-more mobs usable in encounters
-multi group PvP content design
-group content, and possibly dual group and 4 group scaling..
-scripting engine to script your own bossfights
-voice acting for quests
apocrs1980Member, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
edited April 2013
Ability to turn any customized mob in to a BOSS by checking a boss button, giving that mob a larger scale and a drop down of telegraphed abilities to choose from with the large health bar... this would be amazing.
oh and worth while loot for the people who ran the content.
[SIGPIC][/SIGPIC]
The Cragsteep Crypt - BETA Ravenloft Look for@Apocrs1980 or visit the main page here or Ravenloft here
Let's keep this discussion about bosses going...
What does bosses, bosses and bosses bosses mean to you?
Depending on what it means has a huge bearing on what it means to be implemented.
Does Bosses mean tough mobs, HP buckets, things only 5+ players can take on?
Does it mean something scary like, full scripting and custom everything?
Let me say that I like the idea of bosses but i like the defined version of bosses a lot more!
mokomiiMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited April 2013
In my own opinion, A boss is a harder encounter, not only a big monster.
A boss can be a gauntlet, Keeping someone alive, preventing someone from achieving something, persuasion, etc. The mobs between bosses can be difficult, but a boss is a stepping stone.
Edit: Another thing, changing the numbers is a lazy mans way of making an encounter harder. In my DnD games, HP is a mistake buffer.
I would like a set of abilities one could use to choose from to give to a certain boss type. Have those abilities tied to a specific room choice if need be. Allow us to apply costumes normally to bosses as with other encounters. Give bosses the traditional appear/disappear options as well. Allow for texture variations of rooms bosses need to be put in based on the abilities selected they could use. Abilities don't just have to be specific attacks, but could be HP buckets, resistant to certain types of attacks, etc.
0
apocrs1980Member, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
Let's keep this discussion about bosses going...
What does bosses, bosses and bosses bosses mean to you?
Depending on what it means has a huge bearing on what it means to be implemented.
Does Bosses mean tough mobs, HP buckets, things only 5+ players can take on?
Does it mean something scary like, full scripting and custom everything?
Let me say that I like the idea of bosses but i like the defined version of bosses a lot more!
Here is my vision of a Boss
A tough HP bucket that is larger than normal mobs (in most cases) and has a drop down menu of unique abilities what we can assign, weather that be at 75% /50%/25% life summon adds or gain a new ability or change ability... something that only 5 players can take on.
It should be a separate challenge all on it's own.
Nothing is better than having a Big baddie that has it's own unique mechanics for people to figure out how to bring them down and celebrate when they do.
Also since this is a 5 man encounter and only a 5 man group can bring it down... you could limit the fight to 1 per map on the budget and then have it drop blue loot since the fight would not be a walk in the park.
This thing does not need to be scripted to the environment it can behave in the exact same way the normal mobs do, basically we can take Any costume/actor and create a boss encounter out of them. I submit the broodmother costume for example.
It's a big costume and a large collision box but still navigates fine in the environment I built for her.
( you gotta admit Robobo we wasted that spider in milliseconds it's anti-climatic lol)
I would just like to take the Broodmother a step further and hit a tool tip check box that says BOSS and when I check it...BAM!! She now has a large HP bucket and a drop down that has all the telegraphed abilities in game, now I can assign a few of those abilities to my new boss creation similar in the way I assign backdrops to a map.
In addition, there is a "When HP" tool tip that I can assign to those abilities.
I want that broodmother to ROAR and the entire area quake... should scare the adventurers out of their boots.
[SIGPIC][/SIGPIC]
The Cragsteep Crypt - BETA Ravenloft Look for@Apocrs1980 or visit the main page here or Ravenloft here
0
mokomiiMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
I would like a set of abilities one could use to choose from to give to a certain boss type. Have those abilities tied to a specific room choice if need be. Allow us to apply costumes normally to bosses as with other encounters. Give bosses the traditional appear/disappear options as well. Allow for texture variations of rooms bosses need to be put in based on the abilities selected they could use. Abilities don't just have to be specific attacks, but could be HP buckets, resistant to certain types of attacks, etc.
