Idea for combat in a new MMO

Dedeadend

Legend
First off, a disclaimer. I don't claim to be inventing this idea. Maybe I saw it in a game I don't remember. If not, and a developer feeds on this idea for his own game, I would like nothing better then to see this happen somewhere. If I DID come up with this... go me!



I had a funny idea a while back. An idea that only makes more sense the more I think about it. This isn't a suggestion for it to happen in WoW, hell for any MMO or other action RPG genres currently out. This is an idea that would need a game starting from scratch that still needs a base mechanic for combat. I have some ideas for the rest of combat, but before I go COMPLETELY overboard and try to invent an entire game from scratch, I'll just stick to "Tanking" as it's called in MMO's, because I would like criticism on this.



What if Tanks did not generate threat? What if npc's simply decided who was the weakest or most problematic target and attack it?



It's just silly when you think about it. I yell the loudest, therefore the enemy's pride is hurt and will always attack me without fail or reconsideration. This method works on every single npc to get their attention, and it's a good thing it works too, because these games would be a LOT harder for the entire group otherwise. I just don't think it's very fun having a system that disencourages movement and placing faith in an abstract numbers game happening in the background no one even really cares about or has a reason to care.



There should be a more visual and fun way to play the defensive role. What if taunt just plain didn't work on most enemies? What if threat was non-existent and enemies simply attack the weakest target or even the healer if they have the ability to? Would we see the entire game turn into a giant pvp war of running around scared? Probably wouldn't be very fun and excessively difficult assuming everything about dungeons and raids remains the same. In only this changed and everything else remained the same, Tanks just plain wouldn't be useful anymore. They could take more damage but the enemy would simply recognise that and save the Tank for last.







What I propose is somewhat of a sumo wrestling system for playing a defensive character. When assuming the defensive stance, the tank's movement speed is cut in half, but he also creates an aura barrier on the ground representing his sphere of influence. No enemy can pass it unless the tank is weakened. This barrier, in its normal state, extends to the tank's left and right as if the tank suddenly become 7 tanks. The barrier also extends backward, forming a triangle shape on the ground large enough for about 4 people to stand in comfortably. Attempts to push against the barrier is like pushing against the tank. In essence, the barrier is an extention of the tank's body mass. They share a somewhat voodoo connection. What happens to one happens to the other. You can push or damage the sphere or the tank, and they will both feel its effects jointly. The barrier CAN be pushed though, the same as the tank, but how strong the enemy can push is directly dependent on the tank's health and the enemy's health. To push at the barrier, you simply damage it. The strength of the tank's gear is also considered in the integrity of the barrier.



Attempting to shoot a target through the barrier will strike the barrier instead, damaging the tank in the process. Extensive healing will always grab the attention of enemy npc's. Fortunately, they need to get THROUGH the tank to reach the healer, rather then forget he's there.



On the flip side, overhealing the tank beyond his maximum health would give the tank a burst of strength allowing him to push more enemies backward with increased force.



If there are hazards like lava or bottomless cliffs in the environment, they can be used to the strongest group's advantage.



As long as the tank stays alive and in his defensive stance, the barrier should never go down. When the tank gets weak though, he can be pushed around quite a bit, adding pressure on him and the rest of the group who must adapt to the situation.







Each class of tank could have different abilities to modify their sphere of influence. Here's some abilities that might fit into each tank class we have now that would both expand upon each class's current personality and would dynamically change the battle depending on who's tanking.



A Death Knight's defensive stance could have an aura that pulls enemies all around him towards him like a gravity field. I like an ability like this for a Death Knight because they are more or less the brawler of the tanks. They use two handed weapons and don't use shields. Plus, they already have death grip, an ability that pulls people toward him rather then him charging at them. Attempting to shoot through the barrier could be like shooting through a gravity field, modifying the trajectory of the incoming arcane missile forcing it to miss unless it was shot directly at the tank.



Warriors and Druids have charge. I just think charge looks rediculous, like the lunge with a Sword in Halo but with amplified absurdity. What if their charge modified their defensive barrier instead? It would momentarily charge the tank forward with increased movement speed and push enemies effected by its aura regardless of the tank's health. A tank could stop early if he wished to and enemies would still be pushed backward a few feet, making it useful for throwing off cliffs or other environmental hazards.



What would taunt do? Maybe it would be nice to keep this for moments when a damage or healer doesn't reach the barrier in time.





