I guess I should say point system aggro that is damage, taunt, heal. I know most encounters these days are so fast aggro doesn't matter. Just wondered if there could be another way to determine who NPCs attack.
Lack of diversity among NPC also hamper this as usually they are all the same. I mean a stealth NPC might target your light armor party members or mages those week in resistance.
I don't know what do you think could possibly be used in place of the popular method of aggro or it's just fine as it is?
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1 Typical i see you aggro
2 I hear you aggro
3 I sense your injured aggro
4 I sense your using class/job ability aggro
5 True hearing,i can hear you even if your using some form of silence
6 True Sight,i can see through invisible
7Positioning aggro/triggers,example the mob doesn't like anyone in behind it.
Then of course the group mechanics with aggro points determined by doing anything related to the encounter.If you do more then of course you are higher on the hate list.
SO what a lot maybe most people want is intelligent AI scripted into the mobs.First of all it needs to make sense,the more sentient beings would be more intelligent.
There is a fine line to everything in gaming because in the end it is just a script with numbers.So there would need to be triggers but then those triggers need a sort of rng factor otherwise it ends up nothing more than a on/off switch.trigger.
So for example a highly intelligent human mage foe might think,hmm damaging melee,i better throw up a strong ring of fire to keep the melee at bay or cast a physical damage reduction spell on itself.
FFXI already touches on pretty much any idea you can think of and not just done on bosses,even the non boss mobs sometimes have very good AI scripts.
However it still comes down to simple on/off triggers like for example ,npc hits a threshold of 50% health so then it automates a healing spell.The mob is down to 25% health and uses a powerful AOE attack to try and slow down the enemy or maybe a heavy aoe attack-down affect.
IMO too complicated is not really needed,just make the players think a little bit,they see a mob with a fiery sword then yeah i might need some fire protection,ideas like that.
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In general though, if you want AI to bypass the trinity and "try" to kill healers and dps first... welcome to pvp my friend
In all jest, that would suck for trinity based games... even with trinity based games, some make it hard to keep agro (and there are sometimes spawns/adds)
There are also Enhancement lines, weapons, abilities, and other things, the like that can help increase and decrease your threat generation based on what you do.
This means that two players could do the same DPS and one can generate a LOT more hate than the other.
Now DDO has an Intimidate ability, but this is rank based (IE: You need to put ranks into this skill to use it) there are also Enhancements, abilities, and gear that can increase this stat, and that is rather important, because players that plan to use it, need to have it high enough for it to have an effect. The mobs can also roll to resist the Intimidate effect as well.
I think the system should fit the game.
I've talked before about a random rolls, but modified (die rolls) by circumstances, system.
Built from the ground up, as in low INT MOBs having a basically "fight or flight" set of options, and add options as the INT of species goes up. So that even a highly intelligent MOB might fall back to "fight or flight" under the right circumstances.
Things like armor types, healing ability, damage output, weakness, would all be part of the modifications to options. And MOB choices could change (if rolled under modifications) with every happenstance, such as fellow MOBs dying, healing keeping a Player from dying, how the numbers are affected, etc.
Once upon a time....
At the end aggro is a good system if you want the players to be able to specialize and be different from each other.
There are many things to dislike about ESO but their system makes group play a lot more interesting for everyone including healers and tanks.
For one things there is no AOE taunting whatsoever. The taunts that exists are single target and short duration. Tanks need to use short duration CC, roots and brief stuns and grapple pulls to control and group mobs but in chaotic fights with several adds there will always be some mobs that get away so everyone needs to be ready to defend itself at all times using active blocks, dodges, movement, etc.
Everyone gets used to doing things like walking mobs to the tank and staying tighter in the group than what you see in god-like tank MMOs.
Additionally in almost all group content bosses have taunt immunity periods where they will ignore the tank and go attack someone else. They start you off with that from the very first dungeons you're allowed to do at level 10 and they go up in trickery from there. There are several dungeons where taunt and CC immune adds spawn and do things like pin someone to the ground and kill that player unless the rest of the group reacts quickly and kills those adds in time.
