This is potential mechanics for the upcoming Wilderness bosses rework, to help balance the inevitable clan overtaking.
If attempting to attack during the bosses life (if you entered before a kill) attempting to attack someone will result in "I think we have bigger things to worry about right now" message.
After the boss dies, PVP timers still exist.
If there is too much PVP going on during the boss fight a special move can be done to target those in combat with each other for disrespecting the boss.
Have varying player count limits across worlds, like some 10, 15, 25, 50 and 100s and dedicated (unlimited) worlds.
The player limit can be broken by joining between boss encounters, but if the boss spawns with over the player count we need to "thin the herd" and it creates dungeon abilities, and priority targets are the raiders(those that joined to exceed the limit).
Every increment of the player limit in these encounters increases the danger factor.
Exceeded player limit = Increased targeting preference by boss
2x player limit = auto skull
3x player limit = disable protect item
4x player limit = teleblock on join
5x player limit = Logout blocked until out of PVP area.
Some bosses should have an ability that lets them counter teleblock spells(lore being some weird side effect of inducing fear - making your will stronger than the magical force). This is quite rare (like 1/100 attacks) - This is to stop letting the boss do the work and reducing resources while forcing players to run where a team is waiting. Another option is when a boss dies teleblocks are broken.
Inside the Boss rooms, there can be varied combat brackets similar to PVP worlds that are more or less restrictive based on a bosses death rate. (Deep wildy boss that doesn't get killed reduces the bracket to make it more attractive)
If you skull in a boss arena you will skull every time you enter for X hrs.
While it is multi content, I believe these can make it fun and fair for all not just XL clans.
26-Aug-2022 07:53:50