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Beastmaster - High Stakes

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Adarajin
Jan Member 2005

Adarajin

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Finally getting back to reading this thread again, a few weeks later lol.

You make a good argument for this being a once a week only fight - clans will still dominate this to a certain extent, given that they will go in with enough to down the boss and then try to pick up some unsuspecting others to act as loot fodder, but at least they will not be able to completely control things such as in the example you provided to counter my suggestion.

As far as player requirements, I think that Jagex should tune the boss to require 50-75% of the players participating, on a sliding scale (assuming that the remaining 25-50% of the players are stupid and get killed off real fast) - this will mean that things will get harder/slower as the fight progresses and players are killed off, but that a lot of players can also be killed while still leaving a reasonable chance to down the boss.

Ideas on ways to get the boss to target a specific player - Have a bait bucket (infinite / instant respawns) that a player can pick up and throw at another player, which will be destroyed on impact making them have a higher aggro rate. This way you can force the boss to target your 'enemies' - this will lead into a bit easier time of clans dominating by luring in loot fodder players, but that is what it is.

To lose aggro, you must do damage to the boss (or use support abilities on your friends), because in further reverse logic, the boss is most interested in going after those that participate in the fight the least - this will prevent leaching, since if you don't participate, you become bait. This non-participant attraction will cause a higher aggro on the player not actively participating, than any amount of targeting of others that they could cause by having all their actions being to run around and throw bait buckets at others.
Things may be looking down now, but I see a light at the end of the tunnel;
Do you think I should get off the tracks?

07-Aug-2020 01:22:45

Adarajin
Jan Member 2005

Adarajin

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Running out of room in that post, and have more ideas so...

The bait buckets would add a minor 'non-participation' aggro on the player using them, as well as a larger aggro on the target.

How about for the non-participation bait, it be in the form of a debuff that will stack up over time, which can be removed by either attacking the boss directly, or using support skills instead. The Bait Bucket will simply add a large stack of this debuff to the target player as well as a minor one to the throwing player (since they are busy 'non-participating' to throw the bucket).

So the more damage you do, the faster you remove this debuff, and the faster you become less of a target as compared to others. The more damage the boss takes, the faster he will send out the debuff to everyone.

Sorry if I'm rambling a bit, just throwing out ideas as I think of them :-)

EDIT: Btw, you have the following text in your initial post, which I think we have now decided we don't want, unless it is for a group entirely made up of repeaters:
Original message details are unavailable.
Once per week you can loot a "Beastmaster (High Stakes)" raid.
(you can try as many times as you like, but only loot once).

EDIT 2: I now noticed that you mention this at the very bottom of your first post - maybe just say that a group can only be compromised of 'first-run' players for the week, or 'multiple-run' players who have already looted it once that week, but not a mixture of the two? Do you think that weekly reset tokens should work on this?
Things may be looking down now, but I see a light at the end of the tunnel;
Do you think I should get off the tracks?

07-Aug-2020 01:27:38 - Last edited on 07-Aug-2020 04:16:41 by Adarajin

Stoic n Vain

Stoic n Vain

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XD

True. Having a limit of 1 raid per week is the best solution I can think of to cripple the dominance of clans. I want it to be as much "every man for himself" as it can feasibly be.

I can see good and bad about the idea to automatically make the boss difficulty based on the expected players remaining.

Positive: BM will be harder in this mode, so it will have a far greater likelihood for all players losing out, so making it a bit easier would prevent a lot of hardship.

Negatives: It could be too easy. Players are used to the current fight statistics. Players can already pull off BM kills reasonably well with just 4-5 players, if they are skilled.
I think overall, it'd be better to leave the difficulty as it is. This is content is meant to be a challenge. Let the players weigh up the cost of working together or against each other with the current difficulty. If they fail the kill, they'll quickly learn that pking too many players is a bad thing ^_^

Your aggression mechanic sounds cool. I like the idea of players who are not participating enough getting a higher aggression rate too. I like the idea of players throwing the bait getting some aggression also, but I'd prefer it to be more punishing. For example: player throwing bait gets 45% aggression, player being hit with bait 55% for example, so that the player who is hit can recover reasonably well with some DPS or other form of contribution. The thrower would also have to take a big risk as well.

