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MMO Player (Anonymous)Tue 16-Sep-14 01:18 AM
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#56682, "Suggestions for PVE"


          

Suggestions for PVE (assuming new areas are still being created?)
I would like to suggest some interesting game mechanics that I have experienced playing MMO’s for the last 8 years that may work for CF.

1) Rather than the usual kill mob 1, then kill mob 2, then mobs 3 etc. You could have 2 boss mobs where you have to kill both mobs within say 2 or 3 rounds of combat of each other. Otherwise one mob restores the other mob back to full health. To make this annoyingly fun you have one mob hit much harder and have less hp than the other.

2) Periodic reflect, so every so often in the fight the boss gets a reflect buff where instead of taking damage, you take that damage. In practise this could work where the mob takes normal damage from physical hits, then when he gets the reflect buff, you need to switch to magical weapon, to prevent just using a magical weapon he would be very resistant to anything he can’t reflect.

3) Add pulling. For example you fight a strong boss with lots of hp in a room and you need to pull a lever which sends in more mobs you have to kill same time. If you kill a specific number of adds you get a better reward when the boss dies. The lever stops working if you kill boss and the boss gets a damage buff for every add.

4) NPC versus boss. Once you walk in, the fight is on, weak goodie versus tough evil. If the goodie dies you miss out on reward (he unlocks chest or something afterwards but cant if dead). So you have to find a balance between healing the goodie or rescuing and killing the evil boss, who likes to switch back to the NPC occasionally.

5) Absorbing boss, boss mob is immune to everything unless you kill an add, adds can be in different rooms, each time you kill an add you get you certain amount of time to hurt boss. The timer might need to be variable to number of people in the area to be fair. This does not need to be an add, someone in your party can do something else to activate.

  

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WarrenWed 17-Sep-14 03:49 PM
Member since 17th Dec 2012
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#56703, "Sounds like WOW."
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nt

  

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GraatchTue 16-Sep-14 03:14 PM
Member since 14th Apr 2010
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#56696, "RE: Suggestions for PVE"
In response to Reply #0


          

>Suggestions for PVE (assuming new areas are still being
>created?)
>I would like to suggest some interesting game mechanics that I
>have experienced playing MMO’s for the last 8 years that may
>work for CF.
>
>1) Rather than the usual kill mob 1, then kill mob 2, then
>mobs 3 etc. You could have 2 boss mobs where you have to
>kill both mobs within say 2 or 3 rounds of combat of each
>other. Otherwise one mob restores the other mob back to full
>health. To make this annoyingly fun you have one mob hit
>much harder and have less hp than the other.

Isn't this the description of the nexus inners, mostly?

>
>2) Periodic reflect, so every so often in the fight the boss
>gets a reflect buff where instead of taking damage, you take
>that damage. In practise this could work where the mob takes
>normal damage from physical hits, then when he gets the
>reflect buff, you need to switch to magical weapon, to prevent
>just using a magical weapon he would be very resistant to
>anything he can’t reflect.

Interesting concept, but you do realize that this would mean ragers could never go there, or kill those mobs. Similar restrictions (blessed items only? Chaotic items only?) would apply to all the various groups of thera's inhabitants.

>
>3) Add pulling. For example you fight a strong boss with lots
>of hp in a room and you need to pull a lever which sends in
>more mobs you have to kill same time. If you kill a specific
>number of adds you get a better reward when the boss dies.
>The lever stops working if you kill boss and the boss gets a
>damage buff for every add.
>
>4) NPC versus boss. Once you walk in, the fight is on, weak
>goodie versus tough evil. If the goodie dies you miss out on
>reward (he unlocks chest or something afterwards but cant if
>dead). So you have to find a balance between healing the
>goodie or rescuing and killing the evil boss, who likes to
>switch back to the NPC occasionally.

Interesting concept, though again, very restrictive - any group without a healer (meaning someone who can heal in combat) cannot go there, or get the reward, ever. Warrior/ranger/antipaladin/invoker/thief/assassin/shaman/muter/shifter groups will be unable to go or get full benefit.

>
>5) Absorbing boss, boss mob is immune to everything unless
>you kill an add, adds can be in different rooms, each time you
>kill an add you get you certain amount of time to hurt boss.
>The timer might need to be variable to number of people in the
>area to be fair. This does not need to be an add, someone in
>your party can do something else to activate.
>

This kinda exists already, but could be done more, yes. Interesting, do you allow escape if they fail to kill in time?

  

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MoligantTue 16-Sep-14 11:27 AM
Member since 30th Dec 2010
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#56694, "I like #4 and #5"
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Especially #4

  

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BemusedTue 16-Sep-14 02:29 AM
Member since 15th Oct 2013
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#56683, "That would seriously take PvE to a new level"
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I would be interested to know if any MUD ever has tried such stuff.

On another note; I am pretty sure I know who you are anonymous MMO Player.

  

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