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Join Date: Dec 2007
Posts: 142
# 31
04-01-2009, 07:35 PM
Quote:
Originally Posted by Flatfingers View Post
All I can say is that my experience, which dates back to Chainmail and the original D&D, differs. There was no "aggro."
Because there was a Human Being making the decisions for the NPCs.

Nonetheless, some characters were "damage sinks" (call them Tank, Brick, or Damage-Sponge, as you prefer), some were "dealers of death-en-mass", some were "buffbots" or "healers".

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So far, they haven't done a very satisfying job of that. Aggro is better than nothing, but it's still nowhere near as good as a human DM can do.
And until the game's AI can match a human for both logic AND intuition, we will require some sort of "aggro" mechanic.

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[...] as such MMORPG developers ought to feel free to replace it with some better means as gaming and communication technology improve.
I don't believe computing technology has improved enough to do away with "aggro" entirely. Honestly, I don't think it EVER will - the mechanics of it will simply become more and more sophisticated, more four-dimensional, and less game-able.

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Yes, I thought you might go there. It's the correct question to ask.

Lower damage endurance is, as I've said before, an obvious way to go if you're a programmer under the gun to make combat work in a big, complex gameworld.

But mobility is another viable option.
STO seems to be making Mobility, itself, part of the "deals damage more efficiently" equation, though. So "more damage" does not necessarily mean "lots more guns", it could instead mean "a couple extra fguns, and really good maneuverability".

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The opposite historically holds true as well. Horse cavalry is a classic example of choosing to accept a reduced damage-inducing potential in exchange for an increased tactical maneuver capability.
Depends on the sort of cavalry in question. Light cavalry, yes. Rifle or Pistol cavalry, sure. Heavy Armored Cavalry, pre-firearms era? Mass + Speed + Numbers = Dead Peasants

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So with all the advances in gaming technology since the days when the "aggro" hack was deployed, why can't we consider improvements or reductions to mobility -- with all the tactical gameplay goodness that flows from such a feature -- as a viable alternative to aggro?
Write the algorythm that produces it, then. I honetly don't think that computers, and the software that runs them, is advanced enough to do away with an aggro mechanic of SOME sort. Rather than beg for "something else", instead, perhaps you should campaign for the (IMO) more-realistically-achievable "more sophisticated".

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And we're not professional game developers. (Or at least I'm not.)
Yeah, I wish I was a professional game designer. ^_^

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To be fair, it's possible that that's exactly what they've done, and that Craig is just trying to describe the unique combat gameplay of Star Trek Online in terms that will be familiar to today's online game players.
I honestly and truly beleive that this is at least a LARGE PART of the case. It may be that Cryptic just couldn't mvoe entirely away from "Traditional aggro mechanics" - as I have said, I doubt technology is up to that clean of a break, just yet - but I trust them to have made a supreme effort to make those mechanics as unobtrusive as possible.

Quote:
If combat in Star Trek Online isn't about aggro management, then I think Craig would do better not to use "DPS" (for example) as a way to describe that gameplay.
DPS has nothing inherently to do with aggro-mechanics, though. It has to do with how fast you can pump damage into your target. Literally, it is "Damage per Second".

I begin to think that you, perosnally, just are unable to see the how those terms might apply outside the traditional "holy trinity" application of aggro-mechanics.


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If utility for killing things isn't the single starting point around which character skills and ship functions have been designed, I'll be happy to admit that my concerns on that score were unfounded.

If.

--Flatfingers
And if it turns out that "utility for kiling things" is the baseline meter-stick by which ship hulls have been measured and designed, I'll join you in rallying an angry mob, and then distributing the torches and pitchforks outside Cryptic's corporate HQ.

Deal?
Join Date: Dec 2007
Posts: 142
# 32
04-01-2009, 09:38 PM
As I said earlier, we've kicked the tires on this subject before; no need to steer this thread completely off the road with more extended commentary on it.

