I’ve been eagerly reading up on the ways that other MMOs are handling missions, mini-bosses and other instanced in-game events, and that led me to the idea of a random, instanced mini-boss fight based in Emberlight--similar to unlocking the fight with Margel in Moorcroft.
Unlike Margel, however, this event wouldn’t need an item to unlock: it would have a low, random chance of occurring each time a party reaches Emberlight from the depth 13 CW terminal (though I can also foresee a new rare drop that would guarantee a party would unlock the event, similar to the Book of Dark Rituals--and which would also give players another marketable item if they didn’t want to use it themselves).
The players would have to remain together from depth 13 to Emberlight in order to activate the random event: preventing farming, and encouraging parties to stick together. The event would consist of the party having to save the residents of Emberlight from the forces of a new member of the Crimson Order: Kranak the Taskmaster. Kranak would be the fearsome, oversized gremlin charged with enforcing King Tinkinzar’s justice (meaning rounding up any and all of King Tink’s political enemies for use as slave labor in the King’s massive prison complex--and naturally, the residents of Emberlight would be a real sore spot with Kranak; a blemish on his otherwise spotless service record).
Upon the party crossing into Emberlight, players would activate a party button, triggering a short cutscene, and after which the party would defend a number of gremlin NPCs from being snatched/killed by wave after wave of Kranak’s forces. In terms of game mechanics I have had two differing ideas as to how the event would actually play out (and would therefore appreciate some thoughts as to how others see the event working): 1.) the players would try to keep the NPCs from being carried off--sort of an opposite to the Save Winterfest mission--or 2.) like the knight NPCs that sometimes join you in missions, your goal would be to keep as many gremlin NPCs alive for as long as possible. In either scenario, however, a countdown would begin with the opening cut scene: if most of the gremlins are still alive/haven’t been carried off by the end of the timer, the players will have won. If ALL of the NPCs are still alive/haven’t been carried off at the end of the time limit, however, a second cutscene would be triggered heralding the arrival of Kranak himself.
I see Kranak as a huge thwacker, bearing a whip in one hand and a massive wrench in the other. Like regular t3 thwackers, Kranak would have a shield on his back that would prevent hits from behind. His general attack pattern would consist of trying to snare knights with his whip before smashing them with the wrench, though there would also be the chance of a spin attack if players got too close, dealing damage and knockback. The thought here in part is to make dashing and bashing more immediately useful as mechanics in a boss fight: a teammate drawing Kranak’s attention before dashing away from his whip, for example, so that the rest of the party can get hits in. In the last phase, Kranak’s attacks would become electrified, making it significantly more difficult for knights who are struck to escape without getting a face full of wrench. After beating Kranak, the Taskmaster would run off, setting up his possible appearance later on in a new expansion, other missions, etc.
Regardless of whether or not the party triggers Kranak’s appearance, succeeding in keeping at least one NPC by the end of the time limit would reward players with the new ‘Savior of Emberlight’ achievement. Beating Kranak, however, would also reward players with a random amount of tokens that could be exchanged for gear at a new Emberlight alchemy station (again, like the dedicated alchemy station for kat gear in Moorcroft).
Anyway, that is the basic idea. Please let me know thoughts/suggestions, and specifically what do you think about the mechanics for triggering the event, preferences on the mechanics of the event, and the notion of a t3 mini-boss in Emberlight. I have not given any consideration as to the gear that might be crafted from the Kranak tokens, and would be interested in thoughts there as well--though I am personally more focused on the notion of this as a way of approaching new arcade-specific content.
Instanced Mini-Boss in Emberlight: Kranak the Taskmaster
Idea is good, but...
- ,, The players would have to remain together from depth 13 to Emberligh ''
That means, it will be encountered only by Tier 2 players. No advanced T3 player will back to T2 for "rare" something. Absolutely strong -1 for that.
- ,, Kranak would be the fearsome, oversized gremlin charged with enforcing King Tinkinzar’s justice "
According to Pulsar description "A high-tech Gremlin firearm designed for use by elite squads of Ironclaw soldiers."
