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Old 02-13-2013, 09:14 PM
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Tabasco
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Join Date: Sep 2009
Posts: 269
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We just added a new twist on the boss loot system. I'm still fleshing it out and adding detail, but the fundamentals work.

The core system relies on tagging existing named mobs. While we've been very liberal with that classification, distribution is still imperfect. To that end I've added or complemented a number of camps in various regions with more regular mobs and additional named, but that process is slow and I'd rather custom boss areas be real encounters and not just slightly higher level tank and spank NPC's.

The way it works now is that after you kill ANY spawn in the game it has a small but reasonable probability of being a 'boss' on the next respawn. So if you're killing bears in a forest, you have a chance of spawning a named bear that is slightly stronger and drops out of a level appropriate boss table.
It doesn't matter where you fight or what you fight, you now have the opportunity to encounter random bosses that drop sensible loot.
I'm still doing some tweaking, but so far play testing has proven to be very satisfying.

I've also set up Lesson of the Devoted as a persistent kill achievement reward so as you work your way up the kill achievement ranks you can expedite your leveling a bit.
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