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09-29-2009, 02:50 AM
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<3 Team Fanning <3
Character: Kriptini, Mousiliena
Guild: Mithril
Server: Everfrost
Posts: 1,446
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Design-an-Encounter!
SoE can't make fun fights for their lives. So we've go to do it for them.
Basically, you get to design an encounter. There are a few guidelines and rules you'll need to follow, but other than that, all creativity belongs to you. After a few days of submissions, I will make a new thread and all of flames will vote for the encounter they'd like to try the most.
You'll be developing the strat of the mob, its stats, and you can even make a picture if you want.
Due to the large amount of submissions that this thread will probably receive, anything that doesn't follow the rules or is just completely half-assed will be disqualified immediately.
The rules absolutely must be followed while the guidelines are just little tips to think about.
RULES:
1. Encounters can't require an item from another zone that needs to be activated in order to complete it. (eg., Venril Soul Cube, Xythus necklace)
2. Death of pets cannot decrease the raid's chance of survivability, and all pets (controlled or swarm) cannot be targets of raid-wiping detrimentals. (eg., death of pets cannot heal the mob and detrimentals that must be cured or create a raid wipe cannot target pets) Furthermore, pets cannot receive Curse effects.
3. All encounters must be able to be completed by legitimate means. (eg., encounters that require ghosting through walls in order to complete will be disqualified)
4. Encounters cannot contain abilities or mechanics that immediately exterminate specific classes or races. (eg., mobs cannot have an AoE that instantly kills all Brawlers)
5. All encounters must be designed for twenty-four (24) level eighty (80) raiders in The Shadow Odyssey expansion.
6. Only one submission per user. Submissions can be changed upon request.
GUIDELINES:- Make an encounter that's challenging, but not annoying or repetitive. Nobody wants to fight a Maestro with forty billion HP.
- Try to avoid submitting encounters that you know your own raidforce wouldn't be able to clear in a million years. If you've never raided a mob that required "dancing" before, don't put it in your submission, because there's a good chance you don't know exactly how it works.
- Keep encounters relatively simple. Don't design nine AoE's with dancing, a damge shield that fears, class adds, and midgets running around pulling your shorts down. (You'll only get votes from people with midget fetishes.)
- Write a short, to-the-point strategy that people won't be likely to TL;DR.
SAMPLE:
Name: Laser Turret
HP: 18,000,000
Abilities: - Laser: single-target heat attack, 8k-12k, recast 20s, hits player with current aggro
- Infared Discharge: AoE heat attack, range 15+ meters, 4k-10k, 1k every four seconds for twenty seconds, recast 50s
- Metal Plating: perma-buff, prevents 80% of all damage received
Adds: 4 a machine piece, each with 4,500,000 HP.
Strategy:
Uber people can just straight burn him. Less uber raids can attack the four machine pieces, one on each side of the stage, approx. thirty meters from the perma-rooted named.
The machine parts are also perma-rooted but do not attack back. When a machine part is killed, the named loses 25% of its max health. Less uber guilds willl have to joust in to closer than 15 meters to avoid the 50s-timer AoE while killing machine parts.
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May the best non-suck Aeralik win!
__________________
Quote:
Originally Posted by Pokie
Negative attention is still attention.
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Quote:
Originally Posted by Venser 2.0
i do stab things from behind
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09-29-2009, 03:10 AM
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I Tank'n'Spank
Character: Onra
Guild: Dracos Argent
Server: Butcherblock
Posts: 833
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Re: Design-an-Encounter!
^^^ Milyex Vioren. Yeah, people hated that encounter.
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DracosArgent.com
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09-29-2009, 03:11 AM
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NO YOU WON'T
Character: Aleraku
Guild: YMCA
Server: Blackburrow
Posts: 11,383
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Re: Design-an-Encounter!
Rule #7: All abilities apply. Zero immunities beyond what the text of a profession ability indicates.
__________________
Oh shit I just had a memwipe, why is retarded uncle Roger still designing raids for this game again?
Some players might bot against encounters but it seems like he bots the encounter design!
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09-29-2009, 03:26 AM
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Regular
Character: Nimrael
Guild: Ascend
Server: Runnyeye
Posts: 244
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Re: Design-an-Encounter!
Where it starts for me:
- no reactives off mobs ffs
- less curses, it's getting old
- keep the level of difficulty by being imaginative, not by making the raids boring and frustrating
(every time I hit Concealment and get a reactive on me, it makes me want to strangle baby bunnies)
Seriously, the mobs can still be hard and challenging without reactives and 50 billion curses.
