I been trying to think about ways the trinity-less concept has progressed the genre, since its seems to been a trend for MMO developers as of recent.
But of those, how many would you consider a success? Which did it best?
Because I often see trinityless PvP MMOs, but usually those MMOs have poor PvE, so that stuff don't really matter. But for a PvE MMO, how does this work out?
Philosophy of MMO Game Design
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But it will depend on how you define trinity-less. You don't need the trinity to complete content in PSO2. Your character has access to healing consumables, and even resurrection consumables for themselves along with their team.
Some classes do have healing abilities, but classes aren't dependent on any thing, because you can swap your class and sub class at any time in the lobby.
There's also no real tank in PSO2. You do have some classes with the ability to generate threat, but no class is meant to just sit there and soak up damage or keep all aggro all the time.
You could have a team focus around the trinity in PSO2... but... you really don't need it and the majority of PvE encounters have mostly DPS as it doesn't really pay to spec heals for the majority of PUGS or open expeditions.
If you do not adhere to this formula you are NOT a ROLE playing game.
You will always ruin the group function within a group,each player becomes a soloist not depending on the other.
Arena.net was at the forefront of this discussion because they had a NEW plan and that was to sell their b2p effort instead of a subscription.
Arena net even went so far as to try and denounce gear sets,again to serve THEIR agenda which in a nutshell was to make a cheaper less costly game to support their pay style.
I could easily sum it up by saying Trinity works and supports the ROLE in ROLE playing games and still has TONS of room to improve WITHOUT steering the genre into a different direction.
However i will add that typically you will see a lesser product that tries to steer away from a trinity design or a game that is pretty much a soloist game.Return to paragraph above,there is NO REASON to even think about moving from a Trinity design,lot's of room to improve it without looking elsewhere for answers.
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Trinityless works !!... But it's no fun no matter what developers can come up with in the future.
When people group, part of what their looking for is the "complexity" of working with others.
What needs to be done:
Tanks and healers need more incentive to play their class. Often boring or slow in damage or weak.
People often shy away from tank classes because they are afraid of the responsibility and the hit on their reputation if things go wrong.
Healers now have a harder time because of SPEED RUNNING dungeons.
A BIG ONE THAT HAS NEVER BEEN ADDRESSED is when mobs one shot groups. Only the Tanks and healers feel the raw dammage. dps classes don't always catch this action and blame......Vanguard addresses this issue by putting more stars above mobs heads so people REALLY know what their dealing with.
Fix the above and we would need less of this topic.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Even in City of Heroes if you just disregarded the cries for a tank and defender empathy powers you could easily and quite effectively do the missions without these two archetypes. There were people who were so wedded to the Tank, Healer and Crowd Control / DPS trinity that they just crippled themselves to the infinite possibilities City of Heroes/Villains offered. The game was totally playable without them unlike Everquest dungeon encounters that usually required them especially for the better rezzes Clerics offered and the Enchanter crowd controls that were impossible to go without in raids.
Phantasy Star Online 2 is a very good example too. Guildwars 2 also made a point to step away from the trinity but in a later expansion I believe they offered up some sacrifice to the gods of trinity.
Aggro
Healing
Damage
The ability to NOT have the healing or damage draw the aggro is what makes it functional. By being able separate the damage dealt from the damage received it allows players to better specialize, and be more efficient.
Nonsense. It is not efficient as most people go to damage classes and ignore the healing, aggro classes. Then you end up waiting around to get a healer - aggro class. THAT IS NOT EFFICIENT.
GW2 is non-trinity based and it works pretty well.
https://wiki.guildwars2.com/wiki/Aggro
In the past the game centered more towards dps, cc, support. This is still the case for older content (dungeons and fractals) but with raids youd typically have a tank, dedicated healer, support, and dps.
In strike missions youd have the same setup, except currently there is no reason to have a tank. So its just dps, healer, and support.
In open world, anything goes. Play anything you want pretty much.
In pvp, healers/support are still important and can carry a match if you've got a good one. Each class in pvp is good at fulfilling different roles. I wont get into all the roles, but the game mode is heavy on the teamwork.
In world vs world pvp healers, dps, support/dps is what makes up a good zerg. But you can also always roam solo or in a small group. Mobility is king.
Philosophy of MMO Game Design
Logic, my dear, merely enables one to be wrong with great authority.
Of course you can have RPGs without the trinity meta.
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In our high fantasy setting that games are made we have magic healing to fight off all the above. Unrealistic battles call for unrealistic healing.
If a games were made from "real history" you would be right... but for our purpose you can't compare.
Which was the result of endless nagging on all social media platforms by the players how they hated the idea of not having a trinity or lack of roles.
Logic, my dear, merely enables one to be wrong with great authority.
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Non-selective spells - if an AOE hits a 5-meter wide circle, everyone in the circle - ally or enemy - is healed, harmed, buffed, debuffed etc by the spell. Coordinated movement and spell placement becomes valuable player skills.
Collision Detection - Once players are solid, actual tanks can hold the line, protecting the squishies behind them.
We saw in both Asheron's Call and Ultima Online that the modern trinity is not mechanically necessary. However, we also saw how problem players are the reason the trinity is socially necessary.
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- FPS Quiz - how well do you know your shooters?
The concept really grates on me. Especially the tank -- a non-threatening bag of hit points that magically draws attention away from the wiz throwing fireballs at you. Now if the tank was actually magickal in the game, that'd make more sense. No one could otherwise learn all those insults in all those languages.
Most City of Heroes missions could be done by alternative groupings. I recall one team of seven Rad Defenders and an Empath carving through everything in it's path.
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