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#441
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I do not really have a problem with farming bosses over and over again but i can sympathize with those who does.
What if each difficulty had different end bosses? A new model same basic speciall abilities but a whole lot of extras or just completely new skills, it would fit with the increasing difficulty and also be something new and fresh for each tier. It would probably mess up the story, but i think it would be a great idea actually, i always looked forward to the Hydra in TQ, when you see new things after you spent hours with the same content and areas you really enjoy to find something new. In addition to that we get random generated areas in the world, and the random high level dungeons in the world sound like a great idea. I only compare it to TQ. GD are already so different, i know i will be pleased either way they go. Last edited by Droppz; 05-16-2012 at 08:58 AM. |
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#442
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I think there's a real difference between adding a penalty to some behavior and removing the special incentive. Unfortunately, our tendency is to offer solutions in the "penalty" category (which usually just distort gameplay behavior more, causing more problems). However, I am merely suggesting that you reward other sections of play with equivalent loot (thus removing the special incentive). The player will still have the following incentives to beat bosses: so they can move on in the plot, because it's a challenging and/or interesting fight, because they hate his guts, so they can open up new areas. The claim that bosses have to give better loot because they're more threatening is moot as soon as players start killing that boss over and over again. "More threatening" is basically meaningless when there's little to no risk in fighting the boss. "Time it takes to kill them" is actually a much more relevant variable. Quote:
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Also, tilt doesn't adjust loot quality, just frequency, and higher loot quality for bosses is what's incentivizing boss farming. Last edited by Alweth; 05-16-2012 at 10:24 AM. |
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#443
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This was a very well-written idea, thank you :P
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#444
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Well, we did get to (and blow waaaaay past
) the $425k kickstart goal. It was for 3 randomly placed high level dungeons so why can't those all be higher in level than the end boss, a harder challenge with a decent chance of Good drops through out... Could even stagger them some so that one is a little challenging with nice drops, one is fairly challenging with Good drops, and one is Really challenging with great drops. Maybe have them always scale with toon level so no matter when you find / enter them they are always (monster level and loot drops) in tune with the player level. Could set them up on a 1 hour timer to encourage people to farm all 3 and not just stay in one. If the layout is random it will be even better.One thing I would like Crate to keep in mind (here and everywhere else in the game) is to please don't make the zone in area of a dungeon a death trap, nothing is worse than zoning into a new area, dieing in the first room and not being able to get your corpse / tombstone back. ----- Incidentally, I am a player that does TONS of "boss runs" and one of my favorite things to do is to twink alts after I have beaten the game with my main.
Last edited by Zendrak; 05-19-2012 at 05:51 AM. |
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#445
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When you are posting in a public forum you should be expecting people to post, whether they agree with you or not. I think arguing that point is very valid, because if you do not argue the premise, how can you come to a common understanding whether the change you want because of that premise is actually beneficial to the game / wanted by the community. Quote:
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In order for the boss to then drop a reasonable amount of good items, it would have to be very many items that do get dropped.... The tweaking you are talking about is what is the logic now, i.e. in order to not need to drop 50 items, you increase the probability of good items... Quote:
If you want to, yes abyssal death knight, doesn't change anything. The abyssal death knights still has to drop significantly less loot than the Lord of Destruction who rules his world ![]() I grant you that the abyssal death knight should drop more loot than the crow, and the first boss Flowerchild the Lame should probably drop about the same loot as the higher level death knights. But that is already the case today, no need to change anything... Quote:
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Last edited by mamba; 05-19-2012 at 11:20 AM. |
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#446
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Forgive me if I'm somewhat out of my element here... I just joined the forums.
