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Revisiting the "Holy Trinity" of MMORPG Classes 362

A feature at Gamasutra examines one of the foundations of many MMORPGs — the idea that class roles within such a game fall into three basic categories: tank, healer, and damage dealer. The article evaluates the pros and cons of such an arrangement and takes a look at some alternatives. "Eliminating specialized roles means that we do away with boxing a class into a single role. Without Tanks, each class would have features that would help them participate in and survive many different encounters like heavy armor, strong avoidance, or some class or magical abilities that allow them to disengage from direct combat. Without specialized DPS, all classes should be able to do damage in order to defeat enemies. Some classes might specialize in damage type, like area of effect (AoE) damage; others might be able to exploit enemy weaknesses, and some might just be good at swinging a sharpened bit of metal in the right direction at a rapid rate. This design isn't just about having each class able to fill any trinity role. MMO combat would feel more dynamic in this system. Every player would have to react to combat events and defend against attacks."

Comment Roswell (Score 2, Interesting) 1267

For what it's worth, I attended New Mexico Tech (not too far north of Roswell) in the early 1980s and as part of a paranormal psychology class I wrote a paper on the Roswell Incident. For that paper I interviewed one of the physics teachers at the school WHO LAUNCHED THE WEATHER BALLOON THEY FOUND. He showed me dozens of letters he had written over the years to authors of various UFO books explaining the science project he had attached to the balloon, showing pictures of it, etc. Of course his side of the story was never printed by any of them.

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