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Anti Boring Suggestions

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Level 6
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Mar 9, 2013
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189
Here's some suggestions:

-Add multiple heroes to fight the bosses and let the player choose a few of them
-Put the boss in a dungeon with puzzles, minibosses, waves of enemies etc.
-Add hidden items and secrets to the map
-Add achievements for killing bosses in a certain time or without dying etc.
-Make the boss battles difficult, so they need multiple retries and strategies to be defeated. Also, add multiple levels of difficulties
-Add NPC heroes with AI that can be commanded indirectly and also equipped with items
-Make it totally different from "normal" boss battles by making it turn-based or adding special mechanics for that

Good luck on making an amazing boss battle :3
 
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Level 29
Joined
Apr 6, 2010
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3,139
Have multiple ways to beat the boss for the replayability aspect.

Let's say it's an underground fight:

Kill the boss by hitting it 'til it dies (the usual method);
Collapse the bossroom on it by getting the boss near a support pillar and getting the boss to attack it;
Get the boss to walk across dangerous terrain (spikes, lava etc.);
Open a hole in the ceiling to let daylight in, if it's underground because it can't stand the light...
 
Level 30
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Nov 29, 2012
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6,637
Custom Save/Load System only works for Multiplayers for me. In SRPG, you are the only one playing so it is very much fine just to use the standard's Warcraft Save/Load System. But it still depends if you want to use one.
 
Level 6
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Custom Save/Load System only works for Multiplayers for me. In SRPG, you are the only one playing so it is very much fine just to use the standard's Warcraft Save/Load System. But it still depends if you want to use one.

Well my problem on the Warcraft Save/Load system is that you can't continue playing the saved game if the new version is released..

BTW the save/load will just save and load one player resources..
 
I always like phases (e.g. at 75% it'll do this, at 50% it'll do something else, maybe add an enrage timer if you take too long), and make it somewhat easy to retry the boss if you die. It shouldn't be too easy to retry it, but nothing is more annoying than fighting through a dungeon all the way up to a boss, dying, and then realizing that all the creeps have respawned. That is sometimes enough to make me stop playing it.

And in Warcraft 3, mobility fights are the funnest. I've played several maps where it is really tough to survive because the boss hits hard, requiring you to balance out healing and whatnot. Those fights are challenging, but they can get stale and they aren't as skillful. Make AoE spells for the boss that the hero has to avoid.

Also, even though it is Warcraft 3, think about bosses in other games like Crash Bandicoot, Mario, Legend of Zelda, etc. Those kinds of bosses are always really fun and replayable. They are all very tactical bosses--usually you have to spend the first few runs figuring out wtf to do. But I always like them in the end.
 
Level 11
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Jun 20, 2009
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What ever PurgeandFire said.

Also, add some "phases" to the boss. For example, some kind of dragon boss. First hes flying and hard to reach, but once you damage him enough he loses his wings and drops on the ground, making him easier to fight.

Or maybe you could add some quests/achievements to the boss fight. "Kill the boss in less than 30 seconds". People always like to try to get all the achievements. Atleast i do :)
 
Level 21
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Mar 27, 2012
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3,232
What ever PurgeandFire said.

Also, add some "phases" to the boss. For example, some kind of dragon boss. First hes flying and hard to reach, but once you damage him enough he loses his wings and drops on the ground, making him easier to fight.

Or maybe you could add some quests/achievements to the boss fight. "Kill the boss in less than 30 seconds". People always like to try to get all the achievements. Atleast i do :)

Definitely not easier though. I bet the dragon will be angry, so he'll spew fire like crazy once on the ground :D
 
Level 19
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Apr 10, 2010
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2,789
Boredom particularly comes form the lack of mechanical things or gameplay things to do currently, so just add things which keep and capture the players interest. Keep in mind their moment-to-moment experience and their interest in these moments.

Also, make the players feel that they have some progress in fighting the boss. This is the reason why "phases" and health bars we're implemented. First to easily keep track of the fight and make things easier to handle mechanically (since computers are good with math). Make the boss show signs of weakness.

Finally, I suggest you make the player incorporate what they have learned from the previous levels of the game in this boss fight. If in this level, you thought the player to do task X, then make them do task X multiple times in this boss fight. Boss fights are really used to test the players mechanical prowess in concern with the new skills they learned in the previous level as it shall be used for the next level/s.

Remember - your job is to make the player feel a sense of fun and never outsmart them or deprive them of this emotion.

In my opinion, achievements are a bad way to keep the player playing. They just give you a pat in the back and nothing else. if you want to implement achievements, give them more benefits since they just abuse the players inherit desire to complete or gain achievements.
 
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