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Worldbosses

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Cluss

Active member
I suggest to make either a ranking with damage or a similar system with the football event and reduce the world bosses to like 2-3 worldbosses a day and a random spawn,
where you need to find it and it only says the map as an announcement not the ch.

For example the Worldboss spawned in Yongbi Dessert find it and attack it.

With a system like this everyone could have a piece of the cake and even other players that play solo and dont want any drama or pvp.

make the rewards like worldboss coffers combined with witch+wobba+drake and all would have a chance to improve characters.

Let me know what you think about that.

If some people dont know the current situation of Worldbosses here is a litle sneak peek.

1732388454488.png

Regards
 
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Thorus

Member
The Mage from Ruthless came to red drake and killed us first also many times Wujing so idk what you mean with we started it
you say we attacked you first 2030 2040 say something to you i said guys let me farm in peace you don't wanted so support the consequences
 

7even

Member
I suggest to make either a ranking with damage or a similar system with the football event and reduce the world bosses to like 2-3 worldbosses a day and a random spawn,
where you need to find it and it only says the map as an announcement not the ch.

For example the Worldboss spawned in Yongbi Dessert find it and attack it.

With a system like this everyone could have a piece of the cake and even other players that play solo and dont want any drama or pvp.

make the rewards like worldboss coffers combined with witch+wobba+drake and all would have a chance to improve characters.

Let me know what you think about that.

If some people dont know the current situation of Worldbosses here is a litle sneak peek.

View attachment 2409

Regards
Why didn’t you said that when u was killing every world boss xD ???
 

Ano

Active member
you say we attacked you first 2030 2040 say something to you i said guys let me farm in peace you don't wanted so support the consequences
Idk what you mean we have our own real acc's but Yea really weird that impozit and Georgehagi was staying all night with you guys at the worldboss's if we go like that you played with us since months xD
 

Snake

Game Designer
Staff member
Game Designer
It seems like the current world boss system doesn't quite meet my expectations. I prefer seeing players actively engage with the game and have fun, rather than it feeling like a job with repetitive rotations to guard the bosses. Also there is a discrepancy between the world boss damage and the high pvp damage that makes you wonder what should you do, get one shotted by a player or by the world boss [Insert Red Dragon jokes here]

For now, we're addressing the issue of moving the world boss around like it's on a leash. We've already implemented a change for Wobba, and if everything works as planned, it will be a safety check that stays in place until the rework.

Regarding the rework itself, Cluss, I think you might have missed the main point. While I understand the desire for a better solo experience, and I'll try to incorporate that into the new system, world bosses are ultimately about PvP, guilds and tactics. The new system should encourage more strategic thinking and fun engagement, rather than just mindless fighting. Even if i have to say when I look at you guys I see some workers on a guard shift at a 9 to 5 job. Also, from what I've observed in PvP, there's still a lot of room for improvement in terms of damage reduction during PvP fights. Even though the upcoming Nemere items and future updates may improve defense.
If the world boss rework happens first, I might look into reducing overall PvP damage while fighting a world boss. This could help create a more balanced scenario where players don’t get knocked out in two hits, especially those with gear that should help them tank both world boss and PvP damage, rather than just focusing on PvP sets alone.

There's still work to be done to get this system to a sweet spot, but I will appreciate your patience as we refine it. That said, Cluss's suggestion misses the mark by quite a bit. We plan to keep the three main world bosses and ensure they each have their own domain (Fire, Ice, Earth), preserving their iconic locations. A single world boss that combines all and spawns randomly isn't challenging or engaging in my opinion—it's more of a lazy way to farm loot without actually having to fight over it.

So overall my point is I will try to move my focus from the content update to the worldboss and rework this system first. If you have suggestions about it go ahead and post them here, but don't forget balanced experience between pvp and pvm. And promote teamwork.

Thanks for reading,
Snake.
 

Zwierz

Member
It seems like the current world boss system doesn't quite meet my expectations. I prefer seeing players actively engage with the game and have fun, rather than it feeling like a job with repetitive rotations to guard the bosses. Also there is a discrepancy between the world boss damage and the high pvp damage that makes you wonder what should you do, get one shotted by a player or by the world boss [Insert Red Dragon jokes here]

For now, we're addressing the issue of moving the world boss around like it's on a leash. We've already implemented a change for Wobba, and if everything works as planned, it will be a safety check that stays in place until the rework.

