I'm a big proponent for group centric gameplay. That comes at a price because it all comes down to role distribution for classes. Like in Everquest, you had distinct roles classes were meant to fulfill in your group. Often, when you couldn't fulfill those roles (pre-mercenary) you were bottle-necked and couldn't do group based content. Groups would fall apart because of the long wait times to find one distinct role. On the other side of the coin, you have a game like WoW where each class can 'spec' it various roles. Which in theory believed it could mitigate the distinct role problem Everquest had. More than likely, healers/tanks would spec into DPS and those roles would be diminished.
I want to focus this thread on player desire for wanting specific roles in their party. There are advantages/disadvantages for both methods of role distribution. (I understand there are a copious amount of variables to consider regarding this discussion, trying to focus on the player desire if possible)
Distinct Role: Singular role, you know that if you have this class in your group they will perform that role. Each class will probably have strong role identity. IE: Tank/Dps/Healer/Slower etc.
Multi-Roles (Spec): Multi-Roles here would traditionally be like the WoW system where you have to spec into a distinct role for your class, but can spec out of that role at the cost of gear dependency. IE: Some classes can be pure DPS, others can be multi-roles like Tank/Dps/Healer. Think WoW.
Multi-Roles (Sub): There would be a distinct Primary Role (Tank/DPS/Healer) then there would be Sub roles within each of those Primary Roles. IE: CC, Debuffer/Buffer, Slower etc)
Multi-Roles (All-Hybrid): Hybrid Roles are sort of similar to the Sub Role method, however, every class is a Hybrid with 2 roles. IE: Tank/DPS, Tank/CC, DPS/CC, DPS/Debuffer, Healer/Debuffer, Healer/Buffer. This would be based off ability access like Sub Roles; IE: simply swap out abilities roles depending on encounter.
The point of this thread is to get a sense of the communities opinions on what they prefer between the two and why? Either way, the designer will have account for the disadvantages and work around it. I guess it's sort of like, pick your poison. There is no right way to do it without having issues.
I'd like you guys to take a poll by commenting here instead of voting. I think this thread would have more response if it stayed in the Pub.
POLL
Option A - I prefer the Distinct Role Method
Option B - I prefer the Multi-Role (Spec)
Option C - I prefer the Multi-Role (Sub)
Option D - I prefer the Multi-Role (All-Hybrid)
Option E - I prefer a different role distribution method (explain in thread)
Comments
Ideally, Roles are a Bad Plan, as they end up with someone expecting someone else to enable their gameplay.
IE: a DPS expects the Healer, to just sit around and heal them, basically enabling the DPS to run around feeling as king shit killing stuff, while someone else babysits them, and if they die, they blame the healer for not saving them.
This is why "roles" overall, are fading away. Simply put, players are there to have fun, not babysit other people, or get blamed for someone else's incompetency.
Personally, I like the idea of being able to Custom Build what your character can do, with little to no limitations. If you want to heal, cast spells, and use a great sword, I don't see why you should not be allowed to do so.
Now DDO (Dungeons and Dragons Online) gives a player 20 heroic levels, and allows them to mix up to 3 classes during those 20 levels. Each class having 3 Enchantment Lines. They have a Racial Line, and I think 5 universal Enchantment Lines. Once they make it to 20th, they enter the Epic Levels 21 - 30th, where they can mix upwards to 3 epic destiny lines.
This allows a player to do pretty much anything they want, and play any way they want, and still be viable in content. Sure, some builds are better than others, and there are some advantages and disadvantages to spreading or focusing, but overall, it all comes down to how you want to play, and then you can build your character for that.
Which I think is really the best way to make a game happen.
I abhor the "everyone can do everything" school of thought, though. That ends being a bland, gray mixture of sameness. On the plus side, anyone can be the healer or the tank so no excessive wait times, unless players simply don't want to play those roles.
Somewhere in the middle is somewhere I can not define.
The "weapon change" never seemed to take hold of me. I think GW2 had that mechanic if I'm remembering right. FFXVI's(?) method of "jobs" is interesting, but is in the realm of "everyone can do everything," but it takes time.
Even in EQ1, I liked the hybrids (Rangers, Bards, Druids, Beastlords, et al), yet they paled when compared to straight-up roles like Warriors, Clerics, and Enchanters. They were capable, but not quite as good.
Really, doesn't it boil down to how a player wants to play the game? Are they seeking doing max damage (DPS), or do they prefer healing others, or do they controlling opponents through taunts, blocks, or mesmerizing? Too man players today want to max damage, in my opinion
- 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
You can make what you want, but you will need to make tradeoffs.
case in point, If you want to add in Cleric levels to your Rogue so you can cast healing spells, you lose your capstone, and you will also loose several ranks in some rogue abilities that you might not want to give up.
Just like if you planned to be a raid tank, you would need to focus on that, and that means you could not gray out, you would need to max those traits to be good enough to maintain being a tank.
