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remember when mmo groups had more than 3 functions?

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remember when mmo groups had more than 3 functions?

ferroz's Avatar


ferroz
02.09.2012 , 12:22 PM | #71
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.
I remember:
  1. warrior
  2. Cleric
  3. Enchanter
  4. whoever
  5. whoever
  6. whoever
being the standard.

After they ramped up mob damage to crazy levels (edit and buffed the hell out of druid/shaman healing and pally/sk tanking and bard CC) it was
  1. tank
  2. healer
  3. puller or CC
  4. Slow/debuff
  5. dps
  6. dps

kDerp's Avatar


kDerp
02.09.2012 , 12:26 PM | #72
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.
Back in my day we had to walk uphill to the quest objective then back uphill to turn in the quest with a whole battalion of players neatly organized into separate platoons and squads in charge of separate areas of the map which was open world and had no instances.

I was just a lowly foot soldier. Things were better then...
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DarrkLore's Avatar


DarrkLore
02.09.2012 , 12:28 PM | #73
Quote: Originally Posted by einsoff View Post
ffxi and pre-planes EQ to name two that had 6 person parties with a wide range of roles in a group than just tank healer dps.
Yep, I miss playing FFXI. This three role thing is kinda boring. I miss my hybrid Red Mage. I wish there was a non-healing support/hybrid role I could play in this game.
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Dyvid's Avatar


Dyvid
02.09.2012 , 12:32 PM | #74
I think EQ and FFXI are still around, hint hint. I love these ppl with rose tinted glasses.

Sure it was great when you had a full party of 6 and everything was going smooth but here is something I also remember:

Waiting hours upon hours in Jeuno trying to form or get an invite to a PT.
Having an XP party break after 15mins because the tank or healer bails.

Kaedian's Avatar


Kaedian
02.09.2012 , 12:34 PM | #75
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.
Even earlier would be Vox raids where we'd toss copper pieces on the ground so people had something on their corpse to allow for a rez (you rezzed or popped at your bind point naked in EQ, all of your gear and coin was sitting on your corpse wherever you died) since that fight could go bad when she'd complete heal herself if your mana draining classes were off or dead.

Good times, epic times and terribly missed.

Ujest's Avatar


Ujest
02.09.2012 , 12:39 PM | #76
Quote: Originally Posted by KithPine View Post
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.
That is not how I remember D&D and AD&D, every group was based on the Tank, Healer, CC/DPS triad. As for the AI aspect I wonder what the DM sitting behind the screen rolling all those dice was for?
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MoistMuffin's Avatar


MoistMuffin
02.09.2012 , 12:43 PM | #77
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.
No it wasn't it was EQ and FFXI where you had to spam LFG for hours trying to find a group so that you could go kill one mod at a time wiht six people for hours on end in the hope of leveling up. This was back in the day when MMO's could be a viable second job in leveling a toon and selling them for a grip of cash unlike today where leveling is so easy it's made it so the price tag of a max level character is too cheep for anyone to care.

I for one like the changes, though the holy trinity of tank, heals and dps needs to be done away with. If you're healing it's because you're losing, tanking should be about controlling a fight and dps should be what everyone is doing. I think Guildwars 2 will address these issues very well.
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ferroz's Avatar


ferroz
02.09.2012 , 12:45 PM | #78
Quote: Originally Posted by Xandraxx View Post
Shaman had a 40% slow, echanter had a 15% or 20% slow. When fights were tuned to expect a 40% slow, you needed the 40% slow.
Your numbers are WAY off

A shaman had a 75% slow; an enchanter had a 70% slow (forlorn deeds, and later versions of that spell). Beastlords had a 65% slow. Bards had a 55% slow (1 minute duration, so a little dicey but servicable in group content). Rangers could proc a 50% slow with earthcaller; that was risky, but worked in a pinch for groups/soloing.


An enchanter slowed mob put out 20% more damage than a shaman slowed one; later on, with slow mitigation, this became less of an issue. So a shaman slow was preferred, but an enchanter could fill in.

Quote:
You can point out that that's a flaw of having only one class have 40%, and you'd be right, but it doesn't change the fact that an enchanter slow would not cut it in raids.
No, an enchanter slow could cut it in raids.

You really needed both an enchanter and a shaman, or a mage and a shaman to debuff resists properly to reliably land it anyway (you needed tash and malos). Preferably with a bard to twist in their mr debuff song until slow is landed.

Flotsam's Avatar


Flotsam
02.09.2012 , 12:46 PM | #79
EQ was about roles:

Tank
DPS
Heals
Slower
Buffer
Evac'er
Puller
Offtank
Messer

But usually you got combo roles:

Warrior - Tank
Cleric - Healer
Bard - Slower Buffer
Monk - Puller Offtank
Wizard - DPS evacer
Enchanter - Messer


Group dynamics were so awesome in those days... but I understnad why they cut back. EQ was like an alternate life... and not as much a game to relax playing.

Although, I do wish they did not do away with CC. I know it slowed dungeon run down but the AE fest that dungeon have become is bland. I miss charm juggle mez with my Bard or Enchanters.

ferroz's Avatar


ferroz
02.09.2012 , 12:53 PM | #80
Quote: Originally Posted by Flotsam View Post
EQ was about roles:

Tank
DPS
Heals
Slower
Buffer
Evac'er
Puller
Offtank
Messer
really EQ was about the holy trinity: Warrior, Cleric, Enchanter.

those 3 + whatever other 3 schlubs they wanted to carry around = a group. They didn't fix that until PoP and later. Even then, the trinity still ruled... but you could get a functional group with other people tanking or healing or ccing.

Quote:
But usually you got combo roles:

Warrior - Tank
Cleric - Healer
Bard - Slower Buffer
Monk - Puller Offtank
Wizard - DPS evacer
Enchanter - Messer
Bard was a better CC or puller than slower. And if you had one in a group with an enchanter the chanter should have been slowing.

In that group: The enchanter's job would have been: buff everyone (clarity and haste). Tash, slow, additional debuff (-str and such, I forget the name), maybe a dot or 2 if he doesn't need to CC and then sit and med.

either the monk or the bard would have been pulling.

Quote:
Although, I do wish they did not do away with CC. I know it slowed dungeon run down but the AE fest that dungeon have become is bland. I miss charm juggle mez with my Bard or Enchanters.
That's because there weren't any normal mobs in dungeons. There weren't even strongs. They were equivalent to elites, even the trash; 6 people beating on something often didn't kill stuff in under a minute (I know, since my slow was 1 minute duration)