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Threat Meter
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EverQuest II » Top » The Development Corner » In Testing Feedback Previous Topic  |  Next Topic      Go to Page: 1 , 2  Next
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General

Joined: Dec 10, 2004
Messages: 1032
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Could we have the Threat Meter re-size-able....it is way too large for my tastes.




General

Joined: Aug 31, 2005
Messages: 2877
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GrunEQ wrote:

Could we have the Threat Meter re-size-able....it is way too large for my tastes.


It is.


Server: Oasis

Loremaster

Joined: Nov 18, 2004
Messages: 371
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What i would like to see is a threshold of hate after you are already at the top.

Like if you are tanking right now and are at the top of the list it shows a full bar. But if i taunt again the bar doesnt get any bigger.

I would like to see the bar maybe change color to show that i am gaining more then enough hate to hold it. This way it gives us a better idea of how close we are to looseing agro... once the new color runs out and the bar is still full red we know we are at the top but are close to looseing it.

 




General

Joined: Aug 31, 2005
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Victer@Oasis wrote:

I would like to see the bar maybe change color to show that i am gaining more then enough hate to hold it. This way it gives us a better idea of how close we are to looseing agro... once the new color runs out and the bar is still full red we know we are at the top but are close to looseing it.


/sigh

Would you like the game to automatically push your taunt buttons for you, too? Seriously. That's the problem with things like this, it encourages people to think up (and request) even more ways to dumb down the game. I'm all for having threat be a "visible" mechanic in the logs, but this kind of stuff is over the top. Experienced tanks already know how to guage this, and manage their threat appropriately by such advanced skills as looking at where the mob is facing. Being a good tank needs to be more than staring at your hotbars and using a threat meter to decide what buttons to mash.

 

 


Server: Oasis

Loremaster

Joined: Nov 18, 2004
Messages: 371
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slow down there big guy.

Im not a huge fan of the threat bar as i dont see it even beeing needed...

And i dont care how good of a tank you are or think you are. There is no way that you can be 100% sure you have awsome agro because you dont know what the other people still have to cast and where they are on this list.

But your right that is one of the things in this game that makes it fun is trying to guess how well you have agro. I would much rather not have a threat bar at all.

All im saying is if they really do want to implement this sort of thing they might as well make it right.


Message edited by victer on 01/25/2009 09:20:17.



General

Joined: Dec 10, 2004
Messages: 1032
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I am not a fan of these changes at all....I wish they would scrap the whole change.  However, if I have to have a threat meter I want a smaller one.




Loremaster

Joined: Nov 11, 2004
Messages: 999
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Wow...so according to Kordran, all tanks are expected to develop a psychic 6th sense which tells them exactly how much agro they have in relation to the rest of their group. Apparently the reasoning behind this, is because simply being told where you stand would be less fun.

 

Personally I'm in favor of giving fighter classes an altered threat meter, which displays the 2nd highest person as 100% and the highest person as some number beyond 100%.



Server: Oasis

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Kordran wrote:

Experienced tanks already know how to guage this, and manage their threat appropriately by such advanced skills as looking at where the mob is facing.

I just re-read that and it kinda made me laugh.

What the heck, oh great experianced tank of all tanks, does where the mobs faceing have to do with knowing where you are in the hate list? If you are on top its faceing you if not it STILL could be faceing you dependind on where the person with hate is. Also factor in the annoying ability from brigs and the like that make the mob turn around to backstab.

Right now the only way tanks know where hate is is by looking at the implied target and then GUESSING how much "give" they have when they are at the top. Im not agruing that it shouldnt be this way cause it actually puts more responsibility on the tank to make sure he has enough agro for everything. But its still a guessing game.




Lead Programmer

Joined: Nov 28, 2006
Messages: 1159
Location: San Diego
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GrunEQ wrote:

I am not a fan of these changes at all....I wish they would scrap the whole change.  However, if I have to have a threat meter I want a smaller one.

You don't have to have a threat meter.  Ctrl-T turns it off if you don't want to see it.

As it is on test, it resizes down pretty small.  If it got much smaller the graphic would look bad and the number would not be as readable.  It would be fairly easy to customize this window to your liking since all of the information is stored in dynamic data.  There's absolutely zero code behind the threat meter window making it easy to incorporate this anywhere else you might want to put it in the UI, like your Player Info window.

We opted to not show info about other people's hate in the window because we wanted to keep it simple.  It should also be the job of the other players in your group to manage their hate as well.  We didn't want to create a situation where the tank is policing other people's hate by viewing their information.  Let each person learn to manage their own hate.

 


Message edited by Rothgar on 01/25/2009 11:13:57.


Server: Oasis

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Joined: Nov 18, 2004
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I definetly dont want to know where every person is on the list.

