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  1. #31
    DPS not included.
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    Default Re: About raid and raid boss design... (tl;dr thread)

    Quote Originally Posted by kyros View Post
    the real problem here is the eq2 combat system.

    nothing fun and interesting will ever work because the combat system is stupid.

    Disagree. EQ2 and the other EQ games, have one of the best combat systems I have ever seen. Every other MMO I have played is just a mindless spam of the same 5-10 buttons over and over, not fun. With any class in EQ2 you get to mix,match and combo at least 20-30 in any given fight. EQ2 truly separates the retard button mashers from the truly strategic individuals.

    Someone complimented my brother on WoW saying he was a great druid. The dude presses 1 button the whole fight, its called wrath, with like a 1 sec cast 1 sec recast, thats all he does! how can you be bad at that!? I don't know but somewhere someone is.

  2. #32
    endless waltz
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    Default Re: About raid and raid boss design... (tl;dr thread)

    yes, because eq2 is so complex.
    you spam 20 buttons instead of 1!

    there isn't much difference.

    i don't think that the number of buttons equates to difficulty.

  3. #33
    Unpatriotic Rotten Doctor Commie Rat
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    Default Re: About raid and raid boss design... (tl;dr thread)

    Quote Originally Posted by Camber View Post
    Get rid of the timer:
    Stick with the 4 boss idea, perfect for a nice zone. You can take your time, kill the guy outside, roll through the main gate kill boss 2, kill boss 3, then move to the general. Once you reach the general word has spread, reinforcements are already coming down from the mountain and at the rear gate. Now, the General is an X3, leaving 1 group of your raid having to man the back gate. If and when the gate opens that 1 group has to deal with constant heroic content, slowly but surely increasing in size and spawn rate until you either drop the general (loss of morale causes the reinforcements to run away) or you are over run and eventually taken over With X2-3-4 mobs spawning instead of Heroics. From this point on, if you defeated the general you have to drop the remaining soldiers and head on out.
    Sounds good. Yea, the timer is prolly a pain in the ass. Too bad the community's ideas concerning raid encounters will never make it into the game. SOE should really make more use of the community. Should've, 3 years ago.

  4. #34
    Duck Joke For Life
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    Default Re: About raid and raid boss design... (tl;dr thread)

    Forgot: The Odyssey idea is awesome: Adjustment.

    Odyssey is cast every 15 seconds.
    Boss mob has weaklings for adds, nothing a off tank will sweat over. Simply a turn and burn. (1 group, 2, 3 however many.)

    The Odyssey will target a random player: Not based on hate, dps or heals, simply a roll of the dice. This teleport will send you to the front gate, or front of zone. Not terribly far away, but further than a typical joust in/out.

    The mob in question isn't terriblly hard (damage wise) however he has quite a ton of HP. No re-spawning adds. Once the first group or however many are dropped, the fight is Boss mob only.

    Factor in the high HP and Oddy every 15, and this could be an interesting fight especially if the MT or MH gets ported . Your OT groups better be quick on the draw, and better have a back up plan set in stone.

    That could be quite a fun encounter.
    String story? I don't know if there is enough room in the sig...

    Camber lvl 50 Templar, formerly from Nektulos
    Currently Nettlesface lvl 78 Templar from Kithikor

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