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View Full Version : Where Pocket legends is and where i would like it .... WARNING LONG POST !!



King Richie
01-20-2011, 12:08 PM
Hey guys

Ok so most of you guys will know me as i have been here from the very beginning of this amazing game when the level cap was a mere 25 ... ive seen this game go through rough patches (not being able to pick target, ao1,very first pvp system)
But i have also seen it through the amazing and countless hours of fun that this game offers..

now here is where id like to get serious about it now ...

Back when fathom crypts was the "new" map the game still didnt even have definite drops Eg. If you killed a boss he may not drop anything .. it was all random now that was all fine and dandy untill we the community wanted more so they brought in loot tables and we LOVED THIS !!! farming began and the economy took off during the samps when gifting or sorry "get scammed button" was introudced =) Now we still all loved this and we knew the risks of scamming and gifting and we accepted and moved on ...

The community then asked for difficulty and more challenging bosses low and behold the swamps arrive with new amazing loot tables and fantastic battles which were challenging at the time ... We all remember frogmar the *itch

Then the community wanted something more and hello pvp .... FANTASTIC edition to the game but was introduced with very little balance so it took a few updates but now pvp is extremley fun and challenging

Now time for a recapp ... so as you can see the game has kept evolving and getting better and better but now thats what we have to ask for now ....

So im goin to skip alot here and just come up to alien oasis 3 ... now when this appeared this was like nothing we had ever played the bosses were amazingly challenging the levels were beautifully designed and the loot was just god damn awsome !! for the first time we finally seen some scpripted scenes with the bosses and some things that had to be done during boss fights to survive ....

Now here i dont meen to sound mean but this is all standard stuff for mmorpgs but no one was expecting this sort of gameplay from a MOBILE mmorpg !!

But now that we know that this is possible is when we have to start asking ourselves what is next ........

What i would love to see is some actualy finesse involved in playing the game not crazy button bashing... i would love if using the right skills at the right time was nesscary ..... ok as we can now see the boss battles can be scripted so how about instead of running things on timers like the keepers shield gurgux's scream and the overlords shield how about you make these into battle phases Eg. lets say after 30% of gurgux's health is dropped he charges scream so now there is a little more calculation involved in the game .....

The next i would love to see is actual orientation mattering now what i mean by this is the way you have the boss facing is important .. this comes into effect for bosses like Overlord .... Eg. if the tank can keep the boss facing him and the dps and healers stay behind the overlord his blasters cant hit them .... but for this to be possible we need new skills for the tanks so they can properly tank ... taunt dose not hold or pull aggro well enough for tanking to be possible in this game IMO..

I would love to see more visualy appealing scripted attacks from bosses that also require you to move to certain areas of the map to survive .... here is an example ..... ok imagine your in a new map and you have cleared it all except the boss so you run up to the boss room and you see an npc so he talks to you like in the begining quests where your screen zooms in on him and he says oh becareful during this fight i will help as much as i can ..... so your like ok and your team runs in and attacks the boss and after like 20% health dropped the npc shouts over saying quick hide in the shields that i drop and maybe two shields appear in the room in random areas and you need to get inside them within 3-5 seconds or a boss attack that can wipe the team is used ..... this is the kind of exciting boss battles i would love to see and i know you guys can do it as you have done so much so far so please please try

Yours sincerly
Your king

Ps great job if you read this far =)

Lesrider
01-20-2011, 12:16 PM
I didn't put much thought in how I'd like future boss battle to go, but I agree -- ao3 is what pushed me from a casual player to full-blown obsessed. I'd like to see more like that :)

drewcapu
01-20-2011, 12:28 PM
I think it'd be interesting to have bosses that are strong or weak vs certain skills/weapons/combos.
Perhaps even to the degree where performing a certain skill on them makes them attack faster temporarily.
And then when they get closer to death their offense and/or defense picks up just enough to make the last stage of the kill just a bit more challenging.

King Richie
01-20-2011, 12:30 PM
I think it'd be interesting to have bosses that are strong or weak vs certain skills/weapons/combos.
Perhaps even to the degree where performing a certain skill on them makes them attack faster temporarily.
And then when they get closer to death their offense and/or defense picks up just enough to make the last stage of the kill just a bit more challenging.

This is exactly what i mean like this will make the game amazing imo !!

KingFu
01-20-2011, 12:51 PM
Hey richie!

Mind giving us an abridged version for those of us with dyslexia? And by dyslexia I mean too lazy to read all that.

nazgulking
01-20-2011, 12:53 PM
Hey richie!

Mind giving us an abridged version for those of us with dyslexia? And by dyslexia I mean too lazy to read all that.

Well Its' not THAT long lol

Royce
01-20-2011, 01:11 PM
Hey richie!

