Continued…
Learn To Tell Time
The current boss design has caused a lot of controversy over guesting, because people have been getting kicked out of their own server trying to participate in events. Some of suggested curtailing or limiting guesting in response, but I disagree. The fault lies somewhere else.
Servers need to synchronize. Implement an exact clock that indicates server time, and make elements conform to its timekeeping. Day and Night shouldn’t radically shift when changing districts or moving from overflow, and for that matter, neither should bosses. Being kicked to overflow will not be an irritation if everyone is fighting a boss at the same time, allowing everyone in every world an equal chance to get in on the action.
Crush Your Players, But Remember That They Are Mercenaries
Respect is earned. If you want your players to participate in an activity, you increase the reward. But if you want your players to enjoy the activity, you have to make them earn their victory. Players do not respect a piñata, no matter how beautiful it might be or how sweet the candy might taste. To make your boss battles epic, you must give them teeth.
At the same time, you have to make sure people have a reason to show up. Let’s face it. We are gold-grubbing, money-hoarding, cash-farming loot fiends. We’re adventurers, and greed comes the job description. If the activity isn’t worth our while, no one is going to care.
To account for these opposing ideals, I propose the following compromise…
-Boss Battles have an ambient effect, A Time For Heroes. While this ambient effect is active, defeat does not break armor and travel to the nearest waypoint is free.
-All boss battles are extremely lethal, and each one can be failed.
-The bonus chest reward is increased to three objects, and can also include rare materials such as lodestones.
-The bonus chest is account bound and resets weekly.
What are the benefits of these effects?
-They form a covenant between developer and players regarding difficulty. Bosses stop flailing like infants and begin slaughtering the unwary, unwise, and unfortunate, yet those deaths do not arbitrarily set players back or break their wallets. Death is the penalty, and there is no need for further punishment, but players must bring their A game if they expect to slay a boss. Each player knows they will probably die a horrible death of screaming agony, but they can throw caution to the wind and give it everything they’ve got.
-By making the reward even greater yet reset weekly, it is okay to fail. Right now, players are constantly trying to grab every daily objective on a shifting time table, and that leads to frustration when things go wrong. If the chest is daily and the boss is hard as hell, there is going to be rage. By easing up on the timetable, however, it is okay for players to not participate sometimes, or to walk away from failure and decide to do better tomorrow.q
When your players worry less about timetables and logistics, they can spend more time living in the moment. When they face difficult but rewarding content, they rise to the occasion. When they seek out and slay the mightiest of foes and bask in the well deserved rewards of the hunt, they will sing their praises of this glorious world.
Thanks for reading! Feel free to provide constructive criticism, or to describe some of your own favorite boss fights of the past and the ways and inner workings that made them wonderful.