#Enhancing Dungeon Adventures: Feedback and Suggestions for a Better Gameplay Experience

1 messages · Page 1 of 1 (latest)

steep horizon
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I'd like to provide feedback on the dungeon boss encounters in the game. Overall, I find the current system enjoyable, but I believe there are some improvements that could enhance the experience.

Firstly, let's talk about the boss encounters. Currently, the boss begins with 120 health points, and players need to reduce its health to 60 to trigger Phase 2 and repeat the process to reach Phase 3. While this system works, I suggest a more dynamic approach. Instead of requiring players to bring the boss's health to a specific value for each phase transition, it would be more engaging if the boss automatically transitioned to the next phase when its health reached the desired threshold. For example, if a party starts the battle and manages to bring the boss down to 60 health points, the boss would naturally transition to Phase 2. This change would make the boss fights feel more fluid and intuitive.

Additionally, I'd like to see the option to include multiple bosses within a dungeon. Having the ability to organize patrols of monsters with defined pathfinding would add depth and complexity to dungeon design. This feature would not only make dungeons more challenging but also allow for more varied and exciting encounters.

In summary, while I appreciate the current boss encounter system, I believe that implementing automatic phase transitions based on health thresholds and introducing the ability to include multiple bosses and define monster patrols would significantly improve the overall dungeon experience. Thank you for considering these suggestions, and I'm excited to see how these changes could enhance the gameplay in the future.

patent kelp
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Hmm I’m a bit confused, how is what you’re suggesting for boss phase health thresholds different to what is currently in the game?

steep horizon
# patent kelp Hmm I’m a bit confused, how is what you’re suggesting for boss phase health thre...

I understand your confusion, and it's a valid point. The fundamental difference lies in how phase transitions are set based on the boss's health in the dungeon.

In the current configuration, players are required to reduce the boss's health to specific values (e.g., 120 for Phase 1, 60 for Phase 2 and 50 for Phase 3). This means that, in total, they need to remove 230 health points from the boss during the battle.

In contrast, the proposal I'm suggesting is based on a more dynamic approach. Instead of having specific health thresholds for each phase, a total maximum boss health would be established (e.g., 300 points). In this scenario, phase transitions would occur automatically when a predefined percentage of the boss's total health is reached. For example, reaching 60% of the total health (180 points in this case) would automatically transition the boss to Phase 2, and when 50% of the total health is reached (150 points), it would enter Phase 3. This would simplify the process and make phase transitions more intuitive for players since they wouldn't have to worry about reaching specific health values.

I hope this clarifies the difference and the reason why I believe that the percentage-based approach to total health would be an improvement in the gaming experience.

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I don't know if it is better understood now. What I suggest is basically like a lot of MMOs have, the phases come in automatically when you reach the desired % of life. Here you have to lower the life of the boss, and again, and again then it feels confusing because we are used to the mechanics of MMOs.

sweet pelican
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What you suggest is that we as the player get percent healt for boss phases instead of having to do the math in our heads to set the value?

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Did I get that right?

steep horizon
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Correct

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For example:

const boss = {
  "phase1": "300" // 100 %
  "phase2": "150" // 50%
  "phase3": "x" // x %
}
inner harness
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@steep horizon I understand what you are asking but until now the damages/ HP has always been counted in % a situation that I learned to do with but personally I much prefer to be able to manage exactly the damages/ phases as it is currently I feel to have more than freedom like that and therefore I’m against you asked..