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Boss Mob Mechanic Suggestions and High End Group Hunting Ground Discussion

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  • Boss Mob Mechanic Suggestions and High End Group Hunting Ground Discussion

    Tale was in the WA last night, inviting discussion about high end hunting grounds. He offered up three examples for a pros-and-cons discussion. His prompt was:

    -------------------------------- Tale (@paste) --------------------------------
    Franlius - Restricted by ranks, pushing you forward into better fights/loot.
    Undertown - Restricted by sheer group size, making you bring friends for better
    loot/fights.
    BHC - Restricted by difficulty, making a group neccessary for deeper excursions
    for harder fights & better loot.
    ---------------------------------- + Finis + ----------------------------------

    Thanks for the interesting discussion, Tale!

    Briefly, my thoughts here were that BHC's restriction by difficulty was best.
    - Fran's rank restrictions are wonky and hard to justify IG, and really just prevent grouping in a place that's already hard to get to. It increases isolation out there. I would suggest penalizing SP gain for characters in a Fran zone that they outrank. Currently, spooking and glancing earns less than 0.025 (mingains) when you do it too much on the same target. Could something similar be implemented in Fran in a zone you outrank? I have seen spooking/glancing earn as low as 0.01sp per RT, and even 0.00sp per RT.
    - Undertowns group size mechanic is unnecessary, IMO, if the area were restricted by difficulty instead. Yes, someone will always be good enough to solo it, but perhaps you could make the reward crappy for entering alone.

    --------------------------------------

    This discussion inspired a different but related one in Discord: new, varied boss mechanics. Boss mechanics can introduce an unpredictable element to a fight zone that encourages strategizing and discourages scripting.

    Currently, the TEC mobs lack very much in boss mechanics other than auto-5s, which suck. There is no strategy to auto-5s. You either eat them or you can't and KO. There is no countering auto-5s. One boss mechanic that seems to have inadvertently be created by whippers who summon dogs is the following scenario: we target whippers first because we anticipate they will call dogs. Dogs throw people out of the room, which breaks grouping and guarding. This is a good anti-script mechanic, and it enforces that everyone in the group needs to be able to hold their own for at least a little while.

    More boss mechanics that require attention and strategy would be awesome! There are lots we could adapt from games like Final Fantasy or Wow, such as:

    - A massive snake rises up, rearing back its head and gargles spit: this is the signal for everyone out of melee ranged to approach, because he's about to spit acid at everyone not approached. Since only 3 people can approach, your group better work that shit out and take turns being blasted. (This could be adapted to any other kind of mob - doesn't have to be a serpent. Could be a whipper. Could be a staver. Could be a goat that breathes fire.)
    - A bandit begins to retreat and yells out, "We're being overwhelmed! Help!" The group better sweep or stun that guy, because he's about to bring run off, disappear with all his loot, AND bring in backup that will overwhelm YOUR group.
    - You could get penalized for hitting something too many times, like shield bees. A muscled, drooling mastiff lurches into the room. Hit this dog more than 3x and he will turn on you and throw whoever hit him last. The emotes could be very clear - the third time you hit him, the dog snarls, pivots to face you and crouches to leap. You should stop hitting him until he stops doing that.
    - A boss you have to kite. Anything in melee range gets 3-shot. (PS, Tale, we kited the serpent queen.)

    My suggestion is for these mechanics to be RARE - either a tiny spawn in certain areas of a hunting ground, or a boss room fight. They should be both a signal for "oh shit," and also "ooh, we might get nice loot now, let's engage tactics and win!" The more varied the mechanics are, the more work it would be to have a script to anticipate all of it. (And if two mechanics happen at the same time (within one roundtime), a script tend to only respond to one. If you're not paying attention, you're going to KO.)

    Do these kinds of suggestions interest you, Tale? Pranzor? If so, I think Discord was boiling with more suggestions. Thanks for reading!

  • #2
    It would be interesting to see some mechanics for boss enemies that weren't strictly combat oriented.

    You wave a glowing torch.
    A gargantuan dullard becomes distracted by the light and lets his guard down.

    You play a melody on a finely carved olive flute.
    A trogrosh sits down.
    Whoeverus plays a beat on his street drums.
    A trogrosh begins to fall asleep.
    Whoeverus whispers to you, "Okay now we can move past him."

