I want a challenge

43 posts · 2008-09-25 16:00:53 to 2008-11-16 19:04:21

#36300503143 09/25/2008 16:00:53 I want a challenge
So we have solo-able content, we have team-based content. All of them are a time consuming process to get for the most part, and require some form of grinding. What I'd like is an NPC boss, so to speak, that you only have to beat once. But, it will be a difficult battle that will require some actual planning and creative thought to win.

It starts with a level 100(Maybe as low as level 70) permanently-enraged Dire Lupine. The reasoning behind this is I noticed with things like the Kunoichi in the Daimyo box, they'd get one person in interlock on the NPC, then a healer. The person in interlock could get in several hits, all the while the NPC is trying to roll out so it does no attacks to the person in interlock with. So, it rolls out, and tries to attack the healer. If the interlocker is fast enough they can usually interlock it again and they and the healer quickly go back up to full health, repeat the process. But, if the NPC is enraged, it wants to interlock anyone within interlock range PLUS it will stay in interlock with it's opponent and actually attack them until it's opponent either rolls out or dies. The reason why I'd want a Dire Lupine (Or a normal Lupine) is because they seem to want to use special moves much more frequently than most NPCs.

Next, what really makes the boss a pain to beat: A spawn aura. For those of you who don't really know what that means, it's similar to what Corruptors and Runtime programs have. If you're within a certain range, every 30 seconds or so you get an NPC spawned on you to attack you. So, this boss would have a spawn aura of 30-40 meters that spawn a single permanently enraged Dual-SMG variant of a Lupine (The ones you fight from a data mining spawn for an XP amp) of the same level as the player, 3 chevrons. That way the group has to tangle with other NPCs while trying to fight the boss. This is where the group would have to actually think of a way to keep the spawns at bay and still take down the boss.

I was discussing with a few people on what the best way to set up this NPC boss fight, be it a boss in a construct, mission, or wandering around somewhere in Megacity, and the seemingly best answer was to make it a mission ticket bought for a large amount of $info (Anywhere from $i100-500 million), but repeatable like an Org Construct Key. You'd have your team teleport to either 1) For the sake of speeding up development of this, a copy of a white room but with a phone to teleport back into the outside world with (Like the ones in the bottom of hideouts) or 2) A dungeon-ish looking environment, maybe looking more cave-like like the hideout in Lucero Point, Rawlins corner. It'd be basically the same thing, an open room with no furniture/corners to exploit the NPCs off of, but more fanciful.

Now of course this boss would have to have a great reward in order to be that challenging, as players would have to have a very good reason to try to put up with a big headache such as this. That's where I'm running into the most problems with for an idea. What came out of conversations with a few other people was an item like this:

(don't have a name with a nice ring to it yet) Launcher
+10-25% IS Regen rate
+5-10% Melee damage bonus
+5-10% Ballistic damage bonus
+5-10% Thrown damage bonus
+5-10% Viral damage bonus

Plus, it'd give a neat little handz iz glow effect like quicksilvers, but of a CR 1 awakened ability (name evades me) that gives you a blue lightning effect on your hands and feet.

Now, to really make people want to have it, it'd go in the tool slot instead of the glasses slot, similar to the Vector Launcher. It'd be helpful to all load outs, but I don't think it would be that overpowered.

I know this post is really, really long, and there's no pretty pictures to break it up, but I'd like something that's an actual challenge and not just tedious to beat like the Daimyo box.

I'd love for everyone's input on this subject. What's too challenging? What can you think of that would be a challenging but not tedious NPC fight? Do you have any suggestions on the idea here? Any feedback at all would be great.

#36300503168 09/25/2008 16:22:19 Re:I want a challenge
We do need more of a challenge and this seems like this could be it, I would say Dire Lupine as the boss with normal Lupines as the spawns.
#36300503189 09/25/2008 17:23:14 Re:I want a challenge

I think this is a great idea and if the devs consider this... it would be great.

((Energized attacks I think are the blue hands))

Great Idea SMILEY

#36300503190 09/25/2008 17:25:21 Re:I want a challenge
Excellent idea. The story for something like that could be easily put together as well. Maybe call him the Lupine King?

The buffs on the reward are perfect as well. Not too overpowered, but definitely worth the trouble of attaining.
#36300503195 09/25/2008 17:35:15 Re:I want a challenge
eval wrote:
So we have solo-able content, we have team-based content. All of them are a time consuming process to get for the most part, and require some form of grinding. What I'd like is an NPC boss, so to speak, that you only have to beat once. But, it will be a difficult battle that will require some actual planning and creative thought to win.