I would be extremely excited if we were given the option to adjust what abilities they had, how much damage each ability does, etc, Or even a list of abilities, buffs, debuffs, passives, etc.
I'm currently making a script for a foundry, but I'm working around with what I have. I wanted to have undead and kobolds fighting over land. Having a giant ungodly undead fighting off the kobolds, but the fight starts with the giant undead at 25% (as in the kobolds can't damage him under 25%). Have other undead rush in bring debuffs for the living and buffs for the dead, meanwhile the Kobolds bring buffs for the living and debuffs for the dead. You are living, but everyone wants you dead.
Fighting rat men while their boss(literal sense this whole thing is a boss fight!) is coming to aid his men. The more mobs you kill before he arrives the easier he will be.
A boss is someone that sits there while his goons fight you. He usually barks out orders and sits behind a desks!
Oh different boss lol
I believe boss fights depend on the story. I will list your normal average dungeon and how I would excpect bosses.
1. little bosses leading to the main bosses are dumb brutes. Lots of HP, Tank Spank! Maybe couple tricks.
2. Bossess closer to the main boss, his/her elite guards. A lot brighter very good combat, or special attacks.
3. The main boss, Tuff encounter. Now lets look at another outlook! A story of a goblin. A small goblin with one arm happens to become a leader of golems.. well if you clear out the golems, I bet the one armed goblin going to be a cake walk.
I do enjoy a easy end boss sometimes... When the road to em has seemed almost imposible then you realize it some darn gnome incharge of everything. So you give em a big dwarven boot!
My look on bosses they can be all kinds of different shapes/sizes and difficulty
Boss:: 1; unique npc that has the life and damage abilities that would take a 5-man team with average or better gear, average or better tactic,a solid 3+ full mins of combat to defeat with a 90% chance of success.( Yes there should always be the thrill of a chance to lose)
2: unique npc that has the life and damage abilities that would take a 3-man team with average or better gear, average or better tactic,a solid 5+ full mins of combat to defeat with a 50% chance of success.( to give example of what difficulty is on average)
3: Gear drops should NOT be better then same level official dungeons.
4; 1-2 players NO matter the gear. NO matter the tactics should have 0% chance to win a Boss.
ELITE;; 1 NPC that is about 20-25% of the strength of a Boss npc in all ways.
As I understand it right now foundrys strongest encounter is about 15% of a "boss" npc at its best.( this of course is a guess in general but ive seen near every video made on it and ive done a dozen+ foundry runs.)
I would like to be able to keep character related flags across quest in a campaign to be able to make choices carry over (other than with quest item. Thinking more akin faction).
Enable to have repeatable quests as quest hub for campaigns to host your own quest hub (Let's check Ulyxos' tavern if they have anything new to offer me) or even to provide player made player housing.
To provide tie-in between foundry and zen/AD/AH market to permit marketing of player made housing/menagerie as well as creation of vanity items unique to foundry merchants.
Would be great to be able to share quest instances all players on a specific quest, could set up Weekly Brawls in the slums or have players compete over objectives.
Enable "mini-game" type quest. Game of three dragon ante at the inn.
Have quest that can have continuous reward mode (example : you have a quest to hold out the monster comming through a gate and push them back but the monsters keep comming until you push them back and close the gate. The full objective is not attainable realistically under 5 man, but with fewer player you can hold on until you get relief from guards. You get reward depending on how long you held out before calling in reinforcements.)
0
mokomiiMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
I would like to be able to keep character related flags across quest in a campaign to be able to make choices carry over (other than with quest item. Thinking more akin faction).
Enable to have repeatable quests as quest hub for campaigns to host your own quest hub (Let's check Ulyxos' tavern if they have anything new to offer me) or even to provide player made player housing.
To provide tie-in between foundry and zen/AD/AH market to permit marketing of player made housing/menagerie as well as creation of vanity items unique to foundry merchants.
Would be great to be able to share quest instances all players on a specific quest, could set up Weekly Brawls in the slums or have players compete over objectives.
Enable "mini-game" type quest. Game of three dragon ante at the inn.
