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.
open dungeon boss respawn timers
xMrWoolf
Member
will open dungeons have some kind of system in place to reset the players that kill the boss? such as teleport everyone out of the dungeon after its killed to reset and have to start from the begining or should we expect to just have players camp and kill the boss all day? and what kind of respawn timers are we expecting on boss's?
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Comments
You're not supposed to fight the boss over and over. Also, no teleports.
maybe for world boss's that roam but i doubt we see 12 hour timers for standard end game open dungeons
For bosses that need to respawn "quickly":
Option #1: Respawn 20 +/- 5 minutes after no-one is in the boss room anymore. They now have to wait outside and grind the mobs (so the mobs don't grind them). Other groups who are interested in joining now have plenty of time, and a normal space to PvP them for the next slot.
Option #2: Teleport them out of the dungeon, as you said.
Option #2.1: The boss chamber entrance is one way (but the next group can see if the boss is present), and WHEN YOU KILL THE BOSS you are shifted to an instance until you leave. Next group can enter immediately, but you won't see their boss. (This is a slightly more immersive version of the Teleport. Both lose the PvP potential of camping to attack the next group, but this one is seamless. Only meaningful if you want that sort of thing.)
Option #3: The boss doesn't spawn on its own. You need to pop it with an item that you get from grinding the mobs on the way (the end mobs of the dungeon? the middle mobs of the dungeon? depends how easy you want it to be to repeat). When it spawns, it consumes everyone's copy of the item (but doesn't require everyone to have had a copy). Now you can go back and grind another pop item (not necessarily even hard to get as a drop, just a bit far away and you have to go through mobs). If another group was on their way in, they'll already have one, and be spawning the boss before you got your new pop.
why no anime this time?
Want to see a wide range of respawn period from daily, weekly, monthly and some quarterly as well as conditional situation required, events, and just plain random ones.
Respawn time X period +/- 10% to mix it up!
And the true, best gear only dropped from the most difficult raids to gain access to as well as complete!
wrong ;v
Ah and also bosses had few spots were they respawn, so this also added to race for kill
If you want players to be able to do something only once per day, don't set a 24 hour lockout. In practice, that means that if I do the thing at 8pm, then the next day I end up doing it at 8:15, cause I have other things going on. Later, it'll be at 9pm, eventually at 10pm. You get the idea. It makes play sessions inflexible, and forces players to skip days to reset their timer.
Set a 20 hour lockout instead. If I do the thing at 8pm most days, but today I can't log in until 9pm? No worries, it'll be ready to go at 5pm tomorrow, so I can play any time during my usual block. Humans need to sleep, so even if you can abuse this to do it twice in a calendar day, once in a while, it's still effectively "once per day" for most people, without the stress of perfectly scheduling your play sessions, and with less difficulty syncing up with friends if it's that sort of activity.
Daily rewards ruin games, and daily reward quests are essentially the same thing, but there are other places and reasons to use this sort of system, and 20 hours is almost always better for lockout timers than 24.
If we kill a boss in a certain area, that boss should be gone if killed and doesnt somehow get away...in which case, each outcome should trigger some other event.
Maybe defeat some boss and he retreats to the void, to regain strength. The next time he shows up, it could be somewhere else...furthest from player nodes....then the territories around where he arrived begin to change, indicating their return...
So many different ways to make these kinda things happen.
There needs to be a new way to handle "camps" imo, so things dont seem too unrealistic
I think this combined with a semi random respawn timer could be a nice medium dynamic way to handle dungeon bosses so you have a reason to kill the mobs while there as well and could be more immersive if done right
edit in you could also have that dungeon "key" be a priority droppable resource from pvp kills
You just found a room that you could farm on repeat and which had your preferred loot and you'd farm it. And while farming you might've ran to boss rooms to check if they've respawned and would try to farm them if they did.
This is a bit challenging... let's say every 6-8 hours with a bit of randomness
So the people from all timezones have a chance of being there