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Re: Production: NPC Bosses

Posted: Mon Oct 16, 2006 9:45 pm
by xolghost
sehracii wrote:Regarding NPC AI:

Don't make killing the boss a matter of figuring out how to pull l it away from the minions!
Very simple solution, considering how it is "handled" by the hunters now...
Make the new NPC bosses immune to fear (maybe stun as well for an extra challenge).

Re: Production: NPC Bosses

Posted: Mon Oct 16, 2006 9:59 pm
by sehracii
xolghost wrote:Very simple solution, considering how it is "handled" by the hunters now...
Make the new NPC bosses immune to fear (maybe stun as well for an extra challenge).
That's too limited. You don't know what other tricks people will come up with.

I find it more fool-proof if every attack on the boss aggros the minions wherever they are.


Of course making them fear immune as well is fine by me.

Re: Production: NPC Bosses

Posted: Mon Oct 16, 2006 10:18 pm
by rushin
i wonder if will get Vin, the long lost homin boss of demons lap ;=)

it's a great place for one, perfect for npc ambush as you enter central chamber..

Re: Production: NPC Bosses

Posted: Tue Oct 17, 2006 5:29 am
by thlau
riveit wrote:These all sound like great ideas to me! I hope that the new armor statistics are not better than craftable supreme gear.
Actually I expect it to be somewhat like the ep2 event rewards, and slightly better than the choice npc armors, since it is supreme.
So nothing wrong with that for my taste.

What I like is the idea of the persistent random spawn times. I think that could be a nice proof of concept, so that it in a later step can be added to all the other bosses and prime roots/nexus excellent and supreme mat spots.

Re: Production: NPC Bosses

Posted: Tue Oct 17, 2006 7:49 am
by praha
Please consider a team of 8 to be the optimum group size (unless you plan on increasing the current max size of a team). Varied range of skills (not just nuke nuke, heal heal) lvls in that team of 8 would be nice too. The latest version of Aen was the best yet when considering you need 10 or more players: Master DA, Master OA, 2 toons well versed in range, a ton of heal lvls and a few nuke lvls.

Re: Production: NPC Bosses

Posted: Tue Oct 17, 2006 7:53 am
by totnkopf
Marjo wrote:Feel free to give your opinion here.

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Sounds awesome. I like the fact that you've limited the drops to only pieces, randomized the timers, and randomized the stats. IMO, the armor should retain its ability to have superior stats to crafted, but the randomized armor will make it much harder to get a full suit of it. It the chance of gettin that "phat lewt" is really low, you won't see too many people wearing it at events (like it was pre-Aen revamp). It would also keep crafters in business, but would be a motivator for people to come back and try hitting the boss again.
Would this turn to raid events? no, because they spawn randomly first of all, but also its no different from, say, hitting Madakoo and hoping for eyes to drop. Its also something thats needed for people to look forward to after hitting 250. Piecing together one of each of the suits would take a long while and would provide a goal for many players.

Praha, also brought up a good point in that this last Aen version required a full range of skills. The first Aen was very easy and could be killed with as few as two players. The revamped Aen took a full team and DA, OA, Nuke, Heal, and the various auras that many of the branches give (melee protection, magic and range). Retaining this ability would not only make it harder to kill, but would also encourage people to diversify their skills (instead of everyone doing melee, nuke, heal)

Re: Production: NPC Bosses

Posted: Tue Oct 17, 2006 8:00 am
by praha
In the best interest in the game I would recommend making these instances with lockout timers of say 36-72 hrs. Make the drop rate of "a piece" not 100%. Thus giving players something to do instead of camping a spawn all day. This was a serious factor in Infinity leaving game. Server reboot, boss are killed and nothing to do boss-wise for 72 hrs.

As a matter of fact you could work some RP storyline into this using the Rangers from Silan. "Our Rangers have scouted out the area and we believe we have that traitor Aen (Insert Boss/NPC Boss name nere) cornered in the valley ahead. If you got the courage enter at your own risk." OR something like that. You get the idea.

Re: Production: NPC Bosses

Posted: Tue Oct 17, 2006 8:15 am
by totnkopf
praha wrote:In the best interest in the game I would recommend making these instances with lockout timers of say 36-72 hrs. Make the drop rate of "a piece" not 100%. Thus giving players something to do instead of camping a spawn all day. This was a serious factor in Infinity leaving game. Server reboot, boss are killed and nothing to do boss-wise for 72 hrs.

As a matter of fact you could work some RP storyline into this using the Rangers from Silan. "Our Rangers have scouted out the area and we believe we have that traitor Aen (Insert Boss/NPC Boss name nere) cornered in the valley ahead. If you got the courage enter at your own risk." OR something like that. You get the idea.
aye, this was something else that Praha and the rest of Infinity had talked about. Having them be instanced would not only make it less of a campfest, but would allow everyone a chance at the boss. Make the % for the really good mats on the mob low and you don't have to worry about flooding the market. Having them instanced would also prevent the usual drag mob away from spawn, kill boss mob without the guards. If the instance is small, then theres no where to pull the mob and you HAVE to fight the guards as well as the boss.
It'd be easy to implement with all the ring tech they have in game now. A kitin lair (the holes they always come out of during kitin raids) could be at the regular spawn location. Add a lockout timer so that it prevents people from doing it all day (say a 76 hour timer... something that starts mixing up the times people can do the instance).

Re: Production: NPC Bosses

Posted: Tue Oct 17, 2006 8:17 am
by katriell
praha wrote:As a matter of fact you could work some RP storyline into this using the Rangers from Silan. "Our Rangers have scouted out the area and we believe we have that traitor Aen (Insert Boss/NPC Boss name nere) cornered in the valley ahead. If you got the courage enter at your own risk." OR something like that. You get the idea.
So they're going to have her cornered there forever / for the forseeable future?

Re: Production: NPC Bosses

Posted: Tue Oct 17, 2006 8:21 am
by totnkopf
katriell wrote:So they're going to have her cornered there forever / for the forseeable future?
so having her die and resurect herself 3 days later is ok? or is that Aens twin sister (must be a big family...)?

At least with Prahas version there IS some RP to it IG. As it is now, its a person in heavy armor chilling at a fire in the middle of a desert. RP or not, thats just not common sense. Must get pretty toasty for her