I suggest to give him some gun. :>
Well, no boss have ranged-based inventory.
- ,, succeeding in keeping at least one NPC by the end of the time limit would reward players with the new ‘Savior of Emberlight’ achievement "
No! Please no achievements for "rare" things!
- ,, Beating Kranak, however, would also reward players with a random amount of tokens that could be exchanged for gear at a new Emberlight alchemy station ''
That is horrible solution of reward.
This is "rare" and for this players will must defeat it serval times? o_o
I rather would like, that it loot after win item, what depends of numer of rescued npc. And after defeating it, but without rescued NPC some consolation prize.
Wahy not simply make it some guy who is just pissed off with the knights for invading his planet then deciding instead of negotiations they just started crusading every were while murdering his species as well as the other natives? That back story makes more seance to me seeing how we still have no real proof that Tinkzire is real and not just a red haring set up by the Crimson Order to get the Spiral order to waste time and resources hunting down.
We could use a similar boss idea but to make him like a mercenary who was stopping back in his home town to find knights would tick him off enough to attack them. I could see some kind of negotiation scene if the player would rather make peace with the guy but I doubt the devs have the funding to go that deep with morals in this game as they obviously haven't bothered with that yet.
buuttt... this is meant to be a kind of wave thing so I guess if we used my idea that would need to be dropped. Maybe instead of just him and a bunch of normal grems he gets his other mercenary pals (one more per player) so at most like 4 but the player won't get over whelmed with 4 super enemies chasing him down.
EDIT
Maybe if you beat him in a fight he gives you a weapon for "proving your worth" or some thing. Now obviously if you take "I don't want to make enemies" option then he might offer it to you to help you out on your ways if you can beat him in a fight this way the fight can still happen but only if the player agrees. The only problem I can see with this is if there are multiple players so it would either require all the players agreeing to being buddy buddy or I dunno..
Maybe he could give them a special gunslinger armor to complete the Seerus set? We don't have any charge time reduction gunslinger armor currently so it might as well be a special boss item.
Well, part of the thought was to make the event more equitable for more players--hitting the event would be more common than Margel as you wouldn't need a rare drop to unlock it (though again, I am not opposed to a rare drop in addition to a certain random chance). The problem with not having at least some kind of criteria (like the trip from depth 13) required to unlock it is, however, that there is nothing to stop players from jumping down to Emberlight over and over until they hit the event--it would be the most farmable boss ever. Anyone have an alternative set of criteria that will still open the event to more players?
My thought on the drop-gear-after-win is the same: who in the party gets the loot if you encounter the event randomly on reaching Emberlight (i.e., just the party leader, or the whole party)? And if everyone gets an outright gear drop no matter what, will there still be much of a reason for people to bother playing through the event multiple times (or merching the event-unlocking item, or the gear drop)? The % chance of hitting the event can be adjusted to not make it so rare as to be exclusive, but otherwise we would just be looking at another limited time/limited access boss like Margel.
Also, if not Emberlight, the only alternative is the last terminal before the core, and that negates the idea of rescuing the gremmies altogether.
Thanks for the feedback, any other thoughts?
Make it so instead of having tokens drop when defeating the boss you would get his whip (which would be similar to the Wrench Wand but pure elemental dmg and no bonus) or his Wrench (similar to the thwack hammer but same as above). And make it so that defeat of the boss will drop 5 star and the NPC's being alive will drop the other versions! And make it so there is an item that can start this, not a random spawn, if this happens to T2 Players they WONT be happy. And make it so when he is "electrified" his weps deal shock when hit, and he has a shocking area that will shock you if you get close (similar to the Ice Queen's Damage Aura) making it so you HAVE to use handguns to hit him then. Also make it so gear/party is locked! Bye!
The conditions are too strict, considering everything else in the game is farmable.
It's interesting but boring at the same time. You force player to do the arcade. Arcade is full of random levels. yay! But... oh, T2.