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December 17, 2007

Aggro and You (and you... and you... and you)

I really enjoy Lord of the Rings Online as a game and as an immersive Tolkien-geek experience, both because of its similarities to games like CoH and WoW, and for its differences.

One of the BIG differences in LotRO is Aggro Management and handling big fights in the game. I'm going to illustrate how Aggro generally works in most MMOs that I've played, even for only a few days.

Aggro: Aggression. The amount of "hate" that a computer-controlled bad guy has toward a player's character. It's summarized (behind the scenes) as a numeric score.

The BASIC mechanics of aggro work something like this, in most games:

Amount of damage you've done to me: 1 point of damage = 1 point of Hate.
Any non-damaging, penalizing effects you've done to me: = a set amount of Hate
Any 'buffing' effects you've done to your friends, while you were near me: = a set amount of Hate
Any healing you've done to your friends, while near me: 1 point of healing, PER PERSON HEALED = 1/2 point of Hate
Any special hate-generating abilities: = whatever special amount of Hate they generate, if they hit.

So let's say four of us are fighting a big boss in Generic MMO. In the first ten seconds of fighting:

- The tank did a special attack that is designed to generate a lot of hate, and hit the guy four times for 100 points of damage.
- The two damage dealers each hit the boss for 200 points of total damage, and both did a 'special attack' that debuffed the boss in some way.
- The "healer" healed the tank for 200 points of damage, and additionally healed everyone (including the tank) for 50 points, and buffed everyone once.

At the end of the 10 seconds:
- The tank has 100 hate from the damage he did, and X amount from his special 'taunting' attack.
- The two damage dealers each have 200 hate from the damage they did, plus Y amount from their special attacks.
- The healer has 200 hate from healing (400 total points healed, divided by two), plus Z amount from the buff they did to their friends.

And it's the TANK'S job to stay at the top of the Aggro list. You can see where it's VERY IMPORTANT to have a good understanding (maybe not hard numbers, but a good "feel" for the values of X, Y, and Z in that scenario.

I'm going to try to answer that, in general, for CoH, WoW, and LotRO.

CoH:
The Tank's regular attacks all generate from 1.5 to 2 times the aggro that they "should". In addition, their special taunting attack is worth... oh, let's say... 1000 Hate, and it's available for reuse every 10 seconds or so... and it hits five people at a time -- and the tank probably has an aura that also generates Hate in a area around them. In short, in CoH, tank even HALF on the job will Never Lose Aggro, no matter how much damage or healing the rest of the group is doing -- if you can keep the tank alive, everyone else will be safe from the boss, and any adds that show up, period. The tank's actually Hate is probably around 1200, and the next closest person on the list probably has Hate around 250... that divide will only widen as the fight continues.

WoW:
The Tank must be given about five to ten seconds to establish a "lead" on the aggro list, using special aggro-grabbing abilities. Generally, the more they get hit, the more Rage they have, which fuels those special abilities, so if they lose aggro, they stop getting hit and also lose the ability to GET AGGRO BACK. Maybe the healer is healing him some, but generally no one else jumps in for bit -- this cycle of damage = rage = threat keeps the tank's aggro climbing steadily. Assuming a strong offense, in which the damage-dealers are doing good damage but NOT going all-out, clip-emptying gonzo, and are watching their own aggro, they can expect the tank to hold aggro the whole fight -- if they go gonzo, they will overtake the tank's aggro in about a minute. "Watching it" entails either having an ability that reduces the aggro they build from each attack, passively, or some kind of "aggro dump" they can hit every so often that resets their aggro down to the bottom of the list.

Pretty much everyone has such an ability in the game. Probably half of them know how to use it well. The one's that don't know are the ones with the high repair bills.

LotRO:
The Guardian has two standard aggro grabbing abilities -- normal attacks that generate extra hate. Like WoW, giving them a few seconds to get those attacks off. It doesn't feel as though they generate quite as much hate as similar moves in WoW, unless they start working on Traits that boost their Hate generation. They don't get a "taunt" ability like the one in CoH until about level 26 or so, and it works on fewer targets. Cycling these two attack generates "pretty good" aggro, especially against a single target.