All we care about is our hate compared to the 2nd person on the list (if we are on top) and our hate in relation to the person on top (if we are not on top)




General

Joined: Aug 31, 2005
Messages: 2877
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Victer@Oasis wrote:

What the heck, oh great experianced tank of all tanks, does where the mobs faceing have to do with knowing where you are in the hate list? If you are on top its faceing you if not it STILL could be faceing you dependind on where the person with hate is. Also factor in the annoying ability from brigs and the like that make the mob turn around to backstab.

Please. Any tank with two spare brain cells turns the mob so that it's facing them, and away from the rest of the group. Likewise, scouts don't want to be facing the mob, both because of positional attacks and the fact that ripostes can kill them (not to mention the frontal AE's that a lot of mobs have). The direction that the mob is facing, in combination with the implied target, is all the information that any tank has needed to run encounters. We've been without a threat meter for 4 years... all this time, have we had some mystical psychic powers that enabled us to divine whether we're in control of the mob or not?

If you're having problems with managing aggro, then a threat meter isn't going to help you. Look elsewhere.


Server: Oasis

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Joined: Nov 18, 2004
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Kordran wrote:

The direction that the mob is facing, in combination with the implied target, is all the information that any tank has needed to run encounters.

Dude seriously stop.

Where the mob is facing has absolutly nothing to do with who has agro. The mob will naturally face that person. Its a givin. We were not talking about facing mobs away from other people that is something you learn at lvl 20.

All you need is implied target. Period. I'm not gonna discuss it anymore.



Server: Unrest
Guild: Spear and Magic Helmet
Rank: Leader

Loremaster

Joined: Jul 5, 2006
Messages: 1625
Location: San Diego, CA
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Kordran wrote:

The direction that the mob is facing, in combination with the implied target, is all the information that any tank has needed to run encounters. We've been without a threat meter for 4 years... all this time, have we had some mystical psychic powers that enabled us to divine whether we're in control of the mob or not?

Item to note: the threat meter isn't for the tank.

Yes, that's right. The meter isn't there for the tank. He knows whether he has control of the mob or not. It's there for the DPS classes. Prior to this they had no idea how close they were to stealing aggro until the mob turned on them. They could be at the bottom of the hate list or 1 point of damage away from stealing aggro, they couldn't tell the difference. With the threat meter they can see when they're getting too close to stealing aggro for comfort and need to lay in some more dethreat vs. when it's safe to open up with the big guns.

The tank does get some use from the threat meter, but it's a secondary aid: when he's lost aggro he can see how big a hole he has to dig himself out of to get the mob back. That lets him decide between blowing a hate-position increase and just laying in some heavy taunts, but generally tanks want to avoid getting into a situation where that's useful.



Server: The Bazaar
Guild: Dark Covenant
Rank: Dark Lord

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Joined: Oct 31, 2005
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Rothgar wrote:

GrunEQ wrote:

I am not a fan of these changes at all....I wish they would scrap the whole change.  However, if I have to have a threat meter I want a smaller one.

You don't have to have a threat meter.  Ctrl-T turns it off if you don't want to see it.

As it is on test, it resizes down pretty small.  If it got much smaller the graphic would look bad and the number would not be as readable.  It would be fairly easy to customize this window to your liking since all of the information is stored in dynamic data.  There's absolutely zero code behind the threat meter window making it easy to incorporate this anywhere else you might want to put it in the UI, like your Player Info window.

We opted to not show info about other people's hate in the window because we wanted to keep it simple.  It should also be the job of the other players in your group to manage their hate as well.  We didn't want to create a situation where the tank is policing other people's hate by viewing their information.  Let each person learn to manage their own hate.

 

I honestly believe something like this is necessary with the kind of damage being output at this point, way back when people were not seeing damage with all of the modifiers we have now it was not needed.

At this point, i would like it to be less of a percent and more of a distance between you and the next person, in reality it seems more useful to other classes to know when to back off than for tanks. I agree with the fact that maybe the bar or number should change color for how much agro you have over the last person.




General

Joined: Aug 31, 2005
Messages: 2877
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Victer@Oasis wrote:

Dude seriously stop.

Where the mob is facing has absolutly nothing to do with who has agro. The mob will naturally face that person. Its a givin. We were not talking about facing mobs away from other people that is something you learn at lvl 20.

All you need is implied target. Period. I'm not gonna discuss it anymore.


You do realize that saying the direction the mob is facing has "absolutely nothing to do with who has aggro" makes no sense ... because as you point out in your next sentence, the mob naturally faces that person. So it must have something to do with who has aggro, now doesn't it? (And yes, there's ways to force a mob to turn around, but that's temporary and beside the point). All I was saying is that a tank can tell if they've lost control of the mob simply by looking at it... they don't neet a threat meter to tell them that; heck, they don't even need the UI controls to be enabled. Just look at what's right in front of you. If the mob has its back to you and is pounding the crap out of your healer, guess what? You've lost aggro.

Frankly, this whole discussion, starting with your original post, is ridiculous because it should all be obvious to the tank. But heck, I'm not the one posting here, asking for enhancements to the NoobMeter(tm), now am I?

 

 
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