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ColonelKer-Nal

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  1. But I'll only ask one for starter. Have the Datacrons been moved and, if so, when? Basically, now that I only have to go through them once (thank you Legacy!) I am considering pursuing them. I don't want to waste my time on old YouTube videos if they no longer apply. Most of the YouTube vids I've see are 3 years old or older. Do I need to be looking for newer vids? Thanks in advance!
  2. All well and good, but if they don't talk to us how do they know WHAT to work on? Seriously, the devs ignored the beta testers and this game is what we got. Certainly NOT what we asked for. And the beta community is what I only WISH the live community could be, just before you go off on how immature the most vocal community members are.
  3. I'd love a Hutt SW. Do that flip during the leap and get extra damage for the tail smash! RAWR! Then my foe would take continuous DoT for the infamous Hutt hygiene while I continue to beat them down with my lightsabers!
  4. So you were actually replying to the specifics of the post you replied to? You might want to detail your response a bit more than as it seemed to me you were replying to the topic since your reply was so vague.
  5. The idea's already been implimented, and works beautifully, but thanks for trying. The core concept is actually quite simple. The trinity exists because healing is way over powered compared to all other support roles. Bring all the support roles into balance and you can make a viable team out of pretty much any group, as long as the players are competent. The model, again at the meta level, is that there are four roles, not three. Damage Dealer Your standard DPS, no changes Healer Standard healer just like you're used to. De/Buff Buffers and Debuffers improve stats for the party and disimprove stats for the mobs. By stats I mean defense, attack, damage, resistance to control, resistance to damage, etc, etc, etc. If it's part of the combat mechanics it's can be made better or worse. Control (CC) Provides some form of control on the mobs. This can be a hard control (mob unable to move or fight), or a soft control such as the mob does not get to pick its own target, or can't move but can fight, or can move but can't fight, etc, etc. Possibilities are limited only by what the game mechanics allow.
  6. Sorry if you took offense to that. I have been told so many times by proponents of the trinity that "if you get rid of the trinity everyone will be DPS" (said statement being 100% in error , BTW) that I have a bit of a knee jerk reaction to comments that lean in that direction. So, sorry again. No offense was intended.
  7. What Rhinzual said. If you have 1,000 HP and you get hit for 5,000 damage no amount of healing is going to help you. Healing is the last, least, and poorest form of damage mitigation in a balanced game design. And, as I stated earlier, the trinity is created by deliberately imbalancing the roles. I do not consider that to be good game design.
  8. No, I was not trying to sound smart. You were expressing yourself poorly and I thought you were deliberately being obtuse so I gave you a snarky reply to clarify my position beyond any reasonable doubt. You may correctly say that it is extremely popular, but it is also extremely unpopular. And that is not just MY opinion, that is the opinion of many. The trinity is an outdated game mechanic that many dislike because they have limited time for gaming and do not wish to spend the majority of it waiting to fill a particular role. Or we dislike it because it severely limits our tactical options. Or any of the other reasons that have been brought up in this (and many other) thread(s).
  9. Get a thesaurus please. If it is not unnecessary then it is necessary. If it is necessary it is required. QED. Here's another one; Mandatory. The trinity is not a mandatory part of MMO design. It is one method of forcing grouping. Other methods of encouraging grouping can substitute. Another working MMO has been designed without requiring the trinity for teaming. It is possible, it does work, and IMO it is far more desirable than forcing a one-size-fits-all teaming requirement onto MMO players. And no, the lack of the trinity does not make everyone into DPS.
  10. Well, I probably shouldn't have started by saying you were mistaken. My version is certainly the origin of the term, but probably more likely to be outdated than yours. Although Wikipedia seems to think my version is current.
  11. Estimates range from $200M to $400M. There was a prelaunch "leak" that claimed $500M, but I think that was debunked (not sure). Aside from 5+ years of development time (and programmers do NOT come cheap in California due to the very high cost of living) you also have a huge budget for voice actors who, as others have noted in this thread, are also quite well paid.
  12. Actually, yes I am correct. The trinity is not required by MMO design. Period. The trinity only happens if the MMO devs design it into the game. My apologies. You did read it, and I thank you. Feel free to address the content.
  13. That is incorrect. Min/Maxing is an RPG term from long before MMOs were even thought of. What it means is that you try to maximize your strong point(s) and don't try to shore up your weaknesses, even to the point of making yourself weaker in your weak areas. Case in point; If you are a Magic User (old school D&D) you don't try to improve your survivability. Your HP is low, and your armor is pathetic. Since you do good damage already, you work on maxing out your damage, even if you have to give up HP bonuses and/or armor to do it. The sacrifice is the "min" part of "min/max".
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