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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.
boss monster with random mechanics / skills
Asgermon
Member
hey
there have been some discussions about boss monsters. I hope I haven't overlooked anything and am writing something here for the second time.
i just wanted to throw a question in the room.
Would you prefer, from a fixed number of options, randomly selected boss monster mechanics / skills / motions for a boss monster or static, always constant mechanics / skills / movements?
by that I don't mean the dynamic adjustment of the boss's difficulty depending on whether you defeated previous boss monsters quickly or slowly. whereby a boss monster with randomly selected mechanics is certainly more difficult than a boss monster with static mechanics. My main concern is whether you like boss monsters with random meachnics / skills / movements better or worse and why.
example:
a boss monster has 3-4 skills that are randomly selected from a list of 20 skills at the beginning of the fight. the times between the activation of the individual skills could also be chosen randomly at the beginning of the fight. In addition, the boss monster's movement patterns could be selected at random from a list of movement patterns. (not we can choose that but the system)
the whole thing must of course be properly balanced. a boss monster that knocks out 4 skills within 4 seconds would be pretty overpowered or too easy to defeat if you can dodge the attacks.
some may ask why you should want something like that. variety and new challenges every time.
what do you think?
there have been some discussions about boss monsters. I hope I haven't overlooked anything and am writing something here for the second time.
i just wanted to throw a question in the room.
Would you prefer, from a fixed number of options, randomly selected boss monster mechanics / skills / motions for a boss monster or static, always constant mechanics / skills / movements?
by that I don't mean the dynamic adjustment of the boss's difficulty depending on whether you defeated previous boss monsters quickly or slowly. whereby a boss monster with randomly selected mechanics is certainly more difficult than a boss monster with static mechanics. My main concern is whether you like boss monsters with random meachnics / skills / movements better or worse and why.
example:
a boss monster has 3-4 skills that are randomly selected from a list of 20 skills at the beginning of the fight. the times between the activation of the individual skills could also be chosen randomly at the beginning of the fight. In addition, the boss monster's movement patterns could be selected at random from a list of movement patterns. (not we can choose that but the system)
the whole thing must of course be properly balanced. a boss monster that knocks out 4 skills within 4 seconds would be pretty overpowered or too easy to defeat if you can dodge the attacks.
some may ask why you should want something like that. variety and new challenges every time.
what do you think?
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1
Comments
And therein lies the kicker - It's incredibly hard to balance such a system while still making it tuned properly to provide a suitable challenge. There have been WoW bosses in the past that have had random elements like that and it gets to the point where your success on a fight relies entirely on RNG rather than skill. You can do everything perfectly but if the game decides to give you a rubbish set of viables from the boss, you just lose no matter what. It doesn't feel good, especially if you are competing for server firsts, etc.
In short, they are really tanky trash mobs that have 2 of 4 dangerous abilities paired with random magical reflection shields and the ability to spawn adds.
For example your first one could have Shadowbolt Volley (which causes raid wide heavy damage to those who are farther away than 15 yards from the creature) and Meteor (which targets a random player in the raid and hurls a meteor at it, splitting damage between all raid member standing near the victim).
The very next mob could have two completely seperate abilities and reflect different types of magic. It makes for a pretty vide variation in possible mechanics and because of that different strategies will be required for each one. They're some of my favorite "trash" mobs in any MMO I've ever played because they're fun, engaging, and they never get old.