Regarding the rework itself, Cluss, I think you might have missed the main point. While I understand the desire for a better solo experience, and I'll try to incorporate that into the new system, world bosses are ultimately about PvP, guilds and tactics. The new system should encourage more strategic thinking and fun engagement, rather than just mindless fighting. Even if i have to say when I look at you guys I see some workers on a guard shift at a 9 to 5 job. Also, from what I've observed in PvP, there's still a lot of room for improvement in terms of damage reduction during PvP fights. Even though the upcoming Nemere items and future updates may improve defense.
If the world boss rework happens first, I might look into reducing overall PvP damage while fighting a world boss. This could help create a more balanced scenario where players don’t get knocked out in two hits, especially those with gear that should help them tank both world boss and PvP damage, rather than just focusing on PvP sets alone.

There's still work to be done to get this system to a sweet spot, but I will appreciate your patience as we refine it. That said, Cluss's suggestion misses the mark by quite a bit. We plan to keep the three main world bosses and ensure they each have their own domain (Fire, Ice, Earth), preserving their iconic locations. A single world boss that combines all and spawns randomly isn't challenging or engaging in my opinion—it's more of a lazy way to farm loot without actually having to fight over it.

So overall my point is I will try to move my focus from the content update to the worldboss and rework this system first. If you have suggestions about it go ahead and post them here, but don't forget balanced experience between pvp and pvm. And promote teamwork.

Thanks for reading,
Snake.
The current world boss system is the worst imaginable, one character, even a weak one, is enough to block the boss permanently, as long as he guards him. Over the last week, each of us could feel like a security worker. I'm just sad that our guild was punished for trying to compete and be smart by pushing the bosses. We had a great time during the first week of competition when we could do it and actually compete with others. Unfortunately, none of us are robots and won't sit around 24/7 and watch over the bosses, so even though we are undoubtedly the best guild on the server, we couldn't really do anything except play around with the security system. I don't know if you can come up with a good system in this game if the boss is standing still, I keep my fingers crossed for you and wish you good luck.
 

Stforjanka

Active member
The current world boss system is the worst imaginable, one character, even a weak one, is enough to block the boss permanently, as long as he guards him. Over the last week, each of us could feel like a security worker. I'm just sad that our guild was punished for trying to compete and be smart by pushing the bosses. We had a great time during the first week of competition when we could do it and actually compete with others. Unfortunately, none of us are robots and won't sit around 24/7 and watch over the bosses, so even though we are undoubtedly the best guild on the server, we couldn't really do anything except play around with the security system. I don't know if you can come up with a good system in this game if the boss is standing still, I keep my fingers crossed for you and wish you good luck.
You're the best guild when it comes to PVP, when it comes to PVM, Whoops and Hated is not even in the same statosphere. Few characters of Hated is stronger than the whole Whoops PvP, and few characters from Whoops is stronger than the whole Hated PvM (we can do a **** measuring contest and compare items and alchemy). Luring didn't get disabled because of luring itself, it got disabled because there were bugs around it. I dislike the current system and i agree with the rework, i dislike salty downvotes from both sides.
 

Zwierz

Member
You're the best guild when it comes to PVP, when it comes to PVM, Whoops and Hated is not even in the same statosphere. Few characters of Hated is stronger than the whole Whoops PvP, and few characters from Whoops is stronger than the whole Hated PvM (we can do a **** measuring contest and compare items and alchemy). Luring didn't get disabled because of luring itself, it got disabled because there were bugs around it. I dislike the current system and i agree with the rework, i dislike salty downvotes from both sides.
How bugged do you think the witch was? It's just that if you pushed her and she started running away to the resp, you could ping-pong her to get back to the place she ran away from. Nobody stopped anyone from competing with us for it, you were just lazy and didn't want to do it. I'm not belittling you, and you may have better PVM characters than us, but you could still fight for the witches (you managed to do it several times). So what exactly was the problem?
Personally, I don't want to play on the server, why do I need a PVP character if I can't use it anywhere anyway? It won't help me in boss competition. Events like Nation War do not exist, only a few people come to the dojang.
 

Stforjanka

Active member
How bugged do you think the witch was? It's just that if you pushed her and she started running away to the resp, you could ping-pong her to get back to the place she ran away from. Nobody stopped anyone from competing with us for it, you were just lazy and didn't want to do it. I'm not belittling you, and you may have better PVM characters than us, but you could still fight for the witches (you managed to do it several times). So what exactly was the problem?
Personally, I don't want to play on the server, why do I need a PVP character if I can't use it anywhere anyway? It won't help me in boss competition. Events like Nation War do not exist, only a few people come to the dojang.
Both wobba and witch were prone to bugged pathing when luring them, witch doing houdini (especially with individual client desyncs) and wobba taking lunch breaks during trips in the mountains. Im actually fan of making them very lurable, with high movement speed and low hp. That way its a constant battle over them with both pvm and pvp having impact, and it being dynamic instead of security CCTV on 2 ultrawide monitors and a laptop.

It's quite clear that the system needs a change, nobody is arguing in opposition, even if we're competing directly.
 
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