap so wrong?" Ashes has role overlap. Especially with regard to Secondary Archetypes. Where things go sideways is when Dolyem basically asks, "Why can't Fighter/Tank swap roles well-enough to replace Tank/Fighter?" Which is similar to "Why can't Fighter/Cleric swap roles well-enough to replace Cleric/Fighter". And the answer to that is the Ashes devs don't want to balance the 64 classes to ensure that. That is more work than they want to deal with - especially once each class starts to complain that other classes are OP. The Ashes devs are balancing the 8 Primary Archetypes such that one of each Primary Archetype is required for an 8-person group and so that any Primary Archetype/x is viable in a max level dungeon/raid. There is nothing intrinsically wrong with having a class system similar to Ashes that results in dual-classes that are designed to have an x/Tank be just as good at tanking as a Tank/x. If there is a dev team that can actually support constantly balancing and rebalancing the 64 classes to meet the demands of the players - that's great. The Ashes dev team understands that that is too much for them to reasonably handle, so that's not the way they've designed their classes. That answer does not say that the proposed concept is trash or objectively poor game design. It's just not the decision the Ashes devs made. If we're not talking about Ashes, sure, dual-classing is great in D&D. And, sure, the WoW class system might be fun enough to play, but I would not want to be a dev who has to deal with balancing and rebalancing those specs based on all the complaints from the players.
Dolyem wrote: » You're right, this game is individual in having all of those things, but to say these things individually weren't influenced by other games is nonsense.
Dolyem wrote: » Until my last couple of posts I wasn't really debating anything, I was asking for opinions of what people thought of the system and whether or not they thought it was flawed. And so far my argument has nothing to do about what I like, my argument revolves around keeping players interested in their primary class in the long term, and allowing for a few options when picking a primary based on role capability instead of...."well if I want to tank I have to be a tank, or if I want to heal I have to be a cleric." and several years down the road maybe thinking "I am tired of tanking, I wish I had the option to switch it up a little instead of starting all over again.
Dolyem wrote: » The class system however is more fluid simply because its based on the "holy Trifecta" of MMOs. The way this system is designed has the potential to create several paths to one of the corners of the holy trifecta. But for some reason some people dont want anything more than 1 tank primary class, and 1 healer primary class, when there could be a few options for each through secondary builds that are a feature in this system.
Dolyem wrote: » It comes down to misinterpretation. Why name a class a role if you could allow that class to go outside of the role if the player built it correctly? Thats one of my arguments paired with allowing for the opportunity to make better use of the character build system to add 2 roles to a class instead of limiting them to one corner of the triangle.
I believe I have asked that based on arguments like yours. And with that logic, everything is right about games like World of Warcraft. And the players input means nothing.
Percimes wrote: » Noaani wrote: » However, this doesn't mean hate has to be artificial, or has to be PvE only. All an MMO developer needs to do is make it so taunts force targets to target the tank for a second or two (basically turning taunts in to a soft CC), and most players in PvP would opt to target tanks first to get them out of the way. Since most taunts are very short range, this would result in PvP playing out somewhat similar to PvE for tanks, which is something no MMO has really achieved. The obvious counter to this would be to send a tank to face the other tank. Taunting him so he's the target of the next taunt... And now you have two guys caught in a taunting loop. It wouldn't always devolve into this, but it would be funny every time it happened.
Khronus wrote: » The more I think about your secondary tanking comment and pvp, the more I come to the conclusion that going anything other than primary/primary (based on what we know about secondary options) is not good. More survival time as a rogue/tank will not equate to just killing the player by out dpsing their healer. If anything, I think the better options would be primary/primary or primary/CC as a close second option. I'll take additional CC than getting hit for less any day when trying to optimize my roaming raid parties.
Khronus wrote: » @Dolyem I honestly have wanted to partake in this discussion more but I am to the point where I read 1-2 lines of Dygz comments and then just skip it entirely. It's honestly draining and feels like an argument with someone who doesn't want to see a different perspective instead of a discussion. Just wanted to tell you I completely understand what you're bringing to the table and agree. I personally liked when he said "Ashes is not like other mmorpgs" and then in the same damn post states "Steven's design choices are influenced by a variety of RPGs and MMORPGs". (Like < influenced by) apparently. Is this petty of me to say? Absolutely.
Khronus wrote: » @Ironhope The more I think about your secondary tanking comment and pvp, the more I come to the conclusion that going anything other than primary/primary (based on what we know about secondary options) is not good.
Khronus wrote: » More survival time as a rogue/tank will not equate to just killing the player by out dpsing their healer.
Dolyem wrote: » I was going to respond to his latest response to me until I read his opinion on player input meaning nothing until tests are done.... how the hell he thinks a game even gets to a testing stage without input on game design ideas baffles me. Just reminds me of someone who would blindly follow a politician that claims to be on their side. Not a damn thing wrong with pointing out a system you think is flawed so that they can take your input into account and keep it in the arsenal for if it becomes true and they end up scrapping the current idea. Nothing wrong with planning ahead.
ptitoine wrote: » Khronus wrote: » The more I think about your secondary tanking comment and pvp, the more I come to the conclusion that going anything other than primary/primary (based on what we know about secondary options) is not good. More survival time as a rogue/tank will not equate to just killing the player by out dpsing their healer. If anything, I think the better options would be primary/primary or primary/CC as a close second option. I'll take additional CC than getting hit for less any day when trying to optimize my roaming raid parties. I know it wasnt directed at me. But I think going for a diff second archetype in many case will be better than 2 time the same. Like some class going for Cleric or Bard as second archetype will help them in term of survivality if their main is squishy Dps class (Mage/Roge/Ranger) Cause from what it seem Mage didnt have much of self healing abilities so im guessing other Dps class might be the same. So If u dont have good sustain or healer/backup u might die like fly even if u have Lots of CC but still get killed quick that CC will not be of much help. But thats just how I see it. For PvE raid using same archetype twice might be more helpfull in term of Dps/heal/tanking. But I think weaker in term of PvP.
