1-Why do we do it? because low-tier bosses have little to nothing worth your time for veterans. The buff on rares and the guaranteed drops in the works should fix some of that. ----------2-Give everyone rabbit by default (no damage for 2 seconds = speedy) , meaning is no longer a blessing, just something everyone has internally. -----------3-Teleport to a player, with invincibility that goes away after 0.5 seconds if you move, so you can teleport to whatever bunch of players is bossing without getting insta shotgunned, and of course no loot for you until you manage to move and get your damage in, but if you don't move, you stay invincible yet can't attack. -----IF YOU WANNA DEBATE GO AHEAD, BUT THE TOXIC MANCHILDS WILL GET IGNORED, BLOCKED AND REPORTED. Be constructive, offer alternatives, and don't just say "dumb idea sorry" that adds nothing.
#Addressing boss camping and offering amazing QoL.
18 messages · Page 1 of 1 (latest)
One thing we talked about in vc is having bosses spawn in a lot more frequently to always have something to do
Be in constant action
Thats great, just needs some downtime in between so U dont get killed while looking at the drops, or organizing inv.
Yeah, plus more bosses per realm
I think with new upcoming end-game content there won't be much need to camp out these current bosses. And the idea of teleporting to a player takes away the authentic side of having to learn each biome and know where to fast travel, I also think the addition of settlements and high level places to fast travel to will effect the way people are camping on the T3 bosses
It solves the issue that you aren't constantly doing something and often waiting for bosses to spawn
endgame might fix that yes,but people are going to stick to whatever has higher value. Whats your reasoning behind thinking teleport will take away learning? You have from level 1-max to explore via quests, which usually point to things around your level. What I have noticed a lot, is quests spawning all the way across the map, even tho you are right next to a spawn area (Kobuking, Mumut, etc) Settlements might indeed change things up.
Right, from a design point you wanna minimize the tedius things and maximize the fun side. Very few people find moving from point A to point B fun. The majority just thinks that is tedious.
I appreciate the thought given to addressing this issue. That being said, I think this isn't quite the right approach to take. Player engagement should always be a priority but not at the expense of many other aspects of the game. Personally, I feel like the game is already in its peak "arcade" stage in development. By increasing players movement speed and allowing teleportation we need to consider what may be overshadowed. That would be the immersion and admiration of a world created by the devs. Battling through hordes of enemies and slogging through with a group of other players is something I would dearly miss. Settlements, quests, and the journal are all coming in the next few updates and paint a different picture for BA. I believe Juix and Yangu do care about this game's lore and want a slower paced game, not one that is practically a boss slot machine where we flash in and out from battle, ignoring 95% of the world created by them. It's not the destination, it's the journey that counts.
Idk, sometimes people could power level by Teleporting to high level areas and just dodging to collect high exp. But personally I like the dynamic of having to rush to the location, it feels more authentic and dealing with the mobs on the way is always fun too 😉
Solution I can think of for camping is delay T3 boss spawn until previous hammu is done: low leveled players can farm longer; end game players can bank items post-hammu.
Destination and journey are personal choices, some prefer one over the other. By forcing one, you eliminate the other group, So the best approach is having both. Remember we do have permanent death. Low levels still lurk in high areas regardless and end up mostly dying, or stay alive and get rewarded for it.
Low levels in high areas take a huge risk for the exp leech, they do it right now, that is their decision to make. Taking away choice is usually a negative. You can still rush to the destination and ignore the teleport. That is just a QoL.

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Destination and journey are not inherently exclusive. I don't understand how "forcing" players to fight through enemies and explore the map takes away their decision. Same as how you don't start with overpowered gear or the ability to fly in every game. Without restrictions, there is no challenge or difficulty, or creativity on how to overcome these obstacles, in which strips away at the character of the game as a whole. I don't play minecraft in survival mode and get upset when I don't start with Elytra because the devs are "forcing" me to play the game a certain way.
Players should definitely be encouraged to play in whichever way they want, but I don't believe feeding low level players into the T3 boss rotation meta is it.
I hear you fano. I think fundamentally we agree on the idea but have different perspectives. And you are right, that might be too much for a new player. Althought they do get feed to Hammu on closing. This just introduces them to high level risk/reward faster.