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Aggro counter

3 replies [Last post]
Mon, 12/29/2014 - 21:13
Keepscaite's picture
Keepscaite

I hear Holy-Nightmare say this a lot, and I agree. There should be a method to manage aggro. So here's my idea,

Each enemy comes with an invisible meter. This meter can go from 0-50. When the meter is on 0, the first knight the monster sees will cause the meter to go up by 5 and the monster will chase after the knight the monster spotted.

Each weapon has a built in value that increases thr aggro meter by a set amount. The monster will chase after the knight that stacked the highest number.

Every second a monster's aggro meter will decrease by 1. And once it reaches 0 again, it'll be able to go up again from seeing the knight closest to it.

So here's aggro value I made for the weapons. (These values are counted per hit, so a single click from an Autogun can stack over 5 points in the aggro meter)

Autoguns: 1
Antiguas: 1
Alchemers: 2
Pulsars: 5
Catalyzers: 6
Blasters: 2
Magnuses: 4

Caliburs/FoV: 11
Brandishes: 9
Flourishes/thorn blade: 7
Cutters: 5 (ghost slashes give 0 aggro)
Troikas: 20
Sealed Swords: 15
Warhammer: 9

Nitronome: 30
Dark Briar Barrage: 24
Dark Retribution: 5
Irontech: 40
Big Angry Bomb: 45
Vortexes: 20 (the initial pull of the vortex counts)
Hazes: 10 (each tick counts)
SSS/SSB: 28
Other shards: 26

Numbers are still in need of work of course. But I generally tried to give the slower, less mobile weapons higher values.

Mon, 12/29/2014 - 22:32
#1
Dahall's picture
Dahall

There is already an Aggro system though it's very strange. I would fight a monster and it would retaliate. Stay idle however, and it'd idle for a while. This was observed in kats and wolvers of the third Tier. This could be just a mere coincidence but I like to think otherwise.

Mon, 12/29/2014 - 22:49
#2
Blandaxt's picture
Blandaxt
hehee..

@Keepscaite:
I agree that the agro system needs some reworking but i think you should include a way for monsters to spread agro also. Like if one knight is attacking one monster and the monster notices that knight, the monster would be able to take that 5 agro and dissipate the agro in a shout/alarm unto 5 monsters near its radius where each monster gets 1 agro unto that seen knight.

Tue, 12/30/2014 - 10:57
#3
Holy-Nightmare's picture
Holy-Nightmare
The agro of monsters is

The agro of monsters is affected by a few factors.

Sight as you mentioned plays a part, monsters have an area of awareness and they will attack knights in that area, some extend their area of awareness once they have been aggroed (scuttlebots will chase you a long ways).

Damage; monsters then to go after the knight who has dealt the most damage. You may note Vanaduke circling about trying to mace that one knight who has been blitzing him while the others handled the slags.

Last attacker: Most of the times monsters go after the one who has deal the most damage but sometimes they will turn on the one who is poking them in the back (Trojans may turn to face the knight with the Flourish even though the guy that blitzed them is in front of them.) This can also work when someone dash jumps since this temporarily takes them out of monster sight they may turn on allies, this might not work long if you have deal massive damage though.

As I mention often bombers are slow, thus they rarely get the Sight factor and with guns and swords being able to deal more to one enemy and attack faster they miss out on the initial damage factor, this only leaves them the Last attacker factor and that is hard to do as sword/gun users kite about a lot making you have to not only predict monsters but allies to get damage.

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