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    [part 2 of 2]

    In WoW there are mobs that will change targets twice a second, and completely obliterate a lot of meta-game "threat meter" knowledge that people have accumulated throughout the years and games, lugging this stuff around in their brain. There are some mobs in WoW that won't switch targets, even if the highest target on their threat meter is not the hard target but the soft target [like if the soft is dealing out obscene burst damage and the tank is just meleeing] - and the WoW example was just used to give a reference point against another game. Sometimes you just encounter a mob that exhibits such random behavior that it is almost like a riddle, trying to figure out just its threat meter, and that's not even including such potential sinkholes like attack patterns, etc.

    Again the whole dynamic of threat meters within Pocket Legends hinges upon whether or not the threat meters are individually coded for each mob or just a global behavior-inducer. I have a feeling the answer is out there, however, I am not much of a PvEer and when I do PvE I am not studying the mobs behavior enough to detect differences regarding the threat meter.

    It can honestly be very complicated or very simple, and I really do not know the answer so I have primed you to handle the reality, either way that may be.

    Now to try and answer your questions directly, Jim -

    Non-offensive actions such as a buff, a heal, or even something arbitrary like a meditation / regeneration skill [focus maybe?] can potentially impact agro. Again this is going to be something that deals with the way a given mob's threat meter is going to dictate. Does the mob react to a heal fiercely because it conceives a healer as someone drawing out the fight longer? Does the mob react to a heal fiercely because it conceives the target being healed as injured, and thus has a chance to kill it? I don't know the answers to these questions, but I know that there are plenty of other MMOs that show precedence for non-offensive actions causing, raising, or changing agro. This can get even deeper, as you also alluded to whether or not the agro would be caused to the target, to the caster, etc. To answer your question more intimately, my personal answer is that a healer needs to focus on reacting. Know your limits, know your own targets and your enemies targets, and react accordingly. As a healer you want to finish things, not start them.

    Also the invisible circles is just an analogy. Theres a lot more to mob ranges and why they do a particular thing at a particular location - I suspect PL to be a little more shallow than the typical PvE MMO, but a good rule of thumb in general is that there is usually more than meets the eye with regards to mob AI.

    Taunt and/or beckon would be a prime example of soft/hard threat meter dynamics. When you begin to understand how threat meters work, you realize that agro is basically designed to keep the order of things in check - tank fighting the monster, archer dpsing, mage healing. This is how class-based MMOs work.

    Look, to be really blunt, any class-based MMO would almost fall apart entirely if the combat was not somehow "ordered". This is why a lot of players find PvP to be a more challenging form of combat [although considerably less rewarding; in fact, PvP usually takes items from the player over time (potion chugging, obtaining a gear set, etc.) while PvE gives them stuff over time]. Quick example -

    Me and you are fighting two other identical players in a PvP arena. I am playing an elf mage you are playing a bear tank. If PvP were like PvE, then you would go off and start attacking either of their chars while I sit back and heal you, yada yada yada. Well, guess what - the other team doesn't want to do that. They want to attack me, because I am weaker, have less HPs, less Armor, and no way of defending myself. This is what it is like without threat meters and agro in a class-based MMO. People, and mobs, would just go about the fight in the most advantageous way possible, negating the basic order of things - tanks, dpsers, healers, and so on.

    So, in a nutshell, Taunt and/or Beckon are basically gavels of order. They are a form of bulwarking against sloppy PvE. Taunt and/or Beckon help maintain the consistancy that is necessary to form teamwork against monsters. Again if the mob just attacked whoever it wanted, then classes would be a vanity-based choice and not a gameplay choice [in a PvE context].

    Taunt and/or Beckon are the most direct methods of control surrounding threat meters and agro. They, like Heal in some ways, are an "oh sh__" button. Also, like Heal, they are a "status quo" button. They keep things neat, orderly, help to clean up messes and get people on the right track, and all within the span of a couple seconds.

    Technically speaking these two abilities are, at their core, agro modifiers. They basically are instant hard/soft threat meter rearrangers. They are target swappers. They are temporary windows of opportunity for the tank to get a handle on the mob, the DPS to move into a better position or launch a huge burst attack without fear of instant retaliation, and they are a miniature stop-watch that gives mages enough time to heal injured players who are thankful to have a mob off their butt.

    There is so much that is potentially involved in agro and threat meters that there are literally jobs out there in the real world that pay nerds to sit around and devise new and challenging ways for mobs to behave in games. Typically these mobs are not very nice. Sometimes it takes months for thousands of different groups and/or guilds to finally achieve success [wtfpwning the mob]. In this perspective it is understandable that some players take their mob hunting very seriously and that agro and threat meters can be very complex concepts that are not readily or easily understand and disassembled like a pile of legos.

