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Thread: Raid Encounters (Keeping 10 & 20 man raiding fresh between tiers)

  1. #16
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    Quote Originally Posted by JimboTCB View Post
    Besides, if you have a single boss raid, how do you handle loot distribution and progression? It's bad enough in HK where they have an entire instance to spread drops out across - do you have one boss drop everything and the chances of getting anything specific are vanishingly small? Do you have a multi phase encounter like Akylios so there's actually something to progress through? Or do you just want a shiny loot pinata you can whack at once a week to break things up?
    Handle loot the same way you handle loot in any form. Look at rotp, it had similar and complimentary loot to HK. The fight can have a loot table similar to any other boss, drop marks of the same teir, etc.

    Difficulty wise isn't hard to describe. I think Magtheridon is a perfect example of this kind of encounter. He was pretty difficult early BC, had about 15m of trash. The zone wasn't huge either.

    Now releasing 10-11 encounter between instances doesn't make sense I do agree, but 1-2 in between tier changes? I don't think thats impossible.

    A good example would be if Dormant Core in EI was an instance and tuned to about T2 raid difficulty. It would make a great raid encounter.

  2. #17
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    Quote Originally Posted by ClericRet View Post
    Handle loot the same way you handle loot in any form. Look at rotp, it had similar and complimentary loot to HK. The fight can have a loot table similar to any other boss, drop marks of the same teir, etc.

    Difficulty wise isn't hard to describe. I think Magtheridon is a perfect example of this kind of encounter. He was pretty difficult early BC, had about 15m of trash. The zone wasn't huge either.

    Now releasing 10-11 encounter between instances doesn't make sense I do agree, but 1-2 in between tier changes? I don't think thats impossible.

    A good example would be if Dormant Core in EI was an instance and tuned to about T2 raid difficulty. It would make a great raid encounter.
    Thats what I was thinking of. Dormant Core is a great example. I'm not suggesting they spend new art assets to make small instances that didn't exist prior. I'm thinking more along the lines of Slivers. Slivers are cranked out pretty quickly and those have 4 to 5 bosses. I imagine they could easily crank out one boss every patch or so. The thing that takes the most time in designing a large raid is coordinating between multiple teams (environmental art assets, npc art assets) and the actual construction of any art assets takes a long time. Testing a single boss would also be much easier since its much more focused. Every MMO development team is different but I imagine with a team as flexible as Trion's they would be able to do something like this pretty easily. And though it may require some additional resource wrangling, I think it would retain more hardcore raiders in the long term.
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  4. #19
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    Good idea.

    I would really like to see them combine this idea with the events we get every couple of patches. It might be cool to have legacy raid encounters that only exist for a finite period of time.
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    RIFT Guide Writer intrinsc's Avatar
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    I think the idea behind the boss in that crater in ember isle is good. Wider implementation is needed.

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    Quote Originally Posted by intrinsc View Post
    I think the idea behind the boss in that crater in ember isle is good. Wider implementation is needed.
    Me to, he suffers from several issues. One is that he isn't really that hard. Second is that he doesn't offer compelling awards and third and possibly most important is alot of people don't even know he is there. Trion never really mentioned his presence.
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  7. #22
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    Quote Originally Posted by ClericRet View Post
    I don't think Trion will release open world content that is mechanistically difficult like they do in instances.

    on OP: I'm all for something like this. Loved Mag/Gruul etc. in BC
    Why not?

    It's HK level gear. Only trouble I see is the area. Where you can quickly step out of a RR area and the Boss resets.

    If it's game end gear then it should be game end hard.

  8. #23
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    Open world raid bosses necessarily means that it can and will most likely be zerged.

    Though depending on how they impliment it, it could be an awesome world pvp catalyst.

  9. #24
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    Quote Originally Posted by Chrissibow View Post
    Why not?

    It's HK level gear. Only trouble I see is the area. Where you can quickly step out of a RR area and the Boss resets.

    If it's game end gear then it should be game end hard.
    I didn't say they couldnt do it. I just don't think they will.

  10. #25
    General of Telara mo0trix's Avatar
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    Existing raids need master mode versions.

    HK included!

  11. #26
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    Quote Originally Posted by mo0trix View Post
    Existing raids need master mode versions.

    HK included!
    Rather do something new than have dev time spent on redesigning old content personally.

  12. #27
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    Yea, I kinda prefer the way it is now, I'd rather they do something like what I suggested with new encounters, rather than rehash the old ones in a harder mode. And honestly I suspect many would agree with me. Learning all new mechanics > learning a few new mechanics.

    I mean someone above had the rright idea. The guy in Dormant Core is pretty much a failure for whatever they wanted him to be. Make it a instance, make the mobs and the boss much tougher, give him some loot on par with Sicaron or whatever and see what the reaction to him is. It wouldn't require a huge amouint of effort from the dev team and it would give a good gauge as to how popular it would be. And they have a similar area already set up for a similar treatment outside CR (Toppled Coast). They could probably find a way to incorporate a boss there.
    Last edited by Khelendross; 02-19-2012 at 12:15 AM.
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