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.
Preventing dungeon boss spawn camping.
Dolyem
Member, Alpha Two, Early Alpha Two
So from the showcases we have seen, you portal into a boss room in the dungeon to fight them. Well I was thinking what's stopping players from just waiting in that room for the next spawn so they can just ignore the rest of the dungeon and farm the good stuff?
Well, assuming this is a problem, make it so you can't go back through that entrance from the boss room to the main dungeon (tonprevent players from simply waiting outside for next spawn). And once the boss is defeated, have an exit that can activate this as well, and after about a 5 minute time limit in the room just force teleport the players out to the beginning of the dungeon, or to a 1 way exit out the back of the dungeon that can't be entered from outside, this can be to 1 spot or a random spot from many exit points. You can also lock down the entrance to the boss room once the boss is dead so players don't get stuck in there and have to go back to the start.
Well, assuming this is a problem, make it so you can't go back through that entrance from the boss room to the main dungeon (tonprevent players from simply waiting outside for next spawn). And once the boss is defeated, have an exit that can activate this as well, and after about a 5 minute time limit in the room just force teleport the players out to the beginning of the dungeon, or to a 1 way exit out the back of the dungeon that can't be entered from outside, this can be to 1 spot or a random spot from many exit points. You can also lock down the entrance to the boss room once the boss is dead so players don't get stuck in there and have to go back to the start.
0
Comments
I prefer it that way because this leads directly to the kind of pvp I posted in a neighboring thread.
That's fine, but I still think once you kill the boss, you should have to go back through the dungeon instead of just sitting at the spawn all day without having to work your way back to it.
And if Intrepid want raid to instead touch some mobs on purpose, then they can just have you do a quest that requires mobs that respawn all across the dungeon. No need to TP people out or do anything of the sort.
In that case, I'd say to have the boss location spawn in a different area of the dungeon each time. Make it into a sort of race to find it 😉 I just look at providing easy access to the entrance even after just killing something as bad gameplay. Though I do agree having a static spawn area provides PvP potential at least.
And I don't see why it's a bad thing to have the players who just finished the dungeon have to go back through it again?
As for random spawns. I guess this could be done with some npc that TPs you to the boss room and that NPC can have random spawns (this to avoid design problems of moving the boss itself). But this would just lead to the simplest solution by guilds. They'll spread out their members to every point where the npc could appear (or where that location can at least be visible), and as soon as he respawns - they'll rush there.
And if there's enemies around - you just do what I described with alts, while your main guild is logged out in the most optimal location in the dungeon.
This is why I say that's it's pointless. And again, all Intrepid would need to do is require you to do a quest to enter that boss room (on each member of the raid) and then have that quest require you to kill some mobs that are spread out across the entire dungeon. Yet again, this is literally what L2 did for its Epic Bosses
Do you have to do this quest for each spawn?
It depend of the epic boss, but globally, yes, you must do a new quest each time. There are some exceptions, but it's a detail.
And for a few raid bosses, you must do a quest too.
It's important to note epic bosses has generally a long respawn (More than 1 week) with a big enough window.
Honestly, I kind of like it. I doubt dungeon bosses would take more than one to a few hours to respawn, if that. But I do like the idea of a sort of quest to gain access to the room for each spawn.
"Simple" raid bosses in L2 has more than 1 day of respawn. (I didn't remember the exact timer, moreover, there is a window too, to avoid a spawn camp)
But, as I said, simple raid bosses barely don't have quest to do it.
If there are alternatives for others who hate camping, then is a good game.
For most versions and most average raid bosses the respawn time was 12h(min)-24h(max).
Camping wasn't very reasonable for all those bosses with a 12h random respawn windows, people mostly had characters logged off in the respawn spots to check them from time to time.
Aren't we all sinners?
Ideally you should never have one mob that is needed by every player on the server for any reasonm, quest or item drop. Balancing the need for these encounters should solve and issues with long term player camping.
why? also respawn timers fix that...no one is gonna sit there for 24 hours after killing the boss waiting for the respawn =x