    Whether or not Pocket Legends features quality AI and how the mobs are coded with respect to agro and threat meters and behaviors remains to be seen, because the game is so young and the developers surely have bigger and better plans for PvE, while we as the community have barely scratched the surface in regards to mob/player interaction.

    More knowledge is required, Jim; perhaps you should be the one to become the master of Pocket Legends monsters... perhaps you shall be the one to create a compendium of mob behavior, or at least "crack the code"!!!!!!!!!!!

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    Senior Member Furrawn's Avatar
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    Quote Originally Posted by Diz View Post
    [part 2 of 2]

    In WoW there are mobs that will change targets twice a second, and completely obliterate a lot of meta-game "threat meter" knowledge that people have accumulated throughout the years and games, lugging this stuff around in their brain. There are some mobs in WoW that won't switch targets, even if the highest target on their threat meter is not the hard target but the soft target [like if the soft is dealing out obscene burst damage and the tank is just meleeing] - and the WoW example was just used to give a reference point against another game. Sometimes you just encounter a mob that exhibits such random behavior that it is almost like a riddle, trying to figure out just its threat meter, and that's not even including such potential sinkholes like attack patterns, etc.

    Again the whole dynamic of threat meters within Pocket Legends hinges upon whether or not the threat meters are individually coded for each mob or just a global behavior-inducer. I have a feeling the answer is out there, however, I am not much of a PvEer and when I do PvE I am not studying the mobs behavior enough to detect differences regarding the threat meter.

    It can honestly be very complicated or very simple, and I really do not know the answer so I have primed you to handle the reality, either way that may be.

    Now to try and answer your questions directly, Jim -

    Non-offensive actions such as a buff, a heal, or even something arbitrary like a meditation / regeneration skill [focus maybe?] can potentially impact agro. Again this is going to be something that deals with the way a given mob's threat meter is going to dictate. Does the mob react to a heal fiercely because it conceives a healer as someone drawing out the fight longer? Does the mob react to a heal fiercely because it conceives the target being healed as injured, and thus has a chance to kill it? I don't know the answers to these questions, but I know that there are plenty of other MMOs that show precedence for non-offensive actions causing, raising, or changing agro. This can get even deeper, as you also alluded to whether or not the agro would be caused to the target, to the caster, etc. To answer your question more intimately, my personal answer is that a healer needs to focus on reacting. Know your limits, know your own targets and your enemies targets, and react accordingly. As a healer you want to finish things, not start them.

    Also the invisible circles is just an analogy. Theres a lot more to mob ranges and why they do a particular thing at a particular location - I suspect PL to be a little more shallow than the typical PvE MMO, but a good rule of thumb in general is that there is usually more than meets the eye with regards to mob AI.

    Taunt and/or beckon would be a prime example of soft/hard threat meter dynamics. When you begin to understand how threat meters work, you realize that agro is basically designed to keep the order of things in check - tank fighting the monster, archer dpsing, mage healing. This is how class-based MMOs work.

    Look, to be really blunt, any class-based MMO would almost fall apart entirely if the combat was not somehow "ordered". This is why a lot of players find PvP to be a more challenging form of combat [although considerably less rewarding; in fact, PvP usually takes items from the player over time (potion chugging, obtaining a gear set, etc.) while PvE gives them stuff over time]. Quick example -

    Me and you are fighting two other identical players in a PvP arena. I am playing an elf mage you are playing a bear tank. If PvP were like PvE, then you would go off and start attacking either of their chars while I sit back and heal you, yada yada yada. Well, guess what - the other team doesn't want to do that. They want to attack me, because I am weaker, have less HPs, less Armor, and no way of defending myself. This is what it is like without threat meters and agro in a class-based MMO. People, and mobs, would just go about the fight in the most advantageous way possible, negating the basic order of things - tanks, dpsers, healers, and so on.

    So, in a nutshell, Taunt and/or Beckon are basically gavels of order. They are a form of bulwarking against sloppy PvE. Taunt and/or Beckon help maintain the consistancy that is necessary to form teamwork against monsters. Again if the mob just attacked whoever it wanted, then classes would be a vanity-based choice and not a gameplay choice [in a PvE context].

    Taunt and/or Beckon are the most direct methods of control surrounding threat meters and agro. They, like Heal in some ways, are an "oh sh__" button. Also, like Heal, they are a "status quo" button. They keep things neat, orderly, help to clean up messes and get people on the right track, and all within the span of a couple seconds.

    Technically speaking these two abilities are, at their core, agro modifiers. They basically are instant hard/soft threat meter rearrangers. They are target swappers. They are temporary windows of opportunity for the tank to get a handle on the mob, the DPS to move into a better position or launch a huge burst attack without fear of instant retaliation, and they are a miniature stop-watch that gives mages enough time to heal injured players who are thankful to have a mob off their butt.