Mind giving us an abridged version for those of us with dyslexia? And by dyslexia I mean too lazy to read all that.

Here you go:
Part 1) history lesson
Part 2) alien oasis 3 was a big step forward in bosses requiring strategy and giving sweet loot
Part 3) KR wants that to continue. Specifically he mentions bosses performing actions based on battle situation rather than simple timers or randomness, and boss orientation mattering (which way they face). In general, stuff that moves the game away from button mashing and toward real strategy.

Edit: forgot to mention, and I agree of course ;)

BeardedBear
01-20-2011, 01:16 PM
This was not a long post compared to half the ones out there. Let's not forget the useless ones that many senior members post daily. Anyway, I enjoyed reading this. Joining the 2nd day this game came out and really seeing the changes brought through a roller coaster of PL emotion! To infinity and beyond!

Also Richie is awesome. If you disagree, I'll beat with you a soaked pig sock.

Xanthia
01-20-2011, 01:48 PM
Richie, you know that I am all for this my friend. I also have been here since the beginning. I can't wait to see guilds implemented and all of your ideas sound great. The classes need to start evolving just like the game is!

KingFu
01-20-2011, 02:20 PM
Here you go:
Part 1) history lesson
Part 2) alien oasis 3 was a big step forward in bosses requiring strategy and giving sweet loot
Part 3) KR wants that to continue. Specifically he mentions bosses performing actions based on battle situation rather than simple timers or randomness, and boss orientation mattering (which way they face). In general, stuff that moves the game away from button mashing and toward real strategy.

Royce to the rescue:D Why didn't richie just say that?;):p

+1

Tree Dude
01-20-2011, 03:32 PM
+1 This is what I miss about WoW (and also what GW really lacked).

King Richie
01-20-2011, 04:03 PM
But the sky is the limit from here and xanthia I haven't seen you in ages dude good to hear from you again :) and thanks for the back up there bearded :)

Pharcyde
01-20-2011, 06:55 PM
Dude, I love your ideas. I have been talking about making bosses more tactically challenging but I had no ideas on how to do that. This pretty much is exactly what I was talking about! :D I really hope the devs consider making bosses/dungeons harder tactically and not based on how much potion guzzling you can do in a dungeon.

baktus
01-22-2011, 04:25 AM
Lesrider will have little use of high level instance improvements, cause he is farming the low areas to get pinks.. Sad play style

noobmigo
01-22-2011, 08:12 PM
Theres also something in DH2 that when you kill the (Best) Boss, she stays dead for a few secs, and there's a scene. Then BOOM! The Boss respawnz into something even cooler. (Ex. B4 Respawn: Evil king. After Respawn:Evil king dragon.) PWN DAWG

Rebel
01-22-2011, 08:23 PM
Bosses actually requiring strategy. I'm in love!

Actually, I think that it isn't just bosses that should need a strategy to defeat, but the entire dungeon.

I also agree with each class beginning to have to have their personal skills to be victorious. I would love to see healers and tanks actually become needed in a high level dungeon.

smokester
01-22-2011, 09:05 PM
Great thread/post Richie Rich lol... But however I'm sorry if ppl will get offended by this comment but there r far too many noobs in this game right now who do not know proper teamplay meaning when and when not to use certain skills in situations that come up clearing dungeon or boss battles... So if this was implemented and none of my oldie/legit friends who can actually play aren't online then I wouldn't wanna play because I would be just increasing my kill count wit no progress... Like the new elite dungeon I only played it the first nite it came out and have not played it since becuz I refuse to die over and over again for nothing... This just my opinion but it is a good idea but donno we have the competent enough player base for this no offense

bladesword
01-23-2011, 06:35 AM
I didnt read it, but nice idea.

recklessfa
01-23-2011, 10:32 AM
I didnt read it, but nice idea.
lol



Here's for a 'long post':
It is true that a bit of thinking or skills mastering would def. be welcome and challenging again.

We could have some maps:
-where bears would have to taunt many (melee-)bosses in a room and try to split them (precise beckon ou a strategically placed stomp which would stuns these types of bosses longer) while others have to freeze or slow down others before only one, isolated enough from other could be dealt with.

-Bosses that react to class specific skill or say ice.
You'd need ice to beat him. no enchantress in your team ? you'd see your lvl 55 bear with his platinum-rift set equip himself with a lvl 30 ice battlesword in order to accelerate the killing.

-How about bosses weakened by random elements ("latest run it was ice but now it's fire or so it seems, and don't you throw ice on him, nevermind the combos, cause it's actually making the boss stronger" )

-Bosses that wouldn't reside in the "end-of-the-map-boss-room" that you may encounter anywhere since he get bored easily and likes to walk a lot.
The last room would have a treasure chest so cool, you'd still want to check out since that's where you'd get the real loot.

