Minimum quality on dungeon bosses

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Minimum quality on dungeon bosses

Postby Nizuto » Wed Nov 13, 2019 5:16 pm

Dungeon bosses should have a minimum quality set to them according to their power just like every animal has. Considering the HP I'm going to guess that q40-50 should be good enough for the ant queen. Not sure if it's a bug or not, I'm gonna assume it's intended: I recently got a q10 ant queen. And yes, everybody that contributed in the fight had their survival at least 200. Many of the mobs had qualities between 20 and 70. They should have started a revolution to overthrow the queen :lol:

Anyway, even foxes have a minimum quality of 25 or so without realm buffs. I can understand the varied quality for the lesser dungeon mobs, but considering the rarity of dungeons and how ants have an unusual armor penetration compared to most entities in the game, it makes for a disappointing boss carve after you're done. Especially since its unique items are probably the biggest reward you can get aside from the small heart container.
Another fix would be to increase the chances the dungeon will appear from raiding the ant hills so that you can try your luck more often. But doing that might decrease the value of the heart container so I'm not sure if it's a better alternative.

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Re: Minimum quality on dungeon bosses

Postby Headchef » Wed Nov 13, 2019 5:56 pm

This is because people can complete ant dungeons after week 1 or so and at it makes it so high q many gilded ant wings are more rare because with usual method of making clothes getting many q10 wings is easy but hq not.

It feels shitty but it takes away value of getting a good dungeon if you raise the base for all.
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Re: Minimum quality on dungeon bosses

Postby Fierce_Deity » Thu Nov 14, 2019 3:19 am

Wouldn't be such an issue if dungeons scale around the bosses quality. Room difficulty, the quality of items found, enemy spawn rates & health. These factors could change based on the quality of the boss. This would leave room for people to test their strength against various dungeon types and decide if they are capable of tackling that particular dungeon.
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Re: Minimum quality on dungeon bosses

Postby Nizuto » Fri Nov 15, 2019 2:23 am

Fierce_Deity wrote:Wouldn't be such an issue if dungeons scale around the bosses quality. Room difficulty, the quality of items found, enemy spawn rates & health. These factors could change based on the quality of the boss. This would leave room for people to test their strength against various dungeon types and decide if they are capable of tackling that particular dungeon.

This might be the best solution overall. To add to this, I know of a beaver dungeon where the 2nd room is either big brown or white beaver spawn room with infinite number until all of them are beaten because we stood for 10mins defeating a quarter of them at a time meaning it's not some limited mob spawner. And the max limit of the beavers is like 10. If I knew there's some q300+ boss in there maybe I'd give it my all. Otherwise the risk is too high for what you can earn.
Meanwhile last world I had a beaver lodge so simple. chests with a few garment needles, and a q250 or so beaver king that it made the whole experience feel as if we didn't earn anything. We just got a privilege based on RNG instead of spoils worthy of our power.
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Re: Minimum quality on dungeon bosses

Postby Fostik » Fri Nov 15, 2019 1:38 pm

Headchef wrote:This is because people can complete ant dungeons after week 1 or so and at it makes it so high q many gilded ant wings are more rare because with usual method of making clothes getting many q10 wings is easy but hq not.


Yeah, but isn't survival hardcap makes this absolutely fair? If you will go to 90q queen and one of your teammates with 25 surv will hit queen for 1 hp - you'll have q25 queen.
In the other side there can be situation when two different, but level equal villages will be able complete ant dungeon in first days/week, but the quality of seeds/cones, or ant queen inside will be completelly different, which is unfair.
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Re: Minimum quality on dungeon bosses

Postby Headchef » Fri Nov 15, 2019 2:40 pm

Fostik wrote:
Headchef wrote:This is because people can complete ant dungeons after week 1 or so and at it makes it so high q many gilded ant wings are more rare because with usual method of making clothes getting many q10 wings is easy but hq not.


Yeah, but isn't survival hardcap makes this absolutely fair? If you will go to 90q queen and one of your teammates with 25 surv will hit queen for 1 hp - you'll have q25 queen.
In the other side there can be situation when two different, but level equal villages will be able complete ant dungeon in first days/week, but the quality of seeds/cones, or ant queen inside will be completelly different, which is unfair.



There is already a way to go around this with one survival specialist so no you would still be getting loads of higher q wings so easier to make big gild wing good q

Now to make wing big gild it will most likely be low quality so it's plain buff to change
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