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Adjusting Wave Boss Spawn Mechanics
#21
It's not about making it harder; the game is just becoming more of a challenge. After all, the boss might appear, or it might not. I think it could be a nice feature. When the boss doesn’t appear, people won’t have to use the tome since there’s no boss.
Loots:29
#22
(28-01-2025, 02:30 PM)Venom Wrote: When the boss doesn’t appear, people won’t have to use the ballista since there’s no boss.

What?
Voted Friendliest NordInvasion Player

Quote Board is on Discord (last updated 2025.01.23)
"When I feel bad, I read your quote board." - Corndog

Tofu: People call Tricksters racist, yet we have the most Muslim members of any house.
PCK: If Islam is a religion of peace, and Tricksters have the most Muslims, then is House of Tricksters the house of peace?
Falankos: I always knew that we were the good guys.
#23
(27-01-2025, 08:15 PM)Venom Wrote: I would like to suggest a change to the current wave boss spawn mechanics. Currently, a boss is guaranteed to spawn every 3 waves, which can make the system feel predictable. To make it more dynamic and engaging, I propose switching this mechanic to a percentage-based chance for the boss to spawn instead of being guaranteed.

For example:
  • Instead of a boss appearing every 3 waves, there could be a 50% chance for a boss to spawn on those waves.
  • If a boss doesn’t spawn, the wave could include an extra 10 normal enemies to maintain challenge and balance.
This change would add an element of surprise and unpredictability, making the gameplay more exciting and less repetitive.
What do you think? I believe this adjustment could improve the overall experience of wave progression.

I'm always up for decreasing the loot chances to slower the progress.
By implementing this feature it will most likely feel somehow special again when you get a boss.
More special moments = More fun.
Lvl 52 Master Peltast (DB_Julianature); Lvl 52 Warden (DB_Wardenature); Lvl 52 Chosen Marksman (DB_Doctornature); Lvl 52 Royal Guard (DB_Guardinature)

Legendary drops:

06.07.2016 Griffon Bascinet
09.05.2018 Griffon Bascinet
29.11.2024 Leviathan's Treads
08.12.2024 Defiance
11.12.2024 Dellingr's Hands
26.12.2024 Scorn







#24
(28-01-2025, 03:02 PM)Julianature Wrote:
(27-01-2025, 08:15 PM)Venom Wrote: I would like to suggest a change to the current wave boss spawn mechanics. Currently, a boss is guaranteed to spawn every 3 waves, which can make the system feel predictable. To make it more dynamic and engaging, I propose switching this mechanic to a percentage-based chance for the boss to spawn instead of being guaranteed.

For example:
  • Instead of a boss appearing every 3 waves, there could be a 50% chance for a boss to spawn on those waves.
  • If a boss doesn’t spawn, the wave could include an extra 10 normal enemies to maintain challenge and balance.
This change would add an element of surprise and unpredictability, making the gameplay more exciting and less repetitive.
What do you think? I believe this adjustment could improve the overall experience of wave progression.

I'm always up for decreasing the loot chances to slower the progress.
By implementing this feature it will most likely feel somehow special again when you get a boss.
More special moments = More fun.

Applying that same logic and assuming that looting is a special moment for most people (which PCK and I just figured out), less bosses means less loots, less loots means less special moments and therefore less fun.
Would be a shame to put a single Durendal as a loot history...
(ignoring the Ebonwood Pike)
(ignoring the Gloves of Vidar)
(ignoring the Rupturers)
(ignoring the Sun Glaive)
(ignoring the Thunder Pike)
(ignoring the Rending Bolts)

Completed Solo Runs: Beginner, Normal, Hard, Cavalry, Ragnarok All Of Them
#25
(28-01-2025, 03:14 PM)Hamsterino Wrote:
(28-01-2025, 03:02 PM)Julianature Wrote:
(27-01-2025, 08:15 PM)Venom Wrote: I would like to suggest a change to the current wave boss spawn mechanics. Currently, a boss is guaranteed to spawn every 3 waves, which can make the system feel predictable. To make it more dynamic and engaging, I propose switching this mechanic to a percentage-based chance for the boss to spawn instead of being guaranteed.

For example:
  • Instead of a boss appearing every 3 waves, there could be a 50% chance for a boss to spawn on those waves.
  • If a boss doesn’t spawn, the wave could include an extra 10 normal enemies to maintain challenge and balance.
This change would add an element of surprise and unpredictability, making the gameplay more exciting and less repetitive.
What do you think? I believe this adjustment could improve the overall experience of wave progression.

I'm always up for decreasing the loot chances to slower the progress.
By implementing this feature it will most likely feel somehow special again when you get a boss.
More special moments = More fun.

Applying that same logic and assuming that looting is a special moment for most people (which PCK and I just figured out), less bosses means less loots, less loots means less special moments and therefore less fun.

The better question to ask might be: Is looting really a special moment anymore?

