Boss Fights and End Game Encounters | Hytale Survey Results

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Whether they're towering giants or sneaky rat thieves bosses play a big part in any adventure game, but how will they work in Hytale. Codiak breaks down the issue and shares what you want from bosses in Hytale.

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I think the bosses should be similar to bosses in dark souls, not in difficultly necessarily but more about animations, they should have clean pattern that is counterable solo but easier with others. At least that's my opinion. Good video btw.

mortak
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It's always a good day when Hytale news from The Game Gurus drops

sebastiansanchez
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What would be cool is if they had a boss you could stumble across by digging deep into the ground. Kind of like the LOTR balrog which woke up because the dwarfs dug too deep in their mines.

You could probably do this by stumbling into regular underground dungeons, but I think it would be cool if in the very deepest parts you could find some kind of horror of the deep.

timetobool
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Since Hytale is game that incorporates building and combat it would be nice to find a way to incorporate that element into bosses. Developing traps, defensive positions, or even boss counter builds would be a unique take on traditional bosses

redalchemy
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What would be cool is if they had a boss you could stumble across by digging deep into the ground. Kind of like the lotr balrog which woke up because the dwarfs dug too deep into the ground.

You could probably do this by stumbling into regular underground dungeons by I think it would be cool if in the very deepest parts you could find some kind of horror of the deep.

timetobool
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It would be cool if there was like a steampunk robot

alcarlos
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I feel like one different thing would be how boss drops are handled. I don't want to haveto grind a boss a thousand times for one specific piece of loot, and I don't feel like all bosses should be dropping weapons. If a boss is wielding a weapon themselves, then it would sense for it to drop that, but it doesn't make sense for a dragon to be dropping bows and arrows. I feel like instead these types of bosses should provide items to craft gear from those pieces, like scales or teeth, or acid for forging (The Witcher 3 showcases a need for acid to strengthen metal, and Monster Hunter is a great example of getting monster parts for gear). And these shouldn't have to be grinded a whole ton for either, a monster naturally has these as part of its biology, they're not just there or not there by chance. (Well guys, looks like we have a toothless, scaleless, clawless dragon😒)

dittoz
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I want some boss encounters to have to bosses like Dark Souls. One would be a Tanky boss and the other a faster boss. They work together to fight against the player. If you damage the fast one too much he can let the tank take the hits while he heals and if you are hurting the tank too much with fast movement the faster boss would attack you from behind.

It would also be very interesting if you were to find a boss by uncovering a cursed book. The book gives you a list of things that are forbidden to do and says if done the curse would be sent to the rule breaker. The list of forbidden things would be like "kill a Kweebec" or "drink a certain potion under water" or "deny help" (random villager walks up and starts dialogue. They ask for help saving their brother or whatever but you have to deny it) . Every time you do a forbidden thing you get more health or gold or some useful resource. This would encourage people to continue doing forbidden things. Once all the forbidden things are done the boss would spawn and fight you.

If every boss had an interesting way of discovering them, or just lore that you don't have to search the internet for but find in the game before or after you fight a boss, It would make all the boss fights more dynamic and memorable.

ergo
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it be nice to have a pacifist approach for a boss battle... then tame them at the end...

phoboss
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Dragon's Dogma Bosses have held special places in my heart.


They are all mythology based, so you know what you are fighting.
Large enemies have Shadow of the Colossus type climbing.
Elements having bonus damage against certain bosses.

thomasclyde
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Ngl I don’t want bosses to be solo-able, like to the point where only top players were able to solo it, forcing average-good players to find squads. This would give people a sense of great accomplishment when the beat it solo, and this would make farming rare weapon drops for one person very hard and make these weapons truely special.

cameronlapstra
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The bosses need to have an intention, that's important.

samdvich
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every video on hytale i watch the more and more i get exited about it

flolorm
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Hi cant wait for the hytale beta to come

jackhenry
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I think one thing we're forgetting, is that this won't be an MMORPG game. It will be an RPG that has multiplayer servers and co-op experiences. Somebody will probably be able to modify the game to make it an MMO, but right now, MMO is not what it's going for.

LunarPrism
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Excellent Video! Really looking forward to what Hypixel Studios comes up with given this kind of feedback (personally, I would like to see a Shadow of The Colossus style titan boss fight in the late to end game... but that is just me).


Also, is there any word on the traveling survey results? I really want to see if my free-running/armor weight system suggestion makes it through.

whoisthatkidd
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While watching this, I had a thought. I would like a possible flee challenge. what I mean is if the monster is too hard for me. then I can flee. but I don't want to just run away. it should be a challenge to escape. I don't know how they would implement this. but it would be cool.