It starts with a level 100(Maybe as low as level 70) permanently-enraged Dire Lupine. The reasoning behind this is I noticed with things like the Kunoichi in the Daimyo box, they'd get one person in interlock on the NPC, then a healer. The person in interlock could get in several hits, all the while the NPC is trying to roll out so it does no attacks to the person in interlock with. So, it rolls out, and tries to attack the healer. If the interlocker is fast enough they can usually interlock it again and they and the healer quickly go back up to full health, repeat the process. But, if the NPC is enraged, it wants to interlock anyone within interlock range PLUS it will stay in interlock with it's opponent and actually attack them until it's opponent either rolls out or dies. The reason why I'd want a Dire Lupine (Or a normal Lupine) is because they seem to want to use special moves much more frequently than most NPCs.

Next, what really makes the boss a pain to beat: A spawn aura. For those of you who don't really know what that means, it's similar to what Corruptors and Runtime programs have. If you're within a certain range, every 30 seconds or so you get an NPC spawned on you to attack you. So, this boss would have a spawn aura of 30-40 meters that spawn a single permanently enraged Dual-SMG variant of a Lupine (The ones you fight from a data mining spawn for an XP amp) of the same level as the player, 3 chevrons. That way the group has to tangle with other NPCs while trying to fight the boss. This is where the group would have to actually think of a way to keep the spawns at bay and still take down the boss.

I was discussing with a few people on what the best way to set up this NPC boss fight, be it a boss in a construct, mission, or wandering around somewhere in Megacity, and the seemingly best answer was to make it a mission ticket bought for a large amount of $info (Anywhere from $i100-500 million), but repeatable like an Org Construct Key. You'd have your team teleport to either 1) For the sake of speeding up development of this, a copy of a white room but with a phone to teleport back into the outside world with (Like the ones in the bottom of hideouts) or 2) A dungeon-ish looking environment, maybe looking more cave-like like the hideout in Lucero Point, Rawlins corner. It'd be basically the same thing, an open room with no furniture/corners to exploit the NPCs off of, but more fanciful.

Now of course this boss would have to have a great reward in order to be that challenging, as players would have to have a very good reason to try to put up with a big headache such as this. That's where I'm running into the most problems with for an idea. What came out of conversations with a few other people was an item like this:

(don't have a name with a nice ring to it yet) Launcher
+10-25% IS Regen rate
+5-10% Melee damage bonus
+5-10% Ballistic damage bonus
+5-10% Thrown damage bonus
+5-10% Viral damage bonus

Plus, it'd give a neat little handz iz glow effect like quicksilvers, but of a CR 1 awakened ability (name evades me) that gives you a blue lightning effect on your hands and feet.

Now, to really make people want to have it, it'd go in the tool slot instead of the glasses slot, similar to the Vector Launcher. It'd be helpful to all load outs, but I don't think it would be that overpowered.

I know this post is really, really long, and there's no pretty pictures to break it up, but I'd like something that's an actual challenge and not just tedious to beat like the Daimyo box.

I'd love for everyone's input on this subject. What's too challenging? What can you think of that would be a challenging but not tedious NPC fight? Do you have any suggestions on the idea here? Any feedback at all would be great.

Very good idea, particularly the enraged effect. I'd love something like this to be implemented.

My own personal preference is that it should be a dungeon so that, at least on vector, PvP would come into play too. People would have to fight for control of killing the boss or team up with other orgs and hope for max damage/take turns. Maybe it would have a shorter respawn on it or something.

Anyway, if it meant it had a better chance of release I would definitely settle for a recallable key like the org construct key.
#36300503197 09/25/2008 17:40:17 Re:I want a challenge
But there's a problem Yas, when "Billy_Neo_teh_first_XxX" comes in with his equally impressive-named zion buddies, they'd increase the number of NPCs, and the NPCs would probably kill the group actually killing the boss. As such, I think it should be a contained fight, for the most part controllable by the players wanting to kill him, sort of like how instances are done in other MMOs for groups. Technically a player with the ticket could invite in any number of people he wanted to fight this boss.

I see plenty of people from Vector complain about players attacking them while they're trying to farm, so this can potentially give them a break from that at least. Griefing/ganking people that would fight this boss would be pretty hard to do.
#36300503200 09/25/2008 17:48:04 Re:I want a challenge
Good point about the extra spawns, instancing seems better then for this scenario.
#36300503202 09/25/2008 17:57:42 Re:I want a challenge
I like where this is heading. As for the story you could easily relate something to the Blackwood construct that the Merovinigan uses to store the more, unstable Exiles. The mission ticket could be explained as a way to hack into this construct where you would then confront said lupine. From there it'd be interesting to see the creativity of the backstories behind the boss.