Looting undeniably triggers a dopamine rush and creates a sense of excitement, but when you have too much loot you diminish its impact over time. In medicial psychology we call this "habituation", that means repeated exposure to the same stimulus (here we are talking about frequent loot drops) reduces the emotional response. Essentially, the second and third loot within a short time simply don’t hit the same way as the first. Or do you see that different?

By making loot rarer, the value of each loot drop would increase significantly, keeping the excitement fresh and special. This way we could heighten the thrill and making loot even more special.

If we compare this to NI --> a frequent but more meaningful loot system will leave players more satisfied, as they avoid the “burnout” (medical meaning) of constant rewards that lose their luster. So, instead of focusing on the quantity of loot, it might be better to think about how the quality and timing of loot can create more enjoyable experiences. If we come back to your argument, less loot doesn’t necessarily mean less fun, in case of psychology it might actually mean more!
Lvl 52 Master Peltast (DB_Julianature); Lvl 52 Warden (DB_Wardenature); Lvl 52 Chosen Marksman (DB_Doctornature); Lvl 52 Royal Guard (DB_Guardinature)

Legendary drops:

06.07.2016 Griffon Bascinet
09.05.2018 Griffon Bascinet
29.11.2024 Leviathan's Treads
08.12.2024 Defiance
11.12.2024 Dellingr's Hands
26.12.2024 Scorn







#26
(28-01-2025, 02:37 PM)Malong Wrote:
(28-01-2025, 02:30 PM)Venom Wrote: When the boss doesn’t appear, people won’t have to use the ballista since there’s no boss.

What?

sorry autocorrect
Loots:29
#27
(28-01-2025, 03:35 PM)Julianature Wrote:
(28-01-2025, 03:14 PM)Hamsterino Wrote:
(28-01-2025, 03:02 PM)Julianature Wrote:
(27-01-2025, 08:15 PM)Venom Wrote: I would like to suggest a change to the current wave boss spawn mechanics. Currently, a boss is guaranteed to spawn every 3 waves, which can make the system feel predictable. To make it more dynamic and engaging, I propose switching this mechanic to a percentage-based chance for the boss to spawn instead of being guaranteed.

For example:
  • Instead of a boss appearing every 3 waves, there could be a 50% chance for a boss to spawn on those waves.
  • If a boss doesn’t spawn, the wave could include an extra 10 normal enemies to maintain challenge and balance.
This change would add an element of surprise and unpredictability, making the gameplay more exciting and less repetitive.
What do you think? I believe this adjustment could improve the overall experience of wave progression.

I'm always up for decreasing the loot chances to slower the progress.
By implementing this feature it will most likely feel somehow special again when you get a boss.
More special moments = More fun.

Applying that same logic and assuming that looting is a special moment for most people (which PCK and I just figured out), less bosses means less loots, less loots means less special moments and therefore less fun.

The better question to ask might be: Is looting really a special moment anymore?

Looting undeniably triggers a dopamine rush and creates a sense of excitement, but when you have too much loot you diminish its impact over time. In medicial psychology we call this "habituation", that means repeated exposure to the same stimulus (here we are talking about frequent loot drops) reduces the emotional response. Essentially, the second and third loot within a short time simply don’t hit the same way as the first. Or do you see that different?

By making loot rarer, the value of each loot drop would increase significantly, keeping the excitement fresh and special. This way we could heighten the thrill and making loot even more special.

If we compare this to NI --> a frequent but more meaningful loot system will leave players more satisfied, as they avoid the “burnout” (medical meaning) of constant rewards that lose their luster. So, instead of focusing on the quantity of loot, it might be better to think about how the quality and timing of loot can create more enjoyable experiences. If we come back to your argument, less loot doesn’t necessarily mean less fun, in case of psychology it might actually mean more!

Good point, but with the loot system being as weird and unfair as it is and me not having looted in almost a year, I don't like the idea of reducing the loot chance at all. Now, if there was a rework to the loot system that made it fair for everyone (longer playtime = more loot, roughly), I'm 100% for reducing the amount of loots/the loot chance.
Would be a shame to put a single Durendal as a loot history...
(ignoring the Ebonwood Pike)
(ignoring the Gloves of Vidar)
(ignoring the Rupturers)
(ignoring the Sun Glaive)
(ignoring the Thunder Pike)
(ignoring the Rending Bolts)

Completed Solo Runs: Beginner, Normal, Hard, Cavalry, Ragnarok All Of Them
#28
(28-01-2025, 03:02 PM)Julianature Wrote:
(27-01-2025, 08:15 PM)Venom Wrote: I would like to suggest a change to the current wave boss spawn mechanics. Currently, a boss is guaranteed to spawn every 3 waves, which can make the system feel predictable. To make it more dynamic and engaging, I propose switching this mechanic to a percentage-based chance for the boss to spawn instead of being guaranteed.