Have quest that can have continuous reward mode (example : you have a quest to hold out the monster comming through a gate and push them back but the monsters keep comming until you push them back and close the gate. The full objective is not attainable realistically under 5 man, but with fewer player you can hold on until you get relief from guards. You get reward depending on how long you held out before calling in reinforcements.)
I was with you on the first part. I don't know how extreme I can do with the scripts yet. Nor if you can even do scripts. I would love to actually build blackjack and place it somewhere, instead of always getting dealt the same hand, or fighting the same people if someone makes an arena type quest.
I'm not exactly on board with quest hubs. Don't get me wrong I would love the player housing, personal markets. That would probably be on a different plan more than a foundry. I would, however, love sharing quest instances with all players. Use scripts to make those kind of mini-games.
I believe it'll be up to the creator to make a back-up plan if the team wasn't good enough to do X. Not saying that isn't a bad idea, making a instance solo-able and 5 man-able is admiral.
0
celantraMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild UsersPosts: 465
Let's keep this discussion about bosses going...
What does bosses, bosses and bosses bosses mean to you?
Depending on what it means has a huge bearing on what it means to be implemented.
Does Bosses mean tough mobs, HP buckets, things only 5+ players can take on?
Does it mean something scary like, full scripting and custom everything?
Let me say that I like the idea of bosses but i like the defined version of bosses a lot more!
I've logged over 240 hours in the foundry, played with many, if not all of the different encounters, tried grouping them, spreading them out, even learned to make them respawn.. (take a multi actor encounter and hide one of the actors far from agro range, kill the rest and wait. they respawned.) And I have heard what was said about having to create entire environments for a boss encounter to be possible in foundry. I may not be an expert, but I don't see the logic in that train of thought. Allow me to explain.
We currently have 3 difficulties easy, standard and hard. I can not for the likes of me understand why there can not be harder (elite) and harder still (boss). Using the very same encounters already in the foundry, but increase their HP, and increase their combat stats, both Combat and Defense. For those flagged as Elite Encounters, I would not be against simply increasing HP and a slight increase in combat power (DPS) if even there is no change to their actual attacks and or skills. Making them just harder than hard.
While I do not think this is the answer to a boss encounter, it is, however, a quick and immediate solution to giving us battles worthy of group battles. Add an HP BAR top center of our screens like other boss fights and a RAGE to encounters flagged as boss type encounters, perhaps the fastest way would be to trigger a RAGE as an HP trigger, we have already seen that it IS possible to increase scale as some encounters already do this. The excuse of needing environments that support boss encounters is a weak one. Consider that there are already encounters that work in EVERY room/map. Consider we already have encounters of varied difficulty. Consider my suggestion, a temporary, but effective means to which a boss encounter can be made readily available to foundry authors. I think, that the authors are responsible enough to test fully any encounter to ensure that our boss encounter happens in a room or map where the boss and players both have space to complete the encounter with out getting the boss stuck in geometry, or any of the other previously mentioned concerns the devs had for the boss encounters. If not, well, I am pretty sure players will just not attempt any further foundry content from an author who does not. So put some of that responsibility onto us. Please.
In my personal view this would buy the development team some time in order to concentrate on developing real, more engaging boss encounters worthy of the Neverwinter game.
For me, the minimum I need is a boss that
1) has a boss hitpoint bar
2) can trigger things at 30% health (despawn itself and respawn a fresh copy)
3) is a singleton encounter somewhat harder than a "hard" encounter
If you're thinking of the "Tough" designation as found in CO, then that could be one way.
HP buckets
<Insert apropriate honorific> <insert deity> NO! That's the worst kind of boss, a pure endurance tester. Bosses should of course have more HP than non-bosses, but not to the degree HP bucket usually means. Bullet Sponges are never fun.
things only 5+ players can take on?
Not always. Solo players should be able to face (almost) as complex bosses as a team. An author should be able to select some sort of damage and HP scaling (individually) for each boss, with some sanity checks. Letting the author control the damage scalar with scripts or similar to the suggestion below would be ace.
Does it mean something scary like, full scripting and custom everything?