    There is so much that is potentially involved in agro and threat meters that there are literally jobs out there in the real world that pay nerds to sit around and devise new and challenging ways for mobs to behave in games. Typically these mobs are not very nice. Sometimes it takes months for thousands of different groups and/or guilds to finally achieve success [wtfpwning the mob]. In this perspective it is understandable that some players take their mob hunting very seriously and that agro and threat meters can be very complex concepts that are not readily or easily understand and disassembled like a pile of legos.

    Whether or not Pocket Legends features quality AI and how the mobs are coded with respect to agro and threat meters and behaviors remains to be seen, because the game is so young and the developers surely have bigger and better plans for PvE, while we as the community have barely scratched the surface in regards to mob/player interaction.

    More knowledge is required, Jim; perhaps you should be the one to become the master of Pocket Legends monsters... perhaps you shall be the one to create a compendium of mob behavior, or at least "crack the code"!!!!!!!!!!!
    Diz-
    You are amazing. The metaphors help so much- baseball lineup, etc....terrific detailed answers....
    I'm not the one who should be writing any of the content for the wiki for newbies- you should....
    I hereby bestow upon you the medal of TOP COOL DOG.
    (There is a fantasy book by Garth Nix that has a character called the disreputable dog which I loved- so the dog medal is a compliment).
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  3. #3
    Forum Adept SlipperyJim's Avatar
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    Quote Originally Posted by Diz View Post
    [part 2 of 2]
    Holy doctoral dissertation, Batman! If your last post was good for a college degree, these two posts oughta be worth a PhD or so....

    More seriously, thank you for taking so much time to explain mob behavior to us. Most MMO veterans probably knew a lot of what you wrote, but I'm not an MMO veteran, and I didn't know it. So thank you! If this forum had some way to award points for helpfulness, I'd give you a bucketful of 'em.

    Quote Originally Posted by Diz View Post
    Non-offensive actions such as a buff, a heal, or even something arbitrary like a meditation / regeneration skill [focus maybe?] can potentially impact agro. Again this is going to be something that deals with the way a given mob's threat meter is going to dictate. Does the mob react to a heal fiercely because it conceives a healer as someone drawing out the fight longer? Does the mob react to a heal fiercely because it conceives the target being healed as injured, and thus has a chance to kill it? I don't know the answers to these questions, but I know that there are plenty of other MMOs that show precedence for non-offensive actions causing, raising, or changing agro. This can get even deeper, as you also alluded to whether or not the agro would be caused to the target, to the caster, etc. To answer your question more intimately, my personal answer is that a healer needs to focus on reacting. Know your limits, know your own targets and your enemies targets, and react accordingly. As a healer you want to finish things, not start them.
    In my PL experience, mobs tend to rush the healer when healing generates aggro, not the injured character(s). In other words, the badguys swarm the poor elf, not the manly bear who's taking all of the other shots. And this behavior is intelligent, because a good healer/tank combo could theoretically keep fighting forever. If the mob(s) kill the healer, then the tank will be overwhelmed eventually.

    Although, now that I've written that, I seem to remember that "rush the healer!" aggro used to be a lot more severe than it is now. In fact, I think there was even a content update that specified a lower aggro level for healing....

    Here it is! Update 46046:
    http://www.spacetimestudios.com/show...-Update-(46046)
    Interestingly, the Devs buffed the Healing skill in the same update. So Healing became more effective and simultaneously generated less aggro. Healers had it rough before that update!

    Quote Originally Posted by Diz View Post
    So, in a nutshell, Taunt and/or Beckon are basically gavels of order. They are a form of bulwarking against sloppy PvE. Taunt and/or Beckon help maintain the consistancy that is necessary to form teamwork against monsters. Again if the mob just attacked whoever it wanted, then classes would be a vanity-based choice and not a gameplay choice [in a PvE context].

    Taunt and/or Beckon are the most direct methods of control surrounding threat meters and agro. They, like Heal in some ways, are an "oh sh__" button. Also, like Heal, they are a "status quo" button. They keep things neat, orderly, help to clean up messes and get people on the right track, and all within the span of a couple seconds.

    Technically speaking these two abilities are, at their core, agro modifiers. They basically are instant hard/soft threat meter rearrangers. They are target swappers. They are temporary windows of opportunity for the tank to get a handle on the mob, the DPS to move into a better position or launch a huge burst attack without fear of instant retaliation, and they are a miniature stop-watch that gives mages enough time to heal injured players who are thankful to have a mob off their butt.
    That observation matches my own experience. Taunt & Beckon don't seem to permanently switch mob targeting to the Ursan, but rather swap targets on a temporary basis. I think your explanation is correct here. Thank you again!

