(04-01-2014, 05:22 PM)Ignacius Wrote: *words about an awesome concept*
Hey, that sounds totally awesome. I would honestly love something like that, a sort of evolution of TERA, GW2 and Wildstar, the "logical progression" of action-based, active combat MMOs. Though, to be honest, I'd prefer if it had servers with different game rules, like normal (generic MMO rules, instant heals, no large penalties for death, teleport/fast travel etc) and hardcore (heals are all slow HoTs, dying carries a harsh penalty, no teleports/fast travel)... and had a role system (tank/heal/support/damage).Â
I legit enjoy having the role system. Lots of people do. Naunet has already mentioned that she doesn't like playing a damage-dealer role at all, which means that non-trinity games just completely lose her right from the starting gate.
When you make a "non-trinity" game, everybody is just a damage dealer. I like playing a damage dealer, but I also like playing a healer and a tank and a support class. There's a reason why class-based games are so popular--because you get lots of variety in gameplay. So-called "classless" games aren't really without roles, they just don't narrowly define them and you have a bit more freedom to play around (however, there will always be builds that are utterly terrible and those that are amazingly broken).
Also... not to put a damper on anyone's enthusiasm, but I don't think the tech is where it needs to be to create something like that, not to mention that something like that is so far outside the "norm" that publishers are really super unlikely to want to take a risk on it.
attractive enmity device