Author Topic: Provocation  (Read 2438 times)

Kuiper7986

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Provocation
« on: June 08, 2003, 09:09:41 pm »
Okay it wasn\'t really discussed at yet but if there are 2 or more people fighting 1 monster, who is the monster going to attack? Well in Final Fantasy 11 all players have a \"move\" called provoke, in which he uses this \"move\" and the monster will concentrate on him. Will this done in Planeshift? Or will the monster be randomly attacking every member on the team? This is also an important topic that should be discussed.
« Last Edit: June 08, 2003, 09:14:42 pm by Kuiper7986 »
My name is NOT pronounced, \"Kway-per,\" it\'s pronounced \"Kye-per.\"

Yann

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« Reply #1 on: June 08, 2003, 09:30:00 pm »
I think it s a good idea.

In Everquest it is called \"Taunt\".
To my mind it should be implemented, and even if some monsters can\'t understand \"insults\" (lol) we can imagine that the char who taunts moves in order to face the mob (so that it attack this char).

Solaire

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« Reply #2 on: June 08, 2003, 09:54:38 pm »
Jep, good thinking Kuiper. Would the provoke or taunt movebe something every class and or race could do, or would it be something that is restricted to the close combat classes: swordsman, etc...

Also, would there be attack bonuses and defence penalties tied to the level of provoke/taunt or not ? This has been done in other games and proved interesting to some extent.

Will the provoke move contain body language (movement) or will it be a purely verbal thing (e.g. shouting). This copuld make a difernce to the creatures that can\'t understand insults as Yann mentionned.

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Kuiper7986

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« Reply #3 on: June 08, 2003, 09:59:04 pm »
no Provoke/Taunt should be given to everyone regardless of job, race, experience, and skill.
« Last Edit: June 08, 2003, 10:03:09 pm by Kuiper7986 »
My name is NOT pronounced, \"Kway-per,\" it\'s pronounced \"Kye-per.\"

Badakai

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« Reply #4 on: June 09, 2003, 12:48:53 am »
I agree. Possible for every class.

As for how the taunt should work: I imagine it would be more something like a distraction. The best way to distract would be to jump, wave your arms and shout at the same time.

Would make for a good laugh, too :D

Solaire

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« Reply #5 on: June 09, 2003, 08:28:34 am »
And a nice attraction of attention in th streets. Some time ago, people where talking about mentors and apprentices (in a system where players could be trained by other more skillful ones: Mentor and apprentice idea ) Hey, you might even get a date running around the streets, jumping, waving your arms and shouting ;)

But seriously: provoke: should it have the bonuses/penalties a mentionned before ?

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Badakai

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« Reply #6 on: June 10, 2003, 12:51:31 am »
Well, it should at least have penalties. Wouldn\'t be fun if two archers stand on either side of the beast and shoot/distract in turn. They could slaughter every (melee) beast without getting hurt.

Since waving/shouthing/jumping really gets tiresome, maybe something in this direction. Don\'t know if there\'s gonna be stamina though.

Vengeance

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« Reply #7 on: June 10, 2003, 06:16:43 am »
The game definitely needs a provoke/taunt type of function, or else the melee types have no way to save their weak magical partners once the mob focuses on the weak magical partners.

It has not been decided yet exactly how it will work, but Paxx and I had a long talk about it even today.

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beza1e1

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« Reply #8 on: June 15, 2003, 04:56:44 pm »
But don\'t forget there may be monster, which are clever enough to ignore it! A group of gnomes should be hard enemy, not because they are strong, but they run away if you come near one, while the others are still firing bolts at you. They hide behind bushes and in holes. The can\'t be distracted easily. So if you are alone you may be lost, even if you are a high skilled fighter.
thanks for reading
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DizzleCorinthos

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« Reply #9 on: June 23, 2003, 11:18:22 pm »
A taunt should not effect the opponent\'s attack or defense.  I think being able to redirect the opponent is enough of a bonus.  Tanks would take the skill to the nth degree.  It is the ideal tank skill.
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Xalthar

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« Reply #10 on: June 24, 2003, 02:37:42 am »
pulling aggro from mobs is very usefull in online games.. A big fighter who can take a lot of damage needs to pull away the damage from the healer who heals the party, and in general all the low hitpoint party members... else team oriented battle would prove to be extremely difficult..!

Niber

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« Reply #11 on: June 24, 2003, 07:00:42 pm »
Waitwait.. is that really realistic..

Lets say in real life If I was attacked by 2 persons  and would fight back,, would I really just concentrate one 1 of them and let the other one smack me around as he wish?
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Nadius

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« Reply #12 on: June 26, 2003, 11:18:12 pm »
i think that who does the most dammage should have agro (agro=who the mob is attaking) taunt shoud not always work i think it should be a skill that has to be worked on

Xalthar

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« Reply #13 on: June 27, 2003, 12:26:57 am »
Quote
Originally posted by Nadius
i think that who does the most dammage should have agro (agro=who the mob is attaking) taunt shoud not always work i think it should be a skill that has to be worked on


Yeah, I think that would be best too... You could also have spells or items that pulled the agro onto you.. or pulled it away from you