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Post by erzascarlet on Mar 17, 2015 10:17:20 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. vifs has a good point. maybe other ways to spawn the boss is more reasonable.
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Post by zeeeebomb on Apr 3, 2015 9:30:32 GMT
I dont believe clan bosses need to be anything like the current group bosses. I have trouble seeing it working in that sort of context. I think it is something that will need to be spawned by a clan leader or officer. I see it better to maybe implement a group of bosses that are more of a clan v clan setup. group bosses that are attacked with rewards given to players based on their clans % of dmg to each group. then calculate the total effectiveness of each group together ending up with each clan having done a % based on an average of all groups. EG. FH does 10% dmg of group 1 , 0% of group 2, 10% of group 3, 30% of group 4, 40% of group 5 and 50% of group 6 ----- = 10 + 0 + 10 + 30 + 40 + 50 = 140 then divide 140 by 6 = 23.3%... hence all contributing members of FH will receive rewards based on 23% of 100% payout. and Clan will receive 23.3% participation points. all members will see how they went in their group, and they will see a list of all members of clan that contributed. EG. #2 --- AC does 0% of group 1, 30% of group 2, 50% of group 3, 0% of group 4, 50% of group 5, 30% of group 6 ----- = 0 + 30 + 50 + 0 + 50 + 30 = 160 then divide by 6 = 26.6% ... hence all contributing members of AC will receive rewards based on 26% of 100% payout. and so on as mentioned above EG. #3 lets call this clan Noobs are us... they do 80% of group 1, 60% of group 2, 20% of group 3, 0% of group 4, 0% of group 5, 0% of group 6 ----- = 80 + 60 + 20 + 0 + 0 + 0 = 160 then divide by 6 they are the same as AC.... and so on. This idea will promote activity and be less about who is in what clan just that you are getting representation in each area. and also very simple for Stabzs to code. I just thought of this on the fly, feel free to add more ideas to this and flame it if you wish
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Post by brazzers on Apr 7, 2015 22:10:00 GMT
For Boss spawning. All members have a chance to get part of an item. "Shrine pieces" or something in a similar theme to the building. The Item is gained through a quest, when a clan member accepts this quest, it is set at a higher priority than the current TS or Battle quest. It still has a number but works like a progress towards gaining the item. After a certain number of items gained (could be determined by Clan Building level) a boss is allowed to be spawned by the Clan Leader or maybe even officers.
As for rewards, I would like to see something different than double or triple exp. Something like % increase in drop rate or attribute gain rate. Or the Double or Triple only applies to the amount donated to clan whilst Battleing or TSing. I'm leaning more towards the idea that the rewards benefit the clan. But it's difficult because people do like a individual incentive.
I also like the idea of clan coordination that Draavon put forward.
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Post by draavon on Jun 30, 2015 2:28:34 GMT
Okay, let's bump this. I wanna kill a clan boss and sounds like we still need some good brainstorming. Given Stabzs' feedback here is an adjustment of my earlier idea, shameless stealing some of the better ideas that have been floating around.
Spawning
I like the idea of this being participation-based instead of contribution-based so that clan members' contributions to the cause are uniform regardless of experience and/or financial investment. I like the idea of a special quest, a third category along with battle and tradeskill, that does not scale with the other two in terms of attempts need to complete. Maybe there is an initial material investment needed before this boss quest becomes available (you have to gather resources for the expedition) but after that point it's just participation (the expedition has reached the main gate, there's an inscription, everyone spread out to look for relics to get the thing open).
Time Frame
This is a bit sticky for me since I feel that it opens up a lot more options for gameplay mechanics if everyone is engaged with the encounter all at once, but given that we as clan members are so spread out geographically and have varying levels of availability throughout the day I'm wondering if it wouldn't be better to offer a window in which people can act. Jury's still out for me but this idea kinda assumes people are around.
