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Post by stabzs on Mar 12, 2015 16:44:32 GMT
It is that time again! I am looking for your feedback and ideas around creating the next large-scale piece of functionality for the game.
This is an open discussion, but please try to remember that everything has an impact on the playerbase and the economy, so your suggestions should reflect the goal of continuing a healthy game. I am looking for unique ideas that really lend additional flavor to the game and don't simply mimic other behaviors on other games. Thank you in advance for your contributions.
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Post by moppymoppy on Mar 12, 2015 16:52:48 GMT
Random clan boss spawn. The toughness of the boss depend on the people being 'active' (same as what determines the world bosses) as well as their level. A new clan building that will give a chance for a clan boss spawn, the higher the building level, the greater the chance. When defeated a boss will give clan exp and clan points, which can be traded for additional clan boosts (like 100 clan points for +0.1% mithril drop chance, 200 clan points for a +1% boost to your mithril drops, ...). These boosts are 'active' for everyone being in that clan.
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Post by wightsnowolf on Mar 12, 2015 17:04:16 GMT
I quite like that idea too, but I think they should be pretty rare if the rewards are high - otherwise it'd just be too good if you get what I mean.
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Post by zorian on Mar 12, 2015 18:11:35 GMT
I have a few ideas on this.
One being the boss gives temporary boost for the clan and the higher level the building the stronger the boost. For example something like triple that is only clan wide for so long.
The other idea I have for this would be another RP type system where when the Clan beats the boss they get CP (jokes aside). CP can then be used to either give things like triple for the clan or server depending on how you want to implement it. Giving it to the server would encourage clans to help each other out to build the buildings quicker. Or CP could be used for clan creates that either give more materials to build buildings or give out rewards to all members of the clan.
As for difficulty that's a tougher one. Clans have members that range from very low levels to higher levels plus half the clan could be TSers. Perhaps the boss could be something that could be made weaker by putting TS materials or Exp towards a way to making it weaker for you to fight to balance it out.
I believe the balance of the actual boss will be the hard part depending on how you implement it.
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Post by xnavier on Mar 12, 2015 18:14:26 GMT
Perhaps a new building called the "Boss Shrine" or something to that effect could be added. This building would scale independently of the other buildings.(have a limiter that is either linked to the clan level, but not affected by other buildings, or have an entirely new limiter) Players of the clan would have to find items from events(Could be global boss invasions, random low percent drops from mobs, potential super rare drops from quests or perhaps even Pboxes). These would unlock "offerings" which once completed by amassing a certain amount of items, this amount would scale based on the number of previous unlocks the clan has made. Once the goal has been met, that particular boss that relates to the item would be permanently unlocked for the clan and follow the spawning mechanics. Different bosses would have different spawn messages and/or combat messages, etc.
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Post by lumikki on Mar 12, 2015 18:16:30 GMT
Just some quick suggestions, you'll have to figure out the specifics yourself if you're using some of them. -Clan Bosses can be spawned with members donating towards boss spawn goal. The price will get more expensive after each spawn. This needs to be balanced well so the clan bosses wouldn't be "stuck" and never spawn after the first couple ones. -If boss stats are somehow static, some kind of timed leaderboard for killing the boss would be cool. This can also be in different tiers like the world boss spawns. -Random angry boss spawns, they will try to destroy clan buildings and clan members need to protect them. Buildings could have % HP that will not regenerate till it reaches 0% and after that there is a timed cooldown for the clan building to respawn and grant the benefits again. The bosses need some careful balancing so this will not punish clans with different strengths. -Clan bosses are totally random and grant some currency. This currency is used by everyone to donate toward a planned world boss spawn, but the requirements for this are quite high and this is usually possible 1-3 times a week. (maybe 1 clan boss gives 1 Black Stone or something, then there is world boss summoning pool where clans can donate these Black Stones, it's nice that the donation is not automatic and clans can stack these up if they want. After 1000 stones are in the world boss spawn pool, a world boss will spawn.) Even the world boss could be a different ones and the damage boards after the boss is killed could be clan-related. But this again needs some thought so it will not punish low level clans. Just throwing some ideas out there, hope you can figure out something fun for us Give me a shout if you're interested in something but I wrote it so badly that you don't understand it fully
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Post by xnavier on Mar 12, 2015 18:24:11 GMT
That time of the month? O.o
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Post by draavon on Mar 13, 2015 15:58:26 GMT
As opposed to the random nature of global bosses, maybe clan bosses would be something to be planned out ahead of time to facilitate clan cohesion. It would take a certain investment or at least preparation to get the boss ready and would require, say, half the members donate or retrieve "something" to initiate the process (such that it's not just up to the clan leadership to get it prepped). Different difficulties would be available, possibly unlocking higher tiers as you clear lower ones, and this would be another area where a clan can "progress" in competition to other clans.
