HOW IS THIS FOR MY FIRST BOSS?
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He's this guy with three moves overall. Attack, healing magic and sleep magic. His regular attacks can kill you in about 10 hits and his healing magic would only heal about 50 out of 500 of his health. But once you took off a fair bit of his health and he casts his sleep spell, he's set to heal himself slowly back to full health before attacking you again. Note this is actually before you get any sleep preventing accesories.
Just a work in progress at the moment though. So I haven't exactly decided what he should be. Just an idea.
Just a work in progress at the moment though. So I haven't exactly decided what he should be. Just an idea.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
So how do you beat him
It sounds like it should be your first blog post instead.
...but no, seriously, if you make a game profile page, the people who care about and are familiar with your game will be able to judge this a lot better than us, who have no idea what you're doing. Numbers are pretty meaningless out of context, and so is a boss, in that case. Is there any sort of theme to the boss? To his environment? And no sleep prevention seems to make the whole thing kind of meaningless.
...but no, seriously, if you make a game profile page, the people who care about and are familiar with your game will be able to judge this a lot better than us, who have no idea what you're doing. Numbers are pretty meaningless out of context, and so is a boss, in that case. Is there any sort of theme to the boss? To his environment? And no sleep prevention seems to make the whole thing kind of meaningless.
author=psy_wombats
no sleep prevention seems to make the whole thing kind of meaningless.
Indeed. This fight just sounds like "ARGH" over and over until you get lucky resisting sleep or w/e. The BASIC idea is good - here is a boss whose attacks are not overwhelming, but he pulls a stall tactic for recovery. Sleep is just one form of stall tactic. You should consider giving the player ways around this that are involved in their skill sets and not just equipment they can find/buy, and by considering stall tactics that are not paralyzing the player. What if he uses a curse on you that cuts your ATK to almost nothing, then starts healing himself, but is still really vulnerable to MAG-based spells or the curse can be cured in the meantime? etc
You could do something character based where one of the heroes wakes up or resists the sleep and has to find a way to get the others up or fight/stop the healing of the boss by himself.
But like psy_wombats said it's kinda hard to think about things when it's just a basic idea and numbers out of context.
But like psy_wombats said it's kinda hard to think about things when it's just a basic idea and numbers out of context.
The sleep thing could work; it tests the player's ability to adapt and overcome situations when he has little to work with.
An 'all party' sleep spell vs. the heroes COULD work. One of Breath of Fire III's earliest bosses had a sleep-all spell, and that was considering the player only has access to two people in a three person party setup. That boss (one of the ghosts, I forgot his name. Dokson? Torast?) was simple because it was a test of the player to CRUSH HIM as quickly as possible before he could put you to sleep and pimpslap the shit out the player.
But the boss above couldn't heal himself, which makes your boss significantly harder. One solution to this is to make exactly one sleep accessory available to the player, and therefore the player has to carefully allot said item to who he feels is the most valuable team member to give it to.
Or you could make the sleep skill one person target only.
An 'all party' sleep spell vs. the heroes COULD work. One of Breath of Fire III's earliest bosses had a sleep-all spell, and that was considering the player only has access to two people in a three person party setup. That boss (one of the ghosts, I forgot his name. Dokson? Torast?) was simple because it was a test of the player to CRUSH HIM as quickly as possible before he could put you to sleep and pimpslap the shit out the player.
But the boss above couldn't heal himself, which makes your boss significantly harder. One solution to this is to make exactly one sleep accessory available to the player, and therefore the player has to carefully allot said item to who he feels is the most valuable team member to give it to.
Or you could make the sleep skill one person target only.
Sounds like just a bland way of artificially prolonging the battle. Stop for a moment and think about this:
Does watching your entire party ZzzzZZZz while the boss drags out a battle where he just attacks sound exciting to you? Me neither. If you're going to put your boss on a rotation, make it elaborate and threatening, not simple and infuriating.
Does watching your entire party ZzzzZZZz while the boss drags out a battle where he just attacks sound exciting to you? Me neither. If you're going to put your boss on a rotation, make it elaborate and threatening, not simple and infuriating.
Well the idea is to poison yourself so that when he puts you to sleep, the damage from the poison will wake you. Also I just figured it should only take until he heals to almost full health before he attacks you again. Just to avoid bugs.
Though I'm really not sure about this being a first boss now because I would have to provide the players with a really overpowered spell already near the beginning of the game. But I can't have him too late when sleep prevention accessories become available or the battle will be too easy. Well as I said WIP. I'll figure it out.
Though I'm really not sure about this being a first boss now because I would have to provide the players with a really overpowered spell already near the beginning of the game. But I can't have him too late when sleep prevention accessories become available or the battle will be too easy. Well as I said WIP. I'll figure it out.
