Kill the boss or time it out?

Currently RotGP is set up with low boss health and a long duration so we have to kill the boss, B4T is set up with high boss health and a shorter duration so the event ends before the boss dies. If these are our two options within the bandwith of the devs, which do you prefer?

Kill the boss or time it out?
  • Time it out – B4T works well – at least I know when the event will end!
  • ROTGP – Kill the boss – for the glory – alternating end times are cool!!
  • No opinion
0 voters

Neither is ideal – but I think that if they just adjusted RotGP to work like B4T it would be a huge quality of life change for everyone.

IMO, if there is no prize for killing the boss, there is no need to actually do it! So, this way (like b4t goes), it is possible for players to program their gaming so they dont leave charges unplayed. Not an ideal solution (it will still end during the night to someone) but probably better then these rush endings

What about if the coalition had to kill the boss in the allotted time amount to get a prize. So the coalition has to kill the boss with in a given time length, that seems like a win win. Coalition get better prizes for killing boss and Devs don’t have to deal with all the polls.

I’m more “get rid of it completely because the system is meh”.
But if you have boss health then it’s ridiculous to make it irrelevant. There are several ideas how to make it more fun to play for everyone.

I prefer the varying end time on s-o-m-e events. Dog Pharaoh is one of them.

It would have been cool if HP had been implemented differently. As it is, it totally sucks and just randomizes the end time. Coordinating node refreshes across the globe with our multinational coalitions isn’t fun.

Marvel PuzzleQuest has a mode where you kill the boss as many times as you can as a coalition and each time you do it, the whole coalition earns a progression prize, then the boss gets tougher.

The Devs do not need this pool and have already answered it themselves. When they have made the HP to low and the event ends sooner than they want it, they just calculate what the HP needs to be to end the event about when they want it end. Then when they made the HP to high and had to kill the event because it was running too long, they added the end event timer so the event wouldn’t go longer than thy wanted it to. So they obviously know how long they want the event to run, so just use that.

Now they just need to extend the end of the event 12hrs after the last charge is given and most to all players should be satisfied with the end of events. I suspicion that it is not as easy as just extending the time at the end because the code will just recharge the nodes. I assume that is why they have given us more time when the last node hits on the other events but have not pushed it beyond the next recharge time.

I like the concept of Boss HP, the BoFT method is basically the same as any other event (and the health really serves no purpose).

The random end time can be super inconvenient, though.

There has to be a way to get the best of both (people much more creative than me have made some cool sounding suggestions)

When the event format was originally announced, players assumed it read that coalitions would have their own individualized “Bosses”. Something akin to that assumption would be an interesting revamp. But it complicates the idea of progression points for distribution across the coalition team.

This is how Marvel does it – and the rank is based on speed beating the boss.

Interesting idea, but I’d rather not go back to where completion speed is a deciding factor in rankings.
That was awful.

I understand the fun in killing bosses and in non coalition events I am all up for that. But when the event risks ending at super inopportune hours that’s a different story. So i see no reason for this alternate condition to end the event.

Time time time! Or at least have a race periodo after it dies to finish up. Real life is an actual thing that exsist ad varying the end time based on unknown hp just screws people out of a good placement, based on a largely random factor, sometimes forcing people to either get up at 3 AM or miss nodes, miss nodes because boss dies while fighting, or making people unable to do final nodes due to work.

It is a system that seems built specifically to create feel bad moments, with no actual benefit, and we don’t need to get into what happens when nobody plays the boss and so those who care are forced to play endlessly with no rewards, just because the fight drags out to 5 days at times.

None of those things are really issues when the end time is known ahead of time.

Oh yeah, there are quite a few things this game could learn from marvel pq, and boss fights is one of them. That said, their system is a bit too Grundy, so something similar with more limited charges per day would be sweet

Well, I wish it was something completely different like a lot of other people. But within the parameters of either time out or kill it at some random time, I have to vote against the awfulness of either missing out or setting alarm clocks.

I’d also like to see more levels of reward progression so that grinding out every node is worth it. I’m all for the glory of my coalition, but when the individual rewards cap at 650, and we are still grinding away to 1000 and beyond, something should be thrown our way.

https://forums.505go.com/discussion/68137/a-new-way-to-score-pve-events#latest

My suggestion from months ago.

This “boss health timer” has never really worked for me. When my life is busier, it helps to know exactly when the event ends. Full individual progression is my goal for these events. Our coalition usually locks down a spot in the mid 40’s. Sometimes I will play more to ensure a top 50 placement but we have mostly settled to our level as a coalition.

However, card rewards are the cheese for this rat. A timed event that included having the coalition “kill the boss” for a progression reward sounds interesting. It could create some coalition banter and incentivize some extra play. I would still have the event end at a specific time and continue with the event play even after the boss’s hit points are depleted. Events ending earlier than expected is bad for newer players. Weaker card collections suffer more defeats even when piloted by skilled players.