Since there is such a wide range of ability between clan members I envision a system wherein you don't just swing at your group until it is down and then go back to battle/TS. Maybe the boss has 5 body parts that need to be brought in sync with each other (like die within 30 seconds of the other parts) and it's the clan's job to coordinate who attacks which part to keep the damage even. Maybe TSers concurrently farm special boss encounter-only mats while the battlers attack and once a part is down build a restraint for it lest it pop back to life per above.
I dunno, but I like the idea of something that requires coordination with other members and is planned out ahead of time, taking a page from MMORPG raids.
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Post by stabzs on Mar 13, 2015 16:50:17 GMT
As opposed to the random nature of global bosses, maybe clan bosses would be something to be planned out ahead of time to facilitate clan cohesion. It would take a certain investment or at least preparation to get the boss ready and would require, say, half the members donate or retrieve "something" to initiate the process (such that it's not just up to the clan leadership to get it prepped). Different difficulties would be available, possibly unlocking higher tiers as you clear lower ones, and this would be another area where a clan can "progress" in competition to other clans. Since there is such a wide range of ability between clan members I envision a system wherein you don't just swing at your group until it is down and then go back to battle/TS. Maybe the boss has 5 body parts that need to be brought in sync with each other (like die within 30 seconds of the other parts) and it's the clan's job to coordinate who attacks which part to keep the damage even. Maybe TSers concurrently farm special boss encounter-only mats while the battlers attack and once a part is down build a restraint for it lest it pop back to life per above. I dunno, but I like the idea of something that requires coordination with other members and is planned out ahead of time, taking a page from MMORPG raids. I definitely like the concept of using clan bosses to build better clan cohesion. In addition, the preparation factor is interesting, particularly because it allows all clan members to participate. I love the MMORPG factor. I'd like to bring something that takes a bit more "skill" into the game and these are some great ideas. The restraint thought is interesting. Please, if anyone else has ideas around this type of direction, I'd love to hear them.
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Post by erzascarlet on Mar 13, 2015 16:50:21 GMT
Spawning:
- Will only spawn if there are 3/4 active clan members present minimum of 10 people.
- Will not spawn concurrently with World Boss Spawn
- Spawn rate is somewhat similar to World Boss Spawn rate as to make officers to encourage/extort? their members to stay active. So generally, clan boss will be rarer than WB.
- Clan Boss will be globally announced so that other clans will drool... Cultivating more healthy competition. Getting more active members.
Characteristics: - CB strength, hp, evasion and other parameters is based on the averaged "power" of the participants. This is to balance out so that the clan is capable of killing the boss. So a clan with a wider level spread can kill the same as with narrower spread.
- The boss will also be a 15-minute boss.
- Clan Bosses names will be different than the World Bosses. I suggests non-mod "popular players" names. like... "Lusty Lawsy "
Rewards: - a 15-minute triple boost for the clan only when won against the boss(similar to the WB)
- the clan as a whole will be given a "Special Clan Point" for a winning battle
- there will be an SCP store where the clan officers can purchase "clan perks" [will discuss below]
- This SCP must be used wisely as the clan perks should be expensive but worthwhile
- Clan Participation Points is given to each member in proportion to the time spent in battling the boss.