All in all, this fixes many solutions things like threat cause without negatively impacting core gameplay. Damage and healer roles would remain the same and know exactly what to do to get safe, and don't have to worry about kicking too much ass for the tank to keep up. If they HAVE aggro, they know that all they need to do is get themselves back into the barrier and they'll be safe. They could do things like a Druid's Typhoon and throw enemies back, or simply walk through the barrier momentarily drawing the enemy through it, then running back into combat if they happen to be playing a melee damage role. You would have about 3 seconds or so before they realize you're in front of the barrier.



Suddenly, the tank is more focused on his own survivabilty and making sure he's actually... well... facing the enemy, instead of things like the amount of aggro he is causing and how much on each enemy. They don't need to worry about waiting until they know the tank has aggro.



This could have a dynamic impact on PvP too. Suddenly you'll have a lot more people playing the Tank role in PvP for its ability to actually protect, which is what a Tank SHOULD be doing! I suspect this would happen in dungeons and raids too. PvP is very crowd control oriented, meaning players would very quickly adapt to this and CC the tank temporarily disabling his barrier.







I got to thinking, what if the entire game revolved around this mechanic and this didn't just apply to Tanks? What if everyone in their normal stance had a physical barrier surrounding their close proximity they can use to push one enemy or so? This idea is separate to everything I said above and should be considered additional. When you take damage, you can be pushed. Pushing a caster would NOT interrupt his channeled spell. How hard you can be pushed is dependent on each player's total health, not their strength, intellect, etc; both how much the attacker has, and how weak the defender is.
 
Hm. That's too bad. I know I shouldn't EXPECT a response or anything. I don't expect a lot of people to have the interest in this enough to form their own opinion worthy of it's own post other then like or dislike...



But no one?



Oh well. I have all but no interest in WoW anymore. Haven't had up until around the time of this post as I have something MUCH more fun now. I saw this write up in my folders and figured what the heck and come back to check if it got any feedback.



I know this probably isn't the place for this as you're all pretty much strangers to me, but its the only mmo related forum I had subscribed to. My normal forumers would have absolute zero interest in this.
 
Pretty cool ideas you got there. It would be cool for a new game to try something like this.
 
I prefer thinking outside of the box. Why have healers? Why have dps? Why have tanks? What's up with this whole trinity model? Why do people insist this is the only possible method for doing PvE? - Because it's easy to use, and comfortable. Even SWTOR inherited it, and it's getting old.



Why not have everyone being part of the fight, protecting each other, who ever has the capacity to take over the defensive role for what ever period it might be, do it, while the rest of the group recovers. It gives a lot more mobility in the game, instead of the same old: You stand here. Tank stand here. DPS behind here; and heal dps hold agro.



I can't wait for the game that brings out a new form of interaction on the battlefield, because as you correctly stated, this whole "taunt" and thing is quite lame - and makes no sense. A giant dragon being annoyed at some random dwarf saying mouthy things at him. In the mist of the fight, he would in reality not even be able to hear him.



So ye, bring forth thy change and I shall attend! (PS: Beta tested SWTOR, it's shit as predicted
<
- at least in the Beta atm.) Combat looks okay - but things such as Sith Warrior and Jedi Knight are the same - across faction. So technically that halfs the amount of classes. 2ndly, the movement just feels sooo wrong, it's not natural. It feels clumsy and rough - like they didn't bother trying anything to improve it. I hope they fix it, but with a month left and counting I doubt it.



My 10 cents.
 
So ye, bring forth thy change and I shall attend! (PS: Beta tested SWTOR, it's shit as predicted
<
- at least in the Beta atm.) Combat looks okay - but things such as Sith Warrior and Jedi Knight are the same - across faction. So technically that halfs the amount of classes. 2ndly, the movement just feels sooo wrong, it's not natural. It feels clumsy and rough - like they didn't bother trying anything to improve it. I hope they fix it, but with a month left and counting I doubt it.



My 10 cents.



Remember, that changes can happen, after the game have been launched.

They know there are many things that should be changed, thats why they keep shooting out beta weekends, so they can change all of that..

Heck just look at the trillion changes that happened after wow's launch, some for the better some for the worse.

I havent beta tested SWTOR yet, i will be attending next beta week though, so i dont know how it feels.
 
First off, a disclaimer. I don't claim to be inventing this idea. Maybe I saw it in a game I don't remember. If not, and a developer feeds on this idea for his own game, I would like nothing better then to see this happen somewhere. If I DID come up with this... go me!



