Category Archives: Combat Functions
As an extra post to this series, we’ll examine ideas surrounding proper implementation of role-based classes or niches. The mundane task of proofs behind us, we now have fun with design!
.. as a minimum to balance any object. The trinity concept provides that balance, but so much more. It is not the end-all-be-all (nor should it be used in such a way in any design), but it is the stability … Continue reading
You don’t know Jack? Everybody knows a little about Jack. I need to knock this [naming convention] off before I get punished…
… and then there was one. Three fundamentals, two supporting functions of the ‘Holy Trinity’ were established, and now the final state to combat…
The MMORPG ‘Holy Trinity’ is going nowhere. Rather than get upset about it, we can dive into the mechanics that build on the concept and make combat interesting. But first, we need to finish establishing what all combat functions are. … Continue reading
… and it’s a ‘trinity’ because it’s the lowest common denominator. I’ve skirted briefly with the topic before, but recent conversations have shaped a more refined point of view. I share that here.