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New arena - Boss Arena

4 Réponses [Dernière contribution]
mar, 01/08/2013 - 17:30
Portrait de Skyguarder
Skyguarder

I was thinking that you should have a boss arena and a way to get rewards. Great ones! No, crowns and CE are not in this idea. They can cause market disasters. This idea will take a while to get in the game because the devs need to make new weapons. So in order to do the arena, you need to be Champion or Vanguard. There is a arena arsenal before the boss.

How will this work?

You need 40 mist in order to do the arena. You do not need to go through the depths before the boss. You are brought down to the Snarbolax's boss depth. After you defeat him, you go through the elevator and go down or return to Haven. If you choose to go down, you will end up in the boss depth of Jelly King. And so the Roarmulus Twins and last but not least, Vana. There will be heart pads for each depth at the beginning AND a additional Arsenal for each depth.

What is at the end?

There will be a token for each boss at the end? What else? Boxes with loot and treasury. There can be red ones. Where are they placed? There are 4 sections in the loot room. Each room contains 1 token. We are not adding 1 - 4 because there can be a new way of abusing the tokens. They rather do that then doing regular missions. For each section of the room, there will be 8 red boxes surrounding the token. It's like the legion of almire room. More red boxes can be found in the middle of the room. After, the elevator brings you up to Haven.

Dude, you freaking mentioned that you get free weapons? Where the hell are they, you idiot?

Calm yourself dude. You need to do the arena 3 times in total to get the free weapons. They are 4*, though. There is a alchemy path for it. If you get the weapons, you have to do the arena 3 more times to get the free 5* recipes for the weapon. The recipes are bound. This could encourage players to use their daily mist and using energy.

Weapons?

Path starts a 4*. You get a free shield, sword and gun. I call it, Legends of the Boss set.

4* sword -> The Legend's blade (Bound)

Description: A blade suited for those who defeat those mighty enemies. This sword belongs to a true, strong knight.

4* gun -> The Legend's Gun

Description: A gun suited for those who keep their distance far and attack quickly from far distance. An unsuspecting shot! This gun belongs to a true, strong knight

4* shield -> The legend's Shield

Description: A shield used to defend a knight that defeats the strongest enemies. This shield belongs to a true, strong defender.

5* Weapons

-Had to gtg. I will edit soon

mar, 01/08/2013 - 17:51
#1
Portrait de Little-Juances
Little-Juances

Are bosses exactly the same as their arcade counterparts or do they scale to T3 difficulty?
Else its too easy. You have to do like 7 FSC to get a 4* blackened crest....

mar, 01/08/2013 - 18:24
#2
Portrait de Luguiru
Luguiru

This (and the derpbillion other threads about the same thing) remind me of a feature in a game I used to play but never bothered because it was so obnoxious and the rewards were so stupid. Boss trials in Mabinogi. The idea was you had to get a "Boss Trial" pass from the enemies in a dungeon, which were many and various; each dungeon had its own special kinds of enemies, like the lowest level dungeon having spiders {Alby} and the second having rat-human-things/furries and bigger pointier spiders that could spin {Ciar}, and the one I am obliged to mention which has skeletons and skeleton dog-wolf-things everywhere {Rabbie} whose boss was always a succubus or multiple succubi in the highest difficulties. I went straight into a brick wall with this and completely lost my train of thought.

Anyway, bosses and their trials. You had to get a pass/key/little-paper-thing to access them. You know what? Before getting into that I should explain how dungeons work in that game, or at least the kind of dungeons I am blathering on about since there are multiple kinds of "dungeons". The old school type of dungeons each have their own lobby area where players can sit around and spam how they want to join whatever difficulty. This game is open world, by the way; unlike how the dungeon/Clockworks lobby for Spinach Nostrils has to be loaded with the specific party. You can also run around with your weapons if you like but can only attack w- I need to stop getting distracted, I almost went on a huge tangent about the completely different combat system that would have taken at least five pages to discuss the basics. Anyway, what was I talking about? Dungeon lobbies. So after you and whoever you want to be in your party, which can be 1-8 players, you have to make an "offering" on the altar. The altar is the entry point of the dungeon. Depending on what you "offer" changes what difficulty and map layout you get. You can either drop a random item or a pass.

