Oh those. Yeah, I see no problem with adding that in. It would be a great little detail to see something is wrong with the NPC since you would have seen how it acts, passing by it everyday.
TOS already partially employs this and it’s a good system that should be used more., but not every boss should fall into this category. Why not make it vary for each boss? Have ones that activate from kill counts, or tasks, puzzles, random spawns, cyclic timers, make them all different. It will make each boss a unique challenge, and it gives more to players to discover.
Absolutely smarter and more reactive AI is a good change to have.
Rewards need a complete overhaul, it actually reflects on a larger problem TOS has with not enough items. One of the main things world bosses should drop again are viable, unique, weapons and equipment. With additional rewards like hair accessories, armbands, Old Enhancement cards of various levels, monster cards, gem abrasives, maybe a silver lottery chest, they should just go wild with the kinds of rewards from world bosses.
A world boss should absolutely 100% be binded to 1 channel. If it is not bound to one channel then it would interfere with questing on many maps. The only way to avoid a worldboss if you’re grinding/questing and it is in the way is to hop to a different channel.
That is true as well. But it’s very unlikely that people would start at the same World Boss every time and it must be summoned, every day and at the same time. As if it would be implemented, the Bosses wouldn’t be able to be summoned until next server reset.
And I trust in our community to learn to share the World Bosses in such a way, everyone can at least get a specific World Boss reward once every few days.
I completely agree. The current rewards we have for the bosses are extremely lackluster and sometimes unforgiving for the amount of time we spend roaming around and then killing it. But with the system I suggested, not only you would have a guaranteed chance of something you need, you also get a variety of things and feel very satisfied with the amount of time, blood and sweat you spent annihilating the boss.
Lottery chest being one of the issues. It would fluctuate the economy a bit too much and maybe even make certain items worthless. Gem abrasives are a dual-edged blade, as it would increase the likelihood of gaining higher Gems, thus decreasing value but it would help players gain better stats early on. Unique Accessories would be great; not the stat wise ones but the vanity part ones.
Added some tweaks to the original post and of course gave the credits where it was due to the members that gave me them.
Lottery chests were more of a fun way of the bosses potentially giving Silver. It could be up to 100k, just something other than Talt.
Unless you also suggest making World Bosses significantly harder, giving out a confirmed item and removing rerolling costs has a major downside of ending a potentially useful Silver sink. If the rewards are worth the risk, then rolling would be a good option. Depending on how easy the bosses would be to defeat, I also don’t like confirmed drops as that might be too easy.
I actually prefer the 8hr timer with the chance of less, but better drops. It’s more rewarding and makes World Bosses stand out. Though depending on how World Bosses would be summoned and difficulty could be removed/heavily changed.
Things like Gem Abrasives wouldn’t be a problem if they were scaled properly, a level 60 World Boss wouldn’t drop a Superior Gem Abrasive.
The main point in World Boss loot should be an alternative to current gear and should be seen as a way to add a different path in gear progression. It’s an utter waste of potential not to have World Bosses drop end game gear.
I would like to add to this that AI can be really CPU intensive but let’s talk about bosses. World Bosses that actually engages in a fight could have a different and CPU intensive AI, at least Demon Lords.
It sounds safe to implement a highly advanced and specialized AI for them since there’s rarely multiple Demon Lords fights per server.
They don’t really need to fit the pattern of quest bosses and normal monsters, they’re a different type of entity. Just make them special, unique and memorable for the game.
The talt could be reworked as it can be gained from other means easily, but the two other boxes (Equipment and Booster Packs) seems fine. As all 3 would be given upon opening the cube, but the Equipment box would still give random Equipment upon opening it and a small fee of silver to reroll it afterward like a normal cube. If Lottery chests would only give up to 100k, then it would be fine, as it would give enough to reroll the Equipment box and save some change or just keep it for extra income. As for the Gem Abrasive, it would make sense that way as to not overcompensate with a higher grade on a lower Boss.
I’ll add in your part along with the original post.
It’s CPU intensive on this game servers, they have so much junk going and coming from the communication with the client that it get overloaded, hence, we have lag spikes left and right, not to count that the exploits that some may know and abuse that make the server double check (or even more than 2x checking) increasing even more the load.
You have to take into consideration that the server is also shared with other companies (Amazon Hosting) unless IMC reserved a whole machine for that (which would be the right choice).
