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IDProjectCategoryLast Update
0007085Valley 1Suggestion - Boss IdeasApr 15, 2012 10:41 am
ReporterToll Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version0.928 
Summary0007085: Make minibosses more interesting
DescriptionRight now, minibosses are pretty much just a bump in the road. The only reason to fight them is if you have to in order to get further down a cave, or further up a tower, and there's no real return; you fight them because you have to in order to make progress, but that's about it. The bosses in buildings are, at least by me, completely ignored, which is kindof a shame.

Perhaps if mini-bosses dropped a more powerful enchantment container on death they'd feel more interesting/rewarding? It wouldn't be anywhere near the containers lieutenants or overlords drop, of course, nor would they even grant a complete enchantment, but rather provide the worth of, say, five or ten normal enchantment containers? That way, there's a reason to fight them again other than just making progress. Perhaps even having this functionality only available on "optional" minibosses (i.e. not the ones in lieutenant/overlord keeps or boss towers).
TagsNo tags attached.
Internal WeightNew

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Chris_McElligottPark

Apr 15, 2012 10:41 am

administrator   ~0022049

One of my favorite things about ditching EXP was that minibosses were not any more rewarding than regular mobs.

From a balance standpoint, there is an enormous problem when the level of challenge is directly and irrevocably tied to the level of reward. It makes it so that you can't have extra hotspots, for instance. Imagine if all mark IV planets in AIW had 4x as much metal and crystal. Just get one of those and you're set!

That was one of the chief problems I kept running into with minibosses way back when. Enemies, as a general rule, are simply obstacles -- they are not rewards in and of themselves. It's really the way it has to be.

That said, having side bosses that are challenging and which do guard some sort of cool extra loot is a great thing, but that's more about the loot seeding and then putting an extra challenging boss in front of it, rather than just changing all the bosses around. That's already in mantis, hence my closing this one, but it's also a post-1.0 thing.

From another angle, remember when monster spawners dropped lots of shards? People felt beholden to go out of their way to farm every spawner. I think that if all minibosses were dropping awesome stuff, people would get fatigued by feeling like they had to farm them all. I'd much rather have people thinking "how can I avoid the big monsters to get the loot I want, or if the big monsters are unavoidable are they worth it to get that loot?" That's more how I'd be thinking if I were a real life adventurer, I think. :)

Issue History

Date Modified Username Field Change
Apr 15, 2012 10:14 am Toll New Issue
Apr 15, 2012 10:41 am Chris_McElligottPark Internal Weight => New
Apr 15, 2012 10:41 am Chris_McElligottPark Note Added: 0022049
Apr 15, 2012 10:41 am Chris_McElligottPark Status new => closed
Apr 15, 2012 10:41 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 15, 2012 10:41 am Chris_McElligottPark Resolution open => won't fix