This would leave this kind of mission open to other species of bosses as well, maybe the mission ticket could have a certain percentage chance to take you to different constructs with different bosses that drop other decently-powered items. If not then maybe come out with a small series of mission tickets that would take you to these different smaller constructs.
#36300503205 09/25/2008 18:07:20 Re:I want a challenge
I really like this idea. I feel we need an actual item to use for our tool slot except the archive books and the prison devices. I feel we also need something that takes a lot of strategy to be able to beat, since most of what we have now takes a long time to do but isn't really that difficult. This idea covers both of those needs. I hope to see that this idea or something like this idea is implemented in the future.
#36300503206 09/25/2008 18:21:12 Re:Re:I want a challenge
Mathalos wrote:
 I feel we also need something that takes a lot of strategy to be able to beat, since most of what we have now takes a long time to do but isn't really that difficult. 
See i think thats the key to the problems with most of the new content... they're normally easy, with a large grind/farm time. This is ultimately boring. A short, but difficult task like this provides a great opportunity for more re-playable content. But that being said... the more i think about this the more i realise one thing... Doesn't all of this sound a little like the archives? (a non-instanced, boss with minions, special drop, not specially hard to solo) slightly different, like an archive with tweaks :/ not to put it down i suppose this is more user friendly being instanced and a little more difficult. Either way i don't see why not, i wouldn't complain if it was implemented thats for sure ^^
/signed anyway :p
#36300503207 09/25/2008 18:25:24 Re:Re:Re:I want a challenge
Danger_Frog1471 wrote:
Mathalos wrote:
I feel we also need something that takes a lot of strategy to be able to beat, since most of what we have now takes a long time to do but isn't really that difficult.
See i think thats the key to the problems with most of the new content... they're normally easy, with a large grind/farm time. This is ultimately boring. A short, but difficult task like this provides a great opportunity for more re-playable content. But that being said... the more i think about this the more i realise one thing... Doesn't all of this sound a little like the archives? (a non-instanced, boss with minions, special drop, not specially hard to solo) slightly different, like an archive with tweaks :/ not to put it down i suppose this is more user friendly being instanced and a little more difficult. Either way i don't see why not, i wouldn't complain if it was implemented thats for sure ^^
/signed anyway :p
Well, the idea behind the enraged, lvl 100 dire lupine is that it wouldn't be soloable, especially with the regularly spawning minions.  So, while it might be like Raeder/Taskmaster/Gargoyle in that it is a boss with minions that drops a powerful item, the difficulty would be ramped up quite a bit to make it an actual challenge.
#36300503208 09/25/2008 18:33:47 Re:Re:Re:Re:I want a challenge
Tenshi wrote:
Danger_Frog1471 wrote:
Mathalos wrote:
I feel we also need something that takes a lot of strategy to be able to beat, since most of what we have now takes a long time to do but isn't really that difficult.
See i think thats the key to the problems with most of the new content... they're normally easy, with a large grind/farm time. This is ultimately boring. A short, but difficult task like this provides a great opportunity for more re-playable content. But that being said... the more i think about this the more i realise one thing... Doesn't all of this sound a little like the archives? (a non-instanced, boss with minions, special drop, not specially hard to solo) slightly different, like an archive with tweaks :/ not to put it down i suppose this is more user friendly being instanced and a little more difficult. Either way i don't see why not, i wouldn't complain if it was implemented thats for sure ^^
/signed anyway :p
Well, the idea behind the enraged, lvl 100 dire lupine is that it wouldn't be soloable, especially with the regularly spawning minions.  So, while it might be like Raeder/Taskmaster/Gargoyle in that it is a boss with minions that drops a powerful item, the difficulty would be ramped up quite a bit to make it an actual challenge.
"...user friendly being instanced and a little more difficult.."
which is why i signed it bbz lol :p What i didn't mention though and what i'd like to see is varied options with this. make it like the other content in that its not just for level 50's and that if it is a lower level than you or your team you dont get a drop... or is that too much and we stick with good old fashioned end game content xD
#36300503210 09/25/2008 18:36:14 Re:I want a challenge
This is not for low levels too, this is just end-game content. We need more of it, not just level-scaled stuff.
#36300503214 09/25/2008 19:10:27 Re:I want a challenge
I like it, good job!

#36300503258 09/25/2008 22:09:02 Re:I want a challenge
Very good idea. Really need a good challenge, nothing left for me to do. SMILEY
#36300503259 09/25/2008 22:09:36 Re:Re:I want a challenge
Tenshi wrote:
This would leave this kind of mission open to other species of bosses as well, maybe the mission ticket could have a certain percentage chance to take you to different constructs with different bosses that drop other decently-powered items. If not then maybe come out with a small series of mission tickets that would take you to these different smaller constructs.
I'm thinking it could be built up like Pandora's Box over a few patches.  Beating this boss would give you an item you could trade in to get the ticket for the next boss in the series.  You could even make the Seraphic Wing part of the price of the original ticket. 
#36300503289 09/26/2008 01:15:43 Re:I want a challenge
I don't agree either with the item (which is a hat), nor with it's buffs (damage %, even in raw masses, don't do as much as we'd like them to do, at least, not as much as I'd like them to do, I do lots of calculations). IMO it has either to be something you can put into the tool slot OR a shirt, since we haven't really got a "good shirt" (as in, e.g. quicksilvers and all those new shades) around.

