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Can you please find some other gating mechanism that's not "bash this area endlessly forever to spawn a boss"? I am finding it harder and harder to get involved in these kinds of things when the first step is "mindlessly bash these crappy areas until something happens".
How about something like small-group PvP objectives that spawn bosses? A circle aligned group of 4-5 players begins the ritual for summoning a boss in a room, another group can go interrupt it. Yes, we wouldn't invite lowbies to go to the boss objectives here, but this isn't a lowbie area and it would be a nice change of pace from "turn on autobasher and watch it roll in the background".
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
The reason I suggested small group is because sources of conflict that limit the sheer numbers would be largely immune to that kind of thing. Septus/Ultrix/Khizan/Shou aren't going to win against 15 Magickers(which is why they do Obelisk fights that way), but we've got a pretty good chance against any group of equal size.
Inactive as it seems to be in world conflict, even Demonic could field a decent group for small group scenarios.
I'm usually hesitant to suggest limiting team sizes for world PvP events, because things like shardfalls and sect conflicts are things you want to get everybody involved in. But for something like an optional boss, I think that limited group sizes might work out well.
<div>Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>****, and not belonging anywhere near Antioch till he grows up."</div>
#1. For some reason, fighting Ilom caused repeated insta-kill misadventure deaths. This would automatically kill you upon rezzing. #2. Fireflies and caanaite guards seem to spawn with no rhyme or reason. This leads to having 397 guards in a room in a boss fight that lasted 5-10m.#3. There are some overly cryptic hints for syntaxes. "You should wash off this spit somehow."
This happened anywhere between 6-17+ times per person that had the issue, with as many as 3 people in a 'deathloop' at one time, and could have been more problematic if we had not had favours, as that's somewhere between 198,000 - 561,000 belief a person.
Just as a note, it doesn't work like that; mobile deaths will not take more than you have. Once you hit 0% personal faith, further mobile deaths will not cause a loss of belief. The most you stand to lose from a protracted series of mobile deaths is 100k per person.
This is why you should burn your faith on favours before doing something that may result in a series of bashing deaths; it is better to burn 100k belief on favours and get something out of it than to burn 100k on deaths and get nothing.
Khizan said: Just as a note, it doesn't work like that; mobile deaths will not take more than you have. Once you hit 0% personal faith, further mobile deaths will not cause a loss of belief. The most you stand to lose from a protracted series of mobile deaths is 100k per person.This is why you should burn your faith on favours before doing something that may result in a series of bashing deaths; it is better to burn 100k belief on favours and get something out of it than to burn 100k on deaths and get nothing.
Can fell beasts in caanae not follow you around? It's really hard to hunt when you aggro 8 of them on your way to where you last died.Edit: There are now 24 following me around.
Would it be possible to make some of the mechanics scale to party size? I dislike how many of these fixed mechanics are large-group specific. Impossible to do with a small group, trivial to zerg down when you get 8-10 people rolling on it. The design seems to encourage just flinging bodies into it and I hate that.
Keep in mind that aspect perks were designed as long-term goals. That they take a long period to collect for is intended. The gold fee assigned to them is roughly equal to the gold drops from mobs yielding the experience cost of the perk.