That said:

Quote:
Originally Posted by _Pax_ View Post
DPS has nothing inherently to do with aggro-mechanics, though. It has to do with how fast you can pump damage into your target. Literally, it is "Damage per Second".

I begin to think that you, perosnally, just are unable to see the how those terms might apply outside the traditional "holy trinity" application of aggro-mechanics.
If you go back and look at what I've written, you'll see that I've been careful not to claim that DPS is a direct outcome of choosing to copy the aggro mechanic. I've talked about the tank role as a direct outcome; the DPS and support roles are indirect follow-ons that naturally follow from the decision to implement a tank role.

This chaining effect is why I focus on aggro. I see it as the prime mover for the "trinity," so that's why I tend to dismiss deep discussions of tank/DPS/support. They're symptoms, so they're easy to see and convenient to talk about. But the underlying disease itself is the notion of aggro, which I don't agree is so inherently a part of the fundamental definition of "MMORPG" that it'll be with us forever in some form.

Time will tell which of these views was the more accurate.

Quote:
Originally Posted by _Pax_ View Post
And if it turns out that "utility for kiling things" is the baseline meter-stick by which ship hulls have been measured and designed, I'll join you in rallying an angry mob, and then distributing the torches and pitchforks outside Cryptic's corporate HQ.

Deal?
Deal, as long as we can do virtual torches and simulated peasants -- the real things tend to lead to... complications. (Silence, Igor!)

Honestly, I hope it turns out that you're right and the whole "oh noes they copying DPS!!" thing proves to be an unwarranted concern on my part, either because it's not what they implemented or because they did implement it but it turned out to be the most fun approach possible.

From the comments we've seen in print so far, I'm not ready to dismiss that concern as unfounded. But if it turns out to have been wrong in either of the ways described above, I'll be the first to admit my mistake.

Again, though: if.

I wouldn't ask more than that of anyone else.

...so what about the other things that Craig said in the TTH and EBA interviews? Any "hell, yeah!" or "dude, what are you smoking?" reactions to the other stuff?

--Flatfingers
Join Date: Dec 2007
Posts: 142
# 33
04-01-2009, 10:05 PM
I already posted my "hell, yeah" comment. ^_^
Join Date: Dec 2007
Posts: 142
# 34
04-02-2009, 04:26 AM
Very nice read-thanks!

Live Long and Prosper
Join Date: Dec 2007
Posts: 142
# 35 Epic Battle Axe Interview
04-02-2009, 11:11 AM
Epic Battle Axe has an interview up with Star Trek Online's Executive Producer Craig Zinkievich. New screenshots are included! Check it out.

Then, tell us what you think!
Join Date: Dec 2007
Posts: 142
# 36
04-02-2009, 11:16 AM
Nice read. Good to see the designers understand that there is lots of material to pull from.
Join Date: Dec 2007
Posts: 142
# 37
04-02-2009, 11:31 AM
I will read this.
Join Date: Dec 2007
Posts: 142
# 38
04-02-2009, 11:35 AM
What is the name of the Klingon ship they have one their site? It looks awesome!
Join Date: Dec 2007
Posts: 142
# 39
04-02-2009, 11:40 AM
Nice shot of the Vor'cha class. I'm constantly impressed with how much detail goes into the ships.

From the interview I'm wondering about the cosmetic versus functional ship modifications. Does this mean that a cosmetically different nacelle can be added that won't necessarily improve ship funcitons or does this mean that a different nacelle will have both a cosmetic impact (your ship looks different) and a functional impact (you go faster).

Also we've seen some of these upgrades for fed shisp, but I haven't seen any for the klingon ships. Hope that they are just as interesting as their fed counter parts.
Join Date: Dec 2007
Posts: 142
# 40
04-02-2009, 11:48 AM
Quote:
Originally Posted by vtack View Post
Nice shot of the Vor'cha class. I'm constantly impressed with how much detail goes into the ships.
Thanks for the info vtack. I am not too concerned that Cryptic will not do as much for the Klingon side as they have done for the Feds. However, I do think they forget to show us the Klingon stuff.
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