I've decided that one of the things currently lacking in the game is additional playability that involves group interactions and random events. As a result, the next major implementation in the game will be some form of world boss spawns. Your task, if you choose to accept it, is to help shape that encounter.
Please post your ideas below and engage one another in dialog. Please remember to try to keep the economy in perspective, as well as the differences in player abilities, gear and tiers. This is a chance to create something unique and I look forward to your input!
tier based bosses maybe for everyone with mith and gold possible credits as reward maybe even have a different skill that levels up as you kill bosses and that would determine the Boss tiers instead of using the preexisting tiers
Tiers is a common theme so far, and it makes sense. That said, It probably won't work to separate out a boss for EVERY tier...then there probably wouldn't be enough players at a time to take down higher tiers. So it would more likely be groupings that span a few tiers.
Faded, I'm interested in the concept of a different skill, but I think I like the idea of it being some sort of modifier that helps in the fight somehow, or in the rewards...or is just for show, rather than your grouping. That said, it is an alternative...the heavy hitters would easily level themselves into a new boss grouping after just a few fights. It's worth thinking about.
Start out everyone on the same level, every boss battle they join levels them up as a 'Boss Battler' you can level same as you would battling or TSing. That will bring boss tiers. Have the bosses modified to the ammount of people battling including a modifier for their current 'Boss Battler' levels.. so you do not get oodles of boss fight fails.
Perhaps grouping in tiers of 3 or 4 and then normalizing the attributes/gear across that range and having all damage based upon the "new" stats. This would allow the stronger players to have a smaller advantage but still benefit. The rewards would then be based on the contribution but maybe also randomized somewhat - like warhammer online.
More thoughts on the matter, as I expanded on in Staff for Stabby.. but figured it would be good to have everyone's input or view on my thoughts of the matter. so ..
For joining in boss battle.. there would be experience gained as you fight.. the more damage you do the more experience.. so if you piss off mid battle you lose out on potential exp and level slower and if you join later you suffer the same effect..
you could have a 'Smithy - Call To Arms' posted up on the Blacksmith wall asking for heroes to save the lands.. as a promise to commit to battle of sorts would generate the needed info on how to calculate boss dimensions With specialized gear for the upcoming battle. This gear will disinigrate after each successful battle fought... those who either forget or don't join in can sell theirs back to game at cost up to half the time of the next battle. the fee would be only like 15g (recouped in successful boss kill rewards) to join as a way for game to monitor a players intent to join battle. Also, perhaps the stragglers only get half the experience gain if they are late for sign up, and no end boss rewards.
Keeping a tiered system will allow players to level at their own level, but allow everyone to start off on the same footing. Those who join more will obviously level quicker, but it shouldn't deter others from joining in on the fun, if they are only around for a few tiers per boss. That said, all modifiers would allow for random hits n misses making it more difficult for a single player to dominate a boss, but not entirely impossible just the same as it would on any tier with multiple players attempting to kill a boss.
I think the first thing to sort out is how random and frequent is this going to be? Is this going to be an event that occurs daily? Multiple times per day? How long should it take for the boss to go down for any given tier grouping? -I think I like a system with a chance for a boss to spawn each hour.. maybe like 20%.. with the boss HP gauged so that any given tier doesn't take more than an hour or so to down the boss with a good number of people banging on it. There would probably need to be a minimum of 2-3 hours between each boss
I also agree with the idea of the tier groupings so that everyone has a decent chance for good rewards without shafting the people that have 1 person to a tier **cough** Strykes **cough** -Tiers 1 & 2 -Tiers 3 & 4 -Tiers 5 & 6 -Tiers 7, 8, & 9 -Tiers 10+
And the last major aspect would be the rewards. I propose a reward system that takes two things into consideration: Participation and Progress -Everyone receives a flat reward based simply on the number of autos done against the boss (participation). This will probably be exp, gold, and mith primarily, maybe with a small chance for credits based on autos done. -The top X contributors of damage against the boss (progress) will get bonus rewards which can include credits and maybe even Pandora's Boxes.
Why not have bosses reward RP? Gives players the chance to get something besides the standard gold/mith.
Scale up by 5s, or something. Tier1 bosses give max 5 RP, Tier2 bosses give max 10 RP, Tier 10 bosses give max 50 RP but by the time you're Tier 10 it'd take way more than that to get a one crate due to how the RP store currently scales.
The problem with every game, is creating an atmosphere which is fun and exciting which doesn't generate a gulf between the top end players and the middle group of players. I am not pro tier based bosses because in my experience this kind of system ends up generating a large gap, unless it is done in a very clever manor, where it is still playable for higher tiers, but gives more incentive to lower tiers. This similarly stands for clan based bosses as well, since the top end clans are very heavily weighted compared to the bottom end. I.e. take one big look at lyr, this suggestion ends up sounding very similar to the system they have in place.
Now, there was a reasonable discussion recently in main, which highlighted the fact that the mage skill tree is very weak compared to the warrior and rogue trees. The only way in which I can see this done, without increasing the gap between the top and the bottom, is to make use of the mage tree. Currently, the only unused skill on it, is the aura of the ascended, where by there is a bonus for essentially group attacking.
