Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

remember when mmo groups had more than 3 functions?

STAR WARS: The Old Republic > English > General Discussion
remember when mmo groups had more than 3 functions?

pursang's Avatar


pursang
02.08.2012 , 06:03 PM | #21
Quote: Originally Posted by WutsInAName View Post
The idiot to player ratio goes up exponetially for every player you add to a group.
I feel like this should be a catchphrase for MMO development.
"He who slays monsters must look at himself to make sure he does not become the monster."
- Nietzsche

Shingara's Avatar


Shingara
02.08.2012 , 06:05 PM | #22
Quote: Originally Posted by KithPine View Post
Remember when dedicated support classes had to twaddle their thumbs when their buddies weren't on? Remember how guilds had to baby sit mezzers to level cap for one piece of raid content? Remember when people sat on their asses for 2-4 hours in a MMO waiting for a an unguilded/grouped healer to log on? Remember the false sense of superiority group managers felt because they controlled powerful MMO guilds? Remember a time when you couldn't get past level 10 without a group? Remember the time when we an MMO player was openly mocked and ridiculed? I wonder if these elements where somehow connected.

But to the reality of game design. When MMOs first game out the idea was "You can be the hero in an epic world with other people" Soon game developers found out that people have an odd tendency to group up and blow through content, so content had to be geared to groups, but not every one liked to group, so they had to put in mechanics to make grouping mandatory, this included dedicated healers, dedicated mezzers, dedicated tanks, and while MMOs where nich markets where only people who accepted those roles as part of the cost of MMOs it was all well and good. Now MMOs are having to lower their entrance cost and one of the largest costs is unnecessary funneling of play style. This means less dedicated classes, less classes that need others to wipe their own noses, soon we may see a dismantling of the tank and spank through a more dynamic AI with a reactive driven combat system, perhaps even scaling AI so all content can be soloed or raided. Of course those MMO geeks will cry many tears, but this is the way the games are changing.

As to they made early MMOs to match D&D or other pen and paper games you are quite wrong, early D&D didn't have tank and spank, or dedicated classes in the way people think because player strategy and lack of AI encounters didn't mandate it. It is D&D which recently bowed down to the tank and spank game play.
Nope, i played support class's within wow, mxo, swg the list goes on and i never needed babysitting, just because i was a support class didnt make me underpowered it just dictated how i talented myself for the role i filled within groups and raids.
Health Warning - Thread May Contain Nuts.
First, you can continue as a subscriber, which gives you unlimited access to all game features and future Game Updates at no additional charge. http://www.swtor.com/info/news/blog/20120731

Dirtybomb's Avatar


Dirtybomb
02.08.2012 , 06:15 PM | #23
Quote: Originally Posted by flibbertygibbit View Post
Todays MMO community is sad, but when you think about it, it totaly reflects the way society is now a days. " Gimmie gimmie gimmie, but...... I dont want to work for it"
Don't forget the part about "when something goes wrong, it's not my fault and somebody else should fix it."

NinjaRockStar's Avatar


NinjaRockStar
02.08.2012 , 06:18 PM | #24
Or for a SWG instance group it was usually 2 medics, 1 generals officer, rest commandos.
pew pew

Chewpaco's Avatar


Chewpaco
02.08.2012 , 06:20 PM | #25
For all you MMO kiddies that think you have been in "EPIC MMO Fights" Here is this trip down memory lane.

The guild Blood of the Spider on The Rathe server was the first guild system-wide to kill Ventani (the fourth warder) on July 28, 2001, and therefore wake the sleeper. The event caused a stir on the server when Kerafyrm went into multiple zones, including Skyshrine, killing everyone and everything in his path.

On November 15, 2003, on the Rallos Zek PvP server, the three top guilds (Ascending Dawn, Wudan, and Magus Imperialis Magicus) assembled over 180 players with the intent to wake and kill The Sleeper. This was in response to an attempt to wake The Sleeper by an Iksar monk named Stynkfyst, who partnered with the largest random-pk guild of the time. Having been a former member of uber-guild Ascending Dawn, he had the knowledge the random pk guild needed to wake The Sleeper. The top guilds did not assemble their forces until word of Stynkfyst’s intentions had spread, and it became clear that he intended to wake The Sleeper, forever preventing future guilds from farming the old loot table. Until this point, waking The Sleeper had not been seriously considered by any guilds, as it was believed that waking The Sleeper would make the offending guild’s players kill-on-sight to the other guilds of the server. After 3 hours and 15 minutes, at 26% health, Kerafyrm disappeared (despawned). The players talked with the EverQuest Game Masters, and there was a general consensus that a bug had caused the problem, although some suggested (backed by statements from one GM) that higher-ups at SOE had purposely despawned Kerafyrm, because it was not intended to be part of the story.

The following day, the players logged in to find that Kerafyrm was back in his “sleeping” state, ready to be triggered again. There was also an apology on the official EverQuest forums from SOE, explaining that they had stopped the encounter because they feared the players were engaging the boss in an unintended manner. Although annoyed (the players pointed out that the reasons SOE gave could not have occurred, and felt lied to), they attempted to battle Kerafyrm once again.

On November 17, 2003, after a nearly 3-hour battle, Kerafyrm was defeated. He had between 100 million and 400 million hit points, likely around 250 million (most EverQuest bosses have 2 million at most), was immune to all spells except wizard’s manaburn spell and Shadow Knight’s Harm Touch, possessed two death touch abilities (abilities that automatically killed players), and attacked players for 6999 damage per swing. By using the cleric’s epic weapon and other resurrection spells, the players were able to bring their dead characters back into the battle faster than Kerafyrm could kill them all.


