Hi, uufortunatelly this thread is waaay to long to read the whole thing. But I did read the first 10 or so posts and here's my input:
Rewards
- No fixed loot. This is very deterimental to the gameplay, as many have already explained. Top players will not ever repeat the fight if once they got the loot.
- Random loot with high value in reprocessing. Rare crafting ingredients, obtainable only by trade or winning vs the boss. Look at "Frozen Core" from WOW:WOTLK. You couldn't get it anywhere but by killing a boss or buying it from other players.
Rewards
- No fixed loot. This is very deterimental to the gameplay, as many have already explained. Top players will not ever repeat the fight if once they got the loot.
- Random loot with high value in reprocessing. Rare crafting ingredients, obtainable only by trade or winning vs the boss. Look at "Frozen Core" from WOW:WOTLK. You couldn't get it anywhere but by killing a boss or buying it from other players.
Boss locations
- Instances kill it for me. Instances are passe. Instances defy the whole "open-world" idea.
FF had a decent idea for open world bosses and I stand behind it. The issue with FF bosses was that they were "stupid", but that's a different topic. Someone above mentioned that if a boss spawns/comes into the main area of a city players should be terrified. If they are not then there's something wrong with design. I absolutely agree. In fact, I experienced something like that in FF. A melding tornado liked to spawn very close to Sunken Harbour. Now, when you are low lvl with "white" gear - a nado right next to your re-spawn point is a horror. At least in the old times. This is how the bosses in EM8ER should be. They should be allowed to "wander into" or teleport into an allied (presumably safe) city. This is exactly the event we want and need. All should panic and take part in defeating it, otherwise we lose the city.
FF had a decent idea for open world bosses and I stand behind it. The issue with FF bosses was that they were "stupid", but that's a different topic. Someone above mentioned that if a boss spawns/comes into the main area of a city players should be terrified. If they are not then there's something wrong with design. I absolutely agree. In fact, I experienced something like that in FF. A melding tornado liked to spawn very close to Sunken Harbour. Now, when you are low lvl with "white" gear - a nado right next to your re-spawn point is a horror. At least in the old times. This is how the bosses in EM8ER should be. They should be allowed to "wander into" or teleport into an allied (presumably safe) city. This is exactly the event we want and need. All should panic and take part in defeating it, otherwise we lose the city.
Boss AI
- Technically it is impossible to make the bosses behave like in DS. This is a Massively Multiplayer Real-Time Action game. How do you imagine synchronizing boss movements with your "dodges"? Ever heard of latency, bandwidth, packet loss?
- Instead, the idea with "fighting stages" where we need to destroy his armor or weapons before we can start hurting it seems much more reasonable.
- Erratic and Chaotic. This is the key - the boss must be totally unpredictable. Have you ever played Dont Starve? Seen how to fight a Deerclops? More or less "walk to it, walk back, wait one attack, walk to it, hit x3, walk back, wait aoe, repeat". This may work for Dont Starve, but would be ultra boring for an Action game. The boss should have a ton of possible attacks, some very rare, some very strong. And basing on some pRNG it should fire them periodically but without any obvious pattern. This would make every fight participant stay on their toes.
Let me know what you think
- Instead, the idea with "fighting stages" where we need to destroy his armor or weapons before we can start hurting it seems much more reasonable.
- Erratic and Chaotic. This is the key - the boss must be totally unpredictable. Have you ever played Dont Starve? Seen how to fight a Deerclops? More or less "walk to it, walk back, wait one attack, walk to it, hit x3, walk back, wait aoe, repeat". This may work for Dont Starve, but would be ultra boring for an Action game. The boss should have a ton of possible attacks, some very rare, some very strong. And basing on some pRNG it should fire them periodically but without any obvious pattern. This would make every fight participant stay on their toes.
Let me know what you think
There's perhaps the biggest hint, Grummz: don't give bosses massive attacks that lock them into helpless animations for 3-5 seconds at a time. This basically pigeonholes them as single player encounters, which are EASILY made obsolete by even just one additional player. Keep them short and sweet; give their attacks some snap so they feel vicious and tenacious, not "ohhhhh look out, I'm gonna lift up my foot and stomp ya! I'm liftin' up my foot! My foot's in the air! I'm gonna stomp ya! I'm STOMPIN Y--oh. You moved. Sadface..." It's not challenging (for long,) it's not exciting (after the first time,) and it's not even appropriate to a real fight (unless the boss REALLY. IS. THAT. FREAKING. BIG.)
I also don't think bosses need to be totally erratic; there should be some method to their madness, especially since they do have a goal. They simply need programming that gives them actual assessment and decision-making skills, rather than a clumsy assortment of massive, instant-kill AOEs on a timed pattern that even the dullest of observers could work out after a single rotation. As long as bosses aren't that primitive, there's a good chance they'll be a lot of fun.