Wait, wait, wait... you have to POISON YOURSELF so that you automatically wake up from a sleep spell? This is the dumbest idea for a spell combo I've ever heard.
This whole concept of a boss healing himself so much sucks. No boss EVER should heal himself, it's a virtual middle finger to the player and his efforts to kill the boss. "HAHAHA you've spent 5 minutes chipping away at the giganto beast, but now it's going to recover half its health and you'll have to do it all over again!". FUN! (not!).
If you want to make a boss fight longer (and for what reason I do not know, but let's say this is what you want) simply increase his HP and don't torture the player with this recovery bullshit.
Oh, and mass sleep spells is dumb too. It is so awesome to be playing a game that suddenly grinds to a halt, shuts down player input and forces him to stare blankly at a screen and watch the game play itself.
I'd really like for game developers (not just amateur developers) to get rid of such tedious boss battles where nothing is really going on, and which remind of those boring lectures on topics that nobody cares about and everyone's half asleep, and instead be more dynamic and exciting, like, you know, real battles are (one of the reasons I like Romancing Walker so much, dynamic battles).
This whole concept of a boss healing himself so much sucks. No boss EVER should heal himself, it's a virtual middle finger to the player and his efforts to kill the boss. "HAHAHA you've spent 5 minutes chipping away at the giganto beast, but now it's going to recover half its health and you'll have to do it all over again!". FUN! (not!).
If you want to make a boss fight longer (and for what reason I do not know, but let's say this is what you want) simply increase his HP and don't torture the player with this recovery bullshit.
Oh, and mass sleep spells is dumb too. It is so awesome to be playing a game that suddenly grinds to a halt, shuts down player input and forces him to stare blankly at a screen and watch the game play itself.
I'd really like for game developers (not just amateur developers) to get rid of such tedious boss battles where nothing is really going on, and which remind of those boring lectures on topics that nobody cares about and everyone's half asleep, and instead be more dynamic and exciting, like, you know, real battles are (one of the reasons I like Romancing Walker so much, dynamic battles).
author=DE
Wait, wait, wait... you have to POISON YOURSELF so that you automatically wake up from a sleep spell? This is the dumbest idea for a spell combo I've ever heard.
I don't know how it sounds dumb. The strategy is effective, not obvious and the player is given enough hints from the gameplay mechanics to figure it out. I thought that was the criteria for good strategy.
author=DE
This whole concept of a boss healing himself so much sucks. No boss EVER should heal himself, it's a virtual middle finger to the player and his efforts to kill the boss. "HAHAHA you've spent 5 minutes chipping away at the giganto beast, but now it's going to recover half its health and you'll have to do it all over again!". FUN! (not!).
Hey and what about when the player keeps healing themselves to full health which is a virtual middle finger to the boss and his efforts to kill the player. Bosses are people too. Anyway I find that I actually need to give a lot of bosses healing abilities so they won't be too vulnerable to percentage based attacks. Other than this boss though. Healing is quite nerfed in my game.
author=DE
If you want to make a boss fight longer (and for what reason I do not know, but let's say this is what you want) simply increase his HP and don't torture the player with this recovery bullshit.
What if I don't want the boss fight to last longer for everyone? Just people who don't know what to do.
author=PsychoFreaXauthor=DEI don't know how it sounds dumb. The strategy is effective, not obvious and the player is given enough hints from the gameplay mechanics to figure it out. I thought that was the criteria for good strategy.
Wait, wait, wait... you have to POISON YOURSELF so that you automatically wake up from a sleep spell? This is the dumbest idea for a spell combo I've ever heard.
It's dumb because it's illogical, it's counter-intuitive, and it makes no sense - try taking a lethal poison and a sleeping pill at the same time, let's see if you'll magically wake up when the poison starts to take effect in time to take an antidote.
author=DEHey and what about when the player keeps healing themselves to full health which is a virtual middle finger to the boss and his efforts to kill the player. Bosses are people too. Anyway I find that I actually need to give a lot of bosses healing abilities so they won't be too vulnerable to percentage based attacks. Other than this boss though. Healing is quite nerfed in my game.
This whole concept of a boss healing himself so much sucks. No boss EVER should heal himself, it's a virtual middle finger to the player and his efforts to kill the boss. "HAHAHA you've spent 5 minutes chipping away at the giganto beast, but now it's going to recover half its health and you'll have to do it all over again!". FUN! (not!).
Because the game is played by the player, not the digital construct that is an RPG boss? And the player needs to win to advance the plot and thus enjoy the game? Reason enough for you?