Unlike WoW, they don't get Rage from getting hit -- but they do rely on getting hit to maintaining aggro -- they have a series of special attacks that become available for a short time (five or six seconds) after they:
- Successfully parry an attack
- Successfully block an attack

... and that doesn't happen if they aren't getting HIT.

The attack available after a successful block is a shield slam that generates a great amount of threat on ONE target. If THAT attack hits, that opens up two more options:
- A HUGE shield slam that generates HUGE aggro on one enemy.
- A sort of "challenge" ability that generates decent aggro against a group of three or four bad guys.

The special attacks that open up after a parry are nice, but don't generate any special amount of hate.

Now... look at what's happening here:

CoH: Tank generates huge amounts of hate, immediately, and will only rarely loose that aggro.
WoW: Tank generates some hate, which spikes pretty quickly and continues to climb a solid, predictable rate as long as they keep getting hit.
LotRO: Tank generates some hate, which continues to climb at a moderate but predictable rate, and which MAY spike unpredictably, depending on whether or not you get shield blocks that open up your BIG HATE attacks, and on whether or not that attack actually hits.

LotRO: smaller amounts of aggro from the tanks, with somewhat unpredictable growth patterns -- lots of folks say LotRO is one of the most challenging games in which to tank, and would have to agree.

It's also the most FUN. If you are doing your job as a tank in that game, you are whirling around, SMASHING orcs in the face with your shield, knocking them senseless, hollering dwarvish battle cries at em and generally entertaining the HECK out of your player. :)

Playing Geiri (who I've worked very hard to build the most aggro-heavy set of Talents I can), I've found that Tiranor (a Hunter, who generates the second greatest amount of hate in the game after minstrels in big groups, doing a lot of healing) can pretty much open up with whatever attacks she has pretty much as soon as I've hit the bad guy with one attack. Generally, Tiranor and Geiri kill things REALLY fast, cuz Tiranor can go gonzo right from the start. In groups, I sometimes have secondary or tertiary enemies leave me and go attack the healer, though... I'm still working on that. When I get my Challenge ability next level, that should stop happening as much.

Playing Tyelaf, who's teamed up with Kate's captain (who has no 'special' aggro-generating attacks) I have to walk a much more careful line: I start out with just a basic auto attack until the bad guy is down about one-quarter of his health, then I can really open up. If I start too soon, I've got a guy in my face, making it impossible to shoot -- if I start too late, Tirawyn takes a lot more damage before the bad guy dies.

If we get it just right, the bad guy switches to me when he's down to about 25% health and spends that last quarter of the fight running from Tirawyn to me, doing no damage to anyone while I shoot him in the face, Tira hits him in the back of the head... and then he dies at my feet.

it's not as fast as with Geiri and Tiranor, but it does make fights really interesting. :)

Week in Review: Online

Didn't have any face to face RPG goodness going on this week (and yes, I know I have yet to deliver an actual play for Galactic -- it's just that it's going to be SO LONG... *whine*), so here's what went down in the world of Online Heroics.

MMOG: Lord of the Rings, Online

Tyelaf (hunter) and Tirawyn (captain) are level 25 and working with Radagast the Brown in investigating Things Gone Wrong in the eastern Lone Lands around the ruins of Ost Guruth. (the lands between Weathertop and the Trollshaws, for those soaking in lore-geekery). Throw in an encampment of Dourhand Dwarves, wights, more evil spiders than you can shake a flaming arrow at, and some sort of neeker breekers soaking in the waters of a swamp filled with the dead, and you've got some good times.

Geiri (guardian) and Tiranor (hunter) are in the North Downs past Trestlebridge (up the Green way from Bree a fair hike). They are also level 25, and the main thrust of the storyline in that region seems to be around a Ranger and a few organized Men who are trying to unite the free peoples of the North before the whole region falls to lawlessness and orc raiders out of Angmar. Baddies so far are mostly the aforementioned goblinkin, or are bestial in nature -- lots of wargs, maddened bears and wolves, et cetera.

When they aren't directly on the front lines, Geiri keeps working on the fine art of jewelcrafting -- gold necklaces, intricate silver rings and so forth. Interesting, fun, with lots of benefits for those wearing the finished products.