Like I said, trade offs, where you could do a lot, or you could focus, and there would be pros and cons to both ways to play, and these would be choices that the players themselves would need to make, on what they want from their game time.
Case in point, I have a Raid Healer, Pure Cleric, apex heal spec, ready to raid, and flagged, Lined up in DDO, but my main is more a jack of all trades, self healing, solid combat build that I use to dungeon run.
Which is great, that puts the design and build into the players hands.
I always prefer to see roles in my Role Playing game. If you think Roles are bad, then a Role Playing Game is probably not ideal for you. It's like going into a shooter but saying you would prefer there to be no shooting. We can talk about how to select a role or if/how to change them... but if we want to eliminate them then you are in a whole different genre.
Now most of the choices posed DID include Roles, but in different ways. I will explain why I chose A/C and strongly prefer it.
I want to play as a character. I want to see that character develop and grow and become better at his (or her) specialty. There can certainly be hybrids... a stealthy assassin that dabbles in magic for instance. So I am fine with those (to me that falls under C). It simply destroys my sense of character progression if I can say... well this morning I will be a mighty Warrior and wear plate armor and specialize in swinging a Halbard, but that that afternoon I will be a Mage who wears robes and wields a wand. I never, ever remember any of my characters in games like that. I distinctly remember the ones where that character had a defined role... in DAoC I was a mighty Hero (tank), in wow I was a stealthy Rogue (never respeced), EQ I was a Druid. I remember each of those characters distinctly, even though I have not played them in years.
Today, I not only cant remember all these "hybrid" or role-swapping characters... but I can barely even remember the games they were in.
Edit to add: I viewed this thread as about MMORPGs, but if some are discussing non-MMORPGs then I can see the attraction of non-Roles. But in my RPG... there damn well better be a role.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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I do not think that your robe wearing arcane caster would suddenly wear armor and be a frontline warrior in a group... Your character's roles naturally impact how it meshes into any group. I am fine with a Role that dabbles in different areas (My light casting assassin) but strongly against respecing each time you enter a group or anything resembling that.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Logic, my dear, merely enables one to be wrong with great authority.
1. Certainly brings more and better social aspects to an mmo .
2. Makes for much better encounters, and gives more flexibility and options for the devs in dialing up these encounters
3.Systems like ESO ,BDO GW2 , altho can be fun for a bit , they have a real face roll feel to them , encounters are limited on scope and imagination and just overall easier ..
Not entirely. The party role can exist independent from role-playing and any sort of character background. However, to be believable role-playing characters must have a background that includes elements supporting their ability to do their game role.
I'd encourage you to check out my class balance thread I wrote a while ago. You can view it Here.
Totally agree. A combo of A/C is what I am thinking so as well. Having a primary role and a secondary sub role creates the class to have more role substance.
I think the Primary Role has to be clear and distinct, which determines how you approach encounters. While Sub Roles are nice to have but shouldn't determine a meta for group compositions.
The intent of the thread is which one of these options best mitigate the Everquest issue of not doing content because you need specific roles in group and waiting in group for hours before you can do anything. Also, the WoW issue, where no one wants to spec into tank/healer because DPS is superior and easier. I think A/C approach has potential to mitigate both.
Any system where characters are not confined to a single role, or where the content can be approached with a wide variety of group compositions preventing excessive dependency on certain roles.
Examples of the former are ESO, FFXIV, and Rift.
An example of the latter is City of Heroes.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
With that said, lets put some blame where it belongs, their Dungeons/Fractals were very poorly designed, and very myopic in how you had to beat them, they were in the purest sense just DPS challenge, as such, max DPS was the most effective way beat the dungeons. So all builds that were intended to be used for Dungeon running, gravitated towards that direction of Max DPS.
Since you could not build a tank at all as the vast majority of dungeon mobs simply one-shot downed you, the roles were DPS, DPS+CC/Buff, DPS+AOE Heal, but since you did not need to give up DPS to add in some utility, there was no reason not to go full on DPS, regardless of what other utility you brought to the group.
In that vein, gameplay was a product of encounter design, as opposed to class design.
It's funny, because they made gear like Nomads, to give the illusion you could tank, when they designed the encounters in such a way that you couldn't.
But that game and how it worked, was purely a fault of encounter design and not class/build design.
In the flip side to that, in DDO, players make Self Sufficient Builds (Similar to GW2) all the time, and that game is designed with the sense of roles, like Healers, Tanks, CC, Rogues to disarm Traps, and a slew of other things.
So it can be played any way you want to play it, that is up to the player to decide how they want their game experience to be.
The two games I enjoyed the most were DDO, and GW2, and both games were built on the concept of group finders being able to say "First 5 and Go" or the more well known tag of "All Welcome" and just pick up enough random anyone's, of any class, and get to getting the dungeon done.
This is a real thing in some games.. and from my own first hand, and many years long, thousands and thousands of hours experience, it makes the most fast, fun, and enjoyable dungeon runs ever to exist.
You want to solve the "Wait" issue, D (maybe E) is how you do it.
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