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- Idea Submission
- Server-wide raids
Fri Aug 16 15:31:03 EDT 2013
Sounds entirely feasible to me. I'm just wondering what the mechanics would be for:
A) Forming the raid. Do we have a special page that lists the server bosses, and jumps you to a small map where they live? Or, does the page itself offer a direct "form raid" button. I think the former has more scope for making things interesting and setting the scene.
B) Raiding mechanics. You form a raid, people join, you launch the raid, just as we do currently. If you're any good, you win, but the boss lives on (i.e. per-guild respawn rate of 0). We could probably have lesser item drops at this point, just to give some incentive for raiding but not getting the ultimate prize.
Losses against a guild should probably still happen in some form. It's not like you can't pull out if you think you won't make it. We'd have to have a fair number of these bosses, spread across the power ranges, to keep things interesting for all.
There's also the matter of some weaker bosses being easier to damage for strong guilds, in such a way that the strongest guild would always win against every boss. This could be mitigated by giving them a global daily raiding limit for the server bosses, forcing them to choose only the ones that are actually a challenge, lest they waste their time and effort.
C) What if they took longer than a day? They could take days to finally destroy, then cooldown for a few hours, then come back again. We probably don't want the bosses to reset their HP back to maximum at given time intervals, but it might be interesting if they "regenerated" some HP every few hours, to force haste and draw the battle on.
Invisible War ][
Fri Aug 16 17:18:15 EDT 2013
Well, in that certain game, these kind of bosses have certain amount of HP (a lot) and is actively counted down as raids against the boss happens. Pretty much all individual raids are "losses", however, part of its HP is taken down as a result of the raid. Basically, unless you can get its total HP down to zero during the raid, you are guaranteed to "lose".
Btw. unless you can think anything of else, the raid enemy has to be done in form of one unit, basically that unit would do somekind of damage that would be applied to everyone in raid every round. Everyone would attack that unit and take down the total HP every round.
Btw. unless you can think anything of else, the raid enemy has to be done in form of one unit, basically that unit would do somekind of damage that would be applied to everyone in raid every round. Everyone would attack that unit and take down the total HP every round.
¯\_(ツ)_/¯
Edited 1 time(s). Last edited by Aurum KodEXo @ Fri Aug 16 17:21:57 EDT 2013
Fri Aug 16 19:29:11 EDT 2013
Quote from Cyberkilla
Sounds entirely feasible to me. I'm just wondering what the mechanics would be for:
A) Forming the raid. Do we have a special page that lists the server bosses, and jumps you to a small map where they live? Or, does the page itself offer a direct "form raid" button. I think the former has more scope for making things interesting and setting the scene.
B) Raiding mechanics. You form a raid, people join, you launch the raid, just as we do currently. If you're any good, you win, but the boss lives on (i.e. per-guild respawn rate of 0). We could probably have lesser item drops at this point, just to give some incentive for raiding but not getting the ultimate prize.
Losses against a guild should probably still happen in some form. It's not like you can't pull out if you think you won't make it. We'd have to have a fair number of these bosses, spread across the power ranges, to keep things interesting for all.
There's also the matter of some weaker bosses being easier to damage for strong guilds, in such a way that the strongest guild would always win against every boss. This could be mitigated by giving them a global daily raiding limit for the server bosses, forcing them to choose only the ones that are actually a challenge, lest they waste their time and effort.
C) What if they took longer than a day? They could take days to finally destroy, then cooldown for a few hours, then come back again. We probably don't want the bosses to reset their HP back to maximum at given time intervals, but it might be interesting if they "regenerated" some HP every few hours, to force haste and draw the battle on.
Aurum addressed a lot of the logistics below and I agree with all of them. I didn't seem to be clear enough in my original message.
A) No map required. Just a start raid. We don't need more than one of these server Gods to start off with (unless you want to make a boss for certain level item drops (i.e.: [60] [100] [150]). But you could always have the one big boss drop a variety of different levelled items.
B) As Aurum explained, you always lose the raid. The only time you 'win' is if you get the last hit on the boss. But ultimately, it doesn't matter that you keep losing the fights, because it's deducting total health from the God.
It's all fair in blood and war. Bigger guilds should be able to hit these Gods more and get more drops. Guilds that do significant enough damage (i.e: A set % of total HP) will still get a drop or two.
By giving guilds a daily limit on attacks (15 as I mentioned) they won't be able to spend all day taking out the full HP of the God. But at the same time, you'll want to have the most players in the raids possible to do the most damage in that hit. For this reason, guilds will have to time their attacks as best they can to be able to fit in the full 15 daily attacks, while having the most players in those attacks.
C) And yes, ultimately it will take days to kill these Gods, that's the idea. They don't need to regenerate health, they will be hard enough as it is.
Edited 1 time(s). Last edited by Detective Jake Peralta @ Fri Aug 16 19:29:30 EDT 2013
Fri Mar 14 13:30:31 EDT 2014
Bump.
Any chance this is going to happen?
Any chance this is going to happen?
Fri Mar 14 13:54:27 EDT 2014
Im also Bumping this - Hell of an idea Maddox - I like the idea also
that the boss could drop other things besides just items.points, more credits...free points...maybe even potions and stuff that we get in our inbox.
You could prob put a range of attack on the bosses so that the small to medium level bosses are not getting destroyed by the top guilds with the most players and power. It would give a chance to the smaller guilds new and just getting started to have a chance at getting stuff also.
You could prob put a range of attack on the bosses so that the small to medium level bosses are not getting destroyed by the top guilds with the most players and power. It would give a chance to the smaller guilds new and just getting started to have a chance at getting stuff also.
Sun Mar 16 17:25:52 EDT 2014
Nice idea Maddox!