    Maybe more stuff for noncom skills to do for a boss type enemy.

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    • #3
      What I'd like is a hybrid hunting ground where both low tier and high tier characters can fight in. We have to find ways to make characters group up together regardless of their age and fight a common goal. This is one of the reasons why I like the road building because everyone regardless of their skill levels can participate. How the rewards would be shared would be entirely up to the group, but it would be great to have such an opportunity.

      Think of it this way:

      Hunting ground comprised of several levels. The deeper you go, the more dangerous it is. You need folks on every level for the main group to advance deeper. On the first level, you could have low level enemies that lower level characters can fight. These enemies would try to block the path to those below. A mechanism of some kind that the folks on the first level have to protect so grates don't become locked in the lower levels or something of that nature. Levers to pull at certain moments to unlock certain things so those on the lower levels can advance. Once those on the deepest level unlock whatever needs to be unlocked down there, it could unlock something for those on the first and second levels as well to reward them. The rewards could be tier dependent. Something that can be done with two folks or more on every level. The more people on the level, the more mobs there are.

      ---

      One thing that I heavily dislike are auto-5's and I heard that some areas currently have them. Make it at the very least an auto-30-50 instead with a random roll so that there is a chance for it to miss.

      ---

      Another thing that I would find interesting is Multi-Stage boss fights. A big spider that drops on your group and after it loses a leg or whatever, runs off. You fight it again later on and gouge out a few eyes and it runs off again. Once at the deep end of the lair, it has no choice but to fight you and it goes all out in one crazy ass fight. With every stage, the spider could have new tactics, attacks and AI. You could even make more use of the actual location. At the end in the lair, movement could become treacherous and you could end up stuck in some of the spider's webs, etc. I'd really like more environmental effects during boss fights to make it interesting.

      Comment


      • #4
        Originally posted by TEC_Ghuan View Post
        What I'd like is a hybrid hunting ground where both low tier and high tier characters can fight in. We have to find ways to make characters group up together regardless of their age and fight a common goal. This is one of the reasons why I like the road building because everyone regardless of their skill levels can participate. How the rewards would be shared would be entirely up to the group, but it would be great to have such an opportunity.

        Think of it this way:

        Hunting ground comprised of several levels. The deeper you go, the more dangerous it is. You need folks on every level for the main group to advance deeper. On the first level, you could have low level enemies that lower level characters can fight. These enemies would try to block the path to those below. A mechanism of some kind that the folks on the first level have to protect so grates don't become locked in the lower levels or something of that nature. Levers to pull at certain moments to unlock certain things so those on the lower levels can advance. Once those on the deepest level unlock whatever needs to be unlocked down there, it could unlock something for those on the first and second levels as well to reward them. The rewards could be tier dependent. Something that can be done with two folks or more on every level. The more people on the level, the more mobs there are.
        Some of those things are in effect in Undertown.

        Comment


        • #5
          You have a big boss enemy who blocks the passageway to the great valley of treasure. He wields a club and a shield.

          This big guy's ranks spawn randomly every time you fight him. Sometimes he has a really dangerous shield bash. Sometimes his kicks are the main concern.

          One each of his four limbs he has a manacle. In the room are four chains.

          The combatants have to knock out the big boss and then put a chain on one of the four manacles. The choice would vary depending on what he's excelling at during the fight. Shield being a problem? Left hand gets it first. Locksmith would need to lock and jam the manacles very well. If done poorly he may escape. If you immobilize his parts in the wrong order he may still win the fight and you'd need to start over after recovering.

          Anytime he's KO it would still not let you pass by saying his big ol' body is blocking the door. After all four manacles are chained he has to be KO'd once more.

          Then he would need to be pulled out of the way by at least X people. Let's say 3.

          Whoeverus pulls on a heavy iron chain.
          Bingbong pulls on a heavy iron chain.
          Chompers pulls on a heavy iron chain.

          Using all of your combined strength you manage to pull big boss across the room clearing the passage ahead.

          Just an idea.

          EDIT: To cover a few things before *someone* chimes in. He'd get up and be full hp again after each KO. Including the last so you'd need to be quick to pull him out of the way and move through. You wouldn't be allowed to use killing blow on him either. It could say "You don't think you'd be able to kill a big boss" or something like that.
          Last edited by hereagain; 06-24-2019, 07:01 PM. Reason: added more

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