KHRONUS wrote: » They had a lot of this in WOW. I wasn't in love with it because they treated it like another quest grind. It can be done in a much better way to include some form of lore into this process. It might work better to not have these two clans so close together or even two of the same race fighting. Maybe some cave troll race is in conflict with a forest living race in another node or across that node. This would give me incentive to side with the cave people just to fight in the forest haha
Birthday wrote: » Balrog21 wrote: » I dont want to see a raid boss, instance boss or world boss just sitting there doing nothing. Have it pathing or doing something immersive. Nothing kills ot for me more than to get to the boss and it's just sitting there like a mannequin. I feel like I have to get my quarter out and put it in its slot to start the fun. Yes! Two ideas that will make the world's environment feel more organic and dynamic rather than grindy and it'll also give players new incentives to move around the map more organically and work with/against each other on a basis temporary : -This will make the world feel more alive and dynamic rather than grindy which is a must for a MMO that is based around player decisions - make the boss attack small nodes. This will not only make the players move around the world more organically but also make the world itself feel more alive. That way higher level players will have incentive to go there rather than to just keep grinding in the node they are currently grinding as part of a personal/guild goal to unlock some dungeon or get a drop etc. -Make the boss want/need certain things that it can get from players/nodes. So if a node is really advanced on a certain religion and that boss really hates the religion - make it go after the node. If the node has a ton of X material and the boss wants it - make it raid the node and steal the material. This will give incentives for guilds that are normally enemies to work together on a temporary basis, other times it'll give guilds an incentive to work together with the boss to raid the node or to sabotage the defenses, or just use the boss's sudden appearance on the map as a distraction to more safely raid caravans of other guilds etc.
Balrog21 wrote: » I dont want to see a raid boss, instance boss or world boss just sitting there doing nothing. Have it pathing or doing something immersive. Nothing kills ot for me more than to get to the boss and it's just sitting there like a mannequin. I feel like I have to get my quarter out and put it in its slot to start the fun.
Birthday wrote: » KHRONUS wrote: » They had a lot of this in WOW. I wasn't in love with it because they treated it like another quest grind. It can be done in a much better way to include some form of lore into this process. It might work better to not have these two clans so close together or even two of the same race fighting. Maybe some cave troll race is in conflict with a forest living race in another node or across that node. This would give me incentive to side with the cave people just to fight in the forest haha I like this very much. Also I gave a similar idea to what the original post is about. Birthday wrote: » Balrog21 wrote: » I dont want to see a raid boss, instance boss or world boss just sitting there doing nothing. Have it pathing or doing something immersive. Nothing kills ot for me more than to get to the boss and it's just sitting there like a mannequin. I feel like I have to get my quarter out and put it in its slot to start the fun. Yes! Two ideas that will make the world's environment feel more organic and dynamic rather than grindy and it'll also give players new incentives to move around the map more organically and work with/against each other on a basis temporary : -This will make the world feel more alive and dynamic rather than grindy which is a must for a MMO that is based around player decisions - make the boss attack small nodes. This will not only make the players move around the world more organically but also make the world itself feel more alive. That way higher level players will have incentive to go there rather than to just keep grinding in the node they are currently grinding as part of a personal/guild goal to unlock some dungeon or get a drop etc. -Make the boss want/need certain things that it can get from players/nodes. So if a node is really advanced on a certain religion and that boss really hates the religion - make it go after the node. If the node has a ton of X material and the boss wants it - make it raid the node and steal the material. This will give incentives for guilds that are normally enemies to work together on a temporary basis, other times it'll give guilds an incentive to work together with the boss to raid the node or to sabotage the defenses, or just use the boss's sudden appearance on the map as a distraction to more safely raid caravans of other guilds etc. What do you think?
Khronus wrote: » They had a lot of this in WOW. I wasn't in love with it because they treated it like another quest grind. It can be done in a much better way to include some form of lore into this process. It might work better to not have these two clans so close together or even two of the same race fighting. Maybe some cave troll race is in conflict with a forest living race in another node or across that node. This would give me incentive to side with the cave people just to fight in the forest haha