The Encounter
The boss itself only drops clan xp when it dies and material rewards are gained by TSing while battlers engage the boss. Battlers have two options for each auto: Fight and Assist. When an auto is spent on fight the boss receives damage and the attacking player receives one injury. Once a player reaches, say, 10 injuries they are out of the encounter (dead). Injuries can be removed by an assist from another player but there is either a diminishing return on the chance for successful removal or there is another mechanic to make it such that at some point those who began assisting need to start attacking and vice versa, and communication is needed to make sure battlers don't start dying. Maybe the autos are longer during the encounter to give more time to communicate, 10-15 seconds?
Meanwhile TSers also have two options: Break and Gather. Break knocks chunks of goodies onto the ground and gather picks them up and carries them to the base camp. Doing multiple breaks in a row has the chance to drop bigger and bigger chunks but you run a greater risk of wearing yourself out (injury?) or causing a cave-in (dead). If the battlers are succesful in killing the boss you get to keep what has been broken off but not gathered, but if the battlers fail you only get to keep what had been brought back to camp (but you do get to keep that).
Assuming you intend there to be the possibility of failure, I like the idea of there being multiple attempts before it goes poof, maybe 3? This would allow you to play with the group make up and if you choose try to run with more TSers for potentially better rewards. I guess this would require everyone to declare their role up front.
Rewards
Though the majority of the goods should go directly to the clan there are either individual rewards based on performance/participation (like world bosses I guess) or there is a slider (like with clan taxes) that let's the leader allocate a percentage of the take back to the people. I haven't really thought about this much and figure Stabzs probably has an idea of how he wants these encounters to affect the economy of the game.
Conclusion
Just spit ballin' here, and bumping the thread. Let's hear more ideas.
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Post by azorka on Jul 19, 2015 10:15:14 GMT
I'd have a couple idea for this to offer, so lets get started with (Note; I havent read ALL the thread, so maybe someone has posted some similar stuff)
1- For spawn, maybe a very rare drop, that goes directly to clan treasury when you find it, and when your clan have 10 (or 100 or w/e the number), you clan leader can decide to make it spawn at any time he want, but wouldnt be able to when a world boss is already On.
2- Encounter; I think the boss should have a regular life bar, but would stay 'alive' even at 0hp, so people who want to keep hitting it, could. Rewarding players on dmg dealt to the damn thing, and also, based on many autos they throw at him.
3- Rewards based on Dmg dealt AND how many autos you throw at him, nothing too crazy here, just to help out the lower levels around, get them some ressources/gold/mithril for taking the time to take a beating against the boss. Lets say, the boss gives Food, a lot of food, for explaination's sakes, lets says the boss gives a total of 2millions food, 1 goes to the clan afterward, and 1millions spread across the member who attacked him. 700k could go to the heavy dmg hitters, and the other 300k would be spread across the numbers of autos thrown at him.. I just hope that make sense
Forgot to mention; I think that if for some reasons, the boss outlive the clan, it'll make a world boss instead, giving the same sorts of rewards, but no triple at the end.
Regardless, can't wait for this to be a thing ^^
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Post by Wracker on Sept 11, 2015 12:28:50 GMT
What about dungeons? Have you considered something like this? The Dungeon 1.0
[ Accessing the Dungeon ]- Every clan member should be able to see the link to enter the [Dungeon] in [Town Menu / Arena].
- Only the clan leader will be able to start the event!
- If the [Dungeon] section is visited by a regular clan member :
- when the event is not on going, it will display the last results/progress or any other info. message
- when the event is on going, it will show [Attack] button to engage in the clan battle..
- When the clan leader enters the [Dungeon] section ,
- it will check when 168 hours (1 week) cooldown has passed (because this is how often a clan can enter the [Dungeon].
- if the above cooldown has finished, [Enter] button will be displayed.
- if not, it will show the remaining time plus the last progress.
- Once the boss has spawned a broadcast message will be send to clan chat informing all the clan members that the even has began.
[/ul] [ Battle ]
- There will be 5 levels of difficulty.