Another thought I had was I want there to be lots of either mini-bosses or just really tough mobs that you can encounter uncommonly but not rare that are pretty difficult. but that perhaps by getting some item in the future with a cool ability can change the dynamic of said encounter.

NothicCreates
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I would love a final boss in hytale like in minecraft, where it’s not obligatory but where it’s still a significant boss. I imagine “the last world”, a dimension that when you enter it there’s some absolutely huge boss nearly pushing the world limits that you need all the best things to beat

witext
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i think that terrarias boss system would work really well in hytale in that they can be easy if you prepare enough but if you were good at the game and wanted a challenge you can simply fight the bosses earlier. i also really think potions should play a big part in the difficulty of boss fights. another thing i love about terrarias boss fights is that you can use building to your advantage to make arenas and traps and i think that would be great in hytale

johnandlorraine
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You ask me for an idea of a boss for Hytale's adventure mode? Well call me excited to share some of my creative thoughts.

I would like to see a rather unconventional boss for zone 1. A boss, that is in some way tied into the story, so he becomes a necessary road block to pass if you wish to continue, having proven yourself skilled enough to be capable of defeating the dark forces and perhaps Varyn himself. My idea is... The Judge:


Setting:
He is the boss of a portal dungeon for zone one, which represents an aweinspiring ancient castle, in which the player has to complete many tests of all kinds. Things like puzzles, jump and runs, carefully planned out encounters and tests of morality are of the order here and when you come to the end, the Judge awaits you.


Description:
The Judge is a gigantic ancient knight in overgrown armour, if you want a reference, take Reinhardt's ancient armour skin from overwatch, but with a massive executioner's sword instead of the rocket powered hammer and he also has two ghostly blue glowing eyes shining through his visor.


Lore:
This is the ghost of one of Gaia's most talented warriors. Wise and old as he is, when his time came, he didn't want to stop helping the world against the corruption and so he decided to remain as a teacher for those, who wish to fight as well, training them in all the ways he knows. His body has long since decayed completely, leaving only the spirit to remain in his armour, patiently awaiting each new student and judging them to see if they are ready to venture out into the dangerous world beyond or need to be disciplined in one way or another.


The battle:
As this is a boss, that is actually fighting for the light side, it is not in The Judge's interest to kill the player, neither can he be actually killed by the player as he is just a mere bodiless spirit. In turn, his many phases are not only pretty specific in the way to pass them, but also adapt to the player's actions.
In between each phase and at the beginning of the battle he would stand at the opposite side of the room, hands resting on the swords hilt as it its tip is resting on the ground, while he talks about the purpose of the next phase and perhaps even pointing out flaws and weaknesses in the player's combat style. Should the player try to attack him with any kind of magic or ranged attack, it will simply glance off of his inpenetrable armour, as he voices his displeasure about the player's impatience. Should the player try to charge at The Judge, he will be blown back to the other side of the room with a mighty shout of the ancient knight, advising him to listen with patience.
Each phase will somewhat adapt to the player's actions in the previous phase, so The Judge will compensate for the player's affinity for strafing for example, as well as his performance in said phase, so he will get dynamically more difficult the better the player's skill is, and also take into account what kind of weapon the player is using, acknowledging the player's choice of weapons before the fight.
During each phase, The Judge will pull off different kinds of combos, intending to test the players abilities in various ways, like giving the player the task of hitting a weak point, dodging and blocking a series of attacks and then countering him, or even just avoiding him while he goes all out with a completely unstoppable flurry of attacks.
If the player was to ever be knocked down to critically low health, The Judge will immidiately interrupt his own combo, end the lesson and teleport the player back out of the dungeon, giving the friendly advise to train a little more on their own to be better prepared next time.
When the player manages to pass all of The Judge's tests, he will direct them to a secret armour stand at the back of the room, where the player receives a brand new standard issue set of equipment, including a full set of armour, a short sword and a shield, which are usually used by the warriors of Gaia, and is subsequently ceremoniously knighted by The Judge, symbolizing the player's passing of the tests and resulting acceptence into the ranks of Gaia's followers.


Addendum:
The Judge's dungeon will always fully reset after the player's exit, no matter if they have completed it or not, thus allowing them to retrive another set of armour by completing it once more.
Additionally, it should be noted, that there should also be variants of this boss for the players, who choose to focus on ranged or magic attacks, as this is a very melee focussed boss; perhaps the player would get to choose between the dungeons in a story prefab in zone 1.


Inspiration:
The Overwatch map Eichenwalde and the set of Reinhardt's armour in the map's throne room for the design, as well as me just training a little with my wooden sword, while adopting a heavier fighting style and finding it enjoyable to use The Judge's resting position and thinking of how to use this for a Hytale boss. In addition to that, reading some SCPs lately may have impacted the format of this comment a little.

remor
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