Many people have different ideas of what a "World Boss" fight should be, usually based off the game they enjoyed the most. The differences include difficulty, lockouts, and rarity/tradeability of drops, PvE vs PvP focal point, etc.. From my experience, this usually falls into three general camps:
- A "community" World Boss. This is one where the spawns for these bosses are usually known, on a semi-usual timer. Large groups congregate, and (depending on the existence of a trinity-system or not) parties may or may not form. It is not necessary to be in a party to participate. The mechanics are usually more indescriminate and high damage, as the main contest is Person vs Boss. New players usually die and run back in, as they want to do enough damage to get a reward/better rewards, whereas experienced players have figured out all the tips and it's pretty much a cakewalk. These tend to have little-to-no loot lockout rules, as well as a very very low chance at "amazing" loot. As a result, there's usually a "pity" loot, where attending enough of the World Boss lets you accumulate this non-tradeable reward that you can trade in for the higher-rarity loot. In general, this is more of a participation boss, where groups of 30/40/50+ players are necessary to kill in a timely manner, but the rewards aren't insanely enticing considering the extreme low-chance at "great" loot. Seems to be the favourite of those with a very small, tight-knit group of people, or those who have a more PvE mindset and don't mind missing out on the "high-risk, high-reward" content, but still participate in group content where they don't have to be "friends" to jump in and get that "community" feeling (world events, dungeon-finder, and random party invites are their main ways of group play).
- A single-owner World Boss.These WB are mainly focal points for PvP combat, since only ONE party/group/raid/guild will receive the loot. As a result, the WB may have a variable spawn time, location, or a combination of both, making it more difficult to pre-plan, and rewarding those who are either lucky or always prepared. These may also have a variable "recommended" party size, where groups as low as 8 or as high as 40 (in AoC) may be able to comfortably defeat the boss in a timely manner. These are more common in "trinity" based systems, due to the necessity of having aggro and controlling the movements/actions of the boss, as well as knowledge of which party/group/person has the highest share of damage (through a threat meter, dps meter, or just overall aggro). Due to only ONE group owning the loot, these WB may have a loot lockout rule, to disincentivize a "rich-get-richer" type gameplay loop, incentivize varied gameplay, discourage the need to "optimize" time by only doing one piece of content at every spawn, or any other reason. The PvP content is the main point-of-contention, and as a result, the rarity of the drop-rate may be increased, due to the unlikelihood of a group "farming" it (through a system-induced lockout, or just due to the push-and-pull of PVP, or even due to the inability to predict the spawn/spawn-time). Seems to be the favourite of those who are coming into a game with a fairly large group already, or those who are anticipating building/joining a community as soon as possible.
- A faction-based World Boss. Similar to the previous two WB types, but a combination of the two. PVP-based, but no need to coordinate beforehand, and players naturally fall into groups. Has the pros of the "community" WB (players with no friends online/dead guild, and players with poor gear & low level can still find groups and be valued to participate), and the pros of a single-owner WB (contested PVP environment, us vs. them mentality, rewards coordination and execution). The rewards aren't usually as good as the single-owner, but better than the community.
From the low information we have so far, it seems like AoC follows a single-owner World Boss system. This falls into the OWPVP, risk vs reward type mantra that they've been following since they announced. They have mentioned variable spawn locations/times as well, so this WB system fits well. For those that dislike this, the usual "if you dislike OWPVP, this game isn't for you" response is expected, as fighting over contested resources is a cornerstone of this game.
My question isn't really "which do you like", but instead, which system do you think is healthy for the game/gameplay-loop that you envision? Do you want a PvP-centric WB, but don't want to feel like you're missing out on a lot of loot if you don't contest every spawn that comes up? Are you in support of a loot-lockout, which would remove the FOMO of missing out on other WB, and free up your time to do other content (possibly contesting a nearby nodes resources while you know a lot of their citizens are at the WB)? Do you think having simultaneous WB spawns across the continent is enough of a way to mitigate the "zerging" or "uber-contesting" around a single WB, and don't feel the need for any artificial lockout to help ease the amount of WB resets? Or do you just think a community, participation-based WB is the best-case, and disagree with the PvP-centric WB gameplay loop?
My thoughts: I'm fine with any of these systems, except faction-based. That's mostly due to the pitfalls of any faction-based system being the inability to change factions, and one faction having a snowball effect.
My main concern, however, is in the lack of information around loot lockouts & loot rarity (which is fine, they just haven't spoken on it yet). If the loot is amazing enough to have these randomly spawning World Bosses, that can require 8-to-40 people groups to take down, then they may be the unanimous "BiS" way to get money/loot/crafting material for the same amount of effort. And if these WB can also be integral to Story Arcs, Artisan Promotion Quests, etc. (as AoC tends to do, weaving PvE & PvP objectives together to get both types of players to interact), it may result in an insane amount of frustration. An 8-man recommended WB would still summon a 40-man group from a raid just to secure the rare drops. 40-man WB would have so many 40-man groups all contesting, possibly resetting the boss (another unknown: how does aggro-switching, leash rules, etc affect the boss? Despawn time? etc.) & making it a giant waste-of-time for so many, but still so mandatory to contest for progression that it may result in PvE players stalling in their progression because they never prioritized PvP.
A common comment for players who are Artisan focused who cannot themselves contest a PvE objective due to PvP is to join a guild who farms that content FOR you in order to develop the goods, as one symbiotic system. That's definitely a viable gameplay-loop, and insanely rewarding when it's successful. The issue I have with that is for the casual player, that's an insanely difficult roadblock to go over. Many players going into the game won't have the knowledge that they may be severely hindered without a group dedicated to helping them farm something until well into the game, and at that point, you might be the 30th, 40th, 50th+ "Herbalism main" in any guild you might be joining, and delaying your progress in the game so much behind things OUTSIDE of your agency/control is very frustrating. It definitely makes sense for Artisans who have a dedicated farm-system in place to progress faster than those that are alone, but that shouldn't be the "default" that everyone who wants to go far in PvE/Artisan should strive for. The default imo, should allow a completely resonable (albeit slower in comparison) timeline/path for those to enjoy content/progress in their path without getting completely locked-out by PvP content they need their hand-held for.