- Easy-peasy (for avrg. lvl 1 - 25)
- Normal (for avrg. lvl 25 - 50)
- Medium (for avrg. lvl 50 - 75)
- Hard (for avrg. lvl 75 - 100)
- Nightmare (for avrg. lvl 100 - 150)
- Strykes - a separate group for Strykes
- So once they choose the dificulty level there are two options how the actual fight could look like
- 1st. option, is to make one boss who's HP will change based on HP/DMG of all (online) clan member.
- 2nd. option, is to make waves of bosses.
- Every wave will be stronger and stronger (their HP have to be also dynamically calculated to best fit the clan's power).
- Also each wave except for the last one needs to be killed within 7 minutes window (still it might be worthwhile having this time changed based on the clan overall power or the number of online players)..
- Last wave will be the toughest one and will have to be downed in 8 minutes window or so. And once you downed it, all the clan member will be rewarded with a loot based on their participation.
- An info message will be broadcasted in [World chat] , as soon as the last boss/wave has been killed.
[/ul] [ Rewards ]- I don't have an exact idea as how the rewards should look like, but it'd be great to see some good equipment/ gems/ crafting recipes in the loot.
- Each guild member who participated in dungeon battle will be rewarded with:
- 5 - 10 honor points (depending on how much damage they made during the battle)
- The honor point could be used to buy some special kind of recipes or equipment.
- 5 - 10 Reward points (Just in case Honor points are not an option)
[/ul] - Also the guild it self will get some kind of honor points for participating in battle.
- These points can be then used to measure guild's progress in [Leadersboard].
[ Temporary boosts ]- And this is also the part, where the temporary boost would come in handy. We could buy a "1% + drop boost" or "1% dmg boost" for the entire clan or just for the member (?). This is where I see a good use for the temp. boosts and where the game would become more interesting and challengeable.
Apologies for my bad english :/
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Post by shekki on Dec 17, 2015 23:10:13 GMT
People really has nice idea, but I want just raise few points and ideas that should be consider. - Clan should be as a team, better team you have better rewards or more often you get Clan boss (If members are active, more clan bosses/rewards). I don't like that highest lvl in clan carries rest of the clan.
- Biggest problem is people missing the boss, to solve this maybe there could be 2 clan bosses, but that gives some people 2 clan bosses.
- To answer to this problem, is that every clan member gets reward, even offline. Or clan itself gets some kind of boost/reward.
- Clan bosses give more rewards depending clan lvl, this is what everyone will work for and gives more reasons to lvl up clan. Many clans have been stop lvling once they get certain buildings.
- Global announcements, so others can see how active clan is.
- Boss should be spawn when quests/items/whatever is gathered and can be spawned by leader/co-leaders.
- Everyone should play role, make it more tactical, like "Defeating this, weakness boss def by 25%".
- People's TS lvls should earn extra resources and/or reagents based on each TS lvl (Even offline). Like 300 Hunting, 800 mining: 30,000 food and 80,000 Iron extra reward or reagents.
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Post by shekki on Jan 27, 2016 20:15:25 GMT
Spawning of the boss:
- RNG. - Global announcements =)
Participation to boss fight
- There is multiple spots to hit the boss (Boss skills and Bard's tower will effect the boss fight): - 4 of them are special and progress is determined by TS lvl. - Stone-skin. TS this to lower Boss defense. - Iron gears. TS this to lower boss atk and little bit of defense. - Unstable environment. TS this to chop wood to nullify that -25% acc status. - Food chain. TS this to get food to your party and nullify -33% MHP status.
- There is 3 spots to hit the boss, dmg is determined by member's gears&stats. Effect will come active once certain body part is beaten: - Body: This is where you do you main dmg, small chance to hit head for more dmg, if legs are beaten head shots will have more chance. - Arms: Boss will miss more and does less dmg. - Legs: Attack this to knock out boss so hits to head & body are more successfully
Boss drops
Participated members or clan gets (Only Poor&Common are for members): - Poor: 1-5k frags or 1-2,5k scraps. - Common: 1-10k Mithril - Rare: 1-10 Token(s) - Epic: 1-10 Perk(s) - Legendary: 1-10 Mythril(s)
- Drops increase as boss lvls up, max drops are possible near 100 lvl. - Logically, Legendary is rarest drop and Poor is most common.