That would be the best in the long run. Early version could make do with the usual action game style of "Reach x% of Max HP, gain/lose certain attacks", giving each boss multiple stages. A more advanced version would be the ability to script availablilty of abilities, to respond to environment triggers, quest objects, etc.
0
drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
Let's keep this discussion about bosses going...
What does bosses, bosses and bosses bosses mean to you?
Depending on what it means has a huge bearing on what it means to be implemented.
Does Bosses mean tough mobs, HP buckets, things only 5+ players can take on?
Does it mean something scary like, full scripting and custom everything?
Let me say that I like the idea of bosses but i like the defined version of bosses a lot more!
To me Bosses means being able to make that last fight epic. Being able to scale said boss from say a single player experience to a full on you have to have 5 people to kill this thing. Or even a Raid boss where you need 10 - 15 people to kill it.
I like the idea of being able to have a boss go through phases. Like for example a raid boss at the end of a story about the undead, have a black dragon be defeated (phase one) only to rise again as a draco litch (phase two) and then finally have to defeat the litch itself (phase three final phase).
A boss fight at the end of a quest, or story gives the player a deeper sense of accomplishment. "Oh remember that time i defeated the goblin king! His pot helmet made it hard to kill him"
I would like to see full on scripting, as well as buckets of abilities, or behaviors you can drag and drop into a boss. Pathing options for AI so that you can make sure your boss doesnt get gimped on geometry.
Just please make sure there will be bosses that people are afraid of. That only good cooperating parties can take. Something that would not die and give you loot at your first attempt.
That's my only wish and I am sure I'm not the only one.
Yes, we need "boss-like" encounters and I figure there are two ways to approach it:
1) Give us an encounter that is basically really tough (I think others are calling it HP bucket) - as soon as possible, then implement other "boss" features, such as the desires and wants indicatde by others as able and feasible. This gives us *something* early.
-or
2) Forego boss encounters until all the fancy-shmancy authoring feature options are available then"release" it into the Foundry. This could be a long wait.
I vote number 1 - Give us an encounter that we can call a "boss" as soon as possible that is basically just a tougher version of a "hard" encounter. This will allow us to placate players who expect or hope to find a boss at the end-quest portion of Foundry works as well as placate those incoming authors who are likely *expecting* to find something like this. It can be limited to one single placement, perhaps (like the super chest) so it can't be overused/exploited.
Then, look into adding author options for creative use later, as the development continues on.
This, to me, just seems to be the most feasible and agreeable way to go.
Let's keep this discussion about bosses going...
What does bosses, bosses and bosses bosses mean to you?
Depending on what it means has a huge bearing on what it means to be implemented.
Does Bosses mean tough mobs, HP buckets, things only 5+ players can take on?
Does it mean something scary like, full scripting and custom everything?
Let me say that I like the idea of bosses but i like the defined version of bosses a lot more!
I would suggest it can be approached from 2 angles:
The first being the ability to customize certain aspects of Encounters to make them more or less challenging. If you pay for the D&D site at Wizards of the Coast you can actually go to the Monster List and customize each monster. I would imagine the most important aspects of that from an MMO standpoint is giving them more or less HP's as well as adding\removing powers from other monsters for increased customization. (Perhaps you can put a limit to the number of powers a certain Encounter can have both max and min)
The second being the ability to generate scripts in an effort to edit behavior and allow for adds\reinforcements to appear at certain percentages of health for the boss \ mini-boss. This can also be used in conjunction with the above. The more powers\hit points and adds you include with the fight the more the reward should be reflected in the final loot.
A tough HP bucket that is larger than normal mobs (in most cases) and has a drop down menu of unique abilities what we can assign, weather that be at 75% /50%/25% life summon adds or gain a new ability or change ability... something that only 5 players can take on.
It should be a separate challenge all on it's own.
Nothing is better than having a Big baddie that has it's own unique mechanics for people to figure out how to bring them down and celebrate when they do.
Also since this is a 5 man encounter and only a 5 man group can bring it down... you could limit the fight to 1 per map on the budget and then have it drop blue loot since the fight would not be a walk in the park.
