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Dedicated boss drops would be the preferred objectives and direction to work on in the near future. Implementing in this way could make the game survival flows more complete. Currently, the End Game part is obviously incomplete. To make this issue more easily to be tracked, I migrated this issue from #542 (comment), thus this is a subissue of #542.
Background
There are some discussions about the feature of dedicated boss drops, but some implementations are incomplete and rejected as in #531. The original post on the Discord forum is "Dedicated boss drops". The reason of this is not to have completely the same drops from bosses with other mobs as this would be repetitious and some kind of reduced meaning of defeating bosses.
Details
As an example, #531 only adds "Knight Shard" for the Obsidian Knight, but there should also be a dedicated drop for Air Wizard, because it should not just be a meaning in only the story but also the game play experience, the actual game progress (not about the storyline).
With dedicated boss drops, there should also be the meanings of those drops. Referring to the property of the Obsidian Heart, Knight Shard should be the ability to unlocking player's potential if the Obsidian Knight targets on unlocking player's potential. The drop from Air Wizard should have the meaning of powerful tools to the players as an example. According to the main topic of this issue, cloud ore is lacking of enough implementation and should be rewritten. Similarly, the target of the Air Wizard should also be decided. This is related to the gameplay progress after the Air Wizard, so it is about the End Game. The Obsidian Knight is also a part of the End Game content.
Currently, the use of cloud ore is only making summon items of the Air Wizard and the uses of shard are only making summon items of the Obsidian Knight, Knight Statue, and claymores. The actual uses of cloud ore and shard should also be re-planned at the same time. As an idea with the cloud tools, we can have a material that can be made by cloud ores and boss drops by crafting or magic refining1, in addition to the Ethereal (#682).
For Obsidian Knight, we can have "knight shard"; for Air Wizard, we can have "master rune". They can be obtained only by defeating the bosses, so that they are difficult to be obtained compared to cloud ores (already dropped by cloud ore tiles) and shards (already dropped by knights). Powerful items in the late game can be made using the boss drops.2
There might be a problem about that the balancing might be broken if we have more powerful equipment in different stages, so we need to increase the gaps of stages between the bosses and the survival, at the same time, as the advances between are small and might be difficult to add such additional features. This means that we would need to replan the boss flows. At the same time, side activities related to the bosses can be rewritten in a neater plan.34 However, this is not in the scope of this subtopic.
Conclusion
This seems to be a long-time goal, but this should be finally accomplished to complement the game flow and storyline, in addition to #201. Yet, the storyline and survival flows are still not quite abundant and complete.
For Obsidian Knight, we can have "knight shard"; for Air wizard, we can have "master rune". They can be obtained only by defeating the bosses, so they are difficult to be obtained compared to cloud ores and shards. Powerful items can be constructed using the boss drops.
There might be a problem about that the balancing might be broken if we have more powerful equipment, so we need to increase the gap of stages between the bosses and the survival, at the same time.
Dedicated boss drops would be the preferred objectives and direction to work on in the near future. Implementing in this way could make the game survival flows more complete. Currently, the End Game part is obviously incomplete. To make this issue more easily to be tracked, I migrated this issue from #542 (comment), thus this is a subissue of #542.
Background
There are some discussions about the feature of dedicated boss drops, but some implementations are incomplete and rejected as in #531. The original post on the Discord forum is "Dedicated boss drops". The reason of this is not to have completely the same drops from bosses with other mobs as this would be repetitious and some kind of reduced meaning of defeating bosses.
Details
As an example, #531 only adds "Knight Shard" for the Obsidian Knight, but there should also be a dedicated drop for Air Wizard, because it should not just be a meaning in only the story but also the game play experience, the actual game progress (not about the storyline).
With dedicated boss drops, there should also be the meanings of those drops. Referring to the property of the Obsidian Heart, Knight Shard should be the ability to unlocking player's potential if the Obsidian Knight targets on unlocking player's potential. The drop from Air Wizard should have the meaning of powerful tools to the players as an example. According to the main topic of this issue, cloud ore is lacking of enough implementation and should be rewritten. Similarly, the target of the Air Wizard should also be decided. This is related to the gameplay progress after the Air Wizard, so it is about the End Game. The Obsidian Knight is also a part of the End Game content.
Currently, the use of cloud ore is only making summon items of the Air Wizard and the uses of shard are only making summon items of the Obsidian Knight, Knight Statue, and claymores. The actual uses of cloud ore and shard should also be re-planned at the same time. As an idea with the cloud tools, we can have a material that can be made by cloud ores and boss drops by crafting or magic refining1, in addition to the Ethereal (#682).
For Obsidian Knight, we can have "knight shard"; for Air Wizard, we can have "master rune". They can be obtained only by defeating the bosses, so that they are difficult to be obtained compared to cloud ores (already dropped by cloud ore tiles) and shards (already dropped by knights). Powerful items in the late game can be made using the boss drops.2
There might be a problem about that the balancing might be broken if we have more powerful equipment in different stages, so we need to increase the gaps of stages between the bosses and the survival, at the same time, as the advances between are small and might be difficult to add such additional features. This means that we would need to replan the boss flows. At the same time, side activities related to the bosses can be rewritten in a neater plan.34 However, this is not in the scope of this subtopic.
Conclusion
This seems to be a long-time goal, but this should be finally accomplished to complement the game flow and storyline, in addition to #201. Yet, the storyline and survival flows are still not quite abundant and complete.
Footnotes
Comment in Discord post about Cloud tools in development forum https://discord.com/channels/280723930942013440/1134508188876677212/1141343269998035045
↩Comments in the original Discord post of this subtopic https://discord.com/channels/280723930942013440/1132738003996004523/1141342490591514654
↩Complementing End Game contents #444 includes some change requests to bosses ↩
More side activities separate from the storyline. #201 suggests the Obsidian Knight and 2 related buffs ↩
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