This is what MMO's used to be about. 3 guilds cooperating for the good of a server. 180 people on 1 task for 4 hours. When you see people post about community issues, and you blow them off like they mean nothing - this is what it used to mean.

Guildrum's Avatar


Guildrum
02.08.2012 , 06:22 PM | #26
Quote: Originally Posted by einsoff View Post
youre right. MMOs should have just warriors.
He didn't say less was better either.

For example, I could give you 13-man parties with 13 roles, but could you imagine the pain in the buttocks that would be to get a group?

Shaz's Avatar


Shaz
02.08.2012 , 06:26 PM | #27
I still have a hard time sometimes wrapping my head around
'Holy Trinity = Healer, Tank, DPS'
because in the early days of my MMO existence, it was
'Holy Trinity = Healer, Tank, CC (or possibly Debuff)'
CC being Enchanter, and Debuff being Shaman, from EQ1.

I remember totally boggling over DPS being a part of any 'trinity'. DPS was what everyone else did once you had your trinity. It was a given. The rest of the group did DPS, or backed up the trinity where needed.

I played a Necromancer. I was the epitome of hybrid. I could, in some situations, perform each of the Trinity positions. Not well, and only in certain specific situations, but I did. I was usually part of the 'everyone else = DPS' club, though.

And on another note: I miss bigger group sizes from the older MMOs. I miss 'Sure you can come join us- we've got room!' Having yourself and five friends who have gamed together for years try to decide who is going to get left out this time... sucks.

einsoff's Avatar


einsoff
02.08.2012 , 06:32 PM | #28
Quote: Originally Posted by Chewpaco View Post
For all you MMO kiddies that think you have been in "EPIC MMO Fights" Here is this trip down memory lane.

The guild Blood of the Spider on The Rathe server was the first guild system-wide to kill Ventani (the fourth warder) on July 28, 2001, and therefore wake the sleeper. The event caused a stir on the server when Kerafyrm went into multiple zones, including Skyshrine, killing everyone and everything in his path.

On November 15, 2003, on the Rallos Zek PvP server, the three top guilds (Ascending Dawn, Wudan, and Magus Imperialis Magicus) assembled over 180 players with the intent to wake and kill The Sleeper. This was in response to an attempt to wake The Sleeper by an Iksar monk named Stynkfyst, who partnered with the largest random-pk guild of the time. Having been a former member of uber-guild Ascending Dawn, he had the knowledge the random pk guild needed to wake The Sleeper. The top guilds did not assemble their forces until word of Stynkfyst’s intentions had spread, and it became clear that he intended to wake The Sleeper, forever preventing future guilds from farming the old loot table. Until this point, waking The Sleeper had not been seriously considered by any guilds, as it was believed that waking The Sleeper would make the offending guild’s players kill-on-sight to the other guilds of the server. After 3 hours and 15 minutes, at 26% health, Kerafyrm disappeared (despawned). The players talked with the EverQuest Game Masters, and there was a general consensus that a bug had caused the problem, although some suggested (backed by statements from one GM) that higher-ups at SOE had purposely despawned Kerafyrm, because it was not intended to be part of the story.

The following day, the players logged in to find that Kerafyrm was back in his “sleeping” state, ready to be triggered again. There was also an apology on the official EverQuest forums from SOE, explaining that they had stopped the encounter because they feared the players were engaging the boss in an unintended manner. Although annoyed (the players pointed out that the reasons SOE gave could not have occurred, and felt lied to), they attempted to battle Kerafyrm once again.

On November 17, 2003, after a nearly 3-hour battle, Kerafyrm was defeated. He had between 100 million and 400 million hit points, likely around 250 million (most EverQuest bosses have 2 million at most), was immune to all spells except wizard’s manaburn spell and Shadow Knight’s Harm Touch, possessed two death touch abilities (abilities that automatically killed players), and attacked players for 6999 damage per swing. By using the cleric’s epic weapon and other resurrection spells, the players were able to bring their dead characters back into the battle faster than Kerafyrm could kill them all.


This is what MMO's used to be about. 3 guilds cooperating for the good of a server. 180 people on 1 task for 4 hours. When you see people post about community issues, and you blow them off like they mean nothing - this is what it used to mean.
HOLY MOLY that sounds epic...i miss the early 2000s so much...

darth_knine's Avatar


darth_knine
02.08.2012 , 06:46 PM | #29
Quote: Originally Posted by einsoff View Post
instead of tank/healer/dps and 4 people per group it was...


tank, offtank, damage, hybrid/mezzer, heals, buffer/offheal in 6 person parties.

was good times. a lot more fun. a lot more options.
Remember when MMOs had places to explore and fun exicting adventures to go on at max level? Remember when MMOs had players you could group with and quest with?

Chewpaco's Avatar


Chewpaco
02.08.2012 , 06:53 PM | #30
Quote: Originally Posted by einsoff View Post
HOLY MOLY that sounds epic...i miss the early 2000s so much...
It was just a better era of gaming, period. There are more examples of large scale cooperation that today's gamers just can't even begin to comprehend.

People cry about not having dual spec and can't find an extra healer for a 16 man raid.

Seriously?

This was the golden age. Until developers begin to understand that without moments like this available in their games, their titles will always be footnotes to games like UO, and EQ1.

The first time I beat The Lich King 24 man? Footnote. AQ40 - who cares. Kara from BC? Boring!

Moments like these are RARE - you remember them forever. It's moments like this that have me playing MMO's at age 38, 13 years later. Always seeking that "Rush" of something epic within an online community. Sadly - every new title fails to deliver.