I was going to explain all the dungeon stuff here but it got crazy after two paragraphs to explain the simplest basics, so instead I am going to skip to the good part: how boss trials work. Basically, there are multiple difficulties and some dungeons do not have certain difficulties but if it has all possible ones it would look like this: beginner-normal-basic-intermediate-advanced-hard-boss trial. Normal does not need a pass but all the others do. Passes drop from enemies in the same dungeon the pass applies to. Remember, the pass is a key but in rectangular paper form. Also, all passes are untradable in any way; if you drop it the item will not be grabbable by other players, if it drops as loot from your kill no one else can pick it up, but if the pass lets more than one player in you can open the door for someone else to run it and you can leave. Or stay and do it. Whatever. Anyway, boss trials. Each difficulty has its own boss. Not just a damage scale, as in its own boss. They may not always be completely different, like in Alby almost all the difficulties involve some weird giant spider that wants to headbutt you, but usually with different abilities and what not. Sometimes resistances to stuff. To keep this as simple as possible, the bosses are different and have genuine difficulty on top of having more health, defense, and attack. Have you ever imagined a bright yellow spider as big as your house spinning? It looks sillier than it sounds. Except when it kills you in one hit. That sucks. Anyway again, boss trials; they lock you in the boss room to start then the lowest difficulty boss appears. You kill it. Good job. Then the next difficulty spawns. Kill that. Good job again. Then it continues upward until the most difficult boss the dungeon has to offer. Why is this difficult? First of all, bosses and all enemies have what everyone called "aggro range". The same idea applies here with enemies noticing us knights when we get too close. Now imagine being locked in a room about the same size as the Vanduke boss room. Alright. Nothing too horrible yet. Now imagine the boss can run at 300% of our speed, use the Sudaruska charge attack in two seconds, and weapons like Brandish and Polaris do not exist. Oh, and that thing can notice you in less than ten seconds unless it spawns on the complete opposite side of the room. There are also no invincibility shields. Good luck. Did I mention you were locked in the room? I should mention that even though that sounds like the most terrifying boss to ever exist the combat system is so different that as long as you can identify patterns and solve problems under the pressure of a painful and unnaturally fast death it should be easy. What was that? You can do none of those? Well, stay at home.

My liquids that was a long rant. Moving on again before I get distracted by something else nostalgic. The whole boss trial system works because the dungeon is more than a single run, it has many different possible maps and multiple bosses it can throw at you. What do we have? Four big bosses. We also got things like Maulos, but compare that to the 300%-movement-speed-Sudaruska-up-the-butt-in-two-seconds boss. That boss is one of the advanced level ones in the second dungeon, by the way. There are many many more difficult enemies than that. Snort snort.

Where am I going with all this that you probably skipped and expect some kind of summary here? In that other game being locked in with a bunch of bosses has difficulty and the combat system forces you to make split second decisions or die almost instantly. Not to say the same is impossible to do in Spiral Knights, but our bosses are either so easy to fight with almost any kind of weapon compared to a skeleton bard with his skeleton doggy who becomes metal when you kill the doggy because he gets mad. I loved that boss. Also because back in the day there was nothing even close to our weapon charge attacks and the combat was entirely based on your skills and their ranks, since with some skills you had to have a certain rank to be useful for more damage, range, decreased use of stamina, or whatever. Windmill.

What the solids this post got crazy long. I could have made a response to this and simply said no to this.

mar, 01/08/2013 - 22:11
#3
Portrait de Doctorspacebar
Doctorspacebar

Why didn't you, Lug?

Boss rush, eh. To make it an actual challenge, you'd have to up the power of the bosses. They're not as tough as they could be.

As far as rewards go... what exactly do they do? What damage type? How fast do they swing/shoot? And couldn't there be some kind of bomb? Need some info on what they do... and they've got to cost more than 3 runs. It takes 3-4 runs to get the cheapest 2 star token items and these are 4 star.

mar, 01/08/2013 - 23:08
#4
Portrait de Luguiru
Luguiru

I wish I knew the answer to that.

If I were to pretend I knew exactly why not I would say when I see something that reminds me of fond gaming memories past and I think about it while I write a response it ends up flowing out of my eyeballs and onto my screen, then in a few minutes I do something like this and clean it up a bit. Cut a paragraph or three. In those rare moments where something completely original comes up never snorted before by mortal nostrils (or seen with eyeballs if you want to be normal) it goes in my head and flops around like a hyperactive whale flying around with jetpacks on its flippers. Over a rainbow. In a white lab coat. I have no idea what I am talking about anymore.

But when I saw your thread I felt like going down a slide. Not the fun kind of slide that loops around or does crazy shenanigans, just a slide. Into some sand. I like to go face first down slides so you can probably figure out how that goes for me. Nothing against that thread or slides that lack weird curves or bends, it just seems tasteless. Like a cracker without salt. I could put some of my own additions on top, but that would just be me doing the spicing. I already made a lot of suggestions and contributed to a lot of threads. Sometimes I feel like adding more to my own thread. Sometimes I add to other threads. Then there are those times a thread should have someone else add stuff and I can sleep or play whatever games I flop around on or write stuff or start writing up ideas for other games I like or write fanfiction for other stuff I like or breathing every once in a while. I probably just feel depressed about this game and all the amazing ideas floating around here which seem to be completely ignored even though several threads from several months ago have been implemented. I just want to see progress but Nick and friends like to keep the room to our door locked at bedtime. Without a goodnight kiss.

I just did it again. What the li-

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