Game bosses

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dakhound
Posts: 1768
Joined: Fri Jan 07, 2005 5:40 pm

Re: Game bosses

Post by dakhound »

imo wandering bosses with 100m aggro range and 15 minions (cant be seperated) would be my idea of fun ......... kitin patrol style but more deadly

of and make them pop once a day

edit - aggro ones only ofc

herbs think of something else
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maccer16
Posts: 455
Joined: Fri Dec 31, 2004 5:03 pm

Re: Game bosses

Post by maccer16 »

whats the point in boss`s having gaurds if they do jackall can run in taunt the boss on nearly every boss and your away easy as pie

revamp boss`s and make all boss gaurd aggro and make sure the gaurds defend the boss`s
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eriu3
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Joined: Thu Jul 13, 2006 3:31 am

Re: Game bosses

Post by eriu3 »

maccer16 wrote:whats the point in boss`s having gaurds if they do jackall can run in taunt the boss on nearly every boss and your away easy as pie

revamp boss`s and make all boss gaurd aggro and make sure the gaurds defend the boss`s

agree, plants are cool in this respect, i seem to remember Fraketh having minions charge the attackers as some interval of the fight, this adds excitment, a number of triggers could be added to the fights like this and have a probability chance of happening...

right now we know it takes 6 for kinkoo, 5 for vorkoo, 3 for plodekya etc, why not add these randomisers so that it may take 7 for plod, 9 for madakoo, make it a bit exciting hehe, cant rember when a boss wiped a team last. Right now you may as well give them the HP of a yubo, whoever finds it kills it
sidusar
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Joined: Tue Dec 21, 2004 4:38 am

Re: Game bosses

Post by sidusar »

Yeah, it's gotten to the point that we sometimes pull minions on purpose during the fight to keep it interesting. :p
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chibiarc
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Re: Game bosses

Post by chibiarc »

I found Bodokin to be up pretty often :p Nothing to complain here ;)
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wardone
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Re: Game bosses

Post by wardone »

maccer16 wrote:whats the point in boss`s having gaurds if they do jackall can run in taunt the boss on nearly every boss and your away easy as pie

revamp boss`s and make all boss gaurd aggro and make sure the gaurds defend the boss`s

gotta aggree there guards always felt pretty pointless
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maccer16
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Re: Game bosses

Post by maccer16 »

need more effort when killing boss`s as most boss`s can be killed with 3 people a. tanker nuke/healer nuke/healer
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arfindel
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Joined: Sun Nov 06, 2005 8:14 am

Re: Game bosses

Post by arfindel »

in some can skip the tank if you have afflictionist-nuker

can make bosses as a sequence of fights that have to follow a certain order and certain skills to keep it an interesting fight where very different skills should be employed.
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motan
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Joined: Fri Nov 04, 2005 11:20 am

Re: Game bosses

Post by motan »

I understand that some enjoy the challenge of using a clock and feel satisfaction when they succeed... but for the rest of us it feels somewhat lame.

It would be great if at least some bosses would spawn randomly... and if the guards would defend their master.
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kay22626
Posts: 92
Joined: Sat Aug 12, 2006 5:30 pm

Re: Game bosses

Post by kay22626 »

Random locations sounds nice but very tricky, random timers sounds like a great idea, but regardless, as Ryzom gets more populated, boss sightings will get more rare.
The boss difficulty issue is interesting too. As players get better and better at playing the game, they will want more difficult content. The answer to this is not make the present content more difficult, but to add new more difficult content. There should be bosses for all skill levels (more or less) not only for top levels. This game really needs new content, *fingers crossed.
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