IDEAS FOR RYZOM


Bosses

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.
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