Keep the level of difficulty, that's fine.
But make it at least somewhat fun ffs.
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09-29-2009, 09:42 AM
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Regular
Character: Sziroten
Server: Lagserver Valor
Posts: 802
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Re: Design-an-Encounter!
Nightmare of the Swamp
General
- Contested Horse roaming in Moors of Ykesha (or every other swamp now and in the future).
- Scales.. Yep you read right. It will get stronger the more people attacking it. (1 group = heroic, 2 groups = x2, 3 groups = x3 and 4 groups = x4)
- When it’s up, the water is turned into burning poisoned black soup which does dmg to everyone who walks into..(mobs and player)
Specials
- Standing in the “water” will do heat and disease dmg.
- The mob causes every 10% procent random fear for few seconds and a longer fear for people which fall under 30% of their health. (it will not random fear if everyone has fear immune.. but people will fear when under 30%, see below for more details)
- Pulling the mob out of the water will cause “Storm of the Swamp” which is an uncureable heat, disease and interrupt dot which ticks until u re-enter the swamp or after 12 hours. (So you can leave your tanks in the water but if someone grabs agro standing outside the hole raid has to enter and exit the swamp to get this dot off)
- There are time based (like 15 sec) add waves, called “Rage of the Swamp”, single up lvl 80 mob. One for each Raidmember which are forced towards it and can only be killed by this Raidmember. If the mob is not killed in 30 sec a message will appear…“[Enter Name] was taken by the swamp” and the player is stifled stunned rooted until end of the fight.
- Appearance of the adds are tentacle coming out of the bottom which root u. They are not meant to kill but to interrupt your dmg on the named..
- At 50% percent
it will one-shot your current tank. It will ignore any hate generated from current tank until the end so your other tanks will have to take the job. (u can also let everyone else tank at 50% since it's current target gets ignored.. so what's about your wizzi *gg*)
- At 10% the hole raid gets stifled, stunned for few seconds and there will spawn 12 Nightmare Foals which run away in random directions but can be charmed/rooted up to 7% of the Named and picked up for a “Nightmare Foal” mount which will provide less heat and disease dmg while sitting on it. It will also provide fear immune!
- At 5% the mob cast “last chance”, appearance will change so the Fire of the Swamp and of the Mob will increase double the size and also cause more heat dmg.
Named itself - Well it’s a horse so it should do horse attacks means.. standing on his rear legs fighting with the front legs, his tooth and sometimes turn around and trying to hit with his rear legs. (this turning and hitting with rear legs is a timed ae melee attack)
- Since it’s a creature of the swamp it will heal itself if someone get’s “taken by the swamp” for some amount.
- Also will it not receive full amount of heat and disease attacks since it’s living in it.
- Melee attacks will always apply extra disease and heat damage. (no dots)
Strategie
Well equipped people just heal the disease and heat dmg to not risk the uncureable dot.
- 100% to 50% burn named – burn add – burn named - …..
- At 50% tank change
- 50% to 10% burn named – burn add – burn named - …..
- At 10% stun,stifle ae so keep your mt fully warded and your mezzes, roots ready
- 5% to 0% just do what you did the hole time.. burn named – burn add - …..
Final thoughts…
So since I’m not that into numbers.. health of Named and adds have to be adjusted… also the heat and disease dmg done by the water. There is no stupid window u have to watch for a stupid buff.. all what members have to do is their job. The lower dmg rate of heat and disease has also to be adjusted.. It should not be like the captain in woe but like 10-20% less. This is not a straight burning mob but sure u get awarded with less add waves and also shorter interrupt caused by them (since they are time and not % based).
Some might think it’s a bit strange that your MT get instant killed at 50%.. well u might be right but I just thought this will do some extra trouble for the easy burn – kill adds- burn – kill adds up to this moment. You also have to time add waves or u might get add waves while your MT gets one-shotted which is probably not the best.
What is the shit with these foals??? Might some ask. The only reason to kill Raidmobs is loot and AA so to keep even old content interesting is adding loot which might be still interesting later on. Additional.. I just like horses as mount befor everything else.. (well maybe it could be also a panther… hm) and fear immune is a nice to have or not? There should be also a head for this creature
The encounter scales.. don’t know where this idea comes from but I kinda like it. Since it’s still designed for 24 people.. hope this doesn’t clash with your 5. point, otherwise just take this scaling out.
Last edited by Cenarius; 09-29-2009 at 09:47 AM.
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09-29-2009, 12:19 PM
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Horse High Musical
Character: Widem
Server: Unrest
Posts: 3,083
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Re: Design-an-Encounter!
