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Thread: Bosses.

  1. #1
    IRCHEATING PWNZ YOU! Array
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    Default Bosses.

    ok its gonna be a long one! but i want ideas at the end of it.


    it would seem that people are getting annoyed at the current beef up of certian mobs.

    i was thining about how it used to be pre 1.9mir.

    for instance

    Mir King - Was a group kill, DC couldnt hit it (its ac was skyhigh)
    Kill method = get 1 taoist, 1 wizard, 1 warrior. move to bottom left of slave cave (the sandy map not the cave type map) and work your way into the little outcove that has the 1 space entry.

    wizard/taoist make their way to the back outcove and the warrior runs to lure the mirking.

    the warrior then runs to the outcove with the mirking on his tail, he stops in the person space and is hidden by the taoist.

    taoist then poisons the mirking and the wizard starts bolting.

    the wizard and taoist never need to take a hit and if they are a good group neither does the warrior, as the mir king should have his attention being taken by the Tbolt thats constantly hitting it and the firewall that iits walking through + the poison that the taoist keeps casting.

    eventally the mob dies no ones used a single HP pot even though the mob can hit for 500 damage per hit.

    you have an instant group kill if you increase the AC/REGEN/DC of the mob.


    it was similar for the EC

    you arrive at the ec you wake it as a wiz and you couldnt cast any spells on it, due to its AMC being so high. and evn if you could hit it you couldnt over come its regen due to the slow cast speed that wizards used to have.

    so a taoist could come with the wizard and help by poison killing the mobs but even still it woudl take plenty of time to kill as the poison would only just overcome the regen and the wizzy would only occasionall hit the mob.
    call in the warrior suddenly with the warrior hitting with the combo of firewall and poison the mob starts to die nice and fast.




    why cant we actually think about the mobs before they are created, if a mob needs to be increased in stats it tends to get an increase accross the board on this server rather than increase certian aspects of the mobs, ie increasing the AMC so that it becomes a warrior boss, or increasing the AC so it becomes a wizard boss.

    either way round you then have the ability to go further and be more specific about the drop files.

    if you put wiz items in the warrior kill bosses and warrior items in the wiz kill bosses (taoist items in both types) you will increase trades between classes.

    also you will finanlly get back to warrior fighting warriors and wizards fighting wizards as it would be either mainly wiz/wars going to the specific bosses.

    so you wouldnt need to worry so much about being 1 hit killed by a dc 300 warrior if you a noob wizzy trying to kill the boss.



    its just something that i was thinking about whilst reading the countless posts saying the EC has been increased in difficulty (which seemed eaqually difficult for all classes)


    if you have any ideas about how to make bosses fairer please do leave any ideas, below.

    id prefer this not to turn in to a flame war about who pked who where etc.



    another idea i had was to create another version of the mir caves and bosses you have the 55- caves and a 55+ caves

    so when you click on the teleport npc the first thing it does is check if you level is above of below 55 and depending on the level depends on which version of the cave maps it shows you. (so you would have the current version of WT but we could create another version of WT temple in its entiriety and then make it a hard wt with harder woomas everywhere.)


    we would effectively have doubled the bosses/easy of which you could find them

    this leaves noobs the chance to have a go at a boss, but with the opertunity to still buy/sell items to those in towns that have access to the higher level bosses.


    im starting to ramble now (well probably about a page ago ) but still.

    any ideas on how to make bosses fair for both noobs/vets/high levels and low.


    (told you it would be long - sorry)


    Lone



    *Longest Post Ever*

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  2. #2
    Muhatma
    Guest

    Default

    id say the only way is making caves level oriented
    but then again im a noob just posting my point to try help server
    u wasnt rambling lone u was getting ur point across

    toodles

  3. #3
    Sean
    Guest

    Default

    sounds good id like it like that but i also like to solo some boss's for fun wouldnt be good if all boss's were made group kill

  4. #4
    dice
    Guest

    Default wow

    I didnt read all that coz it was too long but i did skim :P

    BDD is too hard now i think! in euro i used to be able to solo there, but with same method u have i used to do there with wiz and tao.

    but its so hard now lol
    Last edited by dice; 24-01-08 at 04:22 PM. Reason: missed spaces

  5. #5
    shane
    Guest

    Default

    Quote Originally Posted by Lone View Post
    ok its gonna be a long one! but i want ideas at the end of it.


    it would seem that people are getting annoyed at the current beef up of certian mobs.

    i was thining about how it used to be pre 1.9mir.

    for instance

    Mir King - Was a group kill, DC couldnt hit it (its ac was skyhigh)
    Kill method = get 1 taoist, 1 wizard, 1 warrior. move to bottom left of slave cave (the sandy map not the cave type map) and work your way into the little outcove that has the 1 space entry.

    wizard/taoist make their way to the back outcove and the warrior runs to lure the mirking.

    the warrior then runs to the outcove with the mirking on his tail, he stops in the person space and is hidden by the taoist.

    taoist then poisons the mirking and the wizard starts bolting.

    the wizard and taoist never need to take a hit and if they are a good group neither does the warrior, as the mir king should have his attention being taken by the Tbolt thats constantly hitting it and the firewall that iits walking through + the poison that the taoist keeps casting.

    eventally the mob dies no ones used a single HP pot even though the mob can hit for 500 damage per hit.