But anyways, I like the challenge. As Picard likes to say:

#36300503296 09/26/2008 02:05:54 Re:I want a challenge
Great idea.
The only downside is that it's not already in game. =P MXO is missing and definitely needs something like this.
I don't like the buffs actually. The IS regen is good but I'd throw some resistances in too. Perhaps there can be two missions, one with lupines and one with Blooddrinkers? One drops a launcher that boosts viral and thrown damage, the other melee and ballistic damage. Because you know this will be beaten before the next patch comes. =P
#36300503298 09/26/2008 02:12:03 Re:I want a challenge

This is definately one of the strongest ideas put forward that i have seen.

You have put a lot of thought into this... good job.

To quote the Special One..."DO IT... BE CHAMPIONS!"

#36300503303 09/26/2008 02:51:59 Re:I want a challenge
I'm going to start off with the negatives,

While the intention of the idea is ok, the idea itself, is not.

Mission Ticket:
Immediately you limit the challange to a maximum 6 person group. Due to many limitations in the game mechanic, they can only make a 6 team mission so hard, a real challange is something that needs more than 6 people imo.

Enrage the boss:
Eh? Just because it's enraged, doesn't mean it will keep attacking, it will still attempt to roll out if it tries to attack the healer (for example), enraged just means it can't. The idea would be to keep it attacking the target it's interlocked with? You just made the fight easier!

Spawn adds:
boss that won't roll out + spawn adds, I'll bring my AoE hacker, thanks. That will also help with having the hackers take turns with various powerless moves on a special spamming lupine.

Item suggestion:
Eh, who you been talking to? that item wouldn't be worth the time at all.

The idea is good, but it's not great and that's not your fault, its the limits the game has for such content.


What can be a challange based on the current system?
Honestly, hard to really think of something thats challanging beyond getting yourself a good few numbers of players to help. I have loads of ideas that would be great, but I always try to think of what the game limits, and I always hit a brick wall on that. One idea that might be possible, is making a 4 boss attack, all that can ONLY be damaged by 1 type of attack each, so you are forced to take all attacks, and when I say 4 bosses, all spawn at the same time, so you would need to consider the team make up. But I also can think of many flaws in that.

If we have to consider something with your idea, it would really make things interesting if the NPC's had a AoE hacker boss.

A new item?
I'd like to see an item that gives a high % sweep clear (like the pandora clothes currently do) and have it so it gives a special ability to use with it equipped (kinda like halloween attacks you got).



#36300503317 09/26/2008 03:59:54 Re:Re:I want a challenge
Aquatium. wrote:
1) Immediately you limit the challange to a maximum 6 person group.

3) Boss that won't roll out + spawn adds, I'll bring my AoE hacker, thanks. That will also help with having the hackers take turns with various powerless moves on a special spamming lupine.

4) Eh, who you been talking to? that item wouldn't be worth the time at all.
1) The ticket is just to call the area.  It's entirely possible to bring more than six people into that area. 

3) Thinking of a possible solution doesn't constitute a point against the suggestion. 

4) An item in the tool slot that provides IS and damage is going to give you a significant edge against someone who doesn't have said item.  But even then, it's just an idea and it may well be people can suggest better. 
#36300503322 09/26/2008 04:15:50 Re:Re:Re:I want a challenge
Cadsuane wrote:
1) The ticket is just to call the area.  It's entirely possible to bring more than six people into that area. 

3) Thinking of a possible solution doesn't constitute a point against the suggestion. 

4) An item in the tool slot that provides IS and damage is going to give you a significant edge against someone who doesn't have said item.  But even then, it's just an idea and it may well be people can suggest better. 
1) Then it's already starting to sound messy. Would be better in a construct like Sati's then.

3) It does if it means it won't be "a challange"

4) I already made a suggestion on what I think might be good.

Like I said, the idea is ok, but has flaws (which the OP is asking people to post about). Unless we can challange some fundamental settings on how NPC/game mechanics currently work, the challanges we face will all be the same person in a different mask.
#36300503328 09/26/2008 04:24:09 Re:I want a challenge
Fair enough points.  Don't forget though there's a difference between 'challenging' and 'impossible'. 
It's true that in some ways an archive construct would be better but it's pretty important (to this idea) that people be able to attempt it without having to worry about outside interference. 
#36300503331 09/26/2008 04:53:10 Re:I want a challenge
This sounds like a good idea but the item reward is a really bad choice.Why would i go all this trouble(and let's face it,this quest looks hard enough) just to have a reward that i can get easier?Overdrive Bandana gives me the exact same buffs(without the IS regen) and it's easier to get!!
Anyway,well done.
#36300503384 09/26/2008 09:11:37 Re:I want a challenge
I'm not going to concentrate on the specifics because, quite frankly, I have limited experience with the most "challenging" tasks MxO already has to offer.

