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Originally Posted by Flatfingers
All I can say is that my experience, which dates back to Chainmail and the original D&D, differs. There was no "aggro."
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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.
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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.
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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.
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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.
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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?
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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.)
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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.
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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.
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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.
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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
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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?