This thing does not need to be scripted to the environment it can behave in the exact same way the normal mobs do, basically we can take Any costume/actor and create a boss encounter out of them. I submit the broodmother costume for example.
It's a big costume and a large collision box but still navigates fine in the environment I built for her.
( you gotta admit Robobo we wasted that spider in milliseconds it's anti-climatic lol)
I would just like to take the Broodmother a step further and hit a tool tip check box that says BOSS and when I check it...BAM!! She now has a large HP bucket and a drop down that has all the telegraphed abilities in game, now I can assign a few of those abilities to my new boss creation similar in the way I assign backdrops to a map.
In addition, there is a "When HP" tool tip that I can assign to those abilities.
I want that broodmother to ROAR and the entire area quake... should scare the adventurers out of their boots.
I sit down and think "I will write up something nice" then I see all the same ideas I have posted throughout the thread.
So I concur with much of what has been said here. I think Apoc covers a good majority of my thoughts as well as gives limitations that could fit into the foundry without completely opening up the tool to exploitation.
Rigas Crimstone, Officer
"Perfecting the art of being a meatshield since 1998"
Let's keep this discussion about bosses going...
What does bosses, bosses and bosses bosses mean to you?
Depending on what it means has a huge bearing on what it means to be implemented.
Does Bosses mean tough mobs, HP buckets, things only 5+ players can take on?
Does it mean something scary like, full scripting and custom everything?
Let me say that I like the idea of bosses but i like the defined version of bosses a lot more!
Bad, Bosses mean ALL of that to me.
Why should it be compartmentalized and mutually exclusive?
NW-DT4OV7EXH
Every time they idiot-proof something...they make better idiots.
0
zovyaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited April 2013
Social media, the future is now. When someone finishes a quest, they may be very excited about their experience. Let them, at that time, post a tweet about it or post on facebook. That can help build a buzz for good, but unknown content. Also, its free advertisement for the game.
I've logged over 240 hours in the foundry, played with many, if not all of the different encounters, tried grouping them, spreading them out, even learned to make them respawn.. (take a multi actor encounter and hide one of the actors far from agro range, kill the rest and wait. they respawned.) And I have heard what was said about having to create entire environments for a boss encounter to be possible in foundry. I may not be an expert, but I don't see the logic in that train of thought. Allow me to explain.
We currently have 3 difficulties easy, standard and hard. I can not for the likes of me understand why there can not be harder (elite) and harder still (boss). Using the very same encounters already in the foundry, but increase their HP, and increase their combat stats, both Combat and Defense. For those flagged as Elite Encounters, I would not be against simply increasing HP and a slight increase in combat power (DPS) if even there is no change to their actual attacks and or skills. Making them just harder than hard.
While I do not think this is the answer to a boss encounter, it is, however, a quick and immediate solution to giving us battles worthy of group battles. Add an HP BAR top center of our screens like other boss fights and a RAGE to encounters flagged as boss type encounters, perhaps the fastest way would be to trigger a RAGE as an HP trigger, we have already seen that it IS possible to increase scale as some encounters already do this. The excuse of needing environments that support boss encounters is a weak one. Consider that there are already encounters that work in EVERY room/map. Consider we already have encounters of varied difficulty. Consider my suggestion, a temporary, but effective means to which a boss encounter can be made readily available to foundry authors. I think, that the authors are responsible enough to test fully any encounter to ensure that our boss encounter happens in a room or map where the boss and players both have space to complete the encounter with out getting the boss stuck in geometry, or any of the other previously mentioned concerns the devs had for the boss encounters. If not, well, I am pretty sure players will just not attempt any further foundry content from an author who does not. So put some of that responsibility onto us. Please.
In my personal view this would buy the development team some time in order to concentrate on developing real, more engaging boss encounters worthy of the Neverwinter game.
This pretty much sums up my thoughts. I fail to see any reason whatsoever why this is not possible and gives the people that want group content something to do. Granted it would be much cooler if we could get tools to customize/script our own boss encounters but I can at least understand why there are technical limitations there. So for now just give us 2 encounter types above hard like this guy said "Elite" and "Boss" and scale their hp/damage appropriately and make their model scale to a bigger size to emphasize the "Boss" feel and call it a day. Then if you decide to add in more functionality to let us do our own scripting and stuff you can always do that later.