The player needs to heal because the PCs usually have less than 1/10 of a boss's HP each, and the player cannot afford to lose a character, as it results in greatly diminished damage output and survivability, and eventually a game over screen. Monsters are not people (dumbass), they are obstacles for the player to overcome, and they don't care if they're shot, immolated, decapitated, disintegrated, or erased from existence - they're just sprites with number attached. Furthermore, if a boss losess 99% of its HP chances are it will not only NOT be any less dangerous, but more.
If you want the boss to beat the player to a bloody pulp then make it cast a mass instant death spell in the first turn, I bet your game will be wildly popular.
If you're worrying about percentage-based attacks then a) don't give them to the player, b) make the boss invulnerable to them.
author=DEWhat if I don't want the boss fight to last longer for everyone? Just people who don't know what to do.
If you want to make a boss fight longer (and for what reason I do not know, but let's say this is what you want) simply increase his HP and don't torture the player with this recovery bullshit.
A *good* boss battle is one where a player who does not know what to do LOSES THE GAME, not is punished by wasting his time staring at the screen feeling bored at this stupid game. A player who knows what to do simply wins.
author=DE
This whole concept of a boss healing himself so much sucks. No boss EVER should heal himself, it's a virtual middle finger to the player and his efforts to kill the boss. "HAHAHA you've spent 5 minutes chipping away at the giganto beast, but now it's going to recover half its health and you'll have to do it all over again!". FUN! (not!).
I don't agree with this. Personal preference I guess.
author=Feldschlacht IVauthor=DEI don't agree with this. Personal preference I guess.
This whole concept of a boss healing himself so much sucks. No boss EVER should heal himself, it's a virtual middle finger to the player and his efforts to kill the boss. "HAHAHA you've spent 5 minutes chipping away at the giganto beast, but now it's going to recover half its health and you'll have to do it all over again!". FUN! (not!).
A boss that can heal can totally work. It forces the player to act more aggressively and take chances dealing damage or a way to prevent the healing instead of trying to turtle and attrition their way to victory. Like everything it has to be done right; It's easy to make a healing boss well overstay it's welcome and make the fight become boring and drawn out with too much staying power or no intuitive way to stop the healing.
Example: In FF9 Ozma could do a self-heal counter for 9999 and you could counter it via reflect or using the ability that could do a lot more than 9999 (Charge!). FF10 had enemies that did the same (for less healing) where you could use steal to remove their ability to heal and the boss that did heal itself for 9999 could be hit by Zombie Attack so it would hurt itself instead. Megaman ZX has a boss that can magically heal itself and it forced the player to use stronger but dangerous to use attacks instead of the quick but weak attack because the longer the fight went on the more likely you'd fuck up and the boss would fuck you up if you made one.
author=DE
It's dumb because it's illogical, it's counter-intuitive, and it makes no sense - try taking a lethal poison and a sleeping pill at the same time, let's see if you'll magically wake up when the poison starts to take effect in time to take an antidote.
Really? Your using logic to prove your point about a video game? Whyyyyyyyy?
Using poison to counter sleep is not a new concept, it exists in games and makes perfect sense. It's done in FFxi. It's all inherit to the laws of the video game world; while asleep damage wakes you up and since poison causes damage it will wake you up.
Who pissed in your Lucky Charms this morning, geez u.u
Really? Your using logic to prove your point about a video game? Whyyyyyyyy?
Games should make SOME logical sense. What, do you want Fire spells to turn an enemy into a snowman?
Anyway, I'm in agreement with DE. I have some (little) tolerance for bosses who can heal, assuming it's not a massive chunk of HP and you can do something to stop them or have it work against them. Otherwise, it just drags the fight out too long. I know Heath in SD3 was the most annoying battle there because of it.
And what's with your fetish of Sleep spells? None of your bosses are well designed, just really stupidly annoying and rely on the player not acting and the boss fight being dragged out far longer than it should. "You can use this one spell to prevent it, or else you will be doomed to have the battle take forever" is not good game design.
Yeah, let's forget real life logic even in video games, it'll make them sooo much better. Like in that adventure games where you send your mouse to fetch you your wallet that's underneath the couch, instead of simply MOVING THE COUCH. Yeah, so much better!
Your forgot to include arguments in your post. Why does it make perfect sense? Because it's used in FF11? Yeah, great argument.
There is always a way to accommodate a concept and make it make sense in the context of your fictional universe. Say, you encounter a boss that emits pheromones or ultrasounds or whatever that make your party drowsy... and he kicks your ass (this is part of the story). Later on you're forced to fight the same boss and you know you will lose, but let's say the party finds out about a drug that makes one restless (or simply keeps one awake indefinitely), but it's such a strain on the body that it makes one extremely exhausted (which, in game terms, makes a character take damage). Before that battle the player can choose to make any or all characters take that medicine and become immune to the boss's special attack. A simple scenario that makes the boss something more interesting than a guy who casts MASS SLEEP, makes perfect sense, and is fluffy (i.e. fits the setting). Lots better than "cast Poison on yourself to make you wake up from the Sleep status! Why? Because that's what you do in Final Fantasy!". It's so fucking gamey, I hate this kind of strategy that only makes sense in the context of the games battle system and not... logic (I know you hate that word).
