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Post by arlankels on Sept 1, 2006 20:35:07 GMT -6
Please don't shoot me. This idea is a simple one. Each area has a Boss. Vallatio, Kaug, etc. These individuals are powerful, warped and have been empowered greatly. However, they are quickly becoming far far far far stronger than anything else in the Hunting Grounds. The Chaotic Champions, or perhaps some other term such as Guardians or whatever else, are a step below Boss. They're what you'd consider the old bosses. Remember how Kaug used to be harder than anything else in the DM but not as hard as he is now? They would only be located in certain areas of each place, with a very very low chance of encountering. However, encountering one would be like a miniature boss fight unto itself. No special way to defeat, just a brawl like the old style boss fights. For example: Southern Kreland- Skeleton King -- Location, destroyed town. Tends to have a ton of skeletons and wraiths with him. Maybe even have it so that each Sub-Boss gives out a certain item or charm or mark. Getting them all could unlock a special ability and/or effect and/or reward(Or just give you bragging rights).
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Post by Hiroshima on Sept 2, 2006 8:38:39 GMT -6
bosses aren't easier now??? we modified them to make them different/challenging/fun not easier =/
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Post by U. Dye on Sept 2, 2006 11:53:38 GMT -6
I basically suggested the same thing to Kija once. He said something along the lone of, the BH is considering putting in stronger-than-average enemies, and each monster will have a different encounter rate, or something like that. But this was a while ago, so I dunno what ever happened with that.
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FenrirXIII
Hunter
[glow=red,7,150]The Original Gumdrop[/glow]
Posts: 98
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Post by FenrirXIII on Feb 25, 2007 20:39:18 GMT -6
I just had this SAME thought like, 2 days ago. Dug around and figured its best to add thoughts to an older topic, same subject. Necromancy feels like it'd be the better option than a repeat, though. So here goes.
Basically, its the same idea as above. Chaotic champions, 1-2 minibosses in each hunting ground. Perhaps, 1 for each type of monster in that area.
The spawn conditions would be on a small percentage 7% or 10%, or maybe even as low as 5%.
My expansion to this idea comes here. Defeating said minibosses in battle could/would grant you a temporary item from said beasty. Say, you kill the Miniboss Crevicebeast in DM, you'd get a Crevice Beast eyeball. Take said Eyeball back to the Nexus chapel near dainen, and a brother would reward you with something rare to assist your travels.
Said rare item could be a good piece of equipment, or a chunk of gold...Or maybe an intense Nexus Blessing ceremony that would give you 2 or 3 extra stat points. If it were to be equipment, maybe it could be equipment that 'grows' with you. Every 10 levels the stats of the equipment would rise to remain useful and aligned with the rest of the gear bought at the time. Or otherwise somehow embodies an attribute of that boss. Maybe a 10% resistance to a particular element, or the like.
Something so complex and depth with the number of items /etc i wouldnt expect in v8, but v9..maybe...o.o;
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Post by Mahn on Feb 25, 2007 22:37:49 GMT -6
There are going to be rare monsters you V8.
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Post by U. Dye on Feb 26, 2007 10:36:35 GMT -6
Can you make Evil Spirits rare? *would LOVE to see Rub stop being in the hands of something that can potentially appear 24 times in one fight*
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Post by Constantine on Feb 26, 2007 10:44:01 GMT -6
I just had this SAME thought like, 2 days ago. Dug around and figured its best to add thoughts to an older topic, same subject. Necromancy feels like it'd be the better option than a repeat, though. So here goes. This isn't considered necromancy Fenrir. You gave a detailed explanation in your post. Instead of something along the lines of "LOL M!N!B0SS!!11 Y4 pu7 1t in!!" Acceptable, thread is revived.
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Post by Kyou on Feb 26, 2007 16:43:20 GMT -6
So ... I should have just revived my old dead archer topic when I totally re-worked it into something new ... (letting it go now)
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FenrirXIII
Hunter
[glow=red,7,150]The Original Gumdrop[/glow]
Posts: 98
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Post by FenrirXIII on Feb 27, 2007 9:38:46 GMT -6
I'd like to add in, that these chaotic champion things, should be atleast SOMEWHAT suseptable to lock/slow/slow/ etc etc..since we can't do it on bosses,...we should be allowed to for this mini bosses. >_>;
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Post by U. Dye on Feb 27, 2007 11:50:06 GMT -6
Sure, why not? Hey, let's also make them susceptible to Demi, Quarter, Rub, Divide, Bloody Murder...
Hell, have a good BM around and these things won't even be a problem.
Party: "Oh shit! We just had an ambush! This thing has to show up NOW-"
Monster: *suddenly ceases to exist*
Party's Blackmage: *looks back at the party and gives a laugh that sounds a lot like that possessed Vivi laugh in KH2, just before he fought Seifer in the Struggle tournament*
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Post by Takahashi on Feb 27, 2007 12:04:14 GMT -6
Give the semi-bosses a compromise. Instead of immunity to the kinds of things that bosses are immune to, you give them heavy resistance to the non-fatal skills/spells (Slow, Weak, Lock, poison ailment, Sleep, Stop, etc) and immunity to the fatal spells/skills (Divide, Bloody Murder, Rub, etc).
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Post by Kija on Feb 27, 2007 16:33:11 GMT -6
A long time ago, rare monsters was brought up during a meeting. The rare monsters were suppose to drop special trophy like items that could shown for certain quests or rewards. Icons had even been set for them. I do not remember what the icons were, and I do not have the file anymore. There was also a text file with different creatures and their locations, which I do not have anymore either.
I remember Mettool wanting a metal slime though. And I remember one of the creatures being some sort of creature that appeared on the entire map. I think some sort of Voleron spirit.
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Post by Hiroshima on Feb 28, 2007 14:11:05 GMT -6
out curiousity though, if a party of 8 defeats the said mini-boss-esque thing, who gts the item? theperson who deals the most damage? the perso who gets the last hit? everyone in the party? (dead and/or alive)? ;D
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Post by U. Dye on Mar 1, 2007 0:43:55 GMT -6
Well... One of the main reasons I enjoy THG so damn much is because of what Hiro brought up. Drop items. Sure, there's nothing better than getting a rare item dropped by some random monster, which you end up using from now until doomsday... but few things SUCK more than being in the group and NOT getting the item because it only goes to one lucky fucker.
Personally, I think that if a rare monster or Voleron spirit or whatever is gonna have any quests tied to it, then the quest credit should be an intangible thing you get when the monster dies. I mean, look at the current bosses. When you kill them, you get credit, but you don't get a Fang of Val, a Blood of Kaug, a Tooth of Gry, a Ball/sack of Gey, or an Eye of Mag, do you?
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Post by Kain on Mar 1, 2007 10:37:44 GMT -6
You could always have everyone receive the item, or, in the case of equipment and anything else class-specific, everyone could get one of a set of items based on which class they are. If the dropped items served to unlock a quest (or something of that nature) and nothing else, you could just let there be some invisible proof, but the player would need to know that they had just fulfilled some requirement by killing the monster.
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Post by Kyou on Mar 1, 2007 11:47:00 GMT -6
Or each person getting a choice in which all they see are: Sword, Axe, Dagger, Blunt, Spear, Polearm, Staff, Robe, Leather, Armor, Ring, Bracer, Shield, Helmet, Headpiece .....
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Post by Takahashi on Mar 1, 2007 15:04:14 GMT -6
I'm leery of item drops unless everyone gets the item. I'm similarly leery of 'uber items', because they risk turning the game into a treasure hunt instead of a crusade to stop evil (see most every MMORPG for this phenomenon in action).
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