Thard_Verad
(?)Community Member
- Posted: Mon, 09 Aug 2010 23:47:35 +0000
... or more precisely, an idea for the boss fight sequence.
Let me preface this by saying it isn't solely my idea. Several people, myself included, kicked this idea around the z!CB guild a month or two ago. I just decided to drag it out of hiding and share it with you all. Now without further ado, the idea!
Forgive me if someone else beat me to the punch.
This idea is to have a somewhat more dynamic boss encounter than the usual one-room brawl. As you fight the boss, you'll have to chase after it until it reaches the final battlefield. While giving chase, you have to quickly navigate around narrow pathways, or suffer the consequences....
What am I talking about? I want to see a fight take place in a volcano! The dungeon could run through some volcanic caverns to reach the boss' lair, which is in the cone of the mountain itself. Once inside the lair, you have the usual opportunity to heal and buff before the fight begins. The boss appears and spars with you for a while, until its health drops to a certain point (or you defeat its first form). It then flees, opening a hole in the wall. At this point, the room begins filling with magma, forcing you to leave or burn. (You thought FIRE BAD!? Well, MAGMA WORSE!!)
This means you don't have time to stand around regenerating, you have to escape the rising tide of molten rock. The next few rooms will be narrow ledges that eventually lead to the second boss room. Hard mode can have you dodging falling rocks along the way. So you battle the boss again, chipping away at its health, until it flees even deeper into the cone. Escape another magma bath and chase the boss along more ledges (these would be twistier and harder to navigate than before).
Finally, you reach the last room and corner the boss. Here, it unleashes all its fury to try and defeat you. More falling rock, more minions, whatever it can use against you. Because of the impending eruption, the floor itself eventually fissures, dividing the battlefield. Players on the wrong side of the divide will be forced to use ranged rings to attack, or assume supportive roles for their teammates. When the dust settles, an exit will open up for you to get out of the dungeon and claim your reward (whatever that may be).
I realize a fight like this would be really tough to implement, especially given the current state of the dev staff. But wouldn't it be an epic clash?
Nifty ideas from you guys and gals:
Yeah, slower connections might suffer on rapid navigation. Guess I've been spoiled by my fast compy.
Could have fire spurts in the dungeon leading to the boss lair?
Perfect! Let's call him Rocko!
No, I agree; I would really like to see a Dragon made of animated magma, though (if only because it would look awesome). With the more-or-less fluid nature of magma, though, there's nothing stopping it from changing shapes slightly (or not-so-slightly) throughout the course of the encounter...
Let me preface this by saying it isn't solely my idea. Several people, myself included, kicked this idea around the z!CB guild a month or two ago. I just decided to drag it out of hiding and share it with you all. Now without further ado, the idea!
Forgive me if someone else beat me to the punch.
This idea is to have a somewhat more dynamic boss encounter than the usual one-room brawl. As you fight the boss, you'll have to chase after it until it reaches the final battlefield. While giving chase, you have to quickly navigate around narrow pathways, or suffer the consequences....
What am I talking about? I want to see a fight take place in a volcano! The dungeon could run through some volcanic caverns to reach the boss' lair, which is in the cone of the mountain itself. Once inside the lair, you have the usual opportunity to heal and buff before the fight begins. The boss appears and spars with you for a while, until its health drops to a certain point (or you defeat its first form). It then flees, opening a hole in the wall. At this point, the room begins filling with magma, forcing you to leave or burn. (You thought FIRE BAD!? Well, MAGMA WORSE!!)
This means you don't have time to stand around regenerating, you have to escape the rising tide of molten rock. The next few rooms will be narrow ledges that eventually lead to the second boss room. Hard mode can have you dodging falling rocks along the way. So you battle the boss again, chipping away at its health, until it flees even deeper into the cone. Escape another magma bath and chase the boss along more ledges (these would be twistier and harder to navigate than before).
Finally, you reach the last room and corner the boss. Here, it unleashes all its fury to try and defeat you. More falling rock, more minions, whatever it can use against you. Because of the impending eruption, the floor itself eventually fissures, dividing the battlefield. Players on the wrong side of the divide will be forced to use ranged rings to attack, or assume supportive roles for their teammates. When the dust settles, an exit will open up for you to get out of the dungeon and claim your reward (whatever that may be).
I realize a fight like this would be really tough to implement, especially given the current state of the dev staff. But wouldn't it be an epic clash?
Nifty ideas from you guys and gals:
Atrash the Squidmonger
Navigating narrow pathways is not really as good an idea, in my opinion. Lag really hurts navigation especially, and lag would already create a bit of a problem with the place (but a dealable problem - with this, it could be a lot harder). Also, plain clicking auto-navigation would just push most avatars through fine (or else would be too slow, thus dooming people who used that method). Even with tiny bits of workable lag, precise motor control - especially with fast footspeeds - can be tricky with the arrow keys or wasd.
Also, it must say MAGMA WORSE. Maybe have a curtain of fire to enter the boss instance, so it can say FIRE BAD first.
Also, it must say MAGMA WORSE. Maybe have a curtain of fire to enter the boss instance, so it can say FIRE BAD first.
Could have fire spurts in the dungeon leading to the boss lair?
Sensual Soul
I was thinking of having animated in waiting around the corner to ambush you and yes the magma catching up...maybe you could defeat the animated to open the pathway?
Atrash the Squidmonger
Penguins (because who else would have a volcano fortress?).
Red Kutai
No, I agree; I would really like to see a Dragon made of animated magma, though (if only because it would look awesome). With the more-or-less fluid nature of magma, though, there's nothing stopping it from changing shapes slightly (or not-so-slightly) throughout the course of the encounter...