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Threat System

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Level 13
Joined
Oct 27, 2008
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1,176
Threat system is basicly done through skills and stats
Person with highest threat is the player that the monsters attack, its mainly a tank wants High Threat
Stats are a base amount of threat
while skills just jump threat up for a bit

So basicly a rough run down
Stat amount + ? Threat from skill = Total threat

A tank normaly wants to stay at the top of the threat amount.

though the system can be a pain cause every skill gives off a different amount of threat.
Normaly a healer when casting Mass-player heals causing the most threat in the game.

Easiest way for this type of system would be like
Stats / X amount = a base character threat (x probaly being the max level in the game.)
hardest part would be the skill threat
 
Level 3
Joined
Oct 5, 2010
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26
why not trigger it so that every time a monster is attacked by a player, order all monsters to attack the guy with the highest "threat" stat? players gain 1 "threat" point every time they attack or are attacked by a monster, and lose 1 point when they are idle? this way tanks are in the thick of it the most and will have higher threat points
 
Level 2
Joined
Jul 20, 2008
Messages
9
Not necessarily:

A Tank (for example) needs high durability, so he focuses on strangth and Armor. Which means Damage and ATTACKSPEED are optional.

If you have a fast attacker in the group, he'll attack more often then the tank, which might cause all the creeps to go after the other hero and ignore the tank.
This will happen if you fight against a single boss for example:

There's only 1 monster, and the tank and the monster can attack only so often in a few seconds. If the fast attacker has an Attackspeed high enough, the boss will decide to go after him. (since he gathers more "threat" points through attacking then the tank through attacking+being hit)
 
Level 19
Joined
Feb 25, 2009
Messages
2,004
Solve it by adding a single-target 'Taunt' ability which generates a huge amount of threat for a couple of seconds.

For example, Taunt lasts 6 seconds with a cooldown of 10, in that way, the tank would be able to hold a single target enemy on him.

Otherwise, you could control the unit all the time, so it picks units in an order, starting from tank and end with spellcasters. In that way, tank will have the priority to get attacked most of the time.
 
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