World Bosses/Events should we limit then in some way?

I don’t think World Bosses/Events should not be something you can server hop to farm. I see no problem farming all of the World Bosses.

But If a character/account has interacted with a World Boss/Event to the point where they get loot, then some type of timer should be added to them.

That can be XX hours of play or for casual players once a week or what ever works well, we don’t know how often they will be appearing.
If the timer is say every 2 hours some people would just wait for the World Boss/Event to comeback and get loot again.

If you want to help others kill it no problem, but something that was not stated that I know that groups can share loot drops by trading or dropping an item, so that would also have to mean that if you have interacted with the same World Boss/Event inside your cooldown then items that are dropped and attempts to trade should be blocked in regards to that World Bosses/Event Loot.

If this is not the case then people will just get to a level where all they do is farm World Bosses/Event to get loot, as I expect that most bosses will have a better loot table or special items then other mobs.

These items will become to easy to get and the thrill of the hunt for gear will be lost.

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How is world boss farming any different from dungeon boss farming? This isn’t a persistent world with shared spawn timers, you can and should be able to infinitely farm all content without timers. The easy way to avoid what you are afraid of is by making the loot table for each world boss the same as dungeon bosses with each specific world/dungeon boss having an exclusive extra pool of uniques/legendaries that it can drop. That way, you can repeatedly farm for the exclusive stuff and pick up the non-exclusive stuff no matter what you are farming.

I’m thinking that I would not want World Bosses in D4 to become Grifts of D3 where the best, in this case items are there and if anyone just stays and farms them it’s one sided in an Open Trading game.

World bosses should be 100% farmable with no limitations. Loot drops should be balanced accordingly.

I do not want to see WoW’s weekly timers and resets infest the Diablo series. Logging in every Tuesday and feeling compelled to go hit a world boss for 30 seconds is not interesting or fun. It’s just a mechanic designed to pad their MAUs.

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only if they don’t drop unique loot or give an achievement.
protect the solo playerbase.

I think an interesting idea to make the community work together in some way to spawn it. Have a material to farm, or activity(s) to complete that anyone can contribute to. Make a way to check the status of progression for the spawn. And give a timer after the requirements have been achieved. This could help build the community like they are trying to do. It also can make people feel like they are contributing to the overall world. They would need to make sure it tires into the lore somehow, but they already for demons returning from the void, so why not pull from that?

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Dungeon boss farming requires only the individual whereas world bosses require multiple individuals. In fact the world bosses are on a timer and are likely to stay that way. Having an open world where you occasionally cross paths with other players is at least partially persistent, if not fully. Whether that has anything to do with how spawn timers are shared, or if they’re shared at all, remains to be seen.

It is likely that if you enter an area where a world boss spawns, you’ll be placed in a que with others who did so at or around the same time, and then it will close off once a certain amount of people have gathered.

As to whether or not you’ll be able to only do World Bosses - quite uncertain. If the loot tables are incentive to want to do them more than any other encounter, addressing that concern is pretty easy. This is certainly one feature that has a lot curious minds inquiring about because it involves the whole transition of diablo being a linear world to becomming an open one.

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Firstly, they should be called world events. Big sized monsters don’t fit a medieval theme and I explained why many times.

Secondly, world events are inspired by diablo2’s Diablo clones, who pop when a given number of soj are sold on an entire server, across all the game modes.
The point of those events is to make the community active server-wise, and not just cooperative in a given local game.

When an event become too frequent, it loses its uniqueness. In d4, this monster feels like a theme park attraction that get reseted every 10 minutes. Note that clones in d2 are extremely rare, as rare as finding the highest runes.What is good about d2 is huge part of uncertainty, and the little part of knowledge about them. Making them farm regularly impossible, hence making them unique, like a myth people don’t really believe in.

Those type of world-events don’t have to be boss-related. They could spawn some very small units in an entire area, make chests have a different loot table, or modify the map generation in a unique way.

Some people will always complain some event should be more accessible. Instead, I would increase their number types, and keep the spawn chance very low (or spawn requirements high).

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One thing i would like to know if how often each of them spawn. Don’t want a situation where i must log at the hour the game want me to log, to be able to kill a specific boss.

About the OP problem: they could give reduced loot after you kill it the first time. Another way to do that would be with a quest that gives a reward after we kill the boss and the quest isn’t given again until a specific amount of time has past.

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I like this idea, have a “bar” that requires to be filled to spawn it, through materials, repeatable quests, or some other mechanic like ubers of Diablo 3, then it doesn’t require a “cool down” (heaven forbid Olbat see’s the word cool down!!!).

I would like to see a requirement for spawning - I also envision the ability to use a shrine should require a material or “ritual” sacrifice, then a mini-event spawns and you can then use the shrine for a buff (most temporary, some permanent, but only 1 shrine at a time).

You could even have an achievement linked to activating a number of shrines or a reward.

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Point taken changing Thread name if it lets me.

Very true, that’s is one way to stop them being farmed.
I was thinking more of changing servers till a world event is found.
That’s where my character/account timer idea was aimed.

Yes quest based idea is great way to manage the over looting, then it comes down to Blizzard working out how frequent of the events like the world boss/event will be daily, weekly even after X material is gathered, what ever they see fit to trigger an event.

Again this would work with the character/account timer idea, if they are say a week on average.
You and others are not there at said time, based on your own counter it will happen sometime after that, still giving you the chance to be involved and not missing out.
Then it could be worked out in a way to let others help you with it and still get a smaller reward if they have already completed that event in the time frame.
If these World Events are to have their own set loot tables, i’m thinking special materials and the likes, the smaller reward would not have them or a much lower amount, again to stop over farming.
I maybe over thinking it but it’s better to have the checks and balances in the first place then to have people complaining later that someone has 100 of a super rare material up for sale in a trade based game.

This was only based on it being Demo to show off how a mechanic can work.

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On a general level, I’d say the Rift MMO best handled the concept of zone/world events. The system wasn’t without flaws, of course, but things basically had various conditions for triggering.

  • Specific amount of time passes since last appearance. (Anywhere from 2-21 hours, usually)
  • Players use a lure item to trigger the event.
  • Players complete a specific quest (usually in a chain)
  • A specific number of mobs/types had been killed.
  • X amount of players were simply in the zone and no other events were active.
  • A seasonal event with other respective triggers often a combo of above.

Of the system, the only real issues I had were the super long respawns (Volan event) and the fact rewards usually capped out worse than T1 raid gear for the respective level cap, which eventually translated to most people not giving a crap once they saw no tangible benefit to participating. All of these things are issues D4 can pretty easily avoid, including making it so you can’t just poke a boss once and get full rewards. And with gear being RNG-based here, you don’t really need to be shy about offering at least decent stuff or a glut of craft materials/gold/etc…

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