Aside from a weird disconnect in my head where it feels like Geiri and Tiranor should be the ones fighting the evil dwarves, while Tye and Tirawyn help unite the Men of the north... it's going pretty well.

Finnras (captain) is also in the Lone Lands, but a bit closer to the Forsaken Inn, so he can travel back to Bree and the Old Forest more easily when he's working with Tirathien (minstrel). He's closing in on level 20, which will give him access to a cooler man-at-arms, heavier armor, and... well... other stuff, but that's what I'm focusing on at the moment.

MMO: WoW

Grezzk had a pretty good week. Early on in the week, the hunter class boss decided to spend a night farming up the materials he needed to give (give!) me a couple nice if minor upgrades to my gear.

Me: Did I mention how much I appreciate this?
Him: Did I mention hos much you deserve it?

So that was a good feeling. The guild had a Karazhan run scheduled on Saturday, but I had some stuff to do, so I wasn't around for the first part. When I did get on, they had already taken out Attumen the Huntsman, Moroes, Maiden of Virtue, and were just starting on the Opera Event, which turned out to be Big Bad Wolf. The raid leader (who was that same hunter leader) got me into the group in his place (passing the leader rains to another guy) after that, and I stayed in for the rest of the run.

Result: total clear of all thirteen boss fights in about six hours, which is pretty awesome. I was in for... the Shade of Aran (1-shot), Chess, Curator (1-shot), Terestian Illhoof (1-shot, during which I disconnected and got logged back in in time for the last half of the fight), Prince Malchezzar (three attempts, due to some bad luck on the Infernal bombs), Netherspite (1-shot), and Nightbane (1-shot).

My personal performance was (I feel) pretty damn good. Aran went damn near flawlessly. Curator involves me a lot, since I'm pulling all the patrols prior to the boss, I did a LOT better on Netherspite and really kind of helped communicate the 'rotations' that have to happen during the fight, and Nightbane was okay -- I got killed just before the last phase, but I wasn't the only one, so I don't feel that bad.

Prince? On the Prince fight, which I've only done twice, they put me in charge of Calling Out the Infernal Bombs.

How to explain this fight? Basically, there's a big boss who knocks the tank all over, so he has to be fought with the tank's back against a wall to prevent that. It's a big open courtyard, and every minute or so, a big demonic stone golem thing drops out of the sky AT AN ANGLE and hits the ground. It doesn't MOVE, but it it sends out an Area Burst of fire that ticks for damage every second. The damage will kill you in three seconds, or one, if you're currently weakened by the Prince.

So it's one guy's job to watch them as they fall, figure out where they're going to hit, and tell everyone where to move BEFORE it lands.

And they change direction in mid-flight.

Sometimes twice.

And you have to keep FIGHTING while you're watching these things... while you have the camera swung around to look ABOVE and BEHIND you. The job always falls to a ranged DPS person, cuz healers and melee guys just can't do it.

And when the Prince gets down to about 33% health, they drop every 30 seconds, instead of every minute, so you start running out of places to stand that are safe.

I'm happy to say that our first two fails weren't due to my screw ups, but just bad luck on placement of the infernals or silly things like the tank getting bounced away from Prince and dying. I was kept on the Infernal calling for each try, being told by the raid leader "you're doing a good job, and you're getting better every time" and by the end I was moving people a lot more confidently. The third try was very clean.

Best of all, the loot off Prince included the hunter's Kara-level (tier four, if you speak WoW) helm, so I really felt like I EARNED that sucker -- it was very nice upgrade for me. (Picked up the Badge of Justice trinket, and I'll have the T4 pvp shoulders this week some time.)

Best of all is the feeling that I've gone from the noob guy on the teams to someone folks feel like they can count on to do well. "Grezzk is going to keep calling the Infernal drops" is worth a lot more to me than a shiny new helmet.

We were going to try to down Gruul on Sunday (we totally have the DPS, Tanking and healing for this fight, we just need to manage the Slams and Shatters better), but with the holidays, we just can't get 25 people on. It sucks, cuz I KNOW we're ready to beat that big bastard.

....

And that's it. Got another post coming up about Aggro and the fighting style in different games.

