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How should the new bosses be made?


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I think one of the most awaited things is new bosses, enemies of unprecedented difficulty and legendary loot! Heck, after the mushroom lamp I also want the non-Euclidean couch from Cthulhu!
But how should these new enemies be? I hope very different from those that already exist: mind you, Dragonfly, BeeQueen, Toadstool are great challenges, especially if you play alone.
But I think that the Forge's enemies were by far the best that Klei ever created. Because they required a team! Because they were enemies that you knew NOT to be able to beat alone.
Now, I know that Don't Starve Together should be playable even in single: no problem, just enter two versions of the same enemy! Like the Toadstool: there is the "fun" 52.500 HP variant and the "tedious" 99.999 HP variant. Obviously the tedious one becomes fun in more players, I think it was designed just for that.
Well, why not do it again?
The new bosses could present themselves as enemies for single players... but through some rituals they are changed in their "I'll break you in two" form, designed specifically to be defeated necessarily by a group of more players.
I really hope Klei does that. And I hope that The Forge returns, I think it was the highest and funniest moment of all Don't Starve.
Grand Forge Boarrior reigns!

Forge proved that Klei can make some fun bosses, but honestly, I wish they revamped some older bosses for DST, so they require more teamwork to take down

Perhaps Treeguardians will regenerate HP unless they're on fire so someone in the team has to make sure they're burning, or that treeguards root a target, preventing movement unless a teammate chops it with an axe. Maybe Deerclops will spawn ice chunks that will obstruct movement, but they can be dug with a pickaxe. So people have to work together to keep the road clear.

The Forge bosses obviously had mechanics like revival, more-free magic abilities and not the crushing fear that you'll lose your survival world so it is easier to make engaging bosses, because Don't Starve was never based around fighting, but I think they should revise some old bosses to make them fit better with Don't Starve Together 

In Forge/Gorge you get in a queue with an exact purpose: work as a team to take-down hostile mobs, mini-bosses and bosses. In regular DST each player has their own agenda, play-style and whatnot. Having bosses operating like in Forge/Gorge that require precise teamwork or else they are pretty impossible to defeat wouldn't make sense in the context of every player popping in server pretty much doing their own thing at their own pace or being utterly clueless. Also don't forget: span of matches in Forge/Gorge was at most 30 minutes, "newbie/noobs" ones mostly hitting the 5 minutes defeat-mark - thus the learning curve was addressed in very short sessions, thus knowledge about what to do and when rapidly disseminating in player-base. In regular DST, aka not a small fighting arena, getting random players in same spot and doing over-and-over again complex and demanding fights is almost nigh impossible - people without friends (at all or willing to take part in it) or dependent of pubs won't now ever be able to solo said desired bosses akin Forge/Gorge.

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