Comments
I want to make port llast! hope I got that right. Thats for my fourth and final quest of me campaign.
I also want everything you listed and everything people below me listed!!!
I want you to give all your beer to me. You want that too? Sweet, thanks!
Yeah, plenty of items on the wish list for the future Foundry. Shared authoring is near the top of my list, as are cutscenes.
The Crystal Relics - NWS-DMXNCNAVJ
Tower District Contest Entry: Undercover Brother - NW-DCD6OI9JE
oh and worth while loot for the people who ran the content.
Ravenloft
Look for@Apocrs1980 or visit the main page here or Ravenloft here
Customizable encounters.
Those are top of my list currently.
Grrrrrr we dwarves not that bright, but can't have me beer without a fight! and here comes the song!
Ohhhh a dwarf is not that bright.
ye can't have me beer...
without a fight!
In a tavern filled with bullies.
ye can't have me beer...
without a fight!
dancin with the lasses.
fillin up me glasses..
you got it!
Ye can't have me Beer!
Without a FIGHT!
Bwahahaha!!!!
Edit: got to stay on topic! Double +1 on voice acting so I can sing these songs to everyone!
More Types of Encounters
Epic Level difficulty on Foundry Quests
Anyone still searching for guilds you can check out HCG Hardcore Christian Gamers.
NW FAQ | HCG NW Host Site
[SIGPIC][/SIGPIC]
What does bosses, bosses and bosses bosses mean to you?
Depending on what it means has a huge bearing on what it means to be implemented.
Does Bosses mean tough mobs, HP buckets, things only 5+ players can take on?
Does it mean something scary like, full scripting and custom everything?
Let me say that I like the idea of bosses but i like the defined version of bosses a lot more!
- Zesban
What Class Are You?
A boss can be a gauntlet, Keeping someone alive, preventing someone from achieving something, persuasion, etc. The mobs between bosses can be difficult, but a boss is a stepping stone.
Edit: Another thing, changing the numbers is a lazy mans way of making an encounter harder. In my DnD games, HP is a mistake buffer.
Here is my vision of a Boss
A tough HP bucket that is larger than normal mobs (in most cases) and has a drop down menu of unique abilities what we can assign, weather that be at 75% /50%/25% life summon adds or gain a new ability or change ability... something that only 5 players can take on.
It should be a separate challenge all on it's own.
Nothing is better than having a Big baddie that has it's own unique mechanics for people to figure out how to bring them down and celebrate when they do.
Also since this is a 5 man encounter and only a 5 man group can bring it down... you could limit the fight to 1 per map on the budget and then have it drop blue loot since the fight would not be a walk in the park.
This thing does not need to be scripted to the environment it can behave in the exact same way the normal mobs do, basically we can take Any costume/actor and create a boss encounter out of them. I submit the broodmother costume for example.
It's a big costume and a large collision box but still navigates fine in the environment I built for her.
( you gotta admit Robobo we wasted that spider in milliseconds it's anti-climatic lol)
I would just like to take the Broodmother a step further and hit a tool tip check box that says BOSS and when I check it...BAM!! She now has a large HP bucket and a drop down that has all the telegraphed abilities in game, now I can assign a few of those abilities to my new boss creation similar in the way I assign backdrops to a map.
In addition, there is a "When HP" tool tip that I can assign to those abilities.
I want that broodmother to ROAR and the entire area quake... should scare the adventurers out of their boots.
Ravenloft
Look for@Apocrs1980 or visit the main page here or Ravenloft here
I would be extremely excited if we were given the option to adjust what abilities they had, how much damage each ability does, etc, Or even a list of abilities, buffs, debuffs, passives, etc.
I'm currently making a script for a foundry, but I'm working around with what I have. I wanted to have undead and kobolds fighting over land. Having a giant ungodly undead fighting off the kobolds, but the fight starts with the giant undead at 25% (as in the kobolds can't damage him under 25%). Have other undead rush in bring debuffs for the living and buffs for the dead, meanwhile the Kobolds bring buffs for the living and debuffs for the dead. You are living, but everyone wants you dead.