I do, however, think it's important to note that a task of this nature needs to always remain difficult.  However it would be designed, it would need to be done in such a way that you couldn't simply learn the right trick/loadout(s)/team make up/etc. and be able to roll it easily.  That is one of the failings of the current "challenges."  From what I gather, many of them seemed hard at first but once you learn the trick they may take time but are ultimately not that tough.
#36300503385 09/26/2008 09:25:54 Re:Re:I want a challenge
TonyJaa wrote:
This sounds like a good idea but the item reward is a really bad choice.Why would i go all this trouble(and let's face it,this quest looks hard enough) just to have a reward that i can get easier?Overdrive Bandana gives me the exact same buffs(without the IS regen) and it's easier to get!!
Anyway,well done.
Exactly, the IS regen is quite the significant advantage the Overdrive bandana doesn't have.  Not to mention that it would be in the tool slot making it so you could wear the Overdrive Bandana as well....oh the damage stacking possibilities. SMILEY
#36300503391 09/26/2008 10:04:39 Re:I want a challenge
I like where it's going though..
#36300503393 09/26/2008 10:04:59 Re:I want a challenge
I like this idea... would like to see a "spy" version of the same with a new disguise as a drop.
#36300503396 09/26/2008 10:10:59 Re:Re:I want a challenge
Aquatium. wrote:
I'm going to start off with the negatives,

While the intention of the idea is ok, the idea itself, is not.

Mission Ticket:
Immediately you limit the challange to a maximum 6 person group. Due to many limitations in the game mechanic, they can only make a 6 team mission so hard, a real challange is something that needs more than 6 people imo.

Enrage the boss:
Eh? Just because it's enraged, doesn't mean it will keep attacking, it will still attempt to roll out if it tries to attack the healer (for example), enraged just means it can't. The idea would be to keep it attacking the target it's interlocked with? You just made the fight easier!

Spawn adds:
boss that won't roll out + spawn adds, I'll bring my AoE hacker, thanks. That will also help with having the hackers take turns with various powerless moves on a special spamming lupine.

Item suggestion:
Eh, who you been talking to? that item wouldn't be worth the time at all.

The idea is good, but it's not great and that's not your fault, its the limits the game has for such content.


What can be a challange based on the current system?
Honestly, hard to really think of something thats challanging beyond getting yourself a good few numbers of players to help. I have loads of ideas that would be great, but I always try to think of what the game limits, and I always hit a brick wall on that. One idea that might be possible, is making a 4 boss attack, all that can ONLY be damaged by 1 type of attack each, so you are forced to take all attacks, and when I say 4 bosses, all spawn at the same time, so you would need to consider the team make up. But I also can think of many flaws in that.

If we have to consider something with your idea, it would really make things interesting if the NPC's had a AoE hacker boss.

A new item?
I'd like to see an item that gives a high % sweep clear (like the pandora clothes currently do) and have it so it gives a special ability to use with it equipped (kinda like halloween attacks you got).



If you have people enter the mission area, then they leave the team, they can still attack the boss. I've noticed this is possible when org areas first came out, and our entire faction was brought in.

I have fiddeled around with enraged NPCs for a very long time. Whenever the Smith Virus comes out, I would kite around NPCs, fight them, etc. Because an NPC is enraged, it doesn't get the roll out option. So, it will just constantly attack. A level 100 would I think deal around...500 damage or so speed attacks to a person in interlock? It would make the fight harder, not easier.

Yes, bring your AOE hacker, that would be very effective crowd control. This is meant to try and diversify teams and have people take different roles rather than just have a healer and a big zerg of people. But, an enraged NPC will try to interlock the nearest enemy in range, so even if an NPC didn't spawn coming after you, if you're within 6 meters of it, i'ts going to try and interlock you. So when you have 6+ people, chances are you're going to get caught in interlock at some point and won't be able to hack most of the NPCs. You'll get knocked around, people will get seperated.

As for the item, if you make it really, really overpowered it's going to unbalance things, especially if it takes up a slot that usually doesn't have buffed items in it. I was thinking about an item that when equipped also granted you Lupine attacks to do, that'd be kinda neat. As for an item with sweeps eh, it's a good idea but I'd like things that aren't done yet, so you can get a variety of benefits.

When I was discussing with people about the spawn, I had a couple of people suggest breaking it up into other boss battles. Hey, that's great and all, but I for one don't have another thouroughly thought out boss battle. Ideas on one would be appreciated. I like the idea of an AOE boss too, but it's AOE would have to be pretty huge to be of any effect because it's going to constantly be in interlock. Chances are if it were the AOEs of what players currently have that only go out to 6 meters or so from their target, the players are smart enough to simply move out of range. It'd need to be something like 30 meters to really be effective.
#36300503407 09/26/2008 10:22:03 Re:Re:I want a challenge
Shinryu wrote:
I'm not going to concentrate on the specifics because, quite frankly, I have limited experience with the most "challenging" tasks MxO already has to offer.

I do, however, think it's important to note that a task of this nature needs to always remain difficult.  However it would be designed, it would need to be done in such a way that you couldn't simply learn the right trick/loadout(s)/team make up/etc. and be able to roll it easily.  That is one of the failings of the current "challenges."  From what I gather, many of them seemed hard at first but once you learn the trick they may take time but are ultimately not that tough.
I've uh, got the right mindset to think up how to exploit NPCs. I know what they can do and why they do it, simply put.

