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#321
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I thought about that too, but then I'd be tempted to keep going back and not forward throughout the campaign. Although the mobs could get tougher as they thin out, having an "only the strong survive" aspect.
Last edited by Ironwind; 09-04-2010 at 02:41 PM. |
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#322
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Quote:
They are treated special in difficulty and loot, not in respawn. |
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#323
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As I said, a random idea, isn't that the point of this thread? I enjoy boss fights too, I never claimed I didn't. It was just a random thought to make boss fights seem more meaningful, not an attempt to take away something we all enjoy.
Last edited by Ironwind; 09-04-2010 at 02:48 PM. |
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#324
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Quote:
), but whoever makes them should in turn not have a problem if other people do not like them and say so.Given that you wanted to essentially eliminate boss runs, I assumed you do not like them (why ask for the removal of something you like / enjoy ?). I am all for making bosses unique in them being hard (not impossible), visually impressive in unique locations and with great drops. But I do not want to encounter them just once. |
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#325
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Hey, as long as there are systems in place making "boss-runs" no better at earning you loot than going through the game normally, I'll be perfectly happy.
Oh, and as long as I'm able to restrict who can join my games based somehow on the strength of their gear, it also doesn't matter to me how powerful you are able to get in your OWN games. Just don't come into my game and brag about how you farmed X boss Y number of times and now have better loot than I do for your level. Which is honestly something I've seen far too often. |
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#326
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If you you don't want to do them, fine. No need to ruin them for everyone else.Quote:
![]() Oh, when I called the TQ MP games I hosted something like no cheats / no twinks, people actually did follow that (as far as I could tell by examining their gear). |
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#327
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Quote:
1) Reduce the quality of loot from bosses and/or 2) increase the quality of loot from trash mobs. So we'll either have boss runs that aren't rewarding because they drop the same loot as everything else or we'll be able to obtain good loot extremely easily through killing trash mobs. Doing both of the aforementioned "fixes" will of course only compound this problem. Personally, I'm with mamba on this one, you don't want to kill the boss-run experience for everyone.
__________________
"I'll see you when the sun sets..." The Ghost Inside |
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#328
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I don't see how encouraging players to play the game rather than repeat the same thing over and over to make them have better loot is ruining any "experience" at all.
The entire point of loot in games such as this is that they can be shown off in ADDITION to being useful. And people do love to show off. Even if they didn't actually put much effort in to earn the loot, they still can act as if they were exploring and questing and fighting a variety of monsters and such, instead of simply killing the same guy over and over again for the sake of their e-peen. A simple solution that I think could be a compromise would be to make bosses drop worse loot every time you defeat them with the same character's campaign. That way, bosses would still be worth killing (they would still give awesome loot). But it would also solve the complaint of others being able to earn something through repetition faster than through skillful and imaginative play. Edit: Oh, and you would still be able to run bosses in such a system. It just wouldn't be as effective as killing a new boss, especially after the first few runs. |
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#329
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Quote:
thats not skill but knowledge. skill implies you effect what drops
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| Tags |
| boss runs, drop rate, farming, loot runs |
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