Why is taunt bad? It quite literally destroys all AI. It permits you to give orders to the enemy. You get to tell them where, when, and who to attack. This eliminates strategic choice from the enemy and reduces fights to a very few mundane tactical details. By chosing to implement taunt, agro, threat, etc. into your game, you are from the outset making the decision to make a game that is completely unchallenging strategically. How hard would it be to beat a computer at chess if you could tell it which pieces it had to attack? It would unspeakably easy and dull, wouldn't it?
The reply from developers is generally along the lines of "it's too computationally costly to implement body-blocking" and thus shield-walls, fortifications, heavy-armor placement, and other historically used strategies to limit the enemy's ability to attack you, while you attack them. This wasn't precisely true even back in the days of EQ1, but it was true to say that servers didn't have enough computational bandwitdth to implement decent AI -- they barely had enough to handle pathing. It's very far from true now and especially untrue in any single player game. DA:O actually supports collision detection (body-blocking), for instance, as do many other games.
The reason we are stuck with taunt breaking our AI in games now is quite different than back then. I think it's simple cultural inertia. Developers these days are too young and ignorant to realize that taunt and tanking are artificial concepts that are actually harmful to the game. To the average developer today, taunt and tanking are as normal and customary to RPG combat as breathing water is to a fish. All the games they played while growing up had it.
But but but .. how do I tank if there's no taunt? My unarmored support will get focused and gibletized! Yup. That's how it works and that's a good thing. You need to protect them, but you'll need some help from the game to do that. The solution is to model things closer to history (real history, not gaming history ^~).
IMHO, if you want to free developers to actually make interesting fights with good AI, you have to implement some concept of a shield-wall. I agree that forcing your classic 4-8 man party to form a real phalanxe for body-blocking or a pike-wall v. charges, or other precise models on historic tactics is a bit much and probably only fun to really serious wargamers. Instead, implement the *concept*. Add some skills to every character to permit them to join into a shield-wall in various ways. Heavy armored chars would perhaps increase party armor, light perhaps increase dodge, and all of it should scale up quickly the more you add to the wall. Turn the graphics team loose on creating some nice visuals for it. I'm sure they can come up with hundreds of ingenious ways to make a party sparkle and glitter as a group when being attacked; eg. I'd love to see Dog frisbee-catch an arrow when part of a wall.
Voila! Not only have you returned the most critical decision of "who do we attack?" back to the AI and the developer, but you've solved the problem of large-battle scaling and contribtion for MMOs. In your traditional MMO boss fight, you only need one tank. More than one are often literally useless and sometimes there are limits to how many of any particular class can contribute. Not so if you have shield-walls (real or conceptual). Now extras make your wall stronger. You could even make the wall a bit of a mini-game in itself.
In ancient warfare, the hero wasn't some guy solo fighting a batallion. It was the man who stood in the wall at all costs. If implementing things this way ever becomes widespread, young gamers would grow up with a direct visceral understanding of why Spartan mothers supposedly told their sons, "Come back with your shield or on it." Only it will probably become something like "Dude, you broke our wall! You suck."
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I'm sure any fish reading this can come up with far more fun and interesting ways to implement a "shield-wall" style party ability now that you've been lifted into the air and shown that there might be life outside the water. I sincerely hope you make such a game someday. I'll certainly buy it if you do.
Modifié par Bjond, 11 janvier 2012 - 11:56 .





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