As for tricks, the only ones I can really think of is a big group of AOE hackers/healers which is still prone to problems. I might want their viral defense bumped up more than normal, to take into account that they don't have a hyper loaded, I'd probably give only the level 50s a passive ability that the Sati's playground spawns have and bump up their viral defense  to, say,50-75 pts. That way it'd be about the same defense as a level 50 with Hyper-Deflect running.

Or, a few MKTs getting spawns, moving backwards rapidly all in one direction. Then, the MKTs throw on a disguise, go around the NPC spawns, attempt sneak attacks on the boss then attempt to roll out. The way I'd try to balance that out is put a permenant +60% speed buff on the NPCs, and give them a constantly running detection ability with a wider range than the normal detection ability, and probably not annoyingly visible. That way an MKT can still use their disguise to use things like sneak attacks (because it's still technically on them when they get hit with detection) but will still be attacked and chased by NPCs.
#36300503415 09/26/2008 10:36:36 Re:I want a challenge

As Aquatium has stated, the intention is good but the suggested method might be flawed.

If a challenge is sought, why rely on the help of others anyway? If a single item is the suggested reward, then it should recognize the achievement of a single operative (non-tradeable item).

Were the mission to be set within a Whitehalls construct, it would guarantee that there would be no uninvited interuptions from others. The Boss could be housed in an unfurnished and locked room; a small extention which could be added to each orgs Whitehalls construct map and accessed via a corridor of sufficient length that no AoE abilities could reach the room. The other end of the corridor would have another locked and unpickable door. The key/access card for the inner and outer doors would be on the Boss. The player would be teleported directly to the room (via the archivist?) on having the appropriate item in their Tool slot (the item could only be equipped when not on a team?).

I would then suggest a single Boss with equally challenging damage/resistance/defence in all styles of attack, which holds a varying method of attack. Essentially, you should stand a reasonable chance of defeating the boss... if you bring your "A" game... on the best/luckiest day of your life! (I'll leave it to the Devs to judge the right level).

Yes, I realise that what I suggest is simply a slight alteration on the Training Simulations which already exist within the org constructs. Personally, I think that there are already a good variety of challenges out there, it's simply that players have found techniques to make them less challenging. I suggest that moves should be made to remove the exploits in the content which already exisits, before starting from scratch every time.

#36300503426 09/26/2008 11:12:21 Re:I want a challenge
If they put this in a construct that'd be fine too, I'd prefer that. But the problem that arrises are griefers/those of a lesser understanding on "everything" going into the boss and spawning another NPC to attack the people. But I guess those can be fixed with a few /tells or CCRs.

Yeah, it'd probably be better to do this in a construct/out in the city rather than a mission area. Nothing comes to mind right now on a good empty spot devoid of furniture/objects that is a small enough area to not just kite the boss around in and not disrupt normal player activities.
#36300503427 09/26/2008 11:13:32 Re:Re:Re:I want a challenge
eval wrote:
Shinryu wrote:
I'm not going to concentrate on the specifics because, quite frankly, I have limited experience with the most "challenging" tasks MxO already has to offer.

I do, however, think it's important to note that a task of this nature needs to always remain difficult.  However it would be designed, it would need to be done in such a way that you couldn't simply learn the right trick/loadout(s)/team make up/etc. and be able to roll it easily.  That is one of the failings of the current "challenges."  From what I gather, many of them seemed hard at first but once you learn the trick they may take time but are ultimately not that tough.
I've uh, got the right mindset to think up how to exploit NPCs. I know what they can do and why they do it, simply put.

Oh, absolutely.  I'm not doubting your abilities, simply saying that any plan, yours or others, has to keep in mind that there are players such as yourself who know the combat in, out and all around.  If they don't then they'll just be another case of tough at first but easy once you know how to tackle it.  If you really want a challenge, I'm sure you want it to be a challenge with a real chance of failure every single time you attempt it.
#36300504342 09/29/2008 15:23:35 Re:I want a challenge

I like your thinking about the challenge.

If thats what the system needs (Enraged NPCS) to stop rolling out. Then hey it works on paper.

Months (if not years) ago i asked about Raiding in MXO

I believe you are onto something, if anything along the lines of what the MxO Devs *could* do-

Like an extension of the Hell Archives, having an eranged Lupine or anything of that stature. Hell the Machines could create an Oligarchy Demo Platform for operatives to encounter the Halborn or Carlyne repeatively and study the effects of overrides or whatever (ive been away for a bit to know the fullest about that story)

Extreme Challenges. There was once a time when SoE announced a high end area to Everquest. They publically announced "This place is not meant for the anything less than the best. To enter is at your own discrection. We will NOT assist you in this zone.

This is what players need. Some kind of content that is possible but makes them scratch their head saying "How do you do that?"

