Raid boss penalty suggestion

Game Suggestions Started Last reply 13 posts
It’s known that raid bosses have a re-spawn time that is around 19 hours. Some farmer clans now even farm the mid level (60-70) raid bosses since some time back now. They place a spy at the spawn location and when the boss spawns they are on spot in about 10 minutes. All the attractive bosses are most often down when real player clans manage to get a raid going.

The problem is that it’s almost impossible to compete with the farmers as a real player because of time and recourse limitations like multiple accounts etc. Also, the farmers are all online 24/7.

One idea to make it a little bit more fair and give the real players a chance to compete is to set a time limitation on raid bosses to players. If a player is within a certain distance to a boss when the boss lost like 95% of its HP, that player is flagged to that boss the coming 36 hours. If the player is within that area again when the boss is attacked and the 36 hours penalty has not expired, that player is petrified or silenced.

That way the spawn rate of the boss can be increased to like 6 spawning within a period of 24 hours, giving more players the chance to raid.
Personally I wouldn't mind whole areas limited by levels. I imagine this would freak a lot of people out, but exactly why does a level 5 char need to be around level 60+ mobs?

Automatically porting a character to it's home town then it gets in target range of a mob 20 levels higher, for example, would work quite well. Not only will it hurt farmers ability to scout bosses but will hit many of the powerleveling services and their ability to replace banned groups pretty hard.

The added bonus would be cleaning up the map of all lowbies that always show up to highlevel PvP just to pick up loot from reds, get people red, or 3rd party radar scout.
There are plenty of real player clans that raid on a daily basis.

I'd rather they just ban the farmers. :p They've done it a few times on Dev, I'm sure they will again eventually.

ETA: Sent, not only professionals powerlevel. Taking the professionals into account when designing the game is iffy.
Good suggestion, Sent, but I see some problems with it. What about the -legit- player, who wants to level up a buffer/healer by leveling with it in party? What about clan hunts, where all levels join in? I think it would be a shame to restrict those people. -But if implemented, I hope this would only affect lower levels, as I would like to use my SE for leveling with alts or helping lower levels xp ^_^

Oh yeah, and lowbie scouts. I find them useful.

I don't think I see a problem with the OPs suggestion.
How about giving the Raid Boss "Ultimate Emnity". Basically causing the Raid Boss to aggro any character (that was involved in the last raid) that is within a very large aggro circle for 36 hours after respawn.
This would make it very hard for a group to buff up in the vicinity of the RB if they were the last group, or had someone that was in the last group, to take it down again. This would allow for others to cycle in and take down the RB.

*** Could even make the hours that it is in affect = to the level of the raid boss. So if you take down a lvl 70 RB, it will instantly aggro on you for 70 hours after it respawns.***
I think that my idea was focused on making it impossible to raid a certain boss to many times within a given period and not punish players with certain death for trying.

Many players that thought that raiding was one of the last fun things to do in this game was really disappointed with C4 when it turned out the bosses did not drop equipment in the same way it did before and that there was no change in the design coming to bosses making it still easy for 24/7 farmers to continue. Now it’s even harder for low-mid range clans to make some serious money.
Raiding is better money than ever, what are you on about? o_O;

Raiding is better money than ever, what are you on about? o_O;


That you cant find any available bosses. What server are you on?

How about giving the Raid Boss "Ultimate Emnity". Basically causing the Raid Boss to aggro any character (that was involved in the last raid) that is within a very large aggro circle for 36 hours after respawn.
This would make it very hard for a group to buff up in the vicinity of the RB if they were the last group, or had someone that was in the last group, to take it down again. This would allow for others to cycle in and take down the RB.

*** Could even make the hours that it is in affect = to the level of the raid boss. So if you take down a lvl 70 RB, it will instantly aggro on you for 70 hours after it respawns.***



Problem with this is then any time your clan gets together and kills the FG mobs.. then that totally cuts off any grinding in that area.. cause you'd have 3 raid bosses aggroing you in ther whole area. You try lvling with that :P

Though I must admit.. it would be great if the cata/necro/toi bosses would wander around their areas and slaughter any parties that get into aggro range while they move
They would be protecting their area.. Imagine Lord Shacks randomly wandering in DN killing parties.

It would certinaly take care of the farmer problem for a bit.. they would either die or soe out and loose time every cycle


How about giving the Raid Boss "Ultimate Emnity". Basically causing the Raid Boss to aggro any character (that was involved in the last raid) that is within a very large aggro circle for 36 hours after respawn.
This would make it very hard for a group to buff up in the vicinity of the RB if they were the last group, or had someone that was in the last group, to take it down again. This would allow for others to cycle in and take down the RB.

*** Could even make the hours that it is in affect = to the level of the raid boss. So if you take down a lvl 70 RB, it will instantly aggro on you for 70 hours after it respawns.***



Problem with this is then any time your clan gets together and kills the FG mobs.. then that totally cuts off any grinding in that area.. cause you'd have 3 raid bosses aggroing you in ther whole area. You try lvling with that :P

Though I must admit.. it would be great if the cata/necro/toi bosses would wander around their areas and slaughter any parties that get into aggro range while they move
They would be protecting their area.. Imagine Lord Shacks randomly wandering in DN killing parties.

It would certinaly take care of the farmer problem for a bit.. they would either die or soe out and loose time every cycle


But that would also prohibit anyone from being able to grind in those dungeons. The farmers would just program their stuff to force log when the raid boss gets near.
Guys want a simple suggestion to end this. Show up with a good pvp clan and do one of the following@

Use Bishops % heals to restore X% of the raid bosses life. On Erica SP has used this method many times to ruin raids of enemies.

Have a designated red who will pk the tank/healer party of the farmers.

Stun shot,slow,bleed,poison the farmer toons so they are less effective and have a better chance of death! Remember higher chance to drop at raids.

It is key to have a good group of pvp toons that can effectively and quickly drop any of the farmer toons that try to strike back when one of yours flags for healing raid mob or flags while stunning.

One thing I have learned about farmers is that they are businessmen/women and if something is unprofittable and not worth the effort they will leave it. If they get harassed and killed possibly losing gear every time they go for such and such a raidboss they will stop doing it. So you could effectively get them to stop doing one such raid boss yourself
Won't work. They will make another raid squad so they can dominate each spawn as they do now.

It's bad enough that it only takes them 2 weeks after getting banned to have a full 70+ mage raid group back up and running.
Devianne. Whether or not they're up is a problem that hasn't got anything to do with game design and much, much more with banning procedures though.