Greetings, glorious adventurers! If you're joining in our Alpha One spot testing, please follow the steps here to see all the latest test info on our forums and Discord!

Aggro/Threat mechanics don't work in PvX

LodrigLodrig Member
edited May 20 in General Discussion
MMORPG's have traditionally used a system of mob AI called Aggro in which a mob will preferentially attack player characters which perform certain actions, primarily that of dealing damage to the mob but later expanded to things like healing friendly characters. This was a simple AI which fit the constraints of early computer processor cycles while producing mob behavior which was better than the most primitive system of just attacking the nearest target or most recent attacker. Such simplistic AI would have allowed trivially easy control of what character a mob attacked making for dull and unchallenging PvE.

Under aggro systems Tanking classes were given special skills which move them up the mob priority list despite a low damage output from the Tank. In essence they break the otherwise effective AI of a mob and force it into inefficiently attacking the character most resistant to that attack. So long as mobs are balanced around this mechanic the gameplay is reasonably compelling mix of puzzle, timing and teamwork and it makes the Tanks role of being a meat-shield far more skillful and enjoyable then it would otherwise be if it was completely passive.

The problem is that these whole dynamic collapses when the opponent is not an AI but instead another player with full awareness of how the game works and full freedom to attack whomever they wish. And yet Tanking IS a viable class in most PvP games because Tanks are built differently in such games so as to make opposing players either rationally choose to attack the tank rather than another target or allow the Tank to create situations in which opponents have no other option but to attack them thus expending offensive potential inefficiently.

AoC would be far better off replicating Tank design from PvP games such as Overwatch and LoL and pairing them with mob AI's that seek to replicate the rational choices that a human would make in combat that cause them to attack Tanks. This will allow Tank gameplay to be consistent from PvE to PvP.

Well established PvP Tank mechanics include targeted pull effects, silence or other enemy DPS reductions, 'vaulting' into the middle of enemy groupings, increased damage potential when surrounded, projectile shields and movement barriers.

Some new methods which might be explored would be 'blinding' type effects on opponents which allow only nearby characters to be seen and attacked. An effect which leashes a melee opponent to remain within a short distance of the Tank. A damage redirection from nearby allies towards the Tank. I'm sure other skills can be created which provide control of enemy damage which would be effective on both players and AI.

Comments

  • NoaaniNoaani Member, Intrepid Pack
    We've talked about this on the forum in years past. My opinion has always been that threat/hate/aggro is still the best method anyone has come up with for PvE, and so should remain for that reason alone.

    However, since it doesnt work in PvP, my thoughts are to turn that threat mechanic in PvP to a forced target instead.

    Perhaps make it as simple as taunts working as a forced target status effect on the target, with the strength of the taunt acting as a countdown timer to determine the duration.

    This is a much better solution that just dropping threat from PvE, imo. Since Intrepid seem fairly set on the idea of giving tanks a lot of CC (battlefield control is what they say), this seems to me like it would fit in just fine.
  • LodrigLodrig Member
    I'm not surprised it's come up before, it's such an obvious incongruity between PvE and PvP, as for Aggro being 'best' in PvE I'm inclined to think your preference is for the Dynamics of active Tanking and your comparing Aggro mechanics to the even more primitive AI's that preceded it or the uncontrollability of battle when a threat generating tank is absent from a mob which is designed to be handled with exactly that tool. I don't think anyone would question that Tanking needs to be control who is being attacked.

    But I do not see any reason why the PvP style Tank abilities would not make for good active Tank gameplay, if anything it should be better because it's more positional and dynamic rather than just pushing yourself up a 1-dimensional threat ranking.

