My suggestion is for the dragon HE's in mod 4 to scale with the number of people fighting it at a given time. World of Warcraft has something very similar so I will be describing that for the purpose of this post.
WoW has a place called The Timeless Isle where there are a bunch of rarespawns (read: heroic encounters) that, when they spawn, have a certain amount of health. If only one person attacks them their health remains unchanged, but for each additional person that begins attacking them their health scales up by a small percentage so that the boss doesn't die in 3 seconds flat like they do now with too many people attacking one dragon.
What I'd like to recommend is implementing HE scaling for these dragons. When more than 5 people attack the dragon his health should increase at an appropriate rate so that fighting still took say... a minute or two instead of the 5 to 30 seconds it does now.
What do you think?
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Just make them attack faster, move faster, attack harder, and have more HP, and finally, decrease the amount of people allowed on the instance and you've got a realistic epic dragon .
Why would it make it useless, People do it to avoid the 20min timer which wouldn't change.
Players fighting the dragons in Zone adventures instances are done in circular habit by changing instance, if you got the dragon now and 25 attacking on it that is it having its normal hp x 25 attacking on it , if more people show up it heals with percentage just like ebon downs skrimish dragon and that is on the live servers btw
After ALL it is a Dragon not a marshmallow sugar crystallizing
so if they add that feature finishing the dragon would ultimately mess up the circular instance zone transfers because taking down dragons would differ based on the amount of players existent
thus allowing players to do 4-5 per hour not 12 per hour and clogging the zone adventures on others
Also don't forget lowering zone instance transfers loads on servers
if you think the 20 min timer is problem that is another issue about lowering the Cooldown
but my foremost issue is clogging zone adventure instance because of dragons timers hunting and the OP idea is great for fixing this issue simply and easy
A simple script that scales the dragon when the timer hits 0 based on how many people are in the instance could work, but may result in some VERY tough fights since they're all leveling zones. If they can get a radius function for detecting number of players that may yield better results.
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mircalla83Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 36
edited September 2014
Better Idea: Lower the 'Hardcap' for the Zone Population to 25% over 'Softcap'.
Example, Zone has a 20 Player Limit 'Soft' -> 25 can get in, no more, no matter the trickery. People that 'But I want to play together with my friends' can go to a different Zone, too.
There, Problem solved, because usually, not all players will show up for the Dragon Fight. In Whispering Caverns, for example, the Hardcap is around 40 or so. And people exploit the 'ferry people in via invite' mechanic. Yes, EXPLOIT.
Sort of off topic: it's not Timeless Isle. On TI, the rares have set life and when they spawn they die so fast (1-3 seconds) you don't even have time to reach them if you're 50 yards away. Isle of Thunder though did what you say.
These two islands actually go to show the difference between a bad implementation (Timeless) versus a good one (Thunder).
On topic: Agreed. The dragons are supposedly for 6-10 players. Anything above that should scale the dragon up.
I think the easy way would be to have it shift everyone to an instanced area that are with in the radius of the encounter. If part of a team my be a harder version with a better drop that has to be queued for but this would defeat the purpose of the encounters though. A percentage of a sort might work say 6 - 10 people is 100% effective for every one over that this would decrease say every 4 would drop it by 10 % around -75% or so with a group around 40 or so together your effectiveness would be about 25% vs the dragon. Now I am not a game designer or know how the workings of it are but this should give an idea to work with maybe.
Comments
+1 to this idea
Why would it make it useless, People do it to avoid the 20min timer which wouldn't change.
Players fighting the dragons in Zone adventures instances are done in circular habit by changing instance, if you got the dragon now and 25 attacking on it that is it having its normal hp x 25 attacking on it , if more people show up it heals with percentage just like ebon downs skrimish dragon and that is on the live servers btw
After ALL it is a Dragon not a marshmallow sugar crystallizing
so if they add that feature finishing the dragon would ultimately mess up the circular instance zone transfers because taking down dragons would differ based on the amount of players existent
thus allowing players to do 4-5 per hour not 12 per hour and clogging the zone adventures on others
Also don't forget lowering zone instance transfers loads on servers
if you think the 20 min timer is problem that is another issue about lowering the Cooldown
but my foremost issue is clogging zone adventure instance because of dragons timers hunting and the OP idea is great for fixing this issue simply and easy
Example, Zone has a 20 Player Limit 'Soft' -> 25 can get in, no more, no matter the trickery. People that 'But I want to play together with my friends' can go to a different Zone, too.
There, Problem solved, because usually, not all players will show up for the Dragon Fight. In Whispering Caverns, for example, the Hardcap is around 40 or so. And people exploit the 'ferry people in via invite' mechanic. Yes, EXPLOIT.
These two islands actually go to show the difference between a bad implementation (Timeless) versus a good one (Thunder).
On topic: Agreed. The dragons are supposedly for 6-10 players. Anything above that should scale the dragon up.