I had a funny idea a while back. An idea that only makes more sense the more I think about it. This isn't a suggestion for it to happen in WoW, hell for any MMO or other action RPG genres currently out. This is an idea that would need a game starting from scratch that still needs a base mechanic for combat. I have some ideas for the rest of combat, but before I go COMPLETELY overboard and try to invent an entire game from scratch, I'll just stick to "Tanking" as it's called in MMO's, because I would like criticism on this.



What if Tanks did not generate threat? What if npc's simply decided who was the weakest or most problematic target and attack it?

Obviously, you have to have some sort of system in place, otherwise the game will become completely vanilla with everyone playing a bruiser class. There would be no variety. And it's not like a tank taunting a boss protects the healer/dps completely. There is always crowd control, Area-of-Effect damage, etc. Tank &amp; spank is a boring concept, which is why it is practically non-existant in raids nowadays.

What I propose is somewhat of a sumo wrestling system for playing a defensive character. When assuming the defensive stance, the tank's movement speed is cut in half, but he also creates an aura barrier on the ground representing his sphere of influence. No enemy can pass it unless the tank is weakened. This barrier, in its normal state, extends to the tank's left and right as if the tank suddenly become 7 tanks. The barrier also extends backward, forming a triangle shape on the ground large enough for about 4 people to stand in comfortably. Attempts to push against the barrier is like pushing against the tank. In essence, the barrier is an extention of the tank's body mass. They share a somewhat voodoo connection. What happens to one happens to the other. You can push or damage the sphere or the tank, and they will both feel its effects jointly. The barrier CAN be pushed though, the same as the tank, but how strong the enemy can push is directly dependent on the tank's health and the enemy's health. To push at the barrier, you simply damage it. The strength of the tank's gear is also considered in the integrity of the barrier.



Attempting to shoot a target through the barrier will strike the barrier instead, damaging the tank in the process. Extensive healing will always grab the attention of enemy npc's. Fortunately, they need to get THROUGH the tank to reach the healer, rather then forget he's there.



On the flip side, overhealing the tank beyond his maximum health would give the tank a burst of strength allowing him to push more enemies backward with increased force.



If there are hazards like lava or bottomless cliffs in the environment, they can be used to the strongest group's advantage.



As long as the tank stays alive and in his defensive stance, the barrier should never go down. When the tank gets weak though, he can be pushed around quite a bit, adding pressure on him and the rest of the group who must adapt to the situation.

How is this idea any less bogus or "unrealistic" than a tank screaming at a mob and forcing them to attack them?



In fact, your suggestion appears to be even worse because it goes further. Your idea of tanking would completely enclose and protect healers/dps from any damage, effectively making it a Tank-and-spank scenario, since any range attacks, etc simply attack the barrier instead. And in your scenario, there's not even a penalty for overhealing. Instead, it's actually a GOOD thing. One doesn't have to worry about aggro levels, they don't have to worry about "standing the fire", etc.

Each class of tank could have different abilities to modify their sphere of influence. Here's some abilities that might fit into each tank class we have now that would both expand upon each class's current personality and would dynamically change the battle depending on who's tanking.



A Death Knight's defensive stance could have an aura that pulls enemies all around him towards him like a gravity field. I like an ability like this for a Death Knight because they are more or less the brawler of the tanks. They use two handed weapons and don't use shields. Plus, they already have death grip, an ability that pulls people toward him rather then him charging at them. Attempting to shoot through the barrier could be like shooting through a gravity field, modifying the trajectory of the incoming arcane missile forcing it to miss unless it was shot directly at the tank.



Warriors and Druids have charge. I just think charge looks rediculous, like the lunge with a Sword in Halo but with amplified absurdity. What if their charge modified their defensive barrier instead? It would momentarily charge the tank forward with increased movement speed and push enemies effected by its aura regardless of the tank's health. A tank could stop early if he wished to and enemies would still be pushed backward a few feet, making it useful for throwing off cliffs or other environmental hazards.



What would taunt do? Maybe it would be nice to keep this for moments when a damage or healer doesn't reach the barrier in time.

This sounds like a great change...for the tank. But an absolutely boring situation for healers/dps who have no element of risk left. The concept of aggro and taunting may seem silly, but it works.

