Bounty Hunter Archive
Thread: Possible Solution(s) for New Boss Marks (please read and respond)
Great ideas
SamousNemo wrote:
Included in Publish 24 was a revamp for "boss" mobs, i.e. Night Sisters, Krayts, Kimogilas, DJM, Gorax, etc. As a result, our Boss NPC bounties were revamped as well. These can be identified by the Double-Gold-Chevrons ( << >> )surrounding the name above the NPC's head
For clarification, there seems to be three different kinds of boss marks
- Normal regeneration rate and increased damage (800-1000 damage point range before Advance Duelist Stance Mitigation)
- Normal regeneration rate and negligible damage (less than 50 points of damage per hit)
- Increased regeneration rate and increased damage
Type1 I'm perfectly fine with. They do hit hard, but keep in mind we have Duelist Stance for a reason so don't be afraid to use it
Type2 needs to be removed. There's absolutely no reason for master level hunters to fight such a mediocre opponent
Type 3 is where the problem seems to be. Some hunters feel that the bosses regenerate health faster than damage can be dealt. Other hunters feel that the bosses represent a conquerable challange... but that the increased damage and life-span inflicts more decay to equipment than can be justified by a 32,000 credit bounty. Therefore, I've come up with two possible solutions to our current situation:
Solution A) Decrease health regeneration rates for Type 3 bounties to reflect that of Type 1 bounties
Solution B) Leave Type 3 bounties as is. However, increase all boss bounty payouts to help mitigate the additional wear-and-tear of equipment. The payout would be greater than elite bounties but less than PC bounties to allow players to differentiate between the three. The exact increase is debateable
If Solution B is implemented, the BH TEF would have to ensure that only thehunter with the active bounty could interact (attack, heal, etc) with either side. This would prevent loot exploitation. On a side note, the loot tables would stay unchanged; as the increased bounties for Bosses would equal the increased difficulty
While I have everyone's attention, I'd also like to add that Spy-Net Operatives should be removed from master-level bounties. This doesn't doesn't really have anything to do with the problem at hand, but I thought it would make a nice pork-barrel amendment
Well guys, lemme know what you think. I'm also open to alternative solutions so let me hear 'em
Good Hunting
SamousNemo wrote:Included in Publish 24 was a revamp for "boss" mobs, i.e. Night Sisters, Krayts, Kimogilas, DJM, Gorax, etc. As a result, our Boss NPC bounties were revamped as well. These can be identified by the Double-Gold-Chevrons ( << >> )surrounding the name above the NPC's headFor clarification, there seems to be three different kinds of boss marks
- Normal regeneration rate and increased damage (800-1000 damage point range before Advance Duelist Stance Mitigation)
- Normal regeneration rate and negligible damage (less than 50 points of damage per hit)
- Increased regeneration rate and increased damage
Type 1 I'm perfectly fine with. They do hit hard, but keep in mind we have Duelist Stance for a reason so don't be afraid to use it
Type 2 needs to be removed. There's absolutely no reason for master level hunters to fight such a mediocre opponent
Type 3 is where the problem seems to be. Some hunters feel that the bosses regenerate health faster than damage can be dealt. Other hunters feel that the bosses represent a conquerable challange... but that the increased damage and life-span inflicts more decay to equipment than can be justified by a 32,000 credit bounty. Therefore, I've come up with two possible solutions to our current situation:
Solution A) Decrease health regeneration rates for Type 3 bounties to reflect that of Type 1 bounties
Solution B) Leave Type 3 bounties as is. However, increase all boss bounty payouts to help mitigate the additional wear-and-tear of equipment. The payout would be greater than elite bounties but less than PC bounties to allow players to differentiate between the three. The exact increase is debateable
If Solution B is implemented, the BH TEF would have to ensure that only the hunter with the active bounty could interact (attack, heal, etc) with either side. This would prevent loot exploitation. On a side note, the loot tables would stay unchanged; as the increased bounties for Bosses would equal the increased difficulty
While I have everyone's attention, I'd also like to add that Spy-Net Operatives should be removed from master-level bounties. This doesn't doesn't really have anything to do with the problem at hand, but I thought it would make a nice pork-barrel amendment
Well guys, lemme know what you think. I'm also open to alternative solutions so let me hear 'em
Good Hunting
Somewhere in between would be nice.
Increase the payout a little bit, but decrease their regeneration rates.
hmm, by a vote of 2 -1 my chars agree heh.
SamousNemo wrote:
While I have everyone's attention, I'd also like to add that Spy-Net Operatives should be removed from master-level bounties. This doesn't doesn't really have anything to do with the problem at hand, but I thought it would make a nice pork-barrel amendment
Personally I think that where you create a system where only a few types of template can actually compete, you have an unbalance.
The High Elite 32k ham Goldie <<>> mobs should be doable with any MBH / MCombat Profession Template, if you cannot then the MCombat profession template has to prove that the Post-CU balancing of all professions has still along way to go. If you accept that say for arguements sake a MBH / MPistoleer / CM4xxx is the only profession that has a chance to take down these mobs then that becomes FOTM and also takes us straight back to Pre-CU times, when everyone ends up the same profession.
