open dungeon boss respawn timers

Post by xMrWoolf on 2022-10-22 21:55:52

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Post by Ludullu on 2022-10-22 21:57:42

I'm fairly sure boss timers will be, at the very least, 12++h if not 24+.

You're not supposed to fight the boss over and over. Also, no teleports.

Post by Lust69 on 2022-10-22 22:04:37

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Post by Ludullu on 2022-10-22 22:05:58

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Yep, definitely need a +- a few hours or at least even 30 minutes.

Post by xMrWoolf on 2022-10-23 00:13:47

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Post by Depraved on 2022-10-23 00:19:36

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Post by SongRune on 2022-10-23 01:24:46

For bosses that can be "daily": 20 hours +/- 4. This means you have to waste your whole play session camping the boss to see if it's respawned. If you don't, it'll be up for someone else to claim before you can gather your whole group again.

For bosses that need to respawn "quickly":

Option #1: Respawn 20 +/- 5 minutes after no-one is in the boss room anymore. They now have to wait outside and grind the mobs (so the mobs don't grind them). Other groups who are interested in joining now have plenty of time, and a normal space to PvP them for the next slot.

Option #2: Teleport them out of the dungeon, as you said.

Option #2.1: The boss chamber entrance is one way (but the next group can see if the boss is present), and WHEN YOU KILL THE BOSS you are shifted to an instance until you leave. Next group can enter immediately, but you won't see their boss. (This is a slightly more immersive version of the Teleport. Both lose the PvP potential of camping to attack the next group, but this one is seamless. Only meaningful if you want that sort of thing.)

Option #3: The boss doesn't spawn on its own. You need to pop it with an item that you get from grinding the mobs on the way (the end mobs of the dungeon? the middle mobs of the dungeon? depends how easy you want it to be to repeat). When it spawns, it consumes everyone's copy of the item (but doesn't require everyone to have had a copy). Now you can go back and grind another pop item (not necessarily even hard to get as a drop, just a bit far away and you have to go through mobs). If another group was on their way in, they'll already have one, and be spawning the boss before you got your new pop.

Post by Argonath89 on 2022-10-23 01:41:40

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Post by Hinotori on 2022-10-23 02:11:21

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Post by DarkTides on 2022-10-23 02:56:04

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Post by Depraved on 2022-10-23 03:44:54

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Post by akabear on 2022-10-23 08:42:05

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Post by Ehrgeiz on 2022-10-23 08:50:52

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Post by Hinotori on 2022-10-23 09:02:03

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Post by Ludullu on 2022-10-23 09:07:33

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Post by Depraved on 2022-10-23 12:43:40

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Post by WhyFour on 2022-10-23 13:55:18

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Post by SongRune on 2022-10-23 15:20:22

I'm going to take advantage of this thread to talk about something else I've been wanting to which is related: 24 hour timers.

If you want players to be able to do something only once per day, don't set a 24 hour lockout. In practice, that means that if I do the thing at 8pm, then the next day I end up doing it at 8:15, cause I have other things going on. Later, it'll be at 9pm, eventually at 10pm. You get the idea. It makes play sessions inflexible, and forces players to skip days to reset their timer.

Set a 20 hour lockout instead. If I do the thing at 8pm most days, but today I can't log in until 9pm? No worries, it'll be ready to go at 5pm tomorrow, so I can play any time during my usual block. Humans need to sleep, so even if you can abuse this to do it twice in a calendar day, once in a while, it's still effectively "once per day" for most people, without the stress of perfectly scheduling your play sessions, and with less difficulty syncing up with friends if it's that sort of activity.

Daily rewards ruin games, and daily reward quests are essentially the same thing, but there are other places and reasons to use this sort of system, and 20 hours is almost always better for lockout timers than 24.

Post by DarkTides on 2022-10-24 00:29:54

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Post by xMrWoolf on 2022-10-24 01:56:35

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Post by DarkTides on 2022-10-25 04:14:06

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Post by Vyril on 2022-10-25 04:28:05

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Post by Ludullu on 2022-10-25 05:05:55

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Ah, I shouldn't have refreshed the page. Was just about to respond to your comment saying that the whole point of owpvp is to have soft friction that facilitates said pvp and scarce resources and long respawns facilitate that soft friction.

Post by xMrWoolf on 2022-10-25 14:34:30

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Post by DarkTides on 2022-10-25 17:50:42

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Post by Savic Prosperity on 2022-10-25 18:12:53

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Post by Ludullu on 2022-10-26 00:03:12

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Open world dungeons are not meant to be "run" again and again. At least they didn't work like that in L2 and Steven loved them that way.

You just found a room that you could farm on repeat and which had your preferred loot and you'd farm it. And while farming you might've ran to boss rooms to check if they've respawned and would try to farm them if they did.

Post by Arya_Yeshe on 2022-10-26 04:03:47

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