    I'm a bit skeptical of trying to make the threat generation of a Tank effect a Player, first off, it's going to remove agency from the opponent is a very severe and frustrating way, even the most aggressive control mechanic I'm imagining give the opponent some counter-play options. Second an amount of threat from one target is only relevant with respect to another targets, aka to create a threat ranking to determine who to attack so all damage is going to need to be tabulated and managed and in a large battle that's going to be nigh unmanageable. Lastly a mob is going to attack someone every chance it gets and generally has unlimited attack potential, but a player, even if there forcibly tabbed over to the Tank can choose to not attack and reserve their mana for when they regain control, that could lead to both sides trying to wait each other out and make for excessively slow combat.
  • NeurathNeurath Member, Alpha One, Adventurer
    edited May 20
    Forced target taunts are acceptable. Other games have used them and others have too. The whole point of a forced target taunt is to limit the player agency of the target. It is to slow down the combat and it is to prevent someone from freely targeting a more valuable target. We are a PvX game, not just a PvP game.
    Dreams can become nightmares.Vaelune Enchanter.
  • NoaaniNoaani Member, Intrepid Pack
    Lodrig wrote: »
    But I do not see any reason why the PvP style Tank abilities would not make for good active Tank gameplay, if anything it should be better because it's more positional and dynamic rather than just pushing yourself up a 1-dimensional threat ranking
    The reason threat mechanics are better for PvE than anything anyone else has come up with is due to many things.

    However, probably the biggest point to make, at least imo, is that threat dynamics in a good MMO are not at all one dimensional.

    An example of this from a specific game I have played is in relation to hate generation not being static. Perhaps a mob hates fire more than most (treant, perhaps). On such a mob, attacks that deal fire damage generate two or even three times the hate. Or perhaps a mob is robotic in some manner, any healer using nature based heals generates much more hate against these mobs.

    As a mechanic, threat/hate/aggro can go REALLY deep.

    As to your concerns about players not having counterplays - in every game with deep hate mechanics that I have played, DPS and most healers have access to a de-taunt - an ability that lowers their hate towards the target.

    This is a clear counterplay to a taunt.
  • NiKrNiKr Member
    Also, the combat wouldn't slow down for the party. If anything, when one member is taunted - the other 7 gotta pick up the pace, because that one member might be dying any moment now. And if it's the healer that's taunted, oooohh - you're in trouble!
  • LodrigLodrig Member
    edited May 20
    Noaani your statement 'that anyone else has come up with' would imply that you have compared my suggestion to the Aggro paradigm and found it inferior. But I don't think that's what you actually mean, rather you're trying to say that 'amongst published MMORPG's there exists no better method' and you're not interested in untested alternatives for AoC. Do I have that correct?

    As for differential hate generation from actions is still one dimensional because there is only one hate ranking list, don't confuse having many different +/- inputs to something with dimensionality.

    NiKr, why is a taunted player about to die? Taunts aren't damage and under the proposed forced-tabing the taunted player is still free to retreat, receive heals and presumably use self-targeting abilities or items. If taunting a healer means they can't heal any allies then that's going to make taunts effectively a silence on them and would probably be OP.
  • NiKrNiKr Member
    Lodrig wrote: »
    As for differential hate generation from actions is still one dimensional because there is only one hate ranking list, don't confuse having many different +/- inputs to something with dimensionality.
    HP pools are also singular in their nature, but there's a ton of ways of interacting with them (even if the main goal is to just bring it down). Same could be applied to hate lists.
    Lodrig wrote: »
    why is a taunted player about to die? Taunts aren't damage and under the proposed forced-tabing the taunted player is still free to retreat, receive heals and presumably use self-targeting abilities or items. If taunting a healer means they can't heal any allies then that's going to make taunts effectively a silence on them and would probably be OP.
    In my experience of playing a tank with a pvp taunt, it was used in 3 scenarios. I was either saving my healer from a rogue that wanted to kill him (which then led to assist hits on that rogue to remove him) or I was aggroing the enemy dps to stop them from dpsing, which usually let my own rogues close in on that mage and remove him. The third scenario was just taunting the enemy healer to prevent them from using single target strong heals, but healers are always a target to die so if I was on the healer - he'd be seconds away from dying or at least from my party assist hitting him.