-Another boss just like this one you might encounter in the first room of the map while he was checking stuff out, but that one or two member(s) of the team would have to keep busy*,, while others clear the rest of the map in search of the room where they'll find the randomly spawning fountain or orb that weakens him when he's brought close from it (ie: weakens his shield, idk).
Make it a real maze and others will have to come back and communicate a lot in order to bring the boss in the correct room and not die in the process.
* (being chased or keeping him stunned). Should he/they fail, the boss would then of course proceed to chase down and kill others who wouldn't manage to glitch him somewhere again... because it wouldn't be fun otherwise.

-A map w chests everywhere but only a random one of those gives you the necessary bonus to beat the boss, should you be a mage or a tank.

-A boss you'd have to glitch somewhere maybe die in the process but thats ok, another team-member recovered the boss aggro right on time. Where you glitch him is random, someplace it works someplaces, (looking alike) it doesn't...

-A boss room that opens only when at least two of your team-members stay in a circle.
Only one member or maybe two could then go in, to deal with a long to kill but easy boss.
In the meantime others, should stay in the circle and resist continuous attacks (or fast respawing mobs). should they leave the circle, the door closes itself and everybody inside dies.
The boss is killed great... now hurry back in the previous room because the last boss is coming, he only gives whites but he is mean.
(do you think we could lock him up in that other room and then get to the chest faster without killing him? )

-next map, this time there's this one boss you just can't kill. ( " I mean there's a thread i think on the forum where on guy posted a screenshot claiming they managed to kill him but i must be a fake. Try if you want but the only way i know is to clear the map then tell the npc at the entrance it's safe now (or kinda cause of these re-spawning ones) and escort him to the boss room."
He is very weak but it seems mobs are all against him no matter how much points you have in taunt... only this guy can deal with the boss. But in order for him to do so you need to keep him alive while random mobs are invoked by the boss to get rid of the npc.



Just random thoughts but you're right King R. I'm already having fun just thinking about it.

King Richie
01-24-2011, 01:02 PM
Devs please tell us what you think of all of this :)


lol



Here's for a 'long post':
It is true that a bit of thinking or skills mastering would def. be welcome and challenging again.

We could have some maps:
-where bears would have to taunt many (melee-)bosses in a room and try to split them (precise beckon ou a strategically placed stomp which would stuns these types of bosses longer) while others have to freeze or slow down others before only one, isolated enough from other could be dealt with.

-Bosses that react to class specific skill or say ice.
You'd need ice to beat him. no enchantress in your team ? you'd see your lvl 55 bear with his platinum-rift set equip himself with a lvl 30 ice battlesword in order to accelerate the killing.

-How about bosses weakened by random elements ("latest run it was ice but now it's fire or so it seems, and don't you throw ice on him, nevermind the combos, cause it's actually making the boss stronger" )

-Bosses that wouldn't reside in the "end-of-the-map-boss-room" that you may encounter anywhere since he get bored easily and likes to walk a lot.
The last room would have a treasure chest so cool, you'd still want to check out since that's where you'd get the real loot.

-Another boss just like this one you might encounter in the first room of the map while he was checking stuff out, but that one or two member(s) of the team would have to keep busy*,, while others clear the rest of the map in search of the room where they'll find the randomly spawning fountain or orb that weakens him when he's brought close from it (ie: weakens his shield, idk).
Make it a real maze and others will have to come back and communicate a lot in order to bring the boss in the correct room and not die in the process.
* (being chased or keeping him stunned). Should he/they fail, the boss would then of course proceed to chase down and kill others who wouldn't manage to glitch him somewhere again... because it wouldn't be fun otherwise.

-A map w chests everywhere but only a random one of those gives you the necessary bonus to beat the boss, should you be a mage or a tank.

-A boss you'd have to glitch somewhere maybe die in the process but thats ok, another team-member recovered the boss aggro right on time. Where you glitch him is random, someplace it works someplaces, (looking alike) it doesn't...

-A boss room that opens only when at least two of your team-members stay in a circle.
Only one member or maybe two could then go in, to deal with a long to kill but easy boss.
In the meantime others, should stay in the circle and resist continuous attacks (or fast respawing mobs). should they leave the circle, the door closes itself and everybody inside dies.
The boss is killed great... now hurry back in the previous room because the last boss is coming, he only gives whites but he is mean.
(do you think we could lock him up in that other room and then get to the chest faster without killing him? )

-next map, this time there's this one boss you just can't kill. ( " I mean there's a thread i think on the forum where on guy posted a screenshot claiming they managed to kill him but i must be a fake. Try if you want but the only way i know is to clear the map then tell the npc at the entrance it's safe now (or kinda cause of these re-spawning ones) and escort him to the boss room."
He is very weak but it seems mobs are all against him no matter how much points you have in taunt... only this guy can deal with the boss. But in order for him to do so you need to keep him alive while random mobs are invoked by the boss to get rid of the npc.



