› Forum › Game Ideas › Sustainable Endgame Gameplay Proposal: Legendary Boss Summoning System
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Mang Guo.
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- 2025-10-05 at 11:21
Here, we have designed a comprehensive endgame solution aimed at completely addressing the core pain point of “content exhaustion after main storyline completion” in the game.I. Design Overview
We propose the introduction of a Legendary Boss system featuring an “Explore-Synthesize-Summon” loop. Players synthesize specific summoning items to summon and challenge powerful legendary creatures at designated locations. These Bosses do not exist in the regular game world and can only be triggered through this method. The system will incorporate a special mechanism to ensure Bosses are not reset when players move out of visual range or accidentally exit the game, guaranteeing stability and fairness in challenges.
II. Three Pillars of the System
1. Worldview and Narrative Integration
– Each Boss is a legendary entity intertwined with the world’s history:
– Ocean – Abyssal Devourer: A primeval shadow slumbering in the deep sea.
-Fotten Sky – Celestial Thunderbird: The embodiment of the sky that governs storms.
– Hade – Molten Core Golem: A chaotic creation left over from the Demon God War.
– Faction perspectives align with players’ choices in space missions:
– Benevolent Faction (via Paula, Aaron,Ted): Aims to safeguard peace and re-seal threats.
– Mage Faction: Intends to control and utilize this ancient power.
2. Core Gameplay Loop
– Synthesis & Summoning: After unlocking recipes by completing quests, players can use materials collected from specific areas at a workbench to synthesize exclusive summoning items for corresponding Bosses.
– Summoning & Persistence Mechanism:
– Using the summoning item at a designated location generates a special Boss entity.
– Key Mechanism: This entity is marked as an “Important Creature Summoned by Player,” and its persistence is not affected by regular visual range limits or normal game exits.
– Repeatability: Recipes are permanently unlocked, allowing players to engage in a sustainable “Collect → Synthesize → Challenge” loop at any time.
3. Mechanized Boss Battles
– Forced Head-on Confrontation: As Bosses