148301-world-boss-suggestions

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World Bosses are currently Wildstar's most accessible "elder game" features at the moment, and a gateway towards dungeons/raids while providing a unique social experience that can bring dominion and exiles together for a common purpose. However there are still some design elements that could make the process a better experience for those dedicated to monster hunting. Here are a list of minor suggestions on my part to improve the experience.
 
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1. Farming Spots
 
A common issue that farmers have is not all World Bosses can be farmed on-site. This, combined with some targets not dropping as often, leads to most folks farming at the spider cave near Dreamspore until we're overcome with nausea upon seeing another spider. The solution here is fairly simple: add new farming areas with Progenitor Access Particle dropping monsters.
 
Metal Maw Prime in Whitevale could easily have another teleporter at the base of its platform, one that leads into a complex of Ascendancy cultists and their constructs.
Kraggar's valley is ripe with locations for a cavern filled with savage beasts and earth elementals.
Grendelus is a bit harder to work around but the N22 site has some potential for more teleport chambers. Personally I'd prefer finding alternatives to Eldan Constructs though, such as augmented wildlife.
Honeygrave ... bees.
 
2. Rewards for PArticiPation
 
The overwhelming tendency for World Boss raids right now is for a core of folks to keep the group moving and farm for the PAPs that'll get the next boss out while most people either sit around or wait until the last minute to join. While this shouldn't be punished (and sometimes is necessary) the system doesn't really provide incentive to farmers themselves. Furthermore, it's often happened that there are people who contribute to the farm but cannot benefit from the rewards due to being disconnected during the battle (a common occurrence around WBs due to performance issues and lots of people). It's also common enough for players to get stuck with some crummy rune after being among the few actually working towards the spawn.
 
My solution is to fill out some of the box rewards more with decor and cosmetics until bummer rune loots are the minority, but also to introduce a system of rewards based on a player's particle contribution.
 
The first, and most important imo, change is to mark characters who've donated PAPs so that they always receive the World Boss box when it's killed. This will allow players who're unfortunate enough to D/C for the fight to still receive the rewards if they helped farm it. This bonus could be tied to the account itself and only work for the last logged-in character, to reduce the potential for multicharacter exploits.
 
The second idea is providing a percent chance (equal to the number of paps) for a Madam Fay's Fortune Coin. Even if somebody gathered the entire requirement of particles themselves this'll have at most a 75% chance so it's more of a nice bonus to keep players motivated and give them reason to celebrate a bit more often.
 
The third idea is a set of monster hunter costume weapons with unique skins that'll go well with the current costume(s). Only one random weapon will drop per World Boss kill and it'll be randomly distributed based on share of PAP contribution. i.e. everybody has a chance to be chosen based on the proportion of their contribution.
 
3. World Boss Dailies
 
Similar to the current set-up with dailies for instances, I feel World Bosses should get a daily to kill at least one random boss with rewards in glory, gold, and a PAP to help kill the next one. This should help get some of the less visited world bosses more traffic when the contracts aren't aligning.
 
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I feel that these World Encounters bring something special to Wildstar that finely-tuned instance content cannot, and that the concept should be expanded rather than segmented into instances. Making more quests and/or world areas designed around "Elder Game" content, and reinvigorating the options currently available (poor Malgrave...) may help Nexus feel more alive outside of the capital cities.
 
P.S. Please move the settler structure in Fool's Hope :p	
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+1 to this ;)
At the moment i'm simpl;y not doing them because the hassle is too much	
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			number one is definitely needed and i 100% agree.  number two i really dont have an opinion either way but some really nice points.  with number 3 doesnt the t3 contract cover this for the most part?  or are you implying that we should have this reward possible everyday unlike the current contract implementation?  I would also throw in instanced world bosses.  this may help with the disconnects and prevent the zerg fest it is now where mechanics are negated.  previously there were times when you only went at them with 20 ppl and it could be quite difficult, this may help prevent some burn out as well as increase the challenge.  the ilvl 90 rewards would warrant an increased challenge in my opinion.  but nothing highly tuned.	
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			Fully agreed.  Although on the point for number 3, perhaps the daily quests for Scorchwing and Gargantua should be removed, since those quests aren't reasonably farmable for rep (can't do it on your own, good luck convincing a group toward a specific boss every day), and the new World Boss boxes do a fine job on their own of rewarding people for doing them.  Speaking of the boxes, please rebalance the drop rates, as those runes are really useless for the majority of people running world bosses.  (Even if you do need Superior runes, the odds of getting one that is actually useful is next-to-nill, or just straigh-up nill if you're trying to use rune sets.  Might I suggest Superior Class Set Foci?)	
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