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A few thoughts...

 
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1/8/2020 2:55:43   
The_element
Member

Everybody knows that if you die in a quest the battle ends as a loss and returns you to the start of the quest with 1 HP. I know some casual players have had trouble with various story line bosses in the past like Heart of Cryohem, Theano, Bandit??? and Swole Verly?, so maybe a possible solution to this is whenever you lose to the boss and get sent back to the start of the quest, the boss's HP gets halved. This could be a very good solution for most casual players to progress through the story whenever or if ever they struggle with a story line boss, whilst allowing any gimmicks/difficulty to be retained for enjoyment of other players.

Of course, when the quest is completed the boss's HP returns to normal and this obviously does not apply to any of the Chicken Cow armours.

What are everybody's thoughts? Do people like this idea?
Post #: 1
1/8/2020 13:11:45   
BluuHorseOfficial
Member


I personally don't. This is because if every time the player dies, the enemies' health gets reduced, fights like Dr. When or the Doom Amulet would be cheapened as you could simply die a bunch of times and ignore their mechanics completely because their total health is like 1/64th of their initial total health. I feel like even story fights should impose a slight challenge and encourage some amount of strategizing too. After all, the harder an enemy is to beat, the more satisfying is the victory.

Heart of Cryohem has a Titan Dragon fight option, which is significantly easier for lower levelled DA holders. Even for non-DA players, there are ways for you to work around Heart of Cryohem's mechanics, imo it's not that much of a hard fight if you're aware of its mechanics. Theano (Death form) does do a lot of damage, but you can easily counter this with a defensive class, or just any good debuffing skill. While Bandit? is quite tricky, it is fought later on in the game, when even story quest reward lots of great gear. Swole Verly doesn't seem too hard, not sure why people had issues in the first place. I feel like with a little bit more strategizing, one can stand victorious against these fights, and have a more immersive experience with the game! Naturally, any fight that is unfairly difficult will, of course, receive the deserved nerf, though as of late we have seen even fights that don't deserve a nerf being struck, and bosses aren't that hard as a whole.

That being said, there are older quests that reset the quest and leave you at 1 HP with no way to recover besides (watching the cutscene and) leaving the quest. Now that you mention it, I feel like this, along with the addition of skip buttons, is something that could be added to make it easier for players to pick up where they left off (this could happen now that the Devs are planning to re-imagine old storylines).
DF  Post #: 2
1/8/2020 13:37:55   
Kurtz96
Member

Halving HP might be too much. My idea was to include a hint button with tougher bosses to clue younger and more casual players in on the boss mechanics. This way, the actual boss isn't easier and more accomplished players can just ignore the button and nothing changes.

The issue is not everyone can buy a DA, nor can figure out gimmicks and work around them. I know when I first started playing DF I wouldn't have. Even now I miss some Inn challenge gimmicks (I know those monsters are more complicated, but I am also more knowledgeable so it evens out).
AQ DF MQ  Post #: 3
1/8/2020 16:49:44   
The_element
Member

quote:

Halving HP might be too much. My idea was to include a hint button with tougher bosses to clue younger and more casual players in on the boss mechanics. This way, the actual boss isn't easier and more accomplished players can just ignore the button and nothing changes.


I think hints in-battle would help newer players a lot, because when you don't know the mechanics of the fight it gets so much more difficult. I would probably struggle with some of the inn challenges if it wasn't for Dragonfable Endgame Wiki.
Post #: 4
1/8/2020 17:11:56   
FMan
Member
 

Great suggestion ( as someone with DA, high lvl, and some accomplishments at the inn of time ).

This suggestion will help casual players to clear the storyline, while it won't hurt the challange, cause the player simply has to not die ( and even if he is, he can always reset the Q ).

Everyone happy that way, but I think there is a room for improvement for this, instead of dying, a food which takes out 50% of the boss hp ( works only in storyline ) .
Post #: 5
1/8/2020 17:12:28   
TFS
Helpful!


Figuring out the new mechanics on your own is part of the fun of Inn challenges IMO, but I can definitely see where you're coming from in regards to story bosses having confusing mechanics, OP. I can add more story bosses (like Cryohem) to the Endgame Wiki if people want that, though keep in mind that the mechanics for everything that's come out in the past couple years are also documented in the official 'Pedia as well.

Though I don't think lowering difficulty after repeated failed attempts is a feasible or even reasonable solution; all you should really need is knowledge of what the boss does.

< Message edited by TFS -- 1/8/2020 17:36:51 >
DF  Post #: 6
1/8/2020 17:28:47   
Dratomos
Helpful!


A hint if the boss defeats you could be a good idea, after X amount of defeats. And while halving the bosses health after defeat sounds good in theory, it could just make it a bit too easy to use that system to skip any challenge the boss had. As usually, the boss in video games is meant to showcase what you've learned from playing the game to that point. Which is why IMO that the bosses in the current story are a bit challenging (not Inn-level challening), than usually. After all, we are pretty long way to Book 3 story. You're not to expected in other games just to go defeat any boss you want without thinking. Yes, DF isn't an AAA-game, but that doesn't take away the idea of bosses in video games, or prevent that idea from applying to DF.

Easy mode for story bosses isn't a bad idea, like they did with Tournament of Champions. Then again, it is hard to say, if that is not too time-consuming.
DF AQW  Post #: 7
1/25/2020 10:30:35   
  Gingkage
Wolf Rider


While I love the passion and love for this game that threads like this display, unfortunately, I can't play favorites with the rules and allow threads to live just because I like them. As suggestion threads are not allowed, sadly, I have to lock this. ~Gingkage

With the recent revision to the rules to allow suggestions, this thread is being unlocked. I will allow the necro-bump counter to be reset to the first post being today. ~Gingkage

< Message edited by Gingkage -- 1/25/2020 10:32:00 >
AQ DF MQ  Post #: 8
1/25/2020 19:13:20   
Beleg Strongbow
Member

quote:

...I can add more story bosses (like Cryohem) to the Endgame Wiki if people want that, though keep in mind that the mechanics for everything that's come out in the past couple years are also documented in the official 'Pedia as well.

...all you should really need is knowledge of what the boss does.

I agree with TFS. While this thread has offered some creative suggestions, particularly adding a "hint button," I feel that none of these changes should truly be necessary. Instead, going to the DF Encyclopedia or asking questions in the forums is a great way to improve as a player and to improve the community (as long as everyone stays civil). :)

_____________________________

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DF  Post #: 9
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