December 14, 2007

Building Excitement

It is a very special kind of activity that, when discussed (even in the abstract) via any medium, actually makes you more excited about performing that activity in the future.

I believe that's also the definition of most of the leisure activities I really, truly enjoy.

December 10, 2007

Week in Review

Tabletop

Sunday's Galactic session (which was the second gaming session, and the third session if you count chargen) was covered in Awesome. I promise to post an Actual play report on both sessions, combined, this week.

I wish I could write a book based on this setting. Great, great story.

MMOG: Lord of the Rings
Mostly working on some crafting skills in mid-week and then got on Geiri and Tiranor for some grouping goodness on Sunday night. That went reasonably well as a duo, but we tried to do a six-man quest on Weathertop THAT I HAVE SUCCESSFULLY TANKED BEFORE, and we got owned repeatedly. Huge repair bills. We had a PuG-healer who was SEVEN levels higher than the rest of us and he couldn't keep me standing against bosses that the healer on the last run had no problems with. I know why it was happening, and I also know why I don't want to run with that guy again. Moving on.

Really like the tanking ability Geiri has right now. I'm holding aggro pretty damn well, and am quite tough. Now if I could only tweak a few things about the interface that i don't like, I'd be really happy.

MMOG: WoW

Grezzk finally got the horrible "KILL FIVE SONS OF A GOD" quest chain done, which opened up a whole slew of new quests in the Blades Edge mountains, and made him the King of the Ogres (the ogres in Blades Edge don't aggro to you after that, and if you kill one, they say stuff like "Me so honored. Me killed by King!" -- it's funny).

I'm getting a lot better at the PvP battlegrounds with him. Last weekend in one match I got something like 97 kills in 14 minutes, 25 of which I dealt the killing blow for (which usually means I took them out one-on-one), and was defeated twice. One-on-one pvp fights pretty much used to mean I was dead -- these days, one on one means I'm down about 30% health, and 2 vs Me is still sometimes in my favor, depending on what classes the other two guys are. I hate shamans a lot. :)

Ran most of Kara on Friday and Saturday. Friday we one-shotted Attumen the Huntsman, Moroes, Curator, the Opera Event, and took out Aran in two or three tries. It was my first time fighting Aran, and it's a very very fun fight. "Hit him hard. Okay, no one move at all, or we all die. Now there's a Blizzard sweeping through the area... avoid it! Now don't move again or we all die! Now run to the edge of the room before he AoEs! Now Freeze again! Now kill the elementals he summ-- DON'T MOVE! BLIZZARD! KILL HIM! KILL HIM TIL HE DIES!" And win. It's fun. We did Chess and Maiden of Virtue and Prince and Netherspite the next day. Netherspite was a new fight for me. I suck at Netherspite. A small upgrade for me dropped in the Chess event, which was cool.

My personal bragging, however, was on the Moroes fight the first night. Moroes is one boss with four other Elite Ghost mini-boss adds.

How it usually works: You have two priests in the group, at least. They each use Shackle Undead on one of the adds, which keeps an undead mezzed the whole fight. One tank takes the other two adds, and one tank takes Moroes. We kill the two 'loose' adds, Kill Moroes, then take out the two shackled mobs. Getting to the shackled guys usually takes like 3 or four minutes, which means the priests have to be reshackled about three times per fight.

We didn't HAVE two priests. We had one... and me.

HUNTERS have Freeze Trap. it is pretty much the only thing besides Shackle that works on Undead. (Freeze Trap basically works on anything that can be mezzed at all, but it has Certain Downsides.)

The downsides:
- It lasts 20 seconds.
- It can only be cast every 30 seconds. (Yes, do that math -- that's not hunter friendly.)

Also:
- You don't cast it on a mob; you drop it on the floor and then lure your target over it by hitting the mob.
- Hitting the mob once it's trapped releases them, so make sure you stop hitting them when they're getting close to the trap.

And... yeah, so for that fight I had to keep one of the "Shackle guys" trapped for ... a long damn time. Normally hunters might have to 'chain trap' from one trap to a second one... maybe a third. This one was going to be more like five or six in a row.

...while continuing to do high damage to the group's current target.

So...

