IDEAS FOR RYZOM


uiWebPrevious123uiWebNext

#1 [en] 

All the recent talk on boss camping made me think of these few ideas. Also i'm sorry in advance for technically posting more than 1 idea but they are closely linked.

Different bosses. I believe there used to be other bosses but they were removed? Why not add them back into the game or make new ones? Why not have 250 zones with more than 3 bosses but one boss on a long random spawn time? This will mean new and fun bosses to kill and will also mean a lot of new and interesting recipes and gear than can be crafted. Along the same lines Valcorenoch has been sleeping for far too long. Instead of removing content from the game why not add more? Variety is good.

More boss spawns. If the boss spawn site number were increased to 10+ this would mean the boss can pretty much spawn anywhere within a region. This will make camping bosses harder and increase the chance of finding bosses when doing normal activities in regions.

Randomise things- mix them up. Make the bosses respawn time more random. Put Valcorenoch on a random timer even if its for a long time. Put the kitin invasions on random timers.

Last edited by Virg (1 decade ago)

---


________________________

Guild Leader of Syndicate
________________________



Facebook
Syndicate's Page (Shuriiken here)
A glimpse into Virg's life
Thug life

I belong to the warrior in whom the old ways have joined the new
NB: Void respawn is where you can find the PVP, also willing to give lessons :)

#2 [en] 

+1

Always room for improvement and this would spice things up from the normal mundane way of things. Also like you mentioned, would help solve this issue everyone is having with camping.

---

Sygmus Talao-Fyr

Zoraï Ambassador to the Fyros Empire
Celestaï Mik'ito
Kitin College Representative

#3 [en] 

+1

If will be more boss spawns and random time the camping will be stop. Increase to 10+ the places of bosses spawn..pretty cool..if a player will camp in that map will be too hard to find the boss (including the random time).

---

'On Ryzom, PvP is at all times consentual. Activating your PvP tag, entering a PvP zone or engaging in an outpost battle implies that you accept the consequences. To put it another way, if you don't want to take part in PvP action, then do not activate your tag or go into PvP zones.' - Code of Conduct

#4 [en] 

+1

---

#5 [en] 

I am in favor any improvements which make it harder for guilds to poach and kill steal.

Rollocks
fka Rollocks the Corrupted

*Edited to remove specific names. Kill Steal is forbidden according to CoC, please report cases like this to support and make sure to document it using screenshots.
GM Tiximei


I've reported kill steals and poaching in the past and nothing was done. And given recent events, I fear submitting a screenshot would be considered harassment.

Edited 2 times | Last edited by Rollocks (1 decade ago) | Reason: to comment on Tiximei comment

---


Disclaimer: Any resemblance between the characters in this post/thread and any homins, living or dead, is a miracle.* The characters in this post/thread are fictitious. Any homin resembling them is better off dead**
*You Nazty Spy
**I'll Never Heil Again

#6 [en] 

/agree

More random spawns means a fairer distribution of resources.

---

Sassafras


#7 [de] 

I would like to make a few comments.

1. It would be good to hold camping flame wars out of the discussion of the idea. I still fail to see that there are real camping issues at the moment concerning bosses. And bosses already are random: they are spawning at 3 places during a period of 36 to 96 hours. Covering that by holding 3 spots under siege is costly, and every other scheme would also depend on spawn locations which are not available in arbitrary numbers, not to speak of the effort to change the spawn scheme, along with testing and debugging. To me it seems widely a fixing of the unbroken.

2. Some new bosses would be great, I would love a lvl 270 kincherkoo entering the game. Others may be thought of.
But again, mind the numbers of bosses already spawning, on average every 2 days ca. There are 25 of the highest of them with an average loot of 64, meaning that there are 24,000 looted sup mats per month from 270 bosses (roughly the same from the 220 ones). Compare that to harvested sup mats q250: 300 from supernodes and 300 from the 4 regions, twice a month, for 10 material categories, making 12,000 sup mats per month. Given the active player base I fail to see a shortage of superior materials, especially looted ones. The missing bosses may be a balance issue.

Still I think we do need new regions, and then of course with new challenges, including bosses. I know that this is a more challenging task than just adding further mobs in an already crowded area.

Last edited by Daomei (1 decade ago)

---

Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#8 [en] 

Daomei (atys)
I would like to make a few comments.

1. It would be good to hold camping flame wars out of the discussion of the idea. I still fail to see that there are real camping issues at the moment concerning bosses. And bosses already are random: they are spawning at 3 places during a period of 36 to 96 hours. Covering that by holding 3 spots under siege is costly, and every other scheme would also depend on spawn locations which are not available in arbitrary numbers, not to speak of the effort to change the spawn scheme, along with testing and debugging. To me it seems widely a fixing of the unbroken.
.

Campers cost nothing, other than the time it takes to trek them to the camping spot. 3 campers per boss very easy to do, and is being done routinely by the "camping guilds."


Rollocks
Guardian of the Camping Flame
Master Camper

---


Disclaimer: Any resemblance between the characters in this post/thread and any homins, living or dead, is a miracle.* The characters in this post/thread are fictitious. Any homin resembling them is better off dead**
*You Nazty Spy
**I'll Never Heil Again

#9 [en] 

Daomei (atys)
And bosses already are random: they are spawning at 3 places during a period of 36 to 96 hours.