Dygz wrote: » Dolyem wrote: » I was going to respond to his latest response to me until I read his opinion on player input meaning nothing until tests are done.... how the hell he thinks a game even gets to a testing stage without input on game design ideas baffles me. Just reminds me of someone who would blindly follow a politician that claims to be on their side. Not a damn thing wrong with pointing out a system you think is flawed so that they can take your input into account and keep it in the arsenal for if it becomes true and they end up scrapping the current idea. Nothing wrong with planning ahead. You have to have a meaningful understanding of what the system is in order to have a meaningful critique. Again, people can complain about not having a separate PvE-Only server, but it won't have much meaning until we actually test Corruption and see how well it actually works. And that's even when looking at a fairly detailed explanation of Corruption. If your description of the Corruption design is flawed, if you have a poor understanding of the design, your concerns will be even less meaningful. Doesn't mean can't have a discussion or voice the concerns you have. But, you should expect a response of - you seem to have a poor understanding of the actual design. That's the same for any other feature... like the class system. It's great to plan ahead, but you should probably do so with an accurate understanding of the available info.
Khronus wrote: » ptitoine wrote: » Khronus wrote: » The more I think about your secondary tanking comment and pvp, the more I come to the conclusion that going anything other than primary/primary (based on what we know about secondary options) is not good. More survival time as a rogue/tank will not equate to just killing the player by out dpsing their healer. If anything, I think the better options would be primary/primary or primary/CC as a close second option. I'll take additional CC than getting hit for less any day when trying to optimize my roaming raid parties. I know it wasnt directed at me. But I think going for a diff second archetype in many case will be better than 2 time the same. Like some class going for Cleric or Bard as second archetype will help them in term of survivality if their main is squishy Dps class (Mage/Roge/Ranger) Cause from what it seem Mage didnt have much of self healing abilities so im guessing other Dps class might be the same. So If u dont have good sustain or healer/backup u might die like fly even if u have Lots of CC but still get killed quick that CC will not be of much help. But thats just how I see it. For PvE raid using same archetype twice might be more helpfull in term of Dps/heal/tanking. But I think weaker in term of PvP. Yeah makes sense. PVE will be best using primary/primary and PVP will be best using any other secondary to fit your style. Unfortunately, the game will be 90% PVP (arguable but definitely close) so primary/primary seems to be bland. I would rather have robust and in depth class design than turn an mmorpg into a "this is my identity" type of game. One is engaging and will last a long time, the other is brainless.
Dygz wrote: » "<...> If people just want to play with four others, they can always play their favorite MOBA. The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party."
Dygz wrote: » The actual quote, I believe, is. "We're going big." And they explain that "going big" means they are designing for 8 Primary Archetypes in a standard group, rather than 4. And they have chosen 8 because they are focused on 250 v 250 open world siege battles, rather than instanced 5-person dungeons and 40-person raids.
JustVine wrote: » Khronus wrote: » ptitoine wrote: » Khronus wrote: » The more I think about your secondary tanking comment and pvp, the more I come to the conclusion that going anything other than primary/primary (based on what we know about secondary options) is not good. More survival time as a rogue/tank will not equate to just killing the player by out dpsing their healer. If anything, I think the better options would be primary/primary or primary/CC as a close second option. I'll take additional CC than getting hit for less any day when trying to optimize my roaming raid parties. I know it wasnt directed at me. But I think going for a diff second archetype in many case will be better than 2 time the same. Like some class going for Cleric or Bard as second archetype will help them in term of survivality if their main is squishy Dps class (Mage/Roge/Ranger) Cause from what it seem Mage didnt have much of self healing abilities so im guessing other Dps class might be the same. So If u dont have good sustain or healer/backup u might die like fly even if u have Lots of CC but still get killed quick that CC will not be of much help. But thats just how I see it. For PvE raid using same archetype twice might be more helpfull in term of Dps/heal/tanking. But I think weaker in term of PvP. Yeah makes sense. PVE will be best using primary/primary and PVP will be best using any other secondary to fit your style. Unfortunately, the game will be 90% PVP (arguable but definitely close) so primary/primary seems to be bland. I would rather have robust and in depth class design than turn an mmorpg into a "this is my identity" type of game. One is engaging and will last a long time, the other is brainless. Well I hope for the sake of the game this isn't the case irt PvE. Sounds bland as fuck.
ptitoine wrote: » Well might not affect dual Dps archetype in PvE. But if u pick a support/tank one your Dps might be a bit lower. But at the same time we dont really know how much self-sustain Dps (Mage/Rogue/Ranger) have. Fighter probably has more than these 3. Except if u build it with clothes XD