Fighting rat men while their boss(literal sense this whole thing is a boss fight!) is coming to aid his men. The more mobs you kill before he arrives the easier he will be.
Oh different boss lol
I believe boss fights depend on the story. I will list your normal average dungeon and how I would excpect bosses.
1. little bosses leading to the main bosses are dumb brutes. Lots of HP, Tank Spank! Maybe couple tricks.
2. Bossess closer to the main boss, his/her elite guards. A lot brighter very good combat, or special attacks.
3. The main boss, Tuff encounter. Now lets look at another outlook! A story of a goblin. A small goblin with one arm happens to become a leader of golems.. well if you clear out the golems, I bet the one armed goblin going to be a cake walk.
I do enjoy a easy end boss sometimes... When the road to em has seemed almost imposible then you realize it some darn gnome incharge of everything. So you give em a big dwarven boot!
My look on bosses they can be all kinds of different shapes/sizes and difficulty
Boss:: 1; unique npc that has the life and damage abilities that would take a 5-man team with average or better gear, average or better tactic,a solid 3+ full mins of combat to defeat with a 90% chance of success.( Yes there should always be the thrill of a chance to lose)
2: unique npc that has the life and damage abilities that would take a 3-man team with average or better gear, average or better tactic,a solid 5+ full mins of combat to defeat with a 50% chance of success.( to give example of what difficulty is on average)
3: Gear drops should NOT be better then same level official dungeons.
4; 1-2 players NO matter the gear. NO matter the tactics should have 0% chance to win a Boss.
ELITE;; 1 NPC that is about 20-25% of the strength of a Boss npc in all ways.
As I understand it right now foundrys strongest encounter is about 15% of a "boss" npc at its best.( this of course is a guess in general but ive seen near every video made on it and ive done a dozen+ foundry runs.)
Enable to have repeatable quests as quest hub for campaigns to host your own quest hub (Let's check Ulyxos' tavern if they have anything new to offer me) or even to provide player made player housing.
To provide tie-in between foundry and zen/AD/AH market to permit marketing of player made housing/menagerie as well as creation of vanity items unique to foundry merchants.
Would be great to be able to share quest instances all players on a specific quest, could set up Weekly Brawls in the slums or have players compete over objectives.
Enable "mini-game" type quest. Game of three dragon ante at the inn.
Have quest that can have continuous reward mode (example : you have a quest to hold out the monster comming through a gate and push them back but the monsters keep comming until you push them back and close the gate. The full objective is not attainable realistically under 5 man, but with fewer player you can hold on until you get relief from guards. You get reward depending on how long you held out before calling in reinforcements.)
I'm not exactly on board with quest hubs. Don't get me wrong I would love the player housing, personal markets. That would probably be on a different plan more than a foundry. I would, however, love sharing quest instances with all players. Use scripts to make those kind of mini-games.
I believe it'll be up to the creator to make a back-up plan if the team wasn't good enough to do X. Not saying that isn't a bad idea, making a instance solo-able and 5 man-able is admiral.
Doh!!! you ate my link the first time.
With no link! Are you mad, man!
http://nw-forum.perfectworld.com/showthread.php?143401-BOSSES-what-do-they-look-like-to-you-(help-the-devs-out-on-what-we-want-bosses-to-be)
There be links!
I've logged over 240 hours in the foundry, played with many, if not all of the different encounters, tried grouping them, spreading them out, even learned to make them respawn.. (take a multi actor encounter and hide one of the actors far from agro range, kill the rest and wait. they respawned.) And I have heard what was said about having to create entire environments for a boss encounter to be possible in foundry. I may not be an expert, but I don't see the logic in that train of thought. Allow me to explain.
We currently have 3 difficulties easy, standard and hard. I can not for the likes of me understand why there can not be harder (elite) and harder still (boss). Using the very same encounters already in the foundry, but increase their HP, and increase their combat stats, both Combat and Defense. For those flagged as Elite Encounters, I would not be against simply increasing HP and a slight increase in combat power (DPS) if even there is no change to their actual attacks and or skills. Making them just harder than hard.
