MADE BY @hanmbi , NOT ME. I AM MERELY POSTING IN HIS NAME. IF YOU THINK THE IDEA SUCKS, COOK HIS ASS. I DID NOT CREATE THIS.
We’ve all had it before
You a bunch of friends and rando are ganking Calvus, except every time only 1 person gets drops.
Then it hits you.
You must deal at least 20% of the boss’ max hp to get drops.
You count the amount of people in your party.
5.
Even if you perfectly coordinate who does which attack and when, one person will always not get drops.
It doesn’t make sense, does it?
Fighting in big groups are supposed to be fun, and rewarding for everyone.
Yet, you get punished.
This is a problem I encountered while fighting Natasha with a few people yesterday; the boss drop quota. Do too little damage, and you won’t get drops. Do too much damage, and other people won’t get drops.
It’s annoying, because it forces you to fight bosses with 3 players or less if you want to consistently get drops.
My solution?
Change the formula. From 20% of the boss’ max hp * [amount of players] , to 50% of the boss’ solo hp.
How does this work? Let’s go and compare the results. We’ll be using Calvus as an example.
Calvus has 4.5k hp, in solo, nothing changes.
In duo, with the current method, you need to do 1800 damage to be eligible for drops (20% of 9k)
In duo, with my proposed method, you need to do 2250 damage to be eligible for drops (25% of 9k, but 50% of the solo hp, 4.5k)
Duo will get slightly more difficult, but then you still have a 60% hp margin of error
Trio is ~16.67% of the total hp (2.25k of the 13.5k), so 50% hp margin of error
Now let’s go to quad, where there’s currently only a 20% hp margin of error.
With the current method, this is pain. Everyone uses different builds and does different amount of damage, 20% is not enough.
When I was farming Natasha (with 2 other people, so it’s a trio), I dealt decent damage, and even then I wouldn’t get the drops.
In quad with my proposed method, this will be much easier. Due to you only needing to do 12.5% of the boss’ total hp, which still leaves a 50% (2250 of 18k) hp margin for those that suck at doing damage/respawn a lot.
In conclusion: solo stays unchanged, duo gets slightly more difficult (but it doesn’t matter all that much since its duo), and every person after that makes the fight easier for everyone else. This promotes teamwork as well as an incentive to build communication skills, and overal better enjoyment for everyone.
Actually, it caps out at the 50% error margin, but it still gets easier for everyone since the hp pool gets bigger and bigger, so a 3 player team has 6750 hp margin to work with, but 10 players would have a 22500 hp margin, and at that point you only won’t get drops if you really suck at the game (wait, this also means that players who are bad at the game and constantly respawn will have a better chance at getting drops when fighting with a big team, another win! Cause they get more drops overal and they can deal more damage before the boss dies)
There’s an added possible benefit of this reducing coding clutter.
This is also a great way to showcase Arcane Odyssey, to make a video of multiple people banding together and teaming up to defeat a boss.
The addition of Fort Castrum was great, a step in the right direction, with the enemies scaling with players. But you know what would be even better?
If you could rally the entire server to launch a server-wide attack on General Valerii.
I’m coming from this viewpoint since I assume this was the vision you were going for when designing Fort Castum, but with the current boss drop quota, it’s unappealing.
Think about it. This would make great as QoL, and attract more players to the game. While at the same time improving the happiness of players since they can finally get their clan into a server and defeat a boss, together!
I understand why this change was done, so people wouldn’t hit a boss, run away, make the fight more unbearable and still having a chance of getting the drops, like a leech.
Except this comes at a cost of teamplayers also being consequentially punished.
Implementing this change will both solve the issue of teamers getting punished and the issue of hit-and-runners.
Thank you for taking your time to read this. Make sure to have a nice day!