As for boss healing self, I agree, it can work, but requires some thought. For example, imagine a boss, say, a troll, that regenerates rapidly, but if you hit him with a certain spell it loses regeneration. Or a boss that casts healing on itself which you can neutralize by silencing/zombifying/reflecting him.
The reason why the OP's example sucks is because the OP doesn't understand the concept of motivation. It's too complex to elaborate on in this short post, but the main conclusion is this - the player needs to be rewarded for playing good, not punished for playing bad (or at all!). He needs to feel like he's making progress, by having a boss that heals himself you're punishing the player by making part of the progress he made meaningless. A boss with 2000 HP is better than a boss with 1000 HP that heals itself to full once. The boss with 2000 HP will go down once his HP's reach zero; the player knows this and this is his goal. Once he achieves it he feels sense of accomplishment. Every time he deals damage to the boss he is closer to his goal. With the boss with 1000 HP and healing the moment the boss heals the player feels cheated - all the damage he's done so far is neutralized and all the time and effort spent dealing that damage is wasted. There's no sense of achievement, there's sense of disappointment. It doesn't matter that both boss fights are essentially the same and take the same amount of time, what matters is how the player perceives them. In the second case the player's reward for reaching the goal (dealing 1000 damage) is a kick in the nuts and being moved back to the starting point so that he can reach the same goal AGAIN. Do I have to explain why the second boss is bad, and the first one is good?
Using poison to counter sleep is not a new concept, it exists in games and makes perfect sense.
Your forgot to include arguments in your post. Why does it make perfect sense? Because it's used in FF11? Yeah, great argument.
There is always a way to accommodate a concept and make it make sense in the context of your fictional universe. Say, you encounter a boss that emits pheromones or ultrasounds or whatever that make your party drowsy... and he kicks your ass (this is part of the story). Later on you're forced to fight the same boss and you know you will lose, but let's say the party finds out about a drug that makes one restless (or simply keeps one awake indefinitely), but it's such a strain on the body that it makes one extremely exhausted (which, in game terms, makes a character take damage). Before that battle the player can choose to make any or all characters take that medicine and become immune to the boss's special attack. A simple scenario that makes the boss something more interesting than a guy who casts MASS SLEEP, makes perfect sense, and is fluffy (i.e. fits the setting). Lots better than "cast Poison on yourself to make you wake up from the Sleep status! Why? Because that's what you do in Final Fantasy!". It's so fucking gamey, I hate this kind of strategy that only makes sense in the context of the games battle system and not... logic (I know you hate that word).
As for boss healing self, I agree, it can work, but requires some thought. For example, imagine a boss, say, a troll, that regenerates rapidly, but if you hit him with a certain spell it loses regeneration. Or a boss that casts healing on itself which you can neutralize by silencing/zombifying/reflecting him.
The reason why the OP's example sucks is because the OP doesn't understand the concept of motivation. It's too complex to elaborate on in this short post, but the main conclusion is this - the player needs to be rewarded for playing good, not punished for playing bad (or at all!). He needs to feel like he's making progress, by having a boss that heals himself you're punishing the player by making part of the progress he made meaningless. A boss with 2000 HP is better than a boss with 1000 HP that heals itself to full once. The boss with 2000 HP will go down once his HP's reach zero; the player knows this and this is his goal. Once he achieves it he feels sense of accomplishment. Every time he deals damage to the boss he is closer to his goal. With the boss with 1000 HP and healing the moment the boss heals the player feels cheated - all the damage he's done so far is neutralized and all the time and effort spent dealing that damage is wasted. There's no sense of achievement, there's sense of disappointment. It doesn't matter that both boss fights are essentially the same and take the same amount of time, what matters is how the player perceives them. In the second case the player's reward for reaching the goal (dealing 1000 damage) is a kick in the nuts and being moved back to the starting point so that he can reach the same goal AGAIN. Do I have to explain why the second boss is bad, and the first one is good?
author=PsychoFreaX
Well the idea is to poison yourself so that when he puts you to sleep, the damage from the poison will wake you. Also I just figured it should only take until he heals to almost full health before he attacks you again. Just to avoid bugs.
Though I'm really not sure about this being a first boss now because I would have to provide the players with a really overpowered spell already near the beginning of the game. But I can't have him too late when sleep prevention accessories become available or the battle will be too easy. Well as I said WIP. I'll figure it out.
Wow, that's REALLY smart, I love THAT kind of boss!





