Yes, I think it'd be simpler to have it called aggression (rather than non-participation-aggression). So, there would be your usual enrage stack on BM's current player of focus, then an aggression stack on everyone, ranging from 0-10.

Thank you for letting me know about the contradictory text, I'll deal with that soon.
I don't know if "multiple run" instances would work in addition. Have to think about it.

I'd be ok with weekly reset tokens to work on this.

Thank you for the suggestions, Adarajin! :)
The New Wild (instanced) <---------> Enhancing Combat and PVP

10-Aug-2020 15:37:58

Adarajin
Jan Member 2005

Adarajin

Posts: 14,238 Opal Posts by user Forum Profile RuneMetrics Profile
For the 'expected players remaining' my thought was just to scale it based upon the number of players that start the fight - more players starting the fight, more hp for the boss or something like that. Since the players will be working against each other to a certain extent, lower the difficulty a little to assume that they will definitely lose people, but still make the fight beatable.

Disclaimer:
I've actually never done this boss (or just about any other boss) so I'm operating a bit blind in my suggestions on mechanics. I don't know if the boss gets harder on its own over time, or is just a constant difficulty so the hp is the only thing that needs to change.

Since I don't know the mechanics at all, the following suggestion might not be feasible (or even necessary) but if being the constant target of the boss isn't giving a really high likelihood of death, perhaps other ways you can sabotage your fellow players? Perhaps something you can do to light a pool of fire under someone or something like that, that they would have to move out of in order to not take damage?

I'm just throwing out ideas at this point lol

EDIT: oh, the multiple runs group would be more for practice rather than loot, so while I don't know what would be best for the buy-in or player loot rewards from that buy-in, there should not be any boss rewards dropping - that reward is just for the first kill of the week.

EDIT2: read up on the fight on the wiki a bit - I see that there are bombs that are sent out to chase players, perhaps this can be triggered by one player to target another? (as an alternative to my initial fire idea)
Things may be looking down now, but I see a light at the end of the tunnel;
Do you think I should get off the tracks?

10-Aug-2020 22:09:38 - Last edited on 11-Aug-2020 04:45:48 by Adarajin

Stoic n Vain

Stoic n Vain

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Oh ok. The boss can be beaten with a few players, so I don't personally see the need for change there. People generally go with 10, because it's the maximum amount allowed and the more people, the easier it is. The boss does hit much harder as the fight goes on.

Oh yeah, doing a practice mode variant of high stakes without being able to loot would be fine.
It could maintain the reclaim cost mechanic, maybe if they all die, the last man standing gets the reclaim cost of everyone else? It's an interesting new type of staking, but with reclaim costs :P

Sounds like an interesting idea to let players control bombs in some form. It could work :)

Thanks for the suggestions again, Adarajin!
The New Wild (instanced) <---------> Enhancing Combat and PVP

12-Aug-2020 07:53:49

Dulcis Nex
Dec Member 2021

Dulcis Nex

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This should be an ingame mechanic that is always on unless you actually need enough people for a mechanic

make instances solo only

people are so bad at this game it would be funny
You'll get it when you deserve it.

21-Jul-2021 16:19:14

Dulcis Nex
Dec Member 2021

Dulcis Nex

Posts: 2,216 Mithril Posts by user Forum Profile RuneMetrics Profile
Stoic n Vain said :
Also, what do you mean "solo only"?

I worded it badly.
For non group bosses like gwd2 nex. So you can solo them alone but if you want to mass them with its a FFA

Similar with bosses that need teams AoD/Rago, etc, cap instances at 7/3 players if people want to go more than then FFA chaos
You'll get it when you deserve it.

23-Jul-2021 10:42:48

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