    Quote Originally Posted by Diz View Post
    There is so much that is potentially involved in agro and threat meters that there are literally jobs out there in the real world that pay nerds to sit around and devise new and challenging ways for mobs to behave in games. Typically these mobs are not very nice. Sometimes it takes months for thousands of different groups and/or guilds to finally achieve success [wtfpwning the mob]. In this perspective it is understandable that some players take their mob hunting very seriously and that agro and threat meters can be very complex concepts that are not readily or easily understand and disassembled like a pile of legos.
    The more that we dig into this topic (mob aggro), the deeper we get. What I'm finally coming to understand is that aggro is basically AI programming in a very limited form. (No, the Pocket Legends servers are not the next Skynet!) And even limited AI can be formidable in its complexity. There are algorithms at the root of it all, and those algorithms can be understood, but doing so as players will require a lot of guesswork.

    I have to ask: Diz, are/were you a game programmer? You seem to have a lot more knowledge about this topic than I'd expect from a hobbyist....

    Quote Originally Posted by Diz View Post
    More knowledge is required, Jim; perhaps you should be the one to become the master of Pocket Legends monsters... perhaps you shall be the one to create a compendium of mob behavior, or at least "crack the code"!!!!!!!!!!!
    ME?! Heck, no! I'll add my own observations, but I don't have the expertise (or the time) to become the PL Mob Behavior Expert! I'm just trying to learn some things so that Epimetheus can be a better tank....
    Characters: Epimetheus - Lvl 56 Warrior (main character), Atropos - Lvl 50 Enchantress, Aereus - Lvl 50 Archer
    I was a warrior before warriors became cool....

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    Np, Jim. I think most of what I stated is just the type of stuff that is picked up if you play MMOs long enough. It's not rocket science, but PvE can be very challenging and exciting.

    I like that they lowered Healing agro. My point in that section of the original post was just to show that while agro and threat meters can be very primitive in design and implementation, they can also be very deep and complex and emulate dynamic situations; the sky [or code] is the limit for mob AI, really. It's come a LONG way from the old school "cheating" style, to the more acceptable and practical "beefed" style [like how mobs have 10x hp/mp of players of similar level], to the insanely detailed and complex style seen in particular "end game raids" like in WoW, etc.

    Taunt and Beckon are temporary, yes. However, I think I failed to accurately describe that the potential is there for Taunt and Beckon to create permanent threat meter switches. BECAUSE the Taunt and Beckon change the situation, it is surmisable that the threat meters can switch around and remain that way. For example, lets say theres a bear, an elf, and a zombie mob in a fight. The zombie is on the elf because the elf wandered into agro range. Elf is taking light damage while running away - not activating any skills. Bear taunts and temporarily becomes the main target of zombie. Bear starts going buck-wild on the zombie. Elf keeps running to safe distance and does nothing for several seconds. It's plausible that the zombie can switch to the bear permanently in this case. Or if the mob is killed - then it's a self contained [and in practice, permanent] situation. I could be wrong, I don't know a lot about Pocket Legends agro and meters in particular, but this is pretty much standard soft / hard agro switching that you see in your run-of-the-mill MMO.

    Yes, mob AI can be very complex and exciting to interact with. Some luster leaves over time [like, say, killing the same end game boss in WoW 20 times just to see a particular item drop once... at that point you're only killing it for the item], but since the nature is to keep building [ie Alien Oasis], it keeps the carrot stick moving ahead of the horse sufficiently and in an engaging way. No I am not a programmer, I can barely code a website, but I have been playing MMOs since their inception a long time ago. I have been helping to design an independent [like Pocket Legends] MMO for over a year now, and I find Pocket Legends not only exciting and entertaining as a game but also very similar to my own dev situation. I find a lot of similarities between this game and Spacetime and my own situation, only Pocket Legends is about six months ahead of our schedule. And no I'm not working on a phone game and I'm not going to talk about my own stuff here on PL forums. Anyways, yes, I consider myself more than an enthusiast, but I would not call myself a professional. I've lost track of how many MMOs I've beta tested and I've done a lot of community work [GMing, Counselling, Admining] in games and their obligatory community outlets. Games are just a big part of my life, and I don't really take them super serious, I just find them to be fun and worth taking the time to figure out - like everybody else, I wanna be the best!

    Someone is going to figure out the inner workings of the different AI scripts and whatnot in Pocket Legends, it's just a matter of time. At some point people will know the range for HPs a certain mob spawns with, every spell or skill it can use, etc. It's a lot of leg work, though, that's why wikis are huge for MMOs - each person giving input makes the homework easier.
    Last edited by Diz; 06-09-2010 at 02:33 PM.

  5. #5
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    Quote Originally Posted by Diz View Post
    At some point people will know the range for HPs a certain mob
    I noticed that when a mob returns to full health after being pulled to far from the spawn point, you can see the number of hp it regains. I think it was on AO but not to sure, I can't remember any details as to what class it was, it was just a standard mob, no boss, but it was 500ish HP on a mostly dead mob.
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