KEY/Note: a "*"next to a word means that an idea I reference is part of another probably more important suggestion I've yet to post or else I would link to it here.
A while back I noticed that players/guilds who are feuding begin to agitate and exploit each other by plundering each other cities during World Boss. I want WT to curb and yet capitalize on that kind of treachery exploit to improve the gaming experience here.
I also don't like being unable to load into World boss before its struck down in less than 4 minutes. I'm thinking this mostly happens on older servers like mine where most players are lvl 80.
One obvious solution is having multitude of simultaneous world bosses and players must progress through them in an order based on their lvl/br or can choose which one best matches their BR, form a party and attack it -this would be as seen in the game Great Pirate(aka Tidal something or other)
Problem: World bosses too weak for veteran servers
Solution:
World Bosses that evolve with the servers
average weekly total server BR rating makes them grow stronger or weaker as the server population is refined.
Funner Solution:
ALL OUT monster attacks during,before,and after the times of
World Boss arrival to compensate rewards for players who don't make it to the main World
Boss battle or often need to do other stuff instead.
Description: A rampaging World Boss
attacking a common area like cloud city..though I think there should be other common areas like at least one CAPITAL for each provincial region in the continent of Balenor(btw I don't know what "Gaia's content" is but I prefer Balenor its much more original.) NORMALLY these capitals should be for players living in the same realm to unwind, socialize and participate local tournaments, customs, and monthly holiday event festivals etc. But during WB the Wilds Bosses converge and attack these capitals. Players can still form parties to vanquish them but it takes place in the streets of the city and they move toward a goal like "The Regent's Keep"* which I will discuss at a later date because it deals with a more important suggestion post I'm working on now.
1st the World boss attacks Cloud City, rampaging around like Godzilla.
Players can chase it around to attack or even if minding their own business it might corner them and offer them a fight(they can opt to flee instead and get no rewards for fighting.)
Angels are working it over the whole time from the clouds so when it gets too weak it falls to Balenor landing randomly in one place that players must migrate their hero to where it falls to continue fighting it using a map like the one for Magic Inn/great Card hunt to chase it down..when it is finally too weak or time runs out,that means it is all but defeated and flees to its lair. At this point the current World Boss battle begins that we are already familiar with. Players may then of course challenge it from the normal World Boss notification [I assuming the story is that: These lairs are accessible through some side passage in the Forgotten Catacombs which as we know can be entered from almost any dark corner of Balenor.
Meanwhile as this is happening (to discourage rogue World Boss event backstab plunderers) something terrible happens in "The Wilds". Any remaining wilds bosses and monsters hiding there activate and go on the offensive! Attacking players and Eudaemon squads* caught roaming around in the Wilds. Players usually team up to fight them so I'm assuming they're fairly tough to solo.(I wouldn't know because I've been in Twilight Sands for over a year.) So any player in Wilds during that time probably best be in a party.
After the 1st world Boss Rampage ends and is cast down from Cloud City,while players are hunting the World Boss on the card hunt style map, any surviving Wild Bosses migrate and converge on the capital cities of these "Realms" of Balenor: Erendel, Murken Forest, Fetid Swamp etc. They proceed to copycat their Boss with their own Kaiju rampages in those normally peaceful common places.
Also during the entire World Boss battle, some monsters randomly invade players' customized city instances* they won't do much more than camp there at the Siege/plunder control points and randomly drop troops of fun easy to kill vermin and cattle thief monsters into players' farmsteads(yes bring back the instance/hamlet version of the farms please, don't move backward in updates. These invaders will wait for a long time to be cleared out by the owners or visiting friends but will eventually steal some crops if any, and if no-one comes at all, they'll get bold enough to maybe take a livestock also. The player invasion monsters are really just a solo boss and some normal monsters delivered to players' territory as a bone thrown to those who are just too busy to do any of the other boss fights but need comparable rewards.
These invaders also serve the extra purpose of keeping would-be-plunderers busy, making sure their own city is clear (they'll attack any Eudaemon squads* and DO also degrade any siege/plunder battle defenses left in stage 1 after a while) and making sure their farm is not being infested with varmints.
If players simply must invade another players city during WB events they wont be able to progress through the siege/plunder instances until these monsters are cleared out of the gates/control points, and they can't do so quietly the system will announce any invasions to the defender player if online.
Basically...with a camping Boss and monsters at stage 1 invasion checkpoints(they don't besiege the castle),
a second "siege battle" stage with full strength defenses that aren't affected by monster invasions,
The optional farmstead/hamlet instance attack that allows players to invade and steal from anyone's farm,
and lastly the existing-but background should be set in a throne room- automatic pvp duel after all that,
means it will take more time and troops to plunder/besiege a player city during a world boss event and they wont be able to do it so quietly. I do think this siege battle should become unnecessary after the first time the attacker completes it in any given weeks time, reverting back to normal plunder duel if they attack again after winning..but I'll explain how and why the initial city plunder attempts should be a 2-3 stage customizable persistent instance ["persistence" if you will] in a separate suggestion on this forum.