While I do not think this is the answer to a boss encounter, it is, however, a quick and immediate solution to giving us battles worthy of group battles. Add an HP BAR top center of our screens like other boss fights and a RAGE to encounters flagged as boss type encounters, perhaps the fastest way would be to trigger a RAGE as an HP trigger, we have already seen that it IS possible to increase scale as some encounters already do this. The excuse of needing environments that support boss encounters is a weak one. Consider that there are already encounters that work in EVERY room/map. Consider we already have encounters of varied difficulty. Consider my suggestion, a temporary, but effective means to which a boss encounter can be made readily available to foundry authors. I think, that the authors are responsible enough to test fully any encounter to ensure that our boss encounter happens in a room or map where the boss and players both have space to complete the encounter with out getting the boss stuck in geometry, or any of the other previously mentioned concerns the devs had for the boss encounters. If not, well, I am pretty sure players will just not attempt any further foundry content from an author who does not. So put some of that responsibility onto us. Please.
In my personal view this would buy the development team some time in order to concentrate on developing real, more engaging boss encounters worthy of the Neverwinter game.
itsneo (DDOM)
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1) has a boss hitpoint bar
2) can trigger things at 30% health (despawn itself and respawn a fresh copy)
3) is a singleton encounter somewhat harder than a "hard" encounter
To me Bosses means being able to make that last fight epic. Being able to scale said boss from say a single player experience to a full on you have to have 5 people to kill this thing. Or even a Raid boss where you need 10 - 15 people to kill it.
I like the idea of being able to have a boss go through phases. Like for example a raid boss at the end of a story about the undead, have a black dragon be defeated (phase one) only to rise again as a draco litch (phase two) and then finally have to defeat the litch itself (phase three final phase).
A boss fight at the end of a quest, or story gives the player a deeper sense of accomplishment. "Oh remember that time i defeated the goblin king! His pot helmet made it hard to kill him"
I would like to see full on scripting, as well as buckets of abilities, or behaviors you can drag and drop into a boss. Pathing options for AI so that you can make sure your boss doesnt get gimped on geometry.
Bosses in foundry content is essential.
That's my only wish and I am sure I'm not the only one.
Yes, we need "boss-like" encounters and I figure there are two ways to approach it:
I vote number 1 - Give us an encounter that we can call a "boss" as soon as possible that is basically just a tougher version of a "hard" encounter. This will allow us to placate players who expect or hope to find a boss at the end-quest portion of Foundry works as well as placate those incoming authors who are likely *expecting* to find something like this. It can be limited to one single placement, perhaps (like the super chest) so it can't be overused/exploited.
Then, look into adding author options for creative use later, as the development continues on.
This, to me, just seems to be the most feasible and agreeable way to go.
Just my too-sense. Others' mileage will vary.
I would suggest it can be approached from 2 angles:
The first being the ability to customize certain aspects of Encounters to make them more or less challenging. If you pay for the D&D site at Wizards of the Coast you can actually go to the Monster List and customize each monster. I would imagine the most important aspects of that from an MMO standpoint is giving them more or less HP's as well as adding\removing powers from other monsters for increased customization. (Perhaps you can put a limit to the number of powers a certain Encounter can have both max and min)
The second being the ability to generate scripts in an effort to edit behavior and allow for adds\reinforcements to appear at certain percentages of health for the boss \ mini-boss. This can also be used in conjunction with the above. The more powers\hit points and adds you include with the fight the more the reward should be reflected in the final loot.
I sit down and think "I will write up something nice" then I see all the same ideas I have posted throughout the thread.
So I concur with much of what has been said here. I think Apoc covers a good majority of my thoughts as well as gives limitations that could fit into the foundry without completely opening up the tool to exploitation.
"Perfecting the art of being a meatshield since 1998"
Banners of the Light
Bad, Bosses mean ALL of that to me.
Why should it be compartmentalized and mutually exclusive?
Every time they idiot-proof something...they make better idiots.