Threat

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Threat (Aggro/Hate) is generated based on damage done, healing done, and modifiers on certain abilities.[1][2]

  • In PvE, aggro against player characters is based on a hate table.[2]
  • In PvP, aggro may force target switching to the Tank. Feedback on this will be sought during testing.[3]
If we think about PVP settings and the role of taunt or hate, a lot of times for tanks in the MMOs that I've played- where you have a PvE and PvP scenario- those types of hate generation abilities don't really have cross application into the PVP realm; and that can feel bad, because typically a tank build-out can be delegated around how I generate hate; and if it has no cross application into PvP then effectively you're creating a class composition that just is not relevant in half of the game, or in that area of the game. So when we talk about how we're going to apply hate to player targets or taunt to player targets, sometimes that can move into the realm of target switching, or the ability to demand that target on the tank in a PvP scenario as well. That's something that we need to get player feedback on, because there's a lot of strong emotions around that type of mechanic. I for one am a big proponent of that. I think it's interesting. I think that it plays into the role of the tank and that it it hits a class fantasy that most tank players want to feel. And I think however on the flip side of that, it is a source of control; and anytime you're under the effects of some source of control, it's going to be a feel bad moment for the target that's being controlled. So that's why I think it generates a lot of feelings on both sides of the aisle.[3]Steven Sharif
  • Detargeting is the act of removing hate/threat/aggro from an enemy.[3]
  • There will be a taunt skill available at higher levels than what has been previewed so far for Alpha-2.[4]
Q: There were a lot of concerns about threat [in the Alpha-2 Tank preview video]. A lot of people didn't understand how holding threat works, because you weren't holding threat at some point.
A: It's important to remember that these previews are done at a very low-level, so these are low-level skills and abilities that the archetypes have available to them; and so because of that, some of the functionality from these abilities they don't necessarily perform as well as you would want them to in a later stage of the game for that role. Now also keep in mind that balance is a perspective that needs to be incorporated also. So, threat is generated based off of a few factors: It's based off of damage done, it's based off of healing done, it's based off of threat generation modifiers that are on abilities. Now the tank in this situation I believe has two abilities that are going to generate additional threat. They have the slicing- the number two ability; and then they also have the shout ability. Both of those are creating additional threat. But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the ranger and with the heals that are coming out of the cleric.[1]Steven Sharif
Skill Icon Base skill
Ancestral Bolas Ancestral Bolas.png Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[6]
Grapple Grapple Icon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[7][8]
Hatred V Tank Ability Active.png Single target that adds hate.[5]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[9]
Shield Assault ShieldAssaultIcon.png Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[10]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[11]

NPC perception

NPC perception is intended to have different sensory types, ranges, and angles.[13][14][15]

  • NPCs will have varying fields of view. Some will have the ability to perceive sounds.[13][14][15]
We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[14]Steven Sharif
Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[13]Steven Sharif
  • NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[16]

Threat meters/addons

Mijn beslissing is om geen DPS-meters noch addons toe te laten. Ik vind dat we geschikte maatregelen hebben om een groot deel van de mogelijke third-party trackers tegen te gaan. Ik weet dat dit onderwerp aan beide kanten voor nogal wat ophef kan zorgen en ik respecteer al die meningen die velen al hebben geuit.[17]Steven Sharif

Addons en DPS-meters zullen niet worden toegelaten.[17][18]

  • De ontwikkelaars willen niet dat addons/mods vereist zijn om het spel optimaal te ervaren.[19]
  • Ze zijn er nog over aan het denken om een API van het spel open te zetten.[20]
  • Er zullen integraties voor streaming services als Twitch beschikbaar zijn, maar dit zal nog niet blootgesteld worden via een API.[21]
  • De ontwikkelaars geloven dat DPS-meters een negatief effect [op de spelervaring] kunnen hebben.[22][18]

Het idee is om een 'one-stop-shop' van het bedrijf te maken wanneer we praten over de in-game systemen... Naar mijn mening willen we eigenlijk geen addons in het spel hebben.[19]Steven Sharif

Er zullen leaderboards zijn.[23]

Zie ook

Referenties