Thanks to everyone who reads this far.
A while back I noticed that players/guilds who are feuding begin to agitate and exploit each other by plundering each other cities during World Boss. I want WT to curb and yet capitalize on that kind of treachery exploit to improve the gaming experience here.
I also don't like being unable to load into World boss before its struck down in less than 4 minutes. I'm thinking this mostly happens on older servers like mine where most players are lvl 80.
One obvious solution is having multitude of simultaneous world bosses and players must progress through them in an order based on their lvl/br or can choose which one best matches their BR, form a party and attack it -this would be as seen in the game Great Pirate(aka Tidal something or other)
Problem: World bosses too weak for veteran servers
Solution:
World Bosses that evolve with the servers
average weekly total server BR rating makes them grow stronger or weaker as the server population is refined.
Funner Solution:
ALL OUT monster attacks during,before,and after the times of
World Boss arrival to compensate rewards for players who don't make it to the main World
Boss battle or often need to do other stuff instead.
Description: A rampaging World Boss
attacking a common area like cloud city..though I think there should be other common areas like at least one CAPITAL for each provincial region in the continent of Balenor(btw I don't know what "Gaia's content" is but I prefer Balenor its much more original.) NORMALLY these capitals should be for players living in the same realm to unwind, socialize and participate local tournaments, customs, and monthly holiday event festivals etc. But during WB the Wilds Bosses converge and attack these capitals. Players can still form parties to vanquish them but it takes place in the streets of the city and they move toward a goal like "The Regent's Keep"* which I will discuss at a later date because it deals with a more important suggestion post I'm working on now.
1st the World boss attacks Cloud City, rampaging around like Godzilla.
Players can chase it around to attack or even if minding their own business it might corner them and offer them a fight(they can opt to flee instead and get no rewards for fighting.)
Angels are working it over the whole time from the clouds so when it gets too weak it falls to Balenor landing randomly in one place that players must migrate their hero to where it falls to continue fighting it using a map like the one for Magic Inn/great Card hunt to chase it down..when it is finally too weak or time runs out,that means it is all but defeated and flees to its lair. At this point the current World Boss battle begins that we are already familiar with. Players may then of course challenge it from the normal World Boss notification [I assuming the story is that: These lairs are accessible through some side passage in the Forgotten Catacombs which as we know can be entered from almost any dark corner of Balenor.
Meanwhile as this is happening (to discourage rogue World Boss event backstab plunderers) something terrible happens in "The Wilds". Any remaining wilds bosses and monsters hiding there activate and go on the offensive! Attacking players and Eudaemon squads* caught roaming around in the Wilds. Players usually team up to fight them so I'm assuming they're fairly tough to solo.(I wouldn't know because I've been in Twilight Sands for over a year.) So any player in Wilds during that time probably best be in a party.
After the 1st world Boss Rampage ends and is cast down from Cloud City,while players are hunting the World Boss on the card hunt style map, any surviving Wild Bosses migrate and converge on the capital cities of these "Realms" of Balenor: Erendel, Murken Forest, Fetid Swamp etc. They proceed to copycat their Boss with their own Kaiju rampages in those normally peaceful common places.
Also during the entire World Boss battle, some monsters randomly invade players' customized city instances* they won't do much more than camp there at the Siege/plunder control points and randomly drop troops of fun easy to kill vermin and cattle thief monsters into players' farmsteads(yes bring back the instance/hamlet version of the farms please, don't move backward in updates. These invaders will wait for a long time to be cleared out by the owners or visiting friends but will eventually steal some crops if any, and if no-one comes at all, they'll get bold enough to maybe take a livestock also. The player invasion monsters are really just a solo boss and some normal monsters delivered to players' territory as a bone thrown to those who are just too busy to do any of the other boss fights but need comparable rewards.
These invaders also serve the extra purpose of keeping would-be-plunderers busy, making sure their own city is clear (they'll attack any Eudaemon squads* and DO also degrade any siege/plunder battle defenses left in stage 1 after a while) and making sure their farm is not being infested with varmints.
If players simply must invade another players city during WB events they wont be able to progress through the siege/plunder instances until these monsters are cleared out of the gates/control points, and they can't do so quietly the system will announce any invasions to the defender player if online.
Basically...with a camping Boss and monsters at stage 1 invasion checkpoints(they don't besiege the castle),
a second "siege battle" stage with full strength defenses that aren't affected by monster invasions,
The optional farmstead/hamlet instance attack that allows players to invade and steal from anyone's farm,
and lastly the existing-but background should be set in a throne room- automatic pvp duel after all that,
means it will take more time and troops to plunder/besiege a player city during a world boss event and they wont be able to do it so quietly. I do think this siege battle should become unnecessary after the first time the attacker completes it in any given weeks time, reverting back to normal plunder duel if they attack again after winning..but I'll explain how and why the initial city plunder attempts should be a 2-3 stage customizable persistent instance ["persistence" if you will] in a separate suggestion on this forum.
Thanks to everyone who reads this far.
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