akabear wrote: » In the early days of my L2 server, some of the world bosses were untethered to specific areas. I have vivid memories of the chaos they caused, like the time a small group led a world boss into town from a remote location. The boss wreaked havoc on the AFK stores while active players banded together to defeat it over the stores enjoying the fight in town and the spoils from the dead player stores.. Another memorable event was when a small group of players guided a world boss across the map into the open training arena. Since there were no death penalties in the arena, this group managed to defeat the boss themselves, despite their small numbers. Or an event where there was no going out of town as the bosses took over the entrances. These experiences sparked my imagination about the possibilities in the game world. What if larger bosses had slight tethers, while smaller ones had none or very limited ones? What if bosses could be trained on each other as well as players? Perhaps there could be certain penalties or risks for players attempting such feats, but also increased bonuses for those who succeeded. It's just a random thought!
Depraved wrote: » never liked this tbh. i hope it cant happen, specially considering you can drop stuff when you are green. imagine you are in town setting up your shop or whatever and go afk 2 mins to get some water then you come back and you are dead because some idiot lured a boss to that area and you lost half of your stuff.
Diamaht wrote: » Let the monster coin system function as the city attacker. Less need/want to train a monster to a city that way.
Dezmerizing wrote: » I suppose I'd advocate for some sort of inventory protection while inside cities (which might also help a lot in regards to protecting players against people attempting to oneshot/gank people at bank/trading posts - if PvP in cities is a thing) - but of course that opens up a can of worms regarding other mechanics. c:
Otr wrote: » Dezmerizing wrote: » I suppose I'd advocate for some sort of inventory protection while inside cities (which might also help a lot in regards to protecting players against people attempting to oneshot/gank people at bank/trading posts - if PvP in cities is a thing) - but of course that opens up a can of worms regarding other mechanics. c: What inventory protection? Gear is not dropped. In town players have no idea if you have something in inventory or not and they can better kill you outside as you bring resources or while you drive a caravan. When you arrive with the caravan, it becomes invulnerable and the materials are in the cargo window not your inventory. Becoming corrupt in a city is the worst place because... NPC guards will kill corrupted players on sight.[63] NPC guards are capable of being killed, but they have high skill levels, damage mitigation, and power levels.[64] And there was at least one guard walking on the road near a level 3 node in a recent stream.
patrick68794 wrote: » Depraved wrote: » never liked this tbh. i hope it cant happen, specially considering you can drop stuff when you are green. imagine you are in town setting up your shop or whatever and go afk 2 mins to get some water then you come back and you are dead because some idiot lured a boss to that area and you lost half of your stuff. That can be managed multiple ways to not screw players over pretty easily though. No death penalties for players (at least ones that were out of combat when they entered) inside settlement limits, don't have the AI attack non-hostile players inside settlement limits, or plenty of other ways to design a system like this in a way that feels dynamic and alive but doesn't really punish players just for being in the wrong place at the wrong time