But ESO being a fairly open player-build system gives you the tools to defend yourself with your own CC, self shield bubbles, etc. so that no player needs to be a helpless glass cannon - you can build that way but no one does after they've run a couple of dungeons.
Group play is all about bringing order to chaos so whatever system is used players need to have tools to do that. Aggro/taunt is still around because it works without requiring a 5 tank group
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D&D has both Intimidate and Bluff. Where Bluff (if successful) gets the mobs to turn away from you and attack the next person on the aggro list, and Intimidate (if successful) puts you momentarily on top of the Aggro list, staying there is another matter.
Also in Tabletop D&D, the Aggro of a mob is only as random as the DM wants it to be.
Ironically, as an old school gamer who would spend tons of time and in-game effort to make my characters more self sufficient in games that were very trinity designed, I loved that in GW2 everyone could cover their own ass.
But I admit, the Chaos in PvE content was there, at least at the start it was there.
Since HoT, they have added in role like classes like Druid Healers, and the like, and Raid/Strike Mission bosses will lock agro on the player with the highest toughness, this making it stupid easy to "tank".
I have to agree that aggro is a good system, mainly because it exists in real life, that people can pull aggro off others, a prime example of this is when they do the running with the bulls in Spain, or in Rodeo's where the Rodeo Clowns pull Aggro from the rider.
Youtube is full of plenty of situations where people have pulled aggrro from threats (be it Wild Animals to Angry/Insane Humans), so that others could get to safety.
So, since this is something we already know of in real life, it makes sense that it would exist in a game world.
Logic, my dear, merely enables one to be wrong with great authority.
Logic, my dear, merely enables one to be wrong with great authority.
You know how in some games that have tab target, if they shoot you, you can be running and they will still hit you no matter what?
In DDO the projectiles target the location, regardless if targeting was done with tab or action, thus you could side step projectiles and ray spells.
One of the most dynamic combat systems, easy enough to not even think about, and yet deep enough to go crazy with.
I'm with Vrika on the physical aspects and positioning. That doesn't work and can be abused out of combat with collision detection.
So we are left deciding how to make mobs attack players in some semblance of order. I think that has to be factored into the very basic blood of any MMO.
I like what Iselin said:
That seems to be the salient point here: tools
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
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I mean, unless there was some personal vendetta against a direct player by that mob, which, could be a lore induced thing, like some Specific Devil hates a Specific God, and will have a direst hate agro on any player that denotes worship to that God, but otherwise, real life would be, when you deal with what is hurting you first, and what is annoying you second..
This is why Agro based on DPS is a reasonable approach. While some games have other factors, like for example, in DDO healing generates aggro, as such, a healer or cleric that is not healing is not going to generate aggro, a healer that is spamming their AOE biggest heal spell is going to generate a huge amount of agro, and good team play is knowing when and who to heal. Sometimes, letting that overzealous glass cannon thief die, and raise them later, is better use of your mana, and best for the team.
And while an AI would calculate killing the healer might be a desired goal, ideally if the DPS kill team is shredding down your HP while the cleric is running in a circle, it's really time to rethink how valuable it is to keep running after the Cleric.
But from what you all are saying, I am really starting to wonder how your games deal with agro, like.. How bad and unrealistic are the systems that you use.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
What if "most likely" rules are implemented, so who a mob chooses to attack will mostly follow some sort of logic statistically, but have small chance of following other logics such as distance, perceived weakness, anger from taunts or attacks, or just randomly feel like it.
I can see combats being more interesting (and hilarious) that way.
In a boss fight, get rid off the chaff first, or concentrate on the boss?
Do you get rid of the healers who keep the opponent's health bar up?
Do you try to take the alpha strikers first?
I'm curious how different we approach fights from the usual AI "threat table?"
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR