Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Loot System for World Bosses
The loot system for world bosses in my opinion really needs to be along the lines of anyone that does damage to it while it's being attacked should get loot from it. Including the same chances at the rare loot. This way, a lot more people would be willing to get involved with taking it down when it appears. If the loot only goes the person/group that does the most damage, or attacks first, then you will wind up getting a lot less involvement from a lot of alienated/apathetic players, especially from smaller guilds, random and solo players. If everyone gets loot, then there will always be interest by everyone around, rather than being completely excluded without choice due to loot mechanics.
/thoughts?
/thoughts?
0
Comments
All I'm saying is that if you exclude a large portion of the player base from ever even having the opportunity to participate and get anything from it, then people will become less interested in participating at all even though it's billed as one of the bigger selling points from Intrepid.
Imagine a big 40+ man guild group shows up, or even two. That little 10 man guild and the 8 or 9 random people around at the time that they picked up still wouldn't get anything from the experience, other than helping take it down faster. Someone suggested that maybe if each player/group hits some small % number of damage/heals, then they should be included for loot. That's a good idea IF the game offers loot to each group/player independent of the other groups/players, otherwise you start taking away the incentive of the large groups to participate.
I know we don't know the loot rules, or methods yet which is why I brought up my initial post. I'm hoping to bring a little attention to the subject prior to anything being decided. I would just like some mechanic that works to gets everyone involved, from the solo players all the way to the mega guilds, and to do so, there must be some type of rewarding for everyone who actively participates in the engagement.
I think one solution for smaller groups is to count their group tag and if they manage to do 5% of the damage/healing during the fight, for example, they get loot still but the main guild/group that's put in the most effort gets the biggest reward.
When you stop needing each other it stops being an MMO in my eyes and ends up a loot simulator.
Compare it to GW2, where at least when I played, people ran around to every world boss with 100 solo people easily killed the joke of a world boss (because they had so many people) and were rewarded for it for individually doing almost nothing.
Now, they have said that world/raid bosses won't be 'zergable' but frankly I'm skeptical. Short of only allowing a certain amount of people to damage a boss, I have a hard time picturing a situation where a boss intended to be killed by 20 people would not be easier with 40, simply because a big part of the number requirement for a boss is simply a damage check. Unless there are mechanics in place where a character cannot damage a boss directly and instead uses some 'raid mechanic' to deal damage to it. But that sort of cheapens the experience, at least for me, since it feels like more of a puzzle instead of a fight.
Put simply, bosses should have a set loot table no matter how many people kill it and the people looting need to decide what they want to do with it. There will be times when someone may get nothing, but bosses can be repeated until everyone gets what they need from it over time. In a game with meaningful open world pvp conflict, world bosses should be a huge pvp hotspot and it wouldn't really work with the 'everyone gets a trophy for participating' system.
Say the world boss will drop three tiers of items. Rare, Uncommon, and common. For the sake of this post lets say the percentages are 1%, 30%, and 69% respectively.
Now say the attacker break down is like this:
Mega Guild - 40+ players
Zerg ops group - 20 players
Smaller Guild A - 10 players
Solo random players - 5
The game can reward X number of items based on group size. So mega guild would get 8 rolls for instance, zerg group would 4 rolls, small guild gets 2 rolls, and give solo players something like a flat 15-25% chance to get 1 roll if they also pass a damage/heal % check in order to do so. OR conversely they could get 1 roll, but all the drop rate percentages change making the rare/uncommon loot a lot harder to get. In addition to that, you could also adjust the drop rate percentages up on the tiers based on the group size too. That way it would also to give people more reason to group up. This way, regardless of the group dynamics, players would still have a reason to participate in the event at all group sizes. All my numbers are made up obviously, but the idea I feel is at least functional.
value,a,b and c should vary for each boss, every time.
rarer items have lower value
From what I understand of nodes and events, these massive bosses will eventually destroy a node if not dealt with. If there aren't enough people who care to defend a city, then it should die. In this particular scenario, loot is secondary IMO.