My suggestion would be to make far more use of this skill such that group sizes could be 4-5 people or more (maybe group size is dependant on level, I'd suggestion first tier, max group size 50, then decrease by 10 every ~7 levels atm, but have this adjustable depending on highest level), where you can only group up if you're within a certain level range of someone else. Then have battles that are arena style battles where it's all vs all (groups vs groups) instead of attacking one boss. That way it's harder for higher levels without narfing it and easier for lower levels. The rewards would be given based on the amount of damage you've done compared to your own hp for example, (or group total damage compared to group total health) such that higher players would have to hit far more to generate the same rewards, which you expect them to be able to do anyway. As to rewards.. perhaps RP is a good idea, would generate more people giving out random triple or what have you.
This also opens it up to special events/occasions, where you can battle clan vs clan, or people who like x vs people who like y. Or all vs the strykes!
I'm not a coder so don't know how feasible this is. What about attacks by hordes instead of a boss? '35 Pirate Weasels are currently invading... '. Lower level players can kill one if they get a hit in, and players can only hit one at a time - minimizing the problem of higher level players hitting so much harder / doing more damage. Takes all together to wipe them all out. The number and strength of the individual attackers can vary with chance.
I like the idea of Alex for the reward, make them drop RP instead of other stuff (like gold, mithril, credits, ...).
You can setup bosses in 2 ways: - World boss: 1 boss for everyone - "Area" bosses: 1 boss per tier
World Boss: - Everyone can fight this boss. The damage is random (between 1 and 100). Your accuracy and evasion is used to determine if you hit or lose, if you dodge or getting killed. - High level players will still have an advantage due to the accuracy / evasion
"Area" Bosses: - based on tiers (lvl 1-10 is tier1, lvl 11-20 is tier2, ...) - boss HP depend on number of contracts (you need to sign a contract in order to fight it), boss HP drops after (...) minutes if you don't attack it. - damage is based on attack, weapons, crit hit, crit dmg, ... - Less adventage since you fight with people from the same tier.
In case Stabzs is planning to add clan bosses (clan bosses similar to those from lyrania), then the area bosses option might be the best.
Okay.. A bit of a play on some of the ideas I've seen thrown out here so far:
What if there were, say, multiple levels of "difficulty" of bosses? For the sake of a generic example: Easy, Medium, Hard.
Each difficulty could, possibly, be accessible to all levels, but with different variables making the fights more difficult.
Now, in a side-by-side comparison, perhaps this doesn't seem like it would be a viable option, since you have players with such a massive stat advantage.. but what about individually generated boss battles, based on formulae designed to make it so that each player has a shot at beating said bosses? The difference? The harder difficulty bosses would have a value range in their formulae so that the likelihood of failing in combat against these bosses would be greater.
A generalized example of this would be, for the easy difficulty boss, you'd have the stats of the boss generated based off of the player's stats (whatever would be decided could be surmountable based off of gear and such) with a accuracy/evasion altering code, for the duration of the battle being.. anywhere from a +5% increase, to a -5% decrease. That could, in essence, alter the outcome of the combat from a win to a loss, or a loss to a win.
Now.. that seems a little too straightforward.. letting the boss be downable by sheer luck (or lack thereof)? Not quite.. these bosses would essentially spawn with a set number of hit points, separate of those generated for the player-by-player battles. Each victory would reduce that total by one point, until the value hits zero.. At which point players are awarded their winnings based off of whatever percentage of the kills they managed to get.
Players who stick with the boss from start to finish? They'd, ideally, get the same slice of the pie as others who stick with it, not taking into account any win/loss variations from the bonus/penalty to stats, based on the rng for the fight-by-fight calculations. Those who didn't stick with the fights nearly as long, would just get lesser rewards, but still be rewarded if they got kills in on the bosses.
This is just a general idea, so I don't have any actual calculations stored up, or any idea of the amount of stress this might cause on the servers.. but the idea is simply that each victory would detract from the health pool of the boss, while implementing player-based calculations to determine the in-battle difficulty of the boss.. Higher rewards, per kill, would be awarded for the harder bosses, while less would be awarded for the weaker ones.. In order to compensate for the difference in win/loss record for the higher-end bosses (due to a larger swing, or more detrimental stat penalties from the higher difficulty bosses)
Bear in mind, this was written fairly late, and I'm quite exhausted.. so if I'm needed to go back and reword anything to make it a bit more clear as to the intent of this suggestion, feel free to give me a poke and let me know!
Edit: Its also worth mentioning, that if this idea is decided upon as being worthy of implementing, that it'll also require next to no adding to, once its been tweaked to a level that the effort/reward is deemed acceptable (no need to add in additional bosses and such for higher tiers, since the calculations would be made on a player-by-player basis)
Last Edit: Jun 13, 2014 6:15:33 GMT by Zivilyn: additional content-based argument
i like seeing all the ideas, but i do think higher levels/boss levels, should mean something, if not whats the point in leveling? i dont care if any of my ideas are used, the fact that i can express my opinion and read others is great