All in all, this fixes many solutions things like threat cause without negatively impacting core gameplay. Damage and healer roles would remain the same and know exactly what to do to get safe, and don't have to worry about kicking too much ass for the tank to keep up. If they HAVE aggro, they know that all they need to do is get themselves back into the barrier and they'll be safe. They could do things like a Druid's Typhoon and throw enemies back, or simply walk through the barrier momentarily drawing the enemy through it, then running back into combat if they happen to be playing a melee damage role. You would have about 3 seconds or so before they realize you're in front of the barrier.



Suddenly, the tank is more focused on his own survivabilty and making sure he's actually... well... facing the enemy, instead of things like the amount of aggro he is causing and how much on each enemy. They don't need to worry about waiting until they know the tank has aggro.

Exactly. You're making the game easier for the dps/healers. But how does that make the game any more fun? If anything, players want more of a challenge. This even kind of dumbs down the tank role because they won't have to worry about mob placement (i.e. making sure the dragon's head is faced away from the raid, etc).



I understand the criticism of the taunt scenario, but there isn't really a better idea/solution out there. If it didn't exist, it would reduce class viability and diversity and force everyone to roll bruiser classes, which isn't what anyone wants. In MMO's, players need to have fixed roles to achieve a given goal and the aggro/taunting system maintains that goal.









I prefer thinking outside of the box. Why have healers? Why have dps? Why have tanks? What's up with this whole trinity model? Why do people insist this is the only possible method for doing PvE? - Because it's easy to use, and comfortable. Even SWTOR inherited it, and it's getting old.



Why not have everyone being part of the fight, protecting each other, who ever has the capacity to take over the defensive role for what ever period it might be, do it, while the rest of the group recovers. It gives a lot more mobility in the game, instead of the same old: You stand here. Tank stand here. DPS behind here; and heal dps hold agro.



I can't wait for the game that brings out a new form of interaction on the battlefield, because as you correctly stated, this whole "taunt" and thing is quite lame - and makes no sense. A giant dragon being annoyed at some random dwarf saying mouthy things at him. In the mist of the fight, he would in reality not even be able to hear him.



So ye, bring forth thy change and I shall attend! (PS: Beta tested SWTOR, it's shit as predicted
<
- at least in the Beta atm.) Combat looks okay - but things such as Sith Warrior and Jedi Knight are the same - across faction. So technically that halfs the amount of classes. 2ndly, the movement just feels sooo wrong, it's not natural. It feels clumsy and rough - like they didn't bother trying anything to improve it. I hope they fix it, but with a month left and counting I doubt it.



My 10 cents.

I liked this idea once too. But I still don't see how it works in an MMO setting. Sure, being able to change roles on the fly to fit a given need works well in a console game, like say, Final Fantasy XIII. In that game, it was called a paradigm shift where you had 3 party members who were able to shift through a variety of different roles, leading to different combinations to defeat a boss as the need arises. It was an interesting change from Final Fantasy's standard model of each character having a set role in the group. But I don't think I'd like to see it again. It actually simplified the game for me in a way and changed much of what I liked about Final Fantasy. And as they always say, "if it ain't broke, don't fix it".



But I'm not sure this works in an MMO model, where players build on a single class and spend time developing that character's abilities, gear, talents, skill, etc over a long period of time. Choosing a particular role in a core doctrine in MMO games. It also reduces a person's need to reroll and spend time in the game if they only need to create one character and then they can do every role that the guild requires with one character.



As for SWTOR, I would venture to disagree. Though it's hard to judge since it's only beta (and if anyone recalls how much WoW changed since beta they should understand), but SWTOR has revolutionized much about the way we think of MMOs. Their main object has always been the story, and this concept, with a full morality system, full voiceovers, and the ability to make one's own decisions and interactions with NPCs, sets up a new dynamic not seen in other games. So in this respect, if story/questing is important to you, SWTOR has no competition.



Sure, combat is not much different from other MMOs. But as I think my post as driven, there isn't much in the way of deviation without keeping the strike of balance and diversity in classes. I also personally felt the character movement was fine, and anyone who knows me understands how anal I am in that department. It's the sole reason I haven't played certain other MMOs. But just because it's different than WoW, doesn't make it any more unnatural. Strafing and left-right mouse-turn jumping is all possible in this game.
 
The problem, as i see it, with an all out everyone attacking everyone model is the randomness that comes with the npc attack pattern. What if, suddenly, the whole trash pull just turns on one person? how would you defend against that? That is why there has to be some sort of pattern.
 

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