NEW Land of Iron got released. Everyone jumps onto hype train and starts grinding that out. That is all great. The game is very grindy so its no surprise the new content will require a lot of grind. That's to be expected. You do around 20-40 hours of grind to get to two end game bosses. When you start to grind the bosses you realize that there is lack of satisfaction from killing them. Why do you think there is this lack of satisfaction in killing some of the strongest bosses in the game? Surely, its something you should be proud of, but it isn't.
In order to see the issue with the current bosses you need to look at similar hardcore games to nin online. I think one of the best games to look at in this scenario is HC Runescape and what they have been through. The games bosses kept on being made stronger by having greater stats points with each new boss release. The problem with this sort of game design is that players that have to play it get bored really easily and there is little satisfaction from killing those bosses. So what did the developers of Runescape do. They decided that instead of bulking the HP numbers on bosses, they lowered health but add mechanics to bosses. The players needed to respect those mechanics in order to be able to defeat the boss. This made the game more fun and and therefore, pulled back a lot of its hard core community back into the game because there was some really good content added to the game. It also created new content like "what is the lowest level I could do xxxx boss?" at.
There are a few ways to go around making end game content more interesting. The following are just my suggestions that I took from other boss fighting games:
1. Making bosses have multiple stages where they use different styles of attacks
2. Add special animations to when a boss will do a special attacks (especially on attacks that can't be subbed)
3. Make the boss alter the surrounding environment. Example. boss could leave a trail that damages players when they walk through it. Another would be to have rocks drop down and change the area in which player can move (may be more difficult to code though).
I understand that this sounds like a lot of work. However, I strongly believe that it would add a lot of value into the game and more players would be more willing to grind the end game content instead of just stopping at level 50. It would also give hope to current players that this game will grow in size and popularity so that there is point of investing time into becoming better.
Question
Leviticus
NEW Land of Iron got released. Everyone jumps onto hype train and starts grinding that out. That is all great. The game is very grindy so its no surprise the new content will require a lot of grind. That's to be expected. You do around 20-40 hours of grind to get to two end game bosses. When you start to grind the bosses you realize that there is lack of satisfaction from killing them. Why do you think there is this lack of satisfaction in killing some of the strongest bosses in the game? Surely, its something you should be proud of, but it isn't.
In order to see the issue with the current bosses you need to look at similar hardcore games to nin online. I think one of the best games to look at in this scenario is HC Runescape and what they have been through. The games bosses kept on being made stronger by having greater stats points with each new boss release. The problem with this sort of game design is that players that have to play it get bored really easily and there is little satisfaction from killing those bosses. So what did the developers of Runescape do. They decided that instead of bulking the HP numbers on bosses, they lowered health but add mechanics to bosses. The players needed to respect those mechanics in order to be able to defeat the boss. This made the game more fun and and therefore, pulled back a lot of its hard core community back into the game because there was some really good content added to the game. It also created new content like "what is the lowest level I could do xxxx boss?" at.
There are a few ways to go around making end game content more interesting. The following are just my suggestions that I took from other boss fighting games:
1. Making bosses have multiple stages where they use different styles of attacks
2. Add special animations to when a boss will do a special attacks (especially on attacks that can't be subbed)
3. Make the boss alter the surrounding environment. Example. boss could leave a trail that damages players when they walk through it. Another would be to have rocks drop down and change the area in which player can move (may be more difficult to code though).
I understand that this sounds like a lot of work. However, I strongly believe that it would add a lot of value into the game and more players would be more willing to grind the end game content instead of just stopping at level 50. It would also give hope to current players that this game will grow in size and popularity so that there is point of investing time into becoming better.
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