Just random thoughts but you're right King R. I'm already having fun just thinking about it.

recklessfa
01-25-2011, 09:51 AM
Hi, judging by the sudden lack of interest, I'm sorry I may have trolled your thread a bit and might be about to do it one last time.

But while trying to think of some more maps scenario, I realized that in order to be epic, the battle you talked about required:

1/ Having players use their brains and skills (should they be potted lvl50s with the best equipment or regular occasional lvl45-49 players geared with what they found on the way)
2/ rendering elixirs somehow useless to defeat a boss / clear a map (no boss should require'em right?)
3/ keeping it fun, challenging, interesting (let's remake, not only because we got whites but because that was epic, I want legendary now)
4/ having the fun and challenge not wear off too much, two months after the map is released.
5/ having players giving hints or helping each other because nobody is at ease in there and there isn't one clear and always successful way of doing it so you wouldn't have 4 players bashing/booting this particular player that died when he wasn't supposed to, "ruining all his team efforts and time".
6/ oh and... end up having only very few thread in the feedback section named "WTF ?", "insanity!", "bye pl" or "yawn"...


Well devs surely have been through this.... a lot


-> CTF could fit the description a bit, but it's a separate game.
Would we join a group and play capture-the-key against k'sarr and a team of minions to be able unlock next level or the room maybe holding a decent loot?
-> Gurgox was a good try at addressing all the points the above points wouldn't you say? Fun, requiring coordination and discipline. I agree that something could happen from time to time once he reach xx% health (oh now he learned the beckon skill... that's bad news) just to break linearity. idk
-> Vyxnaar spawn randomly throughout the map but should he drop nothing valuable, would... anybody bother?
-> If you consider the glitch of the (initially mean) keeper a 'strategy' why did they changed it so mages could now 'tank' him?

Sure it once took a team of lvl45-49 I was helping (with my non rifted tank) half an hour or so to kill. With at least 50 deaths, 10 quitting/joining along the way, but that was 'challenging'...
I was quite convinced by then that if somebody died once in the process, the loot would be lame, so I'll have to agree with smokester that helping/farming the keeper wasn't on my list of 'fun things to do in pl when you're bored'.
Keeper staff was traded at 800k+ and we were all complaining about how much gold / pots we lost in AO3... (did we cared that much about our killed stats when VL got out? I'm not sure.)


Now I can see the marketing team joining the "january dev's new maps brainstorming pizza meeting, keep out" saying

"guys, this is great, let's put a pin on those ideas for version 2.5 ok? remember that Agile-moto of yours : kiss / keep it st#pid simple?
This shouldn't be news for you : players don't want to play riddles, puzzles or die too much time. They either want to kill stuff easily, lotsa Gold, Loots or points to brag about. And when they do have all of those, yes they might complain, and new players will start to hate them for having it all and complaining, remember?"
These (hopefully) imaginary marketing guys still have some valid points I'm afraid.

Addressing our needs/expectations sure must be challenging, that's our game now somehow and we're globally hard to please ;)

It sure would be great if the community could to present devs a map scenario that been thought thoroughly... that'll take some coordination and thinking...
If you feel like throwing exciting/epic battle ideas like king's orientation / shield idea to survive blasts maybe we would come up w something that'll hold every scenario (pots/beginners/farmers)

I'll start by scanning previous suggestion threads, sure are lots of ideas out there to dust out. That should keep me busy enough to quit spamming your thread for a month or two...
(Sorry KR, all I meant to say with my two posts was:
"I'd really like that too! let's see if 1.7 have something for us" and then "omg that's not easy as I thought".
Guess i got carried away.:rolleyes:) I'm out, take care.

recklessfa
01-25-2011, 09:58 AM
OMG...
I'll so Auto-Ban myself, where's the button?

Sigkill
01-25-2011, 10:08 PM
It wasn't as bad to read as bad to read, but you sure typed alot

Zeus
01-25-2011, 10:23 PM
King I agree with you on most of this, except for the tanking part. I believe I proved you wrong there, when I tanked in that Map in Elite a03. I'm pretty sure you didn't get aggro, when you were flat out spamming skills on the boss. Btw I'm Bodyguardz if you didn't remember. IMO it's not so much that bears can't tank, but it's that many bear's don't know how to efficiently tank, and when to use their taunt.

giayuan
01-26-2011, 01:10 AM
It doesnt even have to be that complicated...maybe a boss that only ice can kill and fire makes stronger or something..idk. Lvl50s would be forced to pull out lost expedition/frozen nightmares equipment to kill boss or something :D