Crowfall

Barab

Silver Knight of the Realm
446
35
"First release (with partial functionality) will begin alpha testing in late Summer 2015." but we will see.
 

Tuco

I got Tuco'd!
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73,615
So what have they said about world bosses?

I like world bosses that are challenging on their own and require a coordinated raid to take down, but not in PvP games. It turns the game from being control over resources to being a PvE fight.

My ideal world boss in PvP games is one that you can take down by just zerging it. It doesn't do much damage or have goofy mechanics but has enough HP that a good size raid will take a bit of time to kill it. But when you engage it, some notification pops up world wide to indicate that it's being attacked. And the HP of it will be high enough that an opponent, if they are coordinated, would be able to travel to the boss site and engage you before you can kill it. But because the boss doesn't do much damage it's possible to fight off the enemy raid while still fighting the boss (though it'd be a huge disadvantage still).

Maybe I'm just tired of fighting world bosses where a few people can port in, kill your MT and wipe your raid. That's how it is in ArcheAge and I've been on the giving and receiving side of it and it's annoying.
 

Valor_sl

shitlord
26
0
What they've said about "World Bosses" is that they won't exist, or at least not as we know them.

The campaigns are about PvP and they don't want people focused more on nutcupping in order to take down the big badass dragon. Mobs are going to be in game and they will be tough, but they are only there to make the world more dangerous, not as a point of progression. I'm pretty happy about that fact personally.
 

Tuco

I got Tuco'd!
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So does that mean they'll pump up the size of a few tigers, give them 100x hp and 10x damage and have them roam around wrecking people just to prove that the world is harsh? Or does that mean they'll have the best resources require you to clear out a bunch of tough spiders before the resources can be scavenged?

I feel like it's too tempting not to put world bosses in. Especially in the apocalyptic last days of a campaign where they seem to want to cleanse the weak while the strong are able to hole up in their fortress.
 

Mr Creed

Too old for this shit
2,381
276
They actually count the paypal/websites backers that couldnt use KS, so they did hit the 17k backers stretch goal. I'm not sure if they intend to go the ?m??o??n??e??y??p??r??i??n??t??i??n??g? Star Citizen way of offering more and more stretch goals.
 

Tuco

I got Tuco'd!
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I'm sure they will. But the reason SC was successful is people buying $1000 ships. I don't think the stretch goals were particularly compelling. Maybe they got the minority of the population who cared about each one riled up enough to post about it incessently on their forums. I could be wrong though.
 

Valor_sl

shitlord
26
0
So does that mean they'll pump up the size of a few tigers, give them 100x hp and 10x damage and have them roam around wrecking people just to prove that the world is harsh? Or does that mean they'll have the best resources require you to clear out a bunch of tough spiders before the resources can be scavenged?

I feel like it's too tempting not to put world bosses in. Especially in the apocalyptic last days of a campaign where they seem to want to cleanse the weak while the strong are able to hole up in their fortress.
I think the simple answer is: Yes.

You'll have to clear out the mines/ect of mobs before you can do stuff there. As the seasons progress, mobs get more challenging and I'm hoping for just regular mobs that will wreck face if you aren't paying attention.
 

Teekey

Mr. Poopybutthole
3,644
-6,335
I'm not sure if anyone has asked them this, but I wonder if they are looking and designing it from an esports angle. If true that yea, it's not really all that different from PS2 or GW2. I'm still backing it but I do feel that it's never going to have this immersive 'world' feel like a typical MMORPG. Now to their credit they've been completely upfront about that but I get that sense that's not what everyone wants.
Draegen talked to them about this in the recent interview to a small extent, and it doesn't seem they're designing for eSports specifically. They basically said whether it becomes an eSport or streaming sensation will really be up to the fans.

They've also said they don't really want people competing for points, because how wide the breadth is for individuals to contribute to their team (crafting, scouting. Etc).
 

Vitality

HUSTLE
5,808
30
Well I couldn't resist so I'm building a shadowbane character closest to what I want to play in Crowfall (assuming SB race/archetype limitations aren't in crowfall)

My Version of an Ideal Bloodmagic Confessor

Archetype:
Confessor- Single Target Health Transfer

3 Disciplines:
Blood Prophet- Self Buffed HoT and additional stackable HoT
Gorgoi- AE Life Drain and Flight
Thrall- AE Group Health Transfer
 

Tuco

I got Tuco'd!
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Oh here we go, veterans of the MMO world still thinking they can put together a coherent build based on napkin-designs and hopium.

Where are Draegan's prerelease builds from previous games so I can crush his hopes and dreams?
 

popsicledeath

Potato del Grande
7,524
11,780
My ideal world boss in PvP games is one that you can take down by just zerging it. It doesn't do much damage or have goofy mechanics but has enough HP that a good size raid will take a bit of time to kill it. But when you engage it, some notification pops up world wide to indicate that it's being attacked. And the HP of it will be high enough that an opponent, if they are coordinated, would be able to travel to the boss site and engage you before you can kill it. But because the boss doesn't do much damage it's possible to fight off the enemy raid while still fighting the boss (though it'd be a huge disadvantage still).
I, too, wish they'd just turned on PvP in open world GW2 and forgotten all the separate battlegrounds/match/maps bullshit.
wink.png


My ideal is similar to yours (but maybe without the world notification of anything). I think PvE for the sake of typical gear/exp gain to get more powerful in PvP is a bad model in many types of PvP systems. But I also value the PvE world as a measure for winning and losing, and a way to introduce risk and reward, etc. So, make PvE have PvP implications (beyond 'gearing up' for PvP separately).

It has never seemed that difficult to me to merge both PvE and PvP in a way that makes more sense than the lame mechanic of simply having NPCs fight for your side. If your guild/group/faction is trying to lock down irondick mine, they can spend resources/cash/points/whatever to add a boost to mining by summoning some big ass orc slave with a hammer that can be killed, or captured and escorted to a rival area by your enemies.

Now, it's not just PvE, but has turned into a fight with PvP implications. Yeah, you're fighting over an NPC, but that NPC and the associated PvE has become a strategic resource for PvP to be won or lost.

Hell, even limit it to a set number of world champions that provide boosts boons, and then let people fight to control them. Or let a group decide to kill it if they feel that's the best decision, encouraging people to team up against a larger force who they know can control the champion, so a one-time assassination mission is formed.

Beyond that, mobs shouldn't be much more than background unless you're clearing them out of an area to set up camp (as a measure to control simply having one player lock down a resource or area).