3 Frost Giants - Unique Appearance/Names.
One is a Fighter, One is a Mage, and One is a Priest.
Located in a good size room about 225mx225m.
Upon engagement:
-the mage and the priest go invisible.
-incurable elemental Dot for 5% health every 3 seconds with 30 sec duration that refreshes every 30 sec as long as the Priest is alive.
Fighter mob:
-Massive melee AE within 10 meters anyone outside 50 meters full power drain.
-30degree frontal cone with infinite range that is instant death to anyone except for fighter class. Fighter takes moderate damage.
-Damage Shield which gives vision which allows you to see the other 2 brothers. No detrimental effects.
Mage Mob:
-Rooted, but teleports to random location in room every 45 seconds.
-Raidwide AE that casts a curable elemental debuff that increases the constant Dot from 5%/tick to 75%/tick.
-Raidwide AE that deals moderate damage to only those who have vision placed upon them.
-Casts a 20% damage reduction buff on priest mob.
Priest Mob:
-Rooted, but teleports to random location in room every 45 sec.
-Puts buff on Fighter mob that procs a 400 point heal on every successful hostile attack on him.
-Every 45 sec heals all brothers for 200,000hp.
-Once killed the incurable elemental dot will expire.
Overview:
Basically this fight is about getting the Mage or Priest mobs. Since if the fighter mob is dead you won't be able to get the vision. Everyone's role will be well defined for themselves yet it will take raid coordinate in moving the Fighter mob close the the locations where his brothers teleport.
First major obstacle in learning the fight is moving the Fighter mob to the brothers. Non-Fighter classes will need to stay between 10-50 meters away as well as not standing in front of the mob, which then can lead to instant death.
After getting the movement down its time to decide which one you want to kill first. Each offer its own advantages. Getting rid of the heal and all Elemental Raid Damage. Or getting rid of the massive debuff and moderate AE for vision. Choosing the priest would take practice b/c if you get rid of the healing and you kill the fighter before the mage, well then the encounter is over and would trigger a fail effect b/c vision could no longer be obtained.
*Timers/damage/mob hp should all be a product of testing so I left it out on incidental AEs and such. The general idea of the raid is left intact.
__________________
Quote:
Originally Posted by Gage
In fact stupid bitches like you give women honestly trying to play this game for the game a bad name. You take neglected and already desperate males and make them focus on sex, because you have nothing else to offer. So then they treat every woman in this game as a sexual object. If anything you should be ashamed of yourself. Have a little pride or something. I don't know what you have to be proud of, maybe you can be proud of all the pants you made while Popples was babysitting your litter? Something. Just stop being a useless cum dumpster. The thing that disturbs me the most is, I fuck fat girls for the entertainment value, Dakkota fucked you for love.
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09-29-2009, 12:25 PM
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some newbie
Character: Fenix/Ryki
Guild: Bane
Server: Blackburrow
Posts: 708
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Re: Design-an-Encounter!
I always thought Uqua would translate well to EQ2. Obviously small changes would have to be made, especially in regards to the time limits. The overall spirit of the raid with traps, puzzles, debilitating zonewide effect, protection items and raid splitting would be reproducible and could even be made unique by changing the trap encounters and named bosses.
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09-29-2009, 12:51 PM
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isnt wearing pants
Character: Merovius
Guild: Dracos Argent
Server: Butcherblock
Posts: 742
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Re: Design-an-Encounter!
4 named that have to be tanked by each of the 4 archetypes. The encounter would make use of player stuns, stifles needed to interrupt big nukes/hits from these named.
Waves and waves of adds, some that need to be kited, some that need to be mezzed.
Each named drops a mythical item with a clicky or proc that allows you to deal with effects from the main mob. Only useable in that zone.
Once all four named are dead your raid is ported to the void where the fight against the boss continues. Boss does some funny things like FD'ing groups or morphing players into uselessness. Giant hairy beavers and worms maybe.
Every 30 sec portals pop to bring you back to Norrath where you need to kill adds (insert storyboard reason here). Portal Immunity for 60 sec.
The entire fight vs boss is done floating around in the void (like water but a different animation)
Last edited by Mero; 09-29-2009 at 12:52 PM.
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09-29-2009, 01:17 PM
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NO YOU WON'T
Character: Aleraku
Guild: YMCA
Server: Blackburrow
Posts: 11,383
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Re: Design-an-Encounter!
Quote:
Originally Posted by Mero
Each named drops a mythical item with a clicky or proc that allows you to deal with effects from the main mob. Only useable in that zone.
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Great, loot spam.
