IDEAS FOR RYZOM


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#1 [en] 

get rid of the timer!

make it so that it depends on how many of the Animals we can kill and then the Bosses will only appear to for us then

so if enough of that Animal dies then the Bosses will can be respawned again (kind of like Angering the Kamis while Digging...except with that you cannot get mats so it is opposite really, lol)

the number of Animals that must be killed for a Boss is should be very Random

and so to get a q70 then lots of lower q Animals must die (Nameds count for more, and then it just keeps on going down until the lowest ones don't really make that much of a differences) and then between q70 and q110 is for q120 Boss and so on...

and then the Boss should respawn in Random locations around that Area/Region...not like they do now though - to Respawn a Boss you must kill all of the same type/kind of Animals and then when they all respawn then the Boss will Respawn with them (which ones/group will be Random each time) and the Guards will also Respawn with the Boss as usual

Last edited by Muffin (1 decade ago)

#2 [en] 

Basically you propose even more grinding and farming like there isn't enough of it already. No thanks.

#3 [en] 

i understand what your saying muffin, by grinding on that mob, you could in theroy make the boss spawn faster then the 3 days timer we have now, i say make more lower lvl bosses for the lower lvl toons, and make the respawn time very random, but i would like to see the longest limit at 3 days, the shortest limit at say 8 hours, so 8 to 72 hours, that would be more "random", and i agree about the more "random" respawn point to prevent "camping"

but i've already went at this in another post, and the answer from the dev's was basiclly that it's the way it is to be balenced with supernodes and sup dug mats. i say that it would be nice to see the boss mob's more often, or have more mob's, give a boss for every mob out there, fauna or otherwise, and it would be nice to see a boss of each mob of each "teir" of toon development, ( 1-50, 51-100, 101-150, 151-200, 201-290) the 1-50's would be EXCLUSIVE to silan and provide exel mat's, they could also be tied to "team" missions, because you would need a team in silan..

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Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.
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#4 [en] 

(forced to reply to finish)

just to have a chance at taking out a lvl 35 boss, and a bigger team for a lvl 50 boss. however i wouldn't make them directly related to the silan story content, more like an option to get silan toons to know eachother better and work together, creating friendships and bonds in game from silan, something that would keep more players longer, just so they can interact with "friends". anyway, i know i type way too much all the time on the forums so i'll shut up and give everyone a brake, have a good day / night on the big tree.

talkIRC

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Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.
What Cookies is about ---- Contact Cookies ---- Cookies at Events ---- For Cookies Diggers and Crafters
Useful Links:
cookies approved referance data, guides, and more. --- ryztools web version --- talkIRC forum post table of contents

#5 [en] 

usually Bosses come at the end of something - it's cheating if you can just run around /tarring for them and skip right to the end

#6 [en] 

The issue with Silan bosses are the very many high-level toon hanging out there. Whenever you ask for help on one of these bosses, a lvl 50+ toon teams you and get the kirosta wiped alone. Of course you may throw some (not needed) heals at him. After the merge it got even worse. Those helper toons are now lvl 100+, no longer limited to 50-70. They can - and will - kill any boss alone. If they can't kill it a team of lvl 25 toons can't kill it either. No fun to get there unless you refuse help by toons at very high levels.

@Muffin: Ryzom has no instance based boss encounters and works differently in most past, which is a good thing imo. Usually bosses in ryzom do not require you to beat up hundreds of easy mobs. Instead you need to go look for them. Luckily not every mmo needs to be like every other mmo on the market.

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Casy * Foreign Secretary * Alliance of Honor
Intensive Care Bear

#7 [en] 

Muffin (atys)
usually Bosses come at the end of something - it's cheating if you can just run around /tarring for them and skip right to the end

I personally like the way Bodokin and Clopperketh are done (the former more than the later)

I think the original suggestion here goes a bit too far though.
But it's a step in the right direction since a lot of the bosses are too easy.

Maybe we should think about what makes a mob become a boss (in RP) and make this some kind of trigger for the boss to spawn.
Lets say a clopper becomes clopperketh if lots of food are available then hunting the predators (except for the cloppers) would further the growth of the clopper population and thus lead to one of them becoming a clopperketh.
Or if a cute eats a special plant it'll become Cukan - then once the old Cukan has been killed after a while that said plant will spawn and once a group of cutes comes close enough to that plant a new Cukan will spawn. (said plant could be a mission item too, so some missions would only be available once the boss is defeated and still not respawned)


I know that my suggestion is far more complicated though, but maybe we (or the devs) are able to find something that is common for all bosses (or at least the 3 main categores: carnivore, herbivore, plant)