Sorry, but I keep hearing different numbers for bosses, latest "info" was ~72 hours. Is there anything official (i.e. patch notes) that confirms the quoted interval?

---

#10 [en] 

Daomei camping bosses is not costly for many people. Just because it may be for you doesn't mean it isn't for others. You won't understand the bigger picture till you actually look at it rather than just relate everything back to yourself. There is also more than just alt camping I am against. Some guilds for example use an application to work out when a boss should spawn. They can then check that boss regularly during this spawning time.

As for disturbing the "balance" of sup mats. I would like to know how you came to know there is a balance? Do you know every guilds inventory? I know many guilds who don't have the sup mats they need to make many items that other guilds simply use for grinding levels. Increase boss spawns, randomizing boss spawning times makes it a much more even playing field in terms of finding bosses which could benefit guilds who don't have a lot of sup gear.

---


________________________

Guild Leader of Syndicate
________________________



Facebook
Syndicate's Page (Shuriiken here)
A glimpse into Virg's life
Thug life

I belong to the warrior in whom the old ways have joined the new
NB: Void respawn is where you can find the PVP, also willing to give lessons :)

#11 [de] 

Mjollren (atys)
Daomei (atys)
And bosses already are random: they are spawning at 3 places during a period of 36 to 96 hours.
Sorry, but I keep hearing different numbers for bosses, latest "info" was ~72 hours. Is there anything official (i.e. patch notes) that confirms the quoted interval?

Nothing official, just observation and measurement by different players and guilds. The algorithm and parameters of boss spawning are not disclosed by the devs as far as I know, but I already found a respawn after 1,5 days, and I am sure that every boss will be back after 4 days. Btw, a 3 days average would cut the monthly mat balance to 16,000 instead of 24,000 - still more than that of harvested mat.

One additional comment: at least for the PR regions, one could let the bosses spawn in all fitting regions, e.g. Madakoo in Wasteland as well as US, or Gubakoo also in EF or ToT. That would make looking out for a certain boss still harder. Would work for PR only in 250 regions, though.

Virg (atys)
Some guilds for example use an application to work out when a boss should spawn. They can then check that boss regularly during this spawning time.

The only "application" that can be used for this purpose is called calendar. When I know about the last demise of a boss I am aware that it will respawn within a period of 36 + random (0..60) hours, as far as I know (see above). To program that is trivial, and there is no reasonable way to know about from outside.

Edited 5 times | Last edited by Daomei (1 decade ago)

---

Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#12 [de] 

First of all a "small" math correction:
Daomei (atys)
[...]
But again, mind the numbers of bosses already spawning, on average every 2 days ca. There are 25 of the highest of them with an average loot of 64 -> 60, meaning that there are 24,000 -> 22,500 looted sup mats per month from 270 bosses (roughly the same from the 220 ones). Compare that to harvested sup mats q250: 300 from supernodes and 300 from each of the 4 regions, twice a month, for 10 material categories, making 12,000 -> 30,000 sup mats per month. [...]

But that's not the point i want to make... this is the idea thread after all.

My idea, building on what Karu suggested, is the return of death/destroyer/... mobs in the function of boss placeholders:

5-10 of these semi bosses could be added to every region. They can be killed and respawn after a short time... 5-30 min. Every time one of these semi bosses is killed the server will check if a real boss is due. If it is it will spawn where the semi boss was killed. It should have a loot bias towards the team that has loot rights on the semi boss.

Added: The boss will despawn after 30min if it is not engaged (prevents lunatics from popping vorkoo on the enemy teleporter *evil grin*)

This would make camping and scouting as it is obsolete. Scouting would change to a two people activity, killing these semi bosses.

Last edited by Casy (1 decade ago)

---

Casy * Foreign Secretary * Alliance of Honor
Intensive Care Bear

#13 [en] 

Different Bosses - Can't really comment as I don't know all the current bosses in-game. Plus doubt I'd remember all the old ones anyway, especially their names.

More boss spawns - Not sure that would be a good idea, as it'll just mean more mats in circulation.

Randomise things - Probably the best starting point.



But any change will need reviewing at some point as it may require further tweaking.

#14 [en] 

More boss spawns means that a boss can spawn in different places, not spawn more frequently. I would like to see what campers do when faced with 10+ spots. Even if they do still camp at least it will take them a lot longer to get all their alts online.

---


________________________

Guild Leader of Syndicate
________________________



Facebook
Syndicate's Page (Shuriiken here)
A glimpse into Virg's life
Thug life

I belong to the warrior in whom the old ways have joined the new
NB: Void respawn is where you can find the PVP, also willing to give lessons :)

#15 [en] 

Virg (atys)
More boss spawns means that a boss can spawn in different places, not spawn more frequently. I would like to see what campers do when faced with 10+ spots. Even if they do still camp at least it will take them a lot longer to get all their alts online.

Ok, in that case, that's fine :)
uiWebPrevious123uiWebNext
 

This topic is locked

Last visit Wednesday, 27 November 08:47:01 UTC
P_:G_:PLAYER

powered by ryzom-api