ktm's anwer to the question if boss fights fit into the tmw concept at all was:
my idea about how boss fights could be organized was:ktm wrote:why not? we'd just need to make sure only one spawns at any given time, and that it spawns at the "end" of the dungeon, as in, last room of a labyrinth or something like that. maybe we could do this by placing an invisible npc there that respawns the boss 5mins after it died, right next to the npc (though that's be a baaaad workaround)? i wasn't really happy with the way the spiders went to the starting point of mines2, instantly killing the people entering, so i think we need some kind of "monster location restrictions" anyways
Mondanung replied:Crush wrote:how about putting boss monsters on their own maps with no mosters but them? in old console tradition these maps could be made without an exit and the only way leaving it is by either killing the boss or getting killed by it. when the boss is killed everyone on the boss map is warped back into the next town (maybe we should give them a minute to claim their drops). when the victorious players are warped out the boss respawns immediately for the next party. this also avoids spawn camping bosses without making it too easy to kill a boss over and over again bacause the party who killed the boss must walk through the entire dungeon again to fight the boss again. do you think this is scriptable? (if not make it scriptable )
so whats your opinion about that topic?Mondanung wrote:I think it's a great idea.
We could do it like this:
If you enter the boss-room for the first time you (and your party?) enter combat with the boss. If you defeat him two exits will appear, one leading back and one leading to the next world.
If you die during battle you will respawn at the previous town/spawning point.
After you have defeaten the boss the boss-room will be empty or skipped.
I'd say that you could also enter the boss fight with your partymembers, but every party member should first be in reasonable range, or enter the door that leads to the boss-room. Quite similar to hosting a multiplayer game with the ready-system.
The strength of the boss will be adapted to the number of partymembers joining in the fight.
Every party member that doesn't join the boss fight will be registered as not fighted that boss and has to fight it before being able to pass through.
So if the defeated-boss-room wouldn't be skipped there would be one of it, in which every player who has defeated the boss could freely enter and leave.
For every player/party that hasn't defeated the boss yet there would be one boss-room. This to prevent waiting.