    you have an instant group kill if you increase the AC/REGEN/DC of the mob.


    it was similar for the EC

    you arrive at the ec you wake it as a wiz and you couldnt cast any spells on it, due to its AMC being so high. and evn if you could hit it you couldnt over come its regen due to the slow cast speed that wizards used to have.

    so a taoist could come with the wizard and help by poison killing the mobs but even still it woudl take plenty of time to kill as the poison would only just overcome the regen and the wizzy would only occasionall hit the mob.
    call in the warrior suddenly with the warrior hitting with the combo of firewall and poison the mob starts to die nice and fast.




    why cant we actually think about the mobs before they are created, if a mob needs to be increased in stats it tends to get an increase accross the board on this server rather than increase certian aspects of the mobs, ie increasing the AMC so that it becomes a warrior boss, or increasing the AC so it becomes a wizard boss.

    either way round you then have the ability to go further and be more specific about the drop files.

    if you put wiz items in the warrior kill bosses and warrior items in the wiz kill bosses (taoist items in both types) you will increase trades between classes.

    also you will finanlly get back to warrior fighting warriors and wizards fighting wizards as it would be either mainly wiz/wars going to the specific bosses.

    so you wouldnt need to worry so much about being 1 hit killed by a dc 300 warrior if you a noob wizzy trying to kill the boss.



    its just something that i was thinking about whilst reading the countless posts saying the EC has been increased in difficulty (which seemed eaqually difficult for all classes)


    if you have any ideas about how to make bosses fairer please do leave any ideas, below.

    id prefer this not to turn in to a flame war about who pked who where etc.



    another idea i had was to create another version of the mir caves and bosses you have the 55- caves and a 55+ caves

    so when you click on the teleport npc the first thing it does is check if you level is above of below 55 and depending on the level depends on which version of the cave maps it shows you. (so you would have the current version of WT but we could create another version of WT temple in its entiriety and then make it a hard wt with harder woomas everywhere.)


    we would effectively have doubled the bosses/easy of which you could find them

    this leaves noobs the chance to have a go at a boss, but with the opertunity to still buy/sell items to those in towns that have access to the higher level bosses.


    im starting to ramble now (well probably about a page ago ) but still.

    any ideas on how to make bosses fair for both noobs/vets/high levels and low.


    (told you it would be long - sorry)


    Lone



    *Longest Post Ever*


    Agree, totally

  6. #6
    IRCHEATING PWNZ YOU! Array
    Join Date
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    Default

    Quote Originally Posted by Muhatma View Post
    id say the only way is making caves level oriented
    but then again im a noob just posting my point to try help server
    u wasnt rambling lone u was getting ur point across

    toodles
    lol ty when ever i type for so long i loose track normally people bash me for long posts but i havent had such a long one for ages


    yeah i think the level split is possible the best solution. (i have tried many times to get a multi layered version of many different caves, so each time you get to the kr you see the npc which takes you to the next version of the temple which is tougher all the way though. aslong as you have the right level for it. this means thatyou could have the first version boss not dropping high level items but spawning every spawn, it means noob get a shot at it where as the higher levels would skip it due to the so called bad drops for their levels)


    ^.^ lol when you spend enough time on the forums as me you tend to mix and match and blend many ideas together and some time si hit on simple but effective ideas ^^

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  7. #7
    OWANG3
    Guest

    Default

    sounds good but it should be up to the players if they want to kill in a grp or alone

  8. #8
    IRCHEATING PWNZ YOU! Array
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    Quote Originally Posted by Sean View Post
    sounds good id like it like that but i also like to solo some boss's for fun wouldnt be good if all boss's were made group kill
    o yeah i didnt mean every single mob to be either wiz/war kill but having a few gives the classes someone where there is a little more saftey from the other classes + it encourages the group kills for those that want to either group/guild hunt. (o i remember entire guild hunts to kill the zt they used to be great fun, show up spend ten minutes killing the first one then waste 2 hours waiting for the next one to spawn whilst pvping each other and wasting all the pots ^^ ooooo the good old days * Puts on flat cap and tucks self back into the arm chair*)

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  9. #9
    Muhatma
    Guest

    Default

    Well make 1/2 places level oriented
    like when u choose pets for example says 40+ 45+ 50+ etc
    when u tele from sigal 2 wt should give u a choice 2 choose level say 55+
    for example
    then a lvl 40 teles into wt next 2 u u think wtf hes 40 im 55+
    but u run 2 kr both enter door and he isnt in kr hes in 40+ kr ur in 55+
    if u get me? so just make the kr level oriented?
    wud b easier
    tht way can still fight on way
    hope this helps

  10. #10
    EternalLight
    Guest

    Default

    its always good to see your long posts.
    increasig the bosses stats to encourage group hunting is always good in my book.

    i would also like to see the following

    when a player first attacks a boss all members of the group are recorded. all non-grouped players on map are teled to the previous room and the doorway is deactivated for 20 minutes.

    poison does not activiate this process
    clear rings cannot work in KR's

    this would create finders-keepers and allow lower level players to keep their bosses without fear of PKing.

    it would also stop taos solo killing all bosses as anything after 20 minutes allows a fight for the boss with the chance of being killed as the door would reopen allowing previously teled people back with a vengance.


    when the boss r/s the timer is reset and the process starts over again where the 1st hit will tele all ungrouped players backwards through the cave.


 
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