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#8 [en] 

the word "Boss" by it's very definition is, in terms of Videogames, "An enemy, often at the end of a level, that is particularly challenging and must be beaten in order to progress in, or complete, the game." - en.wiktionary.org/wiki/boss#Noun_3 (number 6)

this Timer that we have now is very unfair, as the Homins that kill it first can know exactly when it will reappear and can obviously beat everybody else to it and so everybody else misses out - giving an unfair/unbalanced advantage as the Boss Mats are easily some of the most valuable Items in the game and this makes the PvP part of the game drastically unbalanced

#9 [en] 

and my idea does not "require you to beat up hundreds of easy mobs" - say if you killed ~30 Nameds ***or the equivalent*** then the Boss would be Angered by these Actions and it would be kind of like the Anger of the Kamis for doing too much Digging in one spot - if you kill enough of the same Species in the same Region then the Boss will become very Angry and Upset, and then the next time a group of their Species is killed and respawns then the Boss will also respawn with them along with it's Soldiers (this makes sense as it is in an act of Defence against all of what that we have just gone and done)

#10 [en] 

and furthermore, my idea is that we still must also go looking for them as there should be no telling where it will respawn when it gets Angry - then we must go around ***looking*** for all of the Groups of those Species in the Region and wipe them all out for a respawn and wait and see if it respawns there (and if you cannot wipe them all out then it shouldn't even be possible to defeat the Boss in the first place)

there is the simple fact that "Bosses" are supposed to be challenging and if for some very strange reason you find that just simply running around /tarring for them is in some way challenging then I find that to be very amusing actually (if you have a large enough team then you can spreadout, keeping 250m away from each other and sweep the area, which works very well in PvP situations but currently isn't even required for a Boss Hunt because they are all in very specific areas that do not change in the slightest)

#11 [en] 

Muffin -- there are several spawn locations for each boss in each area.

Bosses *are* challenging. There are very few of the (area+20) bosses that can be taken down with just a pair of people. Locating the boss isn't the challenging part of Boss hunts; this is true even in other games that rhyme with "ow!" or "pest," or the multiples that rhyme with "incline." Some bosses, like Clopperketh, psykokin, shooketh and cratchakin are much harder than others, but all are hard, and the NPC bosses are harder yet.

Personally, I find that Bosses aren't "angry" at all. They will not attack at enhanced range or anything like that. They simply exist, like the mobs they resemble.

I much more like the ideas that Jarnys put forth, that there might be environmental factors that cause a normal mob to undergo the morphic change to become what we call a Boss. Thus, in his example, the way to be sure that a Clopperketh appears is NOT to farm Cloppers but to farm Goari so that cloppers have more food. For the plants, it might be that slaughtering a certain kind of other mob in a concentrated area could lead to a spawning of the "boss" plant due to the hyper-fertilized condition of the soil. (Of course you would have to leave the mats so that the fertilizer would be rich, which means that the farming would go slowly. It might also be that if it rained too much it would spread out the fertilizer, so it might be dependent on the weather. The possibilities are not quite endless, but very numerous.)

There are many ways to make the bosses harder to spawn. I'm not sure it's truly a worthwhile problem, however, given the active bugs in PR and other problems that need to be solved.

-- Bittty

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#12 [en] 

Bosses are challenging (as they should be) but I just think that getting to them should also be challenging (instead of just waiting for the Timer)

Last edited by Muffin (1 decade ago)

#13 [en] 

What players call bosses are actually goo infected specimen of regular animals. The word 'boss' is made up by players as a short-hand. it even refers to different types of those infected creatures depending on which community you ask. So the environmental effect is actually there, it just can't be changed by players (yet). And i really hope that a successful fight against the goo does not reduce boss spawning in the future as it possibly should.

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Casy * Foreign Secretary * Alliance of Honor
Intensive Care Bear

#14 [en] 

Hmmm -- No, I don't think so.

Casy, we know what Goo-infected beasts look like, and they don't look like the bosses (*). The Goo lends a purplish cast to their skin and gives the infected beasts great strength, but their overall well-being is compromised, and materials looted from them are not suitable for crafting (and in some cases have to be handled with special care lest the infection spread).

The Bosses on the other hand are the epitome of good health and the materials we can harvest from them are the best materials there are, indicative of the highest that the type of beast can achieve. This is true even of the Kitin. The Goo is not actually compatible with Atysian life, despite the claims of the Marauders.

-- Bittty
Research Associate of the New Trykoth Council of Scientists.


(*) I don't know if you were around in the (IRL) year prior to the Second Swarming, but there were major incursions of Goo-infected mobs. The Fellows of the NTCS studied them in detail.

Last edited by Bitttymacod (1 decade ago)

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#15 [en] 

Aside from Ginkin of course.. who is an example of a goo infested specimen..

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~minou

High Officer, Spiritus Artificis
Former Officer, High Officer and Leader, Reapers of the Dark

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