- CPP acquired individually is the only means to use a clan perk which the clan has bought, so until the clan can successfully purchased one, those CPP is stored for latter use.
Special Clan Point: - Obtained after winning a clan boss battle
- Use to purchase/exchange for clan perks
Clan Perk: - A specially purchased perk that will give a temporary boost for a clan member
- No clan perk can be used simultaneously
- Like the clan buildings, it stays there for good
- must be expensive
- ex. clan perk "Astral" - gives 5% critical damage for 15-minutes. cost: 25 SCP, 10k mith, 100m
something like that.
Clan Participation Point: - usable only if the clan has a perk purchased
- ex. Clan>Use Perk> "Astral" cost: 15 CPP.
:3 i hope i didnt mess it up more. :3
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Post by lumikki on Mar 13, 2015 17:22:06 GMT
How about making the items required for a clan boss spawn Global drops?
Or normal world bosses drop items required for clan bosses.
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Post by draavon on Mar 13, 2015 18:19:59 GMT
An idea for the spawning process if we're going that route:
Bosses are spawned by the clan leader (or an officer) after a certain number of special boss quests have been completed by clan members, one quest per player. If a clan has, say, 20 members then it would require 15 of them to complete the quest for the "spawn boss" button to be available. This quest would be a third option in addition to battle and TS quests, but unlike those you can only complete it once (until the boss is killed, then it is available again). The first boss spawned would only require members to complete, say, 250 attempts, the next time it would require 500 and so on to increase the requirements. This would require the majority of the clan to take some time out of their normal routine to help spawn.
Edit: I guess part of what I like about the idea of quests to spawn the boss is that it requires the same thing of all players regardless of the advancement of their characters. I feel that making it based on the donation of valuables could marginalize new players and/or put the burden entirely on experienced ones.
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Post by borokk on Mar 13, 2015 20:35:43 GMT
Hello, I like the idea of preparing the clan boss rather than the random spawn too. My suggestion is to add ''clan points'' that would be used to summon bosses and could be acquired this way: - Any members giving resources:
Gold: 1 000 000 = 1 point Mithril: 1000 = 1 point Credit: 1 = 1 point Any resources: 10 000 = 1 point - Clan quest (see below) = 1 point
- Upgrading a building = 50 points
I think someone mentionned the idea of a boss building too. The building could unlock a new tab, under the clan area, named ''Clan boss'' where the leader or an officer could set the reward for killing a boss. I was thinking a temporary boost and the higher the boss building, the higher the boost. For example, at level 1, you could choose between 10 mins of double xp, 10 mins of 10% attribute boost, 10 mins of 0.5% increased drop chance and at level 5 it could be 15 mins of triple xp, 10 mins of 50% attribute boost, etc... A clan wouldn't be able to summon bosses before the building is built, but could gather up the points for once it's available.
Summoning the boss would cost 50 points. I'm fairly new to the game and don't know if those ratios are too small but since the rewards are only temp, I'm thinking it would be possible to summon the clan boss maybe 2 or 3 times a days? It is merely a suggestion I also think clan points open doors to more features in the future.
As for clan quests; Quests could be along the lines of ''killing enemies'' or ''gather resources'' no specific monster or resources so everyone participate. The quest would be accepted in the Clan - Clan Quests by the leader or officer and turned in by any officer or the leader. The rewards could be resources for the clan and be done simultaneously with every player's personal quests. For example; If the clan quest is to kill 100 000 monsters and I have my quest to kill 10 000 monsters, then each monster I kill will update both quests... but I think that's a whole other topic and could be discussed after the clan boss.
Borokk
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Post by MrMcMeowMeow on Mar 14, 2015 7:22:34 GMT
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Post by vifs on Mar 14, 2015 16:19:53 GMT
I don't like the idea of having 3/4th of the members online to have a boss spawn, my clan has a lot of people in different time zones around the world, so that doesn't happen often for us. I know I would feel bad kicking active members just because they live in another country.
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