For example:
  • Instead of a boss appearing every 3 waves, there could be a 50% chance for a boss to spawn on those waves.
  • If a boss doesn’t spawn, the wave could include an extra 10 normal enemies to maintain challenge and balance.
This change would add an element of surprise and unpredictability, making the gameplay more exciting and less repetitive.
What do you think? I believe this adjustment could improve the overall experience of wave progression.

I'm always up for decreasing the loot chances to slower the progress.
By implementing this feature it will most likely feel somehow special again when you get a boss.
More special moments = More fun.

How dedicated are you _really_ to these special moments? Because you are free to slow your own progress and look for these special moments independently from the rest of the community. Start your characters and crafting from nothing, don't spend any assist xp, don't trade with others nor use the auction hall, only use the items and materials you loot yourself, and don't get anything crafted by any characters other than your own. I'm sure there are more restrictions you could apply, but the point is "don't drag others into some philosophy that they obviously don't share with you." I'll also take this opportunity to point out that you're a member of a house whose unofficial motto started 10 years ago as "Time is loot, jaja."

(28-01-2025, 03:54 PM)Venom Wrote:
(28-01-2025, 02:37 PM)Malong Wrote:
(28-01-2025, 02:30 PM)Venom Wrote: When the boss doesn’t appear, people won’t have to use the ballista since there’s no boss.

What?

sorry autocorrect

So what did you intend to type then?

(28-01-2025, 03:14 PM)Hamsterino Wrote:
(28-01-2025, 03:02 PM)Julianature Wrote:
(27-01-2025, 08:15 PM)Venom Wrote: I would like to suggest a change to the current wave boss spawn mechanics. Currently, a boss is guaranteed to spawn every 3 waves, which can make the system feel predictable. To make it more dynamic and engaging, I propose switching this mechanic to a percentage-based chance for the boss to spawn instead of being guaranteed.

For example:
  • Instead of a boss appearing every 3 waves, there could be a 50% chance for a boss to spawn on those waves.
  • If a boss doesn’t spawn, the wave could include an extra 10 normal enemies to maintain challenge and balance.
This change would add an element of surprise and unpredictability, making the gameplay more exciting and less repetitive.
What do you think? I believe this adjustment could improve the overall experience of wave progression.

I'm always up for decreasing the loot chances to slower the progress.
By implementing this feature it will most likely feel somehow special again when you get a boss.
More special moments = More fun.

Applying that same logic and assuming that looting is a special moment for most people (which PCK and I just figured out), less bosses means less loots, less loots means less special moments and therefore less fun.

Why am I being brought up? I literally coined the phrase "the fun is in the loot" (which Sharmastyle quoted in this thread) about 10 years ago. I also stopped caring about loot a little over five and a half years ago.
Voted Friendliest NordInvasion Player

Quote Board is on Discord (last updated 2025.01.23)
"When I feel bad, I read your quote board." - Corndog

Tofu: People call Tricksters racist, yet we have the most Muslim members of any house.
PCK: If Islam is a religion of peace, and Tricksters have the most Muslims, then is House of Tricksters the house of peace?
Falankos: I always knew that we were the good guys.
#29
(28-01-2025, 04:03 PM)Malong Wrote: Why am I being brought up? I literally coined the phrase "the fun is in the loot" (which Sharmastyle quoted in this thread) about 10 years ago. I also stopped caring about loot a little over five and a half years ago.

Because you yourself said that most people play for loot, not challenge. And I've said nothing else but ''most people play for loot (so looting is a special moment to them) and therefore reducing loots will reduce the special moments''.
Would be a shame to put a single Durendal as a loot history...
(ignoring the Ebonwood Pike)
(ignoring the Gloves of Vidar)
(ignoring the Rupturers)
(ignoring the Sun Glaive)
(ignoring the Thunder Pike)
(ignoring the Rending Bolts)

Completed Solo Runs: Beginner, Normal, Hard, Cavalry, Ragnarok All Of Them
#30
(28-01-2025, 04:24 PM)Hamsterino Wrote:
(28-01-2025, 04:03 PM)Malong Wrote: Why am I being brought up? I literally coined the phrase "the fun is in the loot" (which Sharmastyle quoted in this thread) about 10 years ago. I also stopped caring about loot a little over five and a half years ago.

Because you yourself said that most people play for loot, not challenge. And I've said nothing else but ''most people play for loot (so looting is a special moment to them) and therefore reducing loots will reduce the special moments''.

So how did I just figure this out when I've known for ~12 years?

(28-01-2025, 03:14 PM)Hamsterino Wrote: Applying that same logic and assuming that looting is a special moment for most people (which PCK and I just figured out), less bosses means less loots, less loots means less special moments and therefore less fun.
Voted Friendliest NordInvasion Player

Quote Board is on Discord (last updated 2025.01.23)
"When I feel bad, I read your quote board." - Corndog

Tofu: People call Tricksters racist, yet we have the most Muslim members of any house.
PCK: If Islam is a religion of peace, and Tricksters have the most Muslims, then is House of Tricksters the house of peace?
Falankos: I always knew that we were the good guys.




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