Let's keep this thread up and running.

Kudos Eval.

#36300504386 09/29/2008 16:28:46 Re:I want a challenge

RP wise I'd suggest modification of the top boss to the one exile "monster" type that doesn't have a leader that we know of.

The Lupines have Ookami, the Blooddrinkers have Malphas, the Succubi have Persephone, but no one leader for the Nightmares.  I've wondered about this.  The Nightmares look cool but there is nothing behind them RP wise.  Imagine a rogue Lieutenant, defying the Merovingian (so all three orgs would have justification to take him on), holed up in a construct somewhere, the Ultimate Nightmare, the Night Terror.

My 2 cents.

#36300504389 09/29/2008 16:32:50 Re:I want a challenge
A nightmare skin is fine, but Nightmare AI is pretty broken right now. If it had the same moveset as a Lupine/Dire lupine, and just had the model of a Nightmare hey, that's cool.

And make Agents use Karate too, on an unrelated topic.
#36300520567 11/16/2008 01:41:04 Re:I want a challenge

Bump to the thread because of a new idea!

I've come to realize slowly that not everyone in MxO is on the same level. If the Level 100 enraged Dire lupine were to be released, I really doubt most people would be able to take it on legitametly.

The problem is unless a player to MxO plays another MMO or even RPGs, the simple concepts in other MMOs aren't used by them so they won't know how to use it when the time arrises. So, I suggest something like the following to both be a slight challenge and to help introduce some to new strategies that could be used in later content to spice it up.

Just for the sake of example, say a new box is released. Similar to the Sati boxes, waves would spawn that progress in difficulty. The end wave would be a boss NPC that isn't all that different than on of the level 60 bosses that spawn in the Stage 3 Sleepwalker boxes. But to prevent what would normally happen with the Kunoichi boxes to where a player would interlock the NPC, hit it a few rounds so the NPC could do no damage and just roll out and lightly dink the healer to only get interlocked again a few seconds later (Thus the NPC does little damage and spends the majority of it's time trying, and failing, to roll out). So first off the boss would have a buff on itself like the Blue Shift that would give it as high a bonus as possible to it's Contested Withdraw points. When the NPC gets aggro'd on the healer (Or for those groups that just go in without a healer, whoever's dealing the highest damage), it will most likely roll out very quickly and begin assaulting the person with the greatest aggro. The weak spawns before the boss would drop one type of item that the player would have to turn in for items while the boss would drop something plus multiple of the items the weak spawns drop.

So to keep this NPC from rolling out and spanking their friend, whoever's in interlock would have to use the Taunt ability to keep this NPC hitting them and not their squishy friend.

But that's still not enough, most people could still easily overcome this NPC with no problem! So to further add injury to injury, the Boss sends out an ability like static field that always hits everyone around it within a 40m radius but does insignificant damage of say 5 damage every 3 seconds. But why give it such an ability? Because as an instant ability it can do in or out of interlock, it puts a debuff on it's current target that reduces it's Concentration by a very significant amount for 30 seconds (Say, 200 pts) to make sure that any damage it takes will interrupt any abilities they're using like oh, area heals or hacks. If, coupled with the withdraw bonus and a high damage out-of-interlock-only ability like the Kunoichi Shurikens, this would be absolutley devastating to a group. So if the tank slips up and doesn't keep the NPC on themselves and off their friends then the group is probably going to wipe out.

This type of encounter could be spiced up further with some henchmen-type NPCs (Like the Threadbare Sleepwalkers were to the Blue Sky Security Guards) assisting the boss and even give them abilities that allow them to do things like put an ability similar to Emergency Repairs (But it'd probably have to be turned into a buff so that the underlings would actually use the ability to heal each other and the boss if none of them were at half health or below) on a friendly target. If this ability is put on one of the henchmen it wouldn't be that big a deal because the heal wouldn't be for much, and they're easy to take down. But if it were put on the boss while the team is trying to kill the boss this would obviously make it much harder to kill the boss. So the team has to take down the henchmen all while keeping the boss busy. It's basically a step up from the concepts above.

Long winded post I know and there's a bunch of jargon in there, but thoughts on this?

#36300520646 11/16/2008 11:39:25 Re:I want a challenge

Although Im not overly sold on the specifics regarding ballance of the encounter I entirely get what your going for. Quite honestly this game would benifit from its content including dynamic AI patterns and a more varied use of abilities.

Thing is though I really dont feel that from a fiscal standpoint tailoring the majority of content to these type of encounters would be a sound move I will say that you are on the right track for what high end encounters against people such as Wright should be based around. If these characters are going to be rarer to interactive with than making the AI based interaction with them even with combat based encounters being scaled to require more skill and team work would be a rewarding move for not only the storyline ballance and immersion but just to include something new.