    That was in a tab target game that moved your target to the tank every so often, if the aggro debuff was on you. We don't know how Intrepid will design their own taunts, so my experience might not apply here, but my main point was that the combat would not slow down, because the fight would now be 7v8, which requires those 7 players to output more. The same applies when a player dies and needs to be resurrected.
  • NoaaniNoaani Member, Intrepid Pack
    edited May 20
    Lodrig wrote: »
    Noaani your statement 'that anyone else has come up with' would imply that you have compared my suggestion to the Aggro paradigm and found it inferior. But I don't think that's what you actually mean, rather you're trying to say that 'amongst published MMORPG's there exists no better method' and you're not interested in untested alternatives for AoC. Do I have that correct?
    I abslutely are talking about all published MMO's, but also a number of unpublished MMO's that I have tested.

    The problem with your suggestion is that it is still relying on a threat list - because that is what people do in PvP. You are constantly assessing and reassessing which target is the most important to attack at any point in time - and that is literally what a threat list a mob in PvE is doing. At any given point in time I have a player that I consider the most important to try and take out, and the player that is next most important, and usually a third after that. That is a threat list.

    Threat lists as per PvE content exist as a means of emulating this.

    The only difference here is that the mechanic tanks have to put themselves at the top of the list is a taunt. Other players are still assessed via damage output, healing, buffing, debuffing and CC.
    Lodrig wrote: »
    As for differential hate generation from actions is still one dimensional because there is only one hate ranking list, don't confuse having many different +/- inputs to something with dimensionality.

    At the very least, the point I made above proves that hate lists can be two dimensional, rather than always having to be one.

    Having multiple hate lists is but one way of taking a one dimensional thing and making it two dimensional, but not the only way.

    This is kind of like looking at something with forward and backwards movement and saying the only way to make it two dimensional is to add up and down movement as well - totally ignoring left and right movement.

    That said, with the above suggestions, when you have a multi-mob encounter where different mobs within the same encounter have different modifiers to their hate list - yeah, it's kind of three dimensional because the fight contains multiple individual hate lists that are each functioning differently.
  • DepravedDepraved Member
    Lodrig wrote: »
    I'm not surprised it's come up before, it's such an obvious incongruity between PvE and PvP, as for Aggro being 'best' in PvE I'm inclined to think your preference is for the Dynamics of active Tanking and your comparing Aggro mechanics to the even more primitive AI's that preceded it or the uncontrollability of battle when a threat generating tank is absent from a mob which is designed to be handled with exactly that tool. I don't think anyone would question that Tanking needs to be control who is being attacked.

    But I do not see any reason why the PvP style Tank abilities would not make for good active Tank gameplay, if anything it should be better because it's more positional and dynamic rather than just pushing yourself up a 1-dimensional threat ranking.

    I'm a bit skeptical of trying to make the threat generation of a Tank effect a Player, first off, it's going to remove agency from the opponent is a very severe and frustrating way, even the most aggressive control mechanic I'm imagining give the opponent some counter-play options. Second an amount of threat from one target is only relevant with respect to another targets, aka to create a threat ranking to determine who to attack so all damage is going to need to be tabulated and managed and in a large battle that's going to be nigh unmanageable. Lastly a mob is going to attack someone every chance it gets and generally has unlimited attack potential, but a player, even if there forcibly tabbed over to the Tank can choose to not attack and reserve their mana for when they regain control, that could lead to both sides trying to wait each other out and make for excessively slow combat.

    you aggro their dps so that they are hitting you and not your healer. if their dps stops attacking you during the taunt duration, that's fine, you are doing your job...they arent hitting your healer. your healer just gotta be careful with aoes :D

  • DiamahtDiamaht Member, Braver of Worlds, Alpha One
    I would prefer to keep the traditional mechanics in PvE. Simply have the taunt abilities have different effects on players.

    SWTOR for example has the taunt abilities reduce the damage output of the enemy for the duration. I know some games have used taunt abilities to force opponents to drop targets or even to allow only the tank to be targeted.

    We wouldn't have to reinvent anything, just impliment pvp effects to existing abilities.

    Be careful about too much CC attached to things though. That can get out of hand and frustrating pretty quickly.
Sign In or Register to comment.