From redname: Illucide
We do have one [a hate meter] in development, and have for the last couple of months. Rather than a meter with a bar graph indicating the top hated players that would steal a large amount of screen real estate, it’s a smaller window (and may eventually be tied to the target or implied target’s window) that simply shows you what percentage of hate you have when compared to the creature’s current main target.
So it’s not ‘ezmode’ – you have to know how much hate your spells generate, but you can also see yourself climbing, and if you’re drawing too much aggro, you’ll be able to see numbers backing up that fact. You won’t see everyone else’s hate, but I’d guess people will try and ride the line as much as possible, which will probably result in more than a few ‘oops’ moments. Whereas now, there’s just no way to tell. The difference between a ‘good’ dps or tank player and a ‘bad’ one can only be given a feeling (well, he seems to hold aggro just fine?), the new meter will give players a solid understanding of how they’re playing. Or, at least, that’s the intent. =)
What do you all think?
Yay, nor nay?
I don’t know of any other MMO that incorporates a hate meter that is visible for players to see, although I am sure there are player-made mods to that end. I know my WoW Warlock, LOTRO Champion, and WAR Marauder certainly don’t know at any point what their hate position is.
This leads me to an old topic: the debate of ’should tanks do it or should DPS do it?’ I’m talking about hate management of course.
Four years ago I would have been placed firmly into the camp that believes that the player should be in full control of their hate and take full responsibility for their actions. In other words, if a wizard were continually pulling aggro, he would adjust his play to accomodate the tank.
Now? I’m not so sure.
But there is something that needs to be clarified, first. What is the context?
Heroic content is much less challenging today than it was 4 years ago. Gear is 1000 times more powerful (literally) than it was 4 years ago. The entire class dynamic has changed — most classes, if they are going all-out — can pull aggro rather easily. There are many more classes now capable of doing that kind of damage than there were 4 years ago. Whereas Assassins, Rangers, Wizards, and Warlocks have always been at or somewhere very close to the top by a large margin, over the course of time that list has grown to include, sometimes by very narrow margin, Brigands, Swashbucklers, Conjurors, Necromancers, Bruisers, Illusionists, Coercers, Shadowknights, Berserkers, and even Monks, Dirges and Troubadors from time to time. Ummm … that’s just about every non-healing class in the game. Kind of absurd when you look at the big picture, isn’t it? (In a topic for another time, it does show just how much SOE listens to its players — although I don’t always think that is a good or wise thing to do to such a degree.)
In a heroic 6-man instance, I find that, in present day, no one much cares about aggro. Sure, the tank will try to keep it as much as possible, but if my warlock pulls it, or my troubador pulls it, or my conjuror pet pulls it ‘well – it’s almost dead anyway, if it gets in a few hits, I won’t get past the yellow.’ I myself am very guilty of falling into this logic, many times. What does it matter if I rip aggro 9 battles out of 10 when I am also pumping out 12k DPS and killing everything in under 10 seconds?
Well, it doesn’t — much — except it shows that the hate mechanic as it exists in EQ2 is out of date, and somewhat pointless in its current incarnation. I am not saying I want to go back to one-hit-wonders that kill the tank in 3 hits and require 2 healers at all times (hello January 2005!) but it would be nice if hate played some larger role than just an obscure mechanic that players used as some vague scapegoat for all of their problems in a bad group. (We’ve all heard it — hell, some of us have SAID it: ‘This tank sucks, can’t hold aggro’ or ‘My god, this warlock can’t stop ripping, what a noob.’)
So the other context is raiding. This currently is the only time when hate, as it is now, really matters, because pulling a raid mob can lead to chaos very quickly — and unlike heroic mobs, the raid mob isn’t just going to be burned down in a matter of 2 seconds.
So is a “hate meter” a good thing, or a bad thing? Will it be helpful? Or is it just useless fluff to make the game even easier for the so-called ‘EZmode’ players? IN the long run, will it lead to more efficient gameplay — or will it just be used as an excuse for more sloppy gameplay and more name-calling? (‘Well I was only at 95% hate where the hell were you, tank?’)
Only time will tell!


































































































































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