Posted By Flashman at 08:25 AM - Thu Apr 20 2017
I think something to just tuck away at the back of one's mind when talking about stuff like this is that it would be unlike a world boss in most MMOs, respawning every 5, 10, 15 minutes or whatever. I'd expect it to be far more one-off and if you missed it, you missed it. That's the kind of world I think Elyria will be.
I partialy agree, sinnce this goes along with the philosophy of the game, unique things... non repeatable quests that open narrative possibilities. But i bet that we will indeed see repeatable quests, bosses etc... but not with a X minutes respawn or as easely trigered event.
Coss if you design; model; texture; rig; animate and script a "generic evil boss" that will apear only 1x in each server, during a 10 years storyline, you're throwing away work and budget if you don't have a very very strong narrative behind it... i think that In fact we may even see 1x and 1x only bosses/events but the bulk will be somehow repeatable.
If we consider that the time will pass, characters will grow old and things will not be permanent, the space is perfectly open for things like "the spirit that comes back every X years to take a child from the vilage" a.k.a respawned boss... if you respawn it every XRL months, i bet that every time it shows up the vilage will face it in a slightly diferent way. Its a diferent narrative, and in this case; a narrative that can tie up a group of players (the vilage) for RL months/years.
Other thinng to take in account is that the same event/boss could be spawned in diferent places at diferent times, taking the boss above as example: you spawn X of these bosses in the server, each time it is expeled from one vilage, it moves to another; being spawned after XRL months. Make it a hard quest to deal with the spirit, like "you must make a potion from these 3 rare ingredients and kill it during a full moon" and you have a narrative that helps to shape the culture of one region. (Yeah, i'm playing the withcer : ] )
Voila, a boss that is somehow repeatable, but adds narrative to a vilage. The problem isn't that it's repeatable, the problem is that there's no narrative behind the fact that it is repeatable. And i'm not saying that my example is good, just that there is room for good writen repeatable content. If coe manages to have both, non repeatable and good writen repeatable quests/boses/events, i think that will be a great step. How many farmers around the world know +- when the river will flood? they need this "repeatable event".