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who wear MAX armor?-aion gold

who wear MAX armor?-aion gold
The reaction to this scenario in typical RPG design is a tank to absorb the heavy single target damage and a pair of healers: one to heal the tank and the other to heal the rest of the party. But consider alternatives. What if one defensive character was able to redirect the damage to the party to herself, then restore her health by draining it from the enemy? What if a combination of a character with high evasion and a character that could reduce the enemy's chance to hit worked together to make most of those heavy hits miss entirely, the remainer absorbed by the character that was self-healing? In this case, is the self-healing character a "healer" because she is healing or a "tank" because she is taking all the damage? Perhaps instead, we can understand her role to be a defensive one, along with both the two-man evading team. Of course, this example still relies on the mechanic of "aggro" that has been criticised by some bloggers. The mechanic of controlling whom in your party is being attacked certainly does not reflect intelligent behavior and is not at all replicated in player vs player behavior. As a result, many game systems designed to work on an aggro system in PvE suffer greatly in PvP applications. But games designed for PvP, which do not have aggro concerns, also seem to avoid the entire "trinity" system as well. Consider EVE Online, whereby ships are equipped in defensive roles, with both high damage reduction AND the ability to repair nearby allies. Groups of ships fly together and they all repair whomever is being focused by their enemies. There is no tank: any one of them could become the target and have to "tank." Meanwhile everyone is shooting at their target. Everyone plays both an offensive and a defensive role.
A FARMER placed nets on his yyqiang091229 newly-sown plowlands aion gold and wow gold caught a number of Cranes, which came to pick up his seed. With them he aion gold trapped a Stork that had fractured his leg in the net and was earnestly beseeching the Farmer wow gold to spare his life. "Pray save me, Master," he said, "and let me go free this once. My broken limb should excite your aion gold pity. Besides, I am no Crane, I am a Stork, a bird of excellent character; and see how I love and slave for my father and mother. Look too, at my feathers-- they are not the least like those of a Crane." The Farmer laughed aloud and said, "It may be all as you say, I only know this: I have taken you with these robbers, the Cranes, and you must die in their company."
Birds of a feather flock together.
ONE WINTER a Farmer found a Snake stiff and frozen wow gold with cold. He had compassion on it, and taking it up, placed it in his bosom. The Snake was quickly revived by the warmth, and aion gold resuming its natural instincts, bit its benefactor, inflicting on him a mortal wound. "Oh," cried the Farmer with his last breath, "I am rightly served for pitying a scoundrel."
The greatest kindness will not bind the ungrateful.
Consider Planetside, a first-person shooter with MMORPG inspiration. Players who wear MAX armor have tremendous defensive capabilities, allowing other players to take cover behind them. But everyone not in a MAX has the potential to be a "healer" and repair the MAX-players (or anyone else). Again in this case, everyone plays both a defensive an offensive role. Ultimately, it seems, it is not so much the "trinity" itself that is the problem in unvaried game design, but that game design is unvaried. There is no fundamental design concept that prevents an MMORPG to explore player roles beyond the trinity or systems beyond aggro. Indeed, many games do have radically different designs. The real reason the "trinity" is so prevalent is actually a good one: it's a system that many players enjoy and find fun. People want to play trinity-based games. In conclusion, a bit of a metaphor: the reason football (soccer) is so popular around the world isn't because people are incapable of using their hands, it's because kicking a ball around is fun.

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