I'm not saying that they should be easy, far from it as I enjoy a challenge like the rest of you, but I think you have to be careful what you are asking for here. Personally hitting you for 700 - 1000 points a time and having to fight for 45 minutes is a little on the high side.
On another note the BH life is a solo life, so taking someone along to heal you isnt really soloing. If you have to take someone to heal you then that there should tell you that something is wrong with this type of mark?
Lastly if you decide to keep Elite marks as high as they are, then only specific templates who can also afford the good armour and good weapons, end up being the only ones that can loot the good loot, and thus continue to increase there wealth. Where as those left less fortunate are left scrambling for some decent loot. Besides this I like my template of MBH / MCH probably the most weakest template to even try these guys, though I was able to take them all on pre-publish.
Personally I'd say repass the Elite mobs, they have been made a little too Elite. I think the problem is lazy programming since they dont want people soloing Krayt / Gorax / Etc. The BH elite marks got tarred with the same brush, difference is Krayt / Gorax / Etc are probably suppose to be group hunts, where as BH marks were always intended to be done solo!!
Just my opinion though.
Regards
Elrac
I fought one of these Double Gold NPCs last night he was 32k health and I couldn't scratch him. I had a friend healing me the whole time and i could barely get any states or dots to stay active on him. If I was lucky i would get a KD maybe one in every 5 attempts and when i did knock him down he got up instantly. He did regen faster than i could hit him and with a droid attacking at the same time the most that i could get his health down was 3-4k. I think that if the I could get more than one state attack on him at a time, or if the dots would last more then 10 seconds then i might have had a chance.
I think the regen and resistance to specials needs to be toned down a slightly.I'm ok with the amount of the bounties but they should remove the crap like forraged berries from the loot tables.
BTW my template is MBH MRifle CM 4000. I dont want to have to switch to Pistols just to have a chance with these marks. (sincethey introduced the new bh lootonly come acrossthree orfour 32k golds in about 50 missions.)
Message Edited by Whrlwnd13 on 10-25-2005 09:43 AM
bmill wrote:
SamousNemo wrote:
Included in Publish 24 was a revamp for "boss" mobs, i.e. Night Sisters, Krayts, Kimogilas, DJM, Gorax, etc. As a result, our Boss NPC bounties were revamped as well. These can be identified by the Double-Gold-Chevrons ( << >> )surrounding the name above the NPC's headFor clarification, there seems to be three different kinds of boss marks
- Normal regeneration rate and increased damage (800-1000 damage point range before Advance Duelist Stance Mitigation)
- Normal regeneration rate and negligible damage (less than 50 points of damage per hit)
- Increased regeneration rate and increased damage
Type1 I'm perfectly fine with. They do hit hard, but keep in mind we have Duelist Stance for a reason so don't be afraid to use it
Type2 needs to be removed. There's absolutely no reason for master level hunters to fight such a mediocre opponent
Type 3 is where the problem seems to be. Some hunters feel that the bosses regenerate health faster than damage can be dealt. Other hunters feel that the bosses represent a conquerable challange... but that the increased damage and life-span inflicts more decay to equipment than can be justified by a 32,000 credit bounty. Therefore, I've come up with two possible solutions to our current situation:
Solution A) Decrease health regeneration rates for Type 3 bounties to reflect that of Type 1 bounties
Solution B) Leave Type 3 bounties as is. However, increase all boss bounty payouts to help mitigate the additional wear-and-tear of equipment. The payout would be greater than elite bounties but less than PC bounties to allow players to differentiate between the three. The exact increase is debateable
If Solution B is implemented, the BH TEF would have to ensure that only thehunter with the active bounty could interact (attack, heal, etc) with either side. This would prevent loot exploitation. On a side note, the loot tables would stay unchanged; as the increased bounties for Bosses would equal the increased difficulty
While I have everyone's attention, I'd also like to add that Spy-Net Operatives should be removed from master-level bounties. This doesn't doesn't really have anything to do with the problem at hand, but I thought it would make a nice pork-barrel amendment
Well guys, lemme know what you think. I'm also open to alternative solutions so let me hear 'em
Good Hunting
You are making the assumption that there are 3 distinct types of bounties. While your solutions on the matter are sound, I would be more interested to know if the the developers intended this causality, or if it is an unintended bug produced from the coding changes in the npc combat system. Has there been any developer comment one way or the other on this issue?
Agree with this poster. Sounds like a bug to me. Fix the bug, problem goes away.
If it is inteneded, I want nothing to do with them. 45 minute fight, massive decay on my equipment for crappy loot? Uh no thanks.
Increasing the payout for boss marks will only tell us which ones to not take. I do not run missions for the payout. I run them for the loot. If the mission terminal will tell me which mark is a boss, I won't choose it. Not because I can't beat them, its just not cost effective.
I think the bosses are fine the way they are, just up the loot on the 35k+ double chevron marks. If I am going to take that much time to kill him, he better damn well not drop bugs...