Depraved wrote: » 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 then whats the point of pulling the boss to the city? people usually do that shit to get others killed. the only other cons i see for it is faster respawns if u die to the boss and lots of people hitting it. but you can also get that from killing the boss at its respawn. if you are competing for the boss and you want to kill it before the war kills it, then pulling it to town is a bad idea. probably only solo players who wanna attempt to get some loot would do that.
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
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.
akabear wrote: » @patrick68794 I think you got my intent. It was never about creating chaos, but rather allowing possibilities to exploring the potential outcomes and perhaps some hidden results that can only be found by trial and error. Imagine the coordinated effort entailed by a large group holding down a boss while another equally large group pulls a distant mini-boss into proximity, causing both bosses to engage each other. This could lead to an increase or change in the magnitude of rewards. Players might need to be flagged to pull out of a tethered range, adding a strategic element. Furthermore, players would have to defend their path from the boss's origin to their desired location, turning the whole exercise into a logistical, team-oriented, and potentially political event. Perhaps for those successful, then stories being told of guilds uniting to pull two of the largest bosses across the land to fight each other collectively, sharing the spoils. Being able to pull off what others couldn`t or didn`t know could. All about creating a sandbox of possibilities rather than the more rigid, predictable outcomes of a theme park set situations. Players who dare to risk all become the most rewarded.
Azherae wrote: » I think the Ancients/Others type bosses should have no tethers if they are not spawned 'only in Corrupted areas'. If they 'only spawn when the area is corrupt' I think they should tether to wherever the Corruption ends.