1. Drop a trap, which lasts for one minute, unused.
2. Wait 30 seconds until the skill is ready to use again.
3. Tell the tank to go. Hope he listens and doesn't wait so long your trap expires.
4. Tanks pull. Hit the mob and piss him off, lure him to us, and into the trap, seconds before it would have vanished from the floor.
5. Take two steps off to the side, drop another trap.
6. Send the pet after the main target and start shooting.
7. About 18 seconds later, the trap breaks and the mob comes after me, hits the second trap, and freezes. I have 10 seconds left on the skill before I can use it.
8. Move a few feet. Switch to the Group's Second Target and start shooting.
9. Drop the trap.
10. 10 seconds later, the mob gets loose and comes after me. He hits the third trap. I have 20 seconds left before my skill is ready, and the trap lasts 20 seconds,optimally.
11. Move toward the fight at an angle, while shooting.
12. Switch targets to Moroes and send pet.
13. Trapped Mob gets loose just as my skill is ready, but since I ran off a ways, I get it down before it reaches me. It is trapped (hopefully) for 20 seconds. I have 30 seconds before my skill is ready to go again.
14. Run all the way to the other end of the ballroom, shooting Moroes as I go. Turn back the way I came, keep shooting Moroes and watch my trapped mob.
15. Mob trap breaks. I switch to him and shoot him in the face. He comes after me down the long room.
16. Switch back to Moroes and continue shooting. Trap is still not ready.
17. He's halfway to me. Trap is still not ready.
18. Someone on Ventrillo says "umm... the Trapped Mob is loose." I say "He's just coming to me, I got him." (he is still controlled, because he's doing what I want)
19. Trap is ready. Drop it just as he gets to me. Freeze. 20 seconds on the trap. 30 seconds on the skill timer.
20. Run 10 seconds away from him (counting in my head) while shooting Moroes, and repeat.
21. Moroes dies just as my baddie hits the trap again.
22. Everyone kills my mob, which by this point in time, due to the shots I used to keep him angry at me, is already down to half health.
23. I break my arm patting myself on the back.

... and I'm very lucky none of the traps broke early... which happens.

Anyway, I was proud of that. I was either second or third DPS for most of the Kara stuff, except for Netherspite. All in all, a pretty good run. I didn't break anyone else's mezzes, I didn't send my pet onto any wrong targets, and I just generally didn't screw up -- after my second Kara run, where I was pretty unhappy with myself, this was a very good way for the run to go: uneventfully.

Aside: I'm just generally 'better' when things go pear-shaped, I guess. Seems like I screw up more in the controlled situations.

Case in Point: doing a heroic run of the Coilfang Slavepens, and the tank, mage, and healer die on a bad pull. There are two elites left to kill and it's me and a warlock. Either one of these elites can two-shot either one of us.

And we won. THAT was a good fight. :)

December 3, 2007

Motivation in Games

Penny Arcade discusses why people play games.

Kate said to me "yeah, I definitely play to explore the game -- to *see* it."

I enjoy that, or at least I can understand enjoying that, but for me the real joy is in displaying expertise. I don't mean BEATING the game, really -- I mean doing stuff in a game that demonstrates a level of familiarity and skill.

First thing I learned how to do in City of Heroes? Run along fence tops. Stand on top of traffic lights and do jumping jacks. Get to the altitude ceiling in Steel Canyon without using Flight.

In WoW? Ice Trap two bad guys at once. Defeat a 'team of five recommended' bad guy with just me a long, open road. Tank a whole dungeon using my pet.

In Lord of the Rings? Defeat the evil, haunted oak tree in the heart of the Old Forest with two characters and no healing.

In Halflife? Beat the enemy gunship with a beat up pontoon boat, no cover, and half my health.

In X-Com? Taking an entire enemy ship with one solder, after the whole rest of the crew was killed in the first round.

I think everyone can give a 'woot' when that sort of stuff happens, but for me, that's really the GOAL. I almost WANT things to go pear-shaped when I'm playing -- because that's when it gets FUN. I know Lee's the same way.

By the same token, I really don't like it when I'm the only one in a group experiencing a learning curve -- it makes the whole experience less fun for me, and it's one of the reasons that raiding in WoW right now is a little frustrating.

Why do you play?