Using references from TQ... what if boss monsters only dropped/guarded say... Majestic Chests (so that there would still be some loot reward). The swirly orb/typhons essence-level loot boxes would be found, say at the end of one of those high level dungeons we got with the kickstarter or the Aether/Cthulu place. Somewhere that is detached from the beaten path, and that has an element of randomization to it. The Hero monsters that guard the treasures would, of course be very strong and what not. The bosses could have exclusive drops that differ from good gear though. Say that for example in TQ, the Telkines were the only mobs that could drop essences/relics, one-time-use scrolls, or formulae. This gives incentive to farm the boss, but without the necessary feeling of being chained to the task in order to get epic/legendary gear. To have the high difficulty dungeon sets--deviating from the "main path" and boss monsters--holding the best drops for gear, while the bosses are good for the story, and temporary buff / equipment enhancement items would leave a reason to farm in more places than one, without forcing boss runs. Beating a boss could also provide a temporary boost to your characters abilities, which would give incentive to kill the boss before you farm a dungeon. Idk... probably not very intuitive ideas... just my 2 cents. Edit: By the way, in terms of farming and replay value... has anyone suggested level-capped areas? I'm sure there are those opposed to the idea, but if there were certain optional places to go that held challenges or benefits that would reduce your character's level to say, 10 15 20 respectively etc., that would allow for a reason to desire low level gear for certain instances. This would give a reason to farm bosses in a weaker difficulty even when you are high level, so that you can get low-level gear for more reasons than to just gear another character. Perhaps survival mode could fill this gap. Maybe we could have level capped tiers of survival mode, and you can gear up the appropriate level to play them with. Again, idk. Just offering some suggestions. Last edited by Calvin; 05-19-2012 at 11:41 PM. |
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#447
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Why continue to make things complicated?
Farming is part of gaming! You have things to look for and sets to complete! In-fact.... if it wasn't for item sets ... you know, to find the better equipment, then games would fall apart overnight (games of this type I mean). Boredom of repetition IS a problem but it WILL NOT stop players from doing it to get to a required target! The trick is to design the game play so it remains a "mystery" or "adventure".. and most importantly - FUNNY !! Sure, have it so BIG Boss number 1 drops a certain set and big boss2 drops a different set... but why make it so your level affects the chance of a drop?? Why not Keep It Simple Stupid? Bosses drop set items at X% rate..... Other enemies drop set items at Y% or Z% depending on their difficulty... And how about this as an idea..... AREA SPECIFIC drops? As in specific sets ONLY drop in specific AREAS of the map? And add to that the ability to FIND items IN things that you BUST open? In other posts there has been talk about destructible environments etc... well surely as the war got worse people would have HIDDEN special rare items/artifacts all over the place. Don't we all do this in real life now? There are plenty of ways to make it UN-boring.. always on the edge of finding something ... especially if there IS a chance of finding things at anytime by surprise! ![]() PS. Take a look at my picture. Notice where it is from? Yes TQIT! Now have a look at what I am wearing.... YES a Santa set!! It came from the Secret Cave at End Game! You can't imagine my joy and laughter when I saw a Santa Suit!! It took me two weeks to get the whole set! This is the kind of thing I loved about TQIT .. surprises! I even tried to contact Iron Lore to ask if they could make a new Santa weapon.. A bag that dropped Items when you hit monsters with it! Would that be as funny as hell?? Unfortunately the reply was that the game is no longer supported. Oh well, maybe I will get my Bag of Tricks in GD!
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Just because a majority Believe in something - Doesn't make it true! Last edited by eisprinzessin; 05-21-2012 at 07:26 PM. Reason: please use formatting options in moderation |
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#448
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Last edited by eisprinzessin; 05-21-2012 at 07:27 PM. Reason: removed colour tag |
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#449
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You have no sense of humor!
Games are meant to be fun... not serious and real! ![]() If you don't like some set a game offers... DON'T USE IT!
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Just because a majority Believe in something - Doesn't make it true! Last edited by eisprinzessin; 05-21-2012 at 07:27 PM. Reason: please use formatting options in moderation |
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#450
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I'm sorry but, I like my comedy in the comedy genre. If I want to play a game called "Grim Dawn" about some macabre experience with ghouls and zombies, I don't want to wear a Santaclaus outfit. Keep that in the Santaclause video games.
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| Tags |
| boss runs, crafting, difficulty, drop rate, equipment, farming, game design, loot, loot runs, spawning |
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