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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Big boss with random tactics to kill and real loot equipped.
ArchivedUser
Guest
I believe that moobs need real loots, for example. If a group go into a dungeon and big boss are a ranged clas, this moob loot only objects (weapons, etc...) only for ranged classes, not for every and random classes.
After this moobs only loot objetcs that haver armed or dressed in this moment. Every you goes inside a dungeons, the big boss will be equiped with diferent skin or stats for weapons. I believe that this have a diferent tactics to kill every time that you enter in this dungeon. Same boss with ramdon tactics & stats, but every time same class or random
Regards!!!
After this moobs only loot objetcs that haver armed or dressed in this moment. Every you goes inside a dungeons, the big boss will be equiped with diferent skin or stats for weapons. I believe that this have a diferent tactics to kill every time that you enter in this dungeon. Same boss with ramdon tactics & stats, but every time same class or random
Regards!!!
0
Comments
Take a game like WoW, you kill a raidboss, it drops like 4-6 items (+coins, bags etc.), if it had dropped every item it was wearing, a person could get a fullset in one go. And you have like 5-9 bosses in a raid, so a raid group could get decked out really quick :(
Maybe you could work around this by making some "item breaking from battle" excuse, so if you hit the feet too much the boots will break, and you wont get that loot. But you would probably still get too much loot.
Regarding the other part of the idea: Random bosses/tactics would be nice, although people would probably still learn the patterns in the end ;)
Cheers!
I believe that all ideas in all... Will do a great loot.... :)))
On the other hand, if this is just going to be a casual end game where progression isn't really hyped up to be all to difficult, then random boss mechanics could be implemented but none of which would be too deadly.
As for loot, if the game uses a role based system I.E tanks/healers/dps I don't see a system where a boss is using a bow as a weapon and can therefore only drop a bow weapon when killed, to work. Why would players of other classes then want to run that dungeon if they don't get anything.
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Maybe instead of being completely random, it just needs a bigger mechanic pool to draw from. The pool is then semi randomized over the cause of the battle, just enough so it ain't the same old thing, but not so random that you get 3 of the same attack in a row. Games like WoW have maybe 5+ boss mechanics that normally cycle more or less the same way.
What if you have 20 or 30 different attacks (could be reskinned for other bosses too, if theres enough it wouldnt be that obvious), and you then have those randomly cycle. Even though theres gonna be more attacks, you still only have to learn a certain amount of attacks, and with a few indicator and such it would probably be do-able :)
That being said I completely agree that balancing would be a massive issue :(
Maybe instead of being completely random, it just needs a bigger mechanic pool to draw from. The pool is then semi randomized over the cause of the battle, just enough so it ain’t the same old thing, but not so random that you get 3 of the same attack in a row. Games like WoW have maybe 5+ boss mechanics that normally cycle more or less the same way.
What if you have 20 or 30 different attacks (could be reskinned for other bosses too, if theres enough it wouldnt be that obvious), and you then have those randomly cycle. Even though theres gonna be more attacks, you still only have to learn a certain amount of attacks, and with a few indicator and such it would probably be do-able
That being said I completely agree that balancing would be a massive issue
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The problem just comes in making certain mechanics interacting with each other to create a fun fight. If the abilities a boss uses is just random, then it may not necessarily be an enjoyable fight because you have a few situations you can run into. A fight may be extremely hard because RNG is not on your side. From a raiding perspective, RNG isn't a bad thing but when the control of a fight is completely taken out of your hands it makes coordinating a raiding team less enjoyable. One attempt you may get abilities happening in an order that make it almost impossible to survive while on another attempt the boss is so easy you could do it blindfolded.
I actually don't mind this idea at all, just not in a progression setting. I wouldn't put this in a raiding scenario, or endgame dungeons. But perhaps a separate piece of content people can do where every boss is randomized.
So how about this then (at this point im just throwing ideas out there, so its probably a bit rushed ;) ):
You have like 4 set of 5 attack patterns, at each instance reset (week, day whatever) it changes. To make it more enjoyable the boss might start out with a hint such as: "Hmmmm... So many moving targets, I'm feel like shooting them down", then you know hes gonna go with AoE arrow attacks or whatever :)
So basicly give small "realistic" hints, kinda like when a villain explains his elaborate plan.