Boss Suggestion

Stuff you would like to see in the world of Eliatopia.
TensCowboy
Posts:49
Joined:Sat Feb 01, 2020 10:52 am
Re: Boss Suggestion

Post by TensCowboy » Sat Oct 03, 2020 4:50 pm

Flashlight237 wrote:
Mon Sep 07, 2020 10:51 pm
This I definitely agree with.

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I personally wouldn't call 10 seconds at Lumbercore "insane" by normal gameplay standards (it's really a smidge faster than Dumtilians, which have 15-second spawn intervals), as I've seen faster in HH and from Ground Spitters before the fix, but the boss mob spawns are definitely ridiculous compared to other bosses that had a mob-spawning mechanic. Removing loot rewards from the mobs will definitely prevent the mob spawn rates from being exploited, but if there has to be a reward for killing mobs in the boss area (not that we'd want there to be one), then let me put it this way: Coins and loot should still be removed, that's for sure, but chopping EXP rewards to 1/5 normal EXP at most would suffice.

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I would like to see your inspiration behind the Private Loot idea, because the only game I can think of with that mechanic or something similar is an idle game called "Cosmos Quest," which nobody really liked despite actually getting boss damage-tracking right. I will say that you are definitely right when you said boss healing shouldn't count towards boss EXP rewards.

Hmm, come to think of it, HH did an overly-simplified version of the same loot system: using a player damage-checking system to see who gets the loot. I did say "overly-simplified" because it's literally "most damage wins."

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Funny you'd mention Boss Loot; I actually had the idea of boss-specific loot before you did. I definitely like your version of the idea better than my version. Hmm... But how to execute it, though..? I would say that the three categories of loot stated would best be divided into slots myself. Following through with your idea, it would go like this:

MVP Item: Automatically placed into the inventory of the MVP in question; no map drops.
Guaranteed Slot 1: 100% chance of an item in the "Guaranteed" list. Game starts guaranteed item check here.
Guaranteed Slot 2: 25% chance of either an item in the "Guaranteed" list or nothing. Game stops guaranteed item check here if nothing happens.
Guaranteed Slot 3: 25% chance of either an item in the "Guaranteed" list or nothing. Game stops guaranteed item check here.
Random Item: Functions just like the normal loot system. Map drops allowed.

Bosses are supposed to be difficult, yes, but unfortunately that's not the case with these guys. Where its at right now, the Ooze Horror would swiftly get neutered by players with Kriss-Vectors, and that's bearing in mind that bosses in Eliatopia were intended to be raid bosses to be fought against by at least a group of three. Ooze Horror and Lumbercore would definitely benefit from having their HP tripled and doubled respectively. Doubled for Lumbercore because I would think he's more of a mid-boss than a boss. I say that because the Ooze Horror actually had story built around him (in fact, I think you were supposed to be required to kill Ooze Horror before being allowed access westward) while Lumbercore just... exists.

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Adding in my own two cents, I would imagine the most valuable items going to MVP. For example, I would imagine the Wood Gem Staff being the MVP item for Lumbercore. Guaranteed items? I would think small stuff like the P1 runes you brought up. That and one idea I had for Moonchyllus is a guaranteed Cleric's Cross drop. The random items can be whatever. But yeah, there's that.
fella do you need to write an essay over every small suggestion

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