I don’t have a problem with Talt being in the cubes, but what happens is the cube rate looks something like this: Talt 95%, useless item 4%, <1% decent item. The main point in my suggestion isn’t the individual items, it’s adding mid tier rewards, and enhancing the <1%.
I’m not necessarily opposed to a rework of cubes, they’re used in so many places that they become boring, but we don’t want to lose the advantage of silver sinks, and we don’t want to give out items too easily. Part of my hesitation comes from the lack of details in the Rewards section pertaining to what exactly the rewards are, what their drop chance is, and what the stats will be.
Absolutely not.
If the mechanics allow people to horde them competitively then people WILL horde them competitively.
Our old guild back in the worldbossing days had a lot of things setup to accurately track and predict bosses across the world so that we could keep them for ourselves.
The point is, if we want worldbossing back, we need the system to be robust so that everyone gets a fair go at it without any of the super-organised guilds being able to do what we used to do.
If they gave us worldbossing back without a robust system to keep it fair, I guarantee all the same complaints will occur all over again and then we’ll lose worldbossing all over again.
Just see for yourself how organised we were:
Discord bots to give time/alerts and notices to guild members from a website tracking the times:
Graphs tracking server population on different maps/channels so we could see when other guilds might be tracking a boss, giving us a method of estimating where bosses we might have missed are:
I am for making sure everyone is happy with a new version of worldbossing. There shouldn’t be any complaints about it. The old system was fun for those of us that took part in it, but there’s no doubt in my mind that if ANY aspect of it can be taken competitively then players will take it to the absolute extremes in order to compete with “rival” guilds.
We should avoid the things that created complaints before, even if I really enjoyed the stupidly hardcore way we approached it. It doesn’t make the community happy.
The Cube itself turns into other items upon opening it. The ones listed above will all be given to you to have fun opening afterward. But only the Equipment and Booster Packs should be able to be rerolled in my opinion. As they are more needed in some aspects, especially equipment; cards for sorcerers too.
Those graphs would remind me about how FFXIV’s events, duties and WBs were controlled. A solution to it would be to have it as an instanced fight; as every group or several parties of groups would have their own World Boss. But that would need a lot and I mean A LOT of back-end server management to process in one place in different regions of the game at once.
Another solution would be that if you are in a Party and enter the highlighted area. You will only be able to see your Party and no one else, lessening the lag and overall clusterf*ck of animations from skills and attacks.
Both options are impossible in the current state of the game, specially the server.
I’m not sure if the dev team have the knowledge on pull that also.
Then I’ve hit a wall on that part. If no solutions can be made from optimizing the fight, then all the other suggestions made thus far would also be pointless.
We can’t give up though, we must find a way to make it work. We all want a better experience for World Bosses! But how do we manage the lag from the fight sequence, hm…
That is up to IMC, how, and if there is a WHEN, only them can show it.
I don’t expect things from them anymore like I did at the beginning.
I wait them show the results, but as you can see, they fix some small stuff, and break major ones (skill training and dungeon reset).
We can keep dreaming tho.
They definitely have the skills to do this with Nexon owning 30% of the company now. They can borrow expertise for some server aspects.
The question they will ask themselves is whether it is worth spending time doing it or not. It would be at least a couple of months work for one of the dev team. It depends on whether they think that time spent on other games they have will be more worthwhile in income.
Not here tho, but since they might go for the KR/JP version, since they own the rights to publish, it would be a matter of time coming to us…
Or simple saying: “Close the iToS, it doesn’t earn enough to cover it’s costs…”.
I would bet on the latter, then again, it was IMC ignorance that made the game end up as it is right now.
I don’t want to be “that” guy but let’s be honest.
If I’m right to what you’re answering to:
Opinion 1) I’m not sure if I got it correctly but I doubt it would be that problematic. We already have guild raids that includes bosses and enemies together as instanced fights. You can spawn a quest/raid-like instance once a group engages in a fight with a boss. It shouldn’t pose any technical problems, like at all.
Opinion 2) It’s really easy to make you only see your own party, if they don’t do that it isn’t related to lack of knowledge or state of the game or anything like this.
IMO, what is mostly important on both opinions is about designing them and making sure they work properly without abuse or anything like that and as well blend with the design of everything else in the game. Implementation/coding-wise, they already have them working on other parts of the game.
(If I’m wrong and got any of the opinions and answer in a way it shouldn’t, sorry. I’m sleepy rn.)