__________________
Oh shit I just had a memwipe, why is retarded uncle Roger still designing raids for this game again?
Some players might bot against encounters but it seems like he bots the encounter design!
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09-29-2009, 01:25 PM
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The Original
Character: Bigron
Guild: Confirmed
Server: UNREST
Posts: 868
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Re: Design-an-Encounter!
Quote:
Originally Posted by Cenarius
Nightmare of the Swamp
General
- Contested Horse roaming in Moors of Ykesha (or every other swamp now and in the future).
- Scales.. Yep you read right. It will get stronger the more people attacking it. (1 group = heroic, 2 groups = x2, 3 groups = x3 and 4 groups = x4)
- When it’s up, the water is turned into burning poisoned black soup which does dmg to everyone who walks into..(mobs and player)
Specials
- Standing in the “water” will do heat and disease dmg.
- The mob causes every 10% procent random fear for few seconds and a longer fear for people which fall under 30% of their health. (it will not random fear if everyone has fear immune.. but people will fear when under 30%, see below for more details)
- Pulling the mob out of the water will cause “Storm of the Swamp” which is an uncureable heat, disease and interrupt dot which ticks until u re-enter the swamp or after 12 hours. (So you can leave your tanks in the water but if someone grabs agro standing outside the hole raid has to enter and exit the swamp to get this dot off)
- There are time based (like 15 sec) add waves, called “Rage of the Swamp”, single up lvl 80 mob. One for each Raidmember which are forced towards it and can only be killed by this Raidmember. If the mob is not killed in 30 sec a message will appear…“[Enter Name] was taken by the swamp” and the player is stifled stunned rooted until end of the fight.
- Appearance of the adds are tentacle coming out of the bottom which root u. They are not meant to kill but to interrupt your dmg on the named..
- At 50% percent
it will one-shot your current tank. It will ignore any hate generated from current tank until the end so your other tanks will have to take the job. (u can also let everyone else tank at 50% since it's current target gets ignored.. so what's about your wizzi *gg*)
- At 10% the hole raid gets stifled, stunned for few seconds and there will spawn 12 Nightmare Foals which run away in random directions but can be charmed/rooted up to 7% of the Named and picked up for a “Nightmare Foal” mount which will provide less heat and disease dmg while sitting on it. It will also provide fear immune!
- At 5% the mob cast “last chance”, appearance will change so the Fire of the Swamp and of the Mob will increase double the size and also cause more heat dmg.
Named itself - Well it’s a horse so it should do horse attacks means.. standing on his rear legs fighting with the front legs, his tooth and sometimes turn around and trying to hit with his rear legs. (this turning and hitting with rear legs is a timed ae melee attack)
- Since it’s a creature of the swamp it will heal itself if someone get’s “taken by the swamp” for some amount.
- Also will it not receive full amount of heat and disease attacks since it’s living in it.
- Melee attacks will always apply extra disease and heat damage. (no dots)
Strategie
Well equipped people just heal the disease and heat dmg to not risk the uncureable dot.
- 100% to 50% burn named – burn add – burn named - …..
- At 50% tank change
- 50% to 10% burn named – burn add – burn named - …..
- At 10% stun,stifle ae so keep your mt fully warded and your mezzes, roots ready
- 5% to 0% just do what you did the hole time.. burn named – burn add - …..
Final thoughts…
So since I’m not that into numbers.. health of Named and adds have to be adjusted… also the heat and disease dmg done by the water. There is no stupid window u have to watch for a stupid buff.. all what members have to do is their job. The lower dmg rate of heat and disease has also to be adjusted.. It should not be like the captain in woe but like 10-20% less. This is not a straight burning mob but sure u get awarded with less add waves and also shorter interrupt caused by them (since they are time and not % based).
Some might think it’s a bit strange that your MT get instant killed at 50%.. well u might be right but I just thought this will do some extra trouble for the easy burn – kill adds- burn – kill adds up to this moment. You also have to time add waves or u might get add waves while your MT gets one-shotted which is probably not the best.
What is the shit with these foals??? Might some ask. The only reason to kill Raidmobs is loot and AA so to keep even old content interesting is adding loot which might be still interesting later on. Additional.. I just like horses as mount befor everything else.. (well maybe it could be also a panther… hm) and fear immune is a nice to have or not? There should be also a head for this creature
The encounter scales.. don’t know where this idea comes from but I kinda like it. Since it’s still designed for 24 people.. hope this doesn’t clash with your 5. point, otherwise just take this scaling out.
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This fails on the basis that it scales and can be killed with a group./...if that is your intent.
__________________
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