It is what it is though as someone who has done alot of high end pve fast and frankly in a group of very talented individuals who put me to shame skillwise and reaction wise I can tell you I lack the faith in MxOs AI to really develop anything of the calibur your thinking about. It's either a development issue right now or an AI one but frankly the mobs in this game are just stupid. Almost every single patch thats come out with these type of quests results in some major AI based bug that makes them a virtual joke. I hope Im wrong though.

#36300520653 11/16/2008 12:01:21 Re:Re:I want a challenge

Villemar_MxO wrote:

RP wise I'd suggest modification of the top boss to the one exile "monster" type that doesn't have a leader that we know of.

The Lupines have Ookami, the Blooddrinkers have Malphas, the Succubi have Persephone, but no one leader for the Nightmares. I've wondered about this. The Nightmares look cool but there is nothing behind them RP wise. Imagine a rogue Lieutenant, defying the Merovingian (so all three orgs would have justification to take him on), holed up in a construct somewhere, the Ultimate Nightmare, the Night Terror.

My 2 cents.

WGAnubis's creation Marrith the Reaper, and by extraction his daughter, Morraeon, my Exilic alt, was pretty close to being a boss Nightmare, except that Nightmares tend to have the IQ of a brick (operating words being "tend to", since there was that Nightmare who spoke in alliteration in one of the Merv 1.3 missions) and Marrith's intellect, by all accounts, was off the grid.

#36300520718 11/16/2008 17:49:48 Re:Re:Re:I want a challenge

MatrixRefugee wrote:

Villemar_MxO wrote:

RP wise I'd suggest modification of the top boss to the one exile "monster" type that doesn't have a leader that we know of.

The Lupines have Ookami, the Blooddrinkers have Malphas, the Succubi have Persephone, but no one leader for the Nightmares. I've wondered about this. The Nightmares look cool but there is nothing behind them RP wise. Imagine a rogue Lieutenant, defying the Merovingian (so all three orgs would have justification to take him on), holed up in a construct somewhere, the Ultimate Nightmare, the Night Terror.

My 2 cents.

WGAnubis's creation Marrith the Reaper, and by extraction his daughter, Morraeon, my Exilic alt, was pretty close to being a boss Nightmare, except that Nightmares tend to have the IQ of a brick (operating words being "tend to", since there was that Nightmare who spoke in alliteration in one of the Merv 1.3 missions) and Marrith's intellect, by all accounts, was off the grid.

Cool story bro. Except SOE and the MxO team can't make any use of "well I made my character a Nightmare and he was the smart."

#36300520720 11/16/2008 17:55:46 Re:Re:Re:Re:I want a challenge

GodTier wrote:

MatrixRefugee wrote:

Villemar_MxO wrote:

RP wise I'd suggest modification of the top boss to the one exile "monster" type that doesn't have a leader that we know of.

The Lupines have Ookami, the Blooddrinkers have Malphas, the Succubi have Persephone, but no one leader for the Nightmares. I've wondered about this. The Nightmares look cool but there is nothing behind them RP wise. Imagine a rogue Lieutenant, defying the Merovingian (so all three orgs would have justification to take him on), holed up in a construct somewhere, the Ultimate Nightmare, the Night Terror.

My 2 cents.

WGAnubis's creation Marrith the Reaper, and by extraction his daughter, Morraeon, my Exilic alt, was pretty close to being a boss Nightmare, except that Nightmares tend to have the IQ of a brick (operating words being "tend to", since there was that Nightmare who spoke in alliteration in one of the Merv 1.3 missions) and Marrith's intellect, by all accounts, was off the grid.

Cool story bro. Except SOE and the MxO team can't make any use of "well I made my character a Nightmare and he was the smart."

Heh... just thought of something: maybe the Nightmare who spoke in alliteration *was* the boss Nightmare... O.O

#36300520723 11/16/2008 18:24:22 Re:I want a challenge

Heres an idea we still have 1 building in datamine to populate according to rarebit at fan faire how about this building has a few basement levels and becomes a dungeon with a boss.  The boss could be along the lines of what eval has explained but in order to get down to the boss area you would require a team which would be more in fashion to the raiding in normal mmo's except not instanced. 

At the moment the highest level dungeon is creston and to be honest with a team of 3 you can clear the dungeon quite quickly and easily. (thats means killing everything not just sneaking past).  I think an extension to the dugeon theme is needed as we have seen alot of new content over the past months that have developed on previous game mechanics what with new constructs, new inner city spawns, and new mission based spawns, but an addition to the dungeon runs is lacking and i beleieve this would be a good addition to the game and also provide the chalange that eval is looking for.

Also i was thinking the other day along teh lines of the topic above but how to instance something similar.  i came up with the following idea.

A dungeon that is accessed by buying a key from the archivist that is then used to run a mission like the org construct keys.  We all know that the constructs are stacked on top of each other and provide everyone with a separate instance of the org construct why cant this method be used to take us to our own instance of a dungeon there by preventing people from ganking or kill stealing. just an idea.

#36300520741 11/16/2008 19:04:21 Re:I want a challenge

Top notch idea.