Boss evolve
- Boss evolves determined by time it takes to beat down . Faster boss = more boss XP is gained. Therefore, when bosses gets slow, they wont evolve that easily anymore. Boss level will be cap to clan lvl.
Boss buildings
- Building costs can be similar to normal clan buildings, except that special drop added to each other cost, maybe replacing credit cost. - Clan gains 1 Boss Build slot each 2 lvls.
- Tokens can be boosted XP Helper building based on their clan lvls. 0.05*ClanLvl = % XP Helper. Each lvl grants multiplier +0.005% max of 10 lvl, 0.05%. with 80 lvl clan this would be 4% XPH.
- Perks are used to upgrade drop quality building. Each upgrade gives +2% more stuff from drops (20% max). It could also add chance of dropping better items and 20% chance to find 2 credits source! -Example with mith: There is S, M, L and G size of sources, game generates drop L and it will be 470 mith normally, but with maxed clan boss build boost it gets buffed 470*1.2 = 564 mith and becomes G source! Same thing with all drops.
- Mythril can be used lvl up Clan Blacksmith at max lvl of 10. At lvl 10 you can craft Blades Of Legends! When Blades of legends is made, it can be activated every 6 days for 24 hours and will give following effect to every member: +20% boost XP +20% dmg/atk boost against every boss. +20 Every Attributes. (or +0.20%) +20% more resources via TSing. Every monster killed while BoL is active, will give very very minor to boost global spawn rate.
Cost for BoL 250 Pandora's box of Legend. 100 Mythril. 250,000 Scraps. T10 GS or higher. 250,000 Mithril. 2,000,000,000 Gold.
EDITS:
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Post by kokorotohd on Jul 20, 2016 2:14:20 GMT
So ATM i only thought about the reward could be.
After boss has been F**ked/destroyed there is a very,very,very,very small chance of a randomly clan member gets a Pandora's Box (or a similar type of case lottery/roulette maybe with Unic weapos or armours or Sources).
and if you want to make it hardern you will need a key to open the chest, ou can find that key killing mobs in battle.
(Clan Boss could be randomly spawned like world bosses)
hope it helps!
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Post by tendash on Nov 13, 2016 1:51:56 GMT
Clan boss ideas - Clan bosses spawn randomly like normal boss
- Health and boss stats are determined by active clan member at that time
- Clans now have new buildings with unlimited lvl cap
- These new buildings will have building slots that are not tied to level but random drop from clan boss(rare, with rarity increasing with the more the clan has)
- The standard drop from boss will be can double or triple, no other reward
- The new clan buildings would have higher cost then standard clan buildings.
- The new clan buildings could add be something like a building that gives 1 cred per lvl each day to each member, or a new member slot for every x number of a new housing building, or a building that increases the critical damage clan member do, and another building that adds something for TS’ers. Another idea would be a building that adds extra autos for clan members.
- There would not be a cap on the number of buildings, so clans have something to work towards, but instead the drop rate of the new building slots would get real low and cost of new buildings high. This higher cost would add another gold/mith/resource sink
After Talking about this idea in clan chat there was a few suggestions: - Instead of random spawns have it so 2 are spawn able a day by clan officer, this way people of all time zones should be able to fight at least 1 a day
- Add some kind of non credit cost to spawning them
- new buildings should also cost frags and scraps along with gold/mith/resources but not creds since they are already in pretty high demand with low supply
- to address the issue with global boss spawning at same time, either make the boss so that is would normally take like 20mins for clan to kill but give longer timer so that they could fight global boss if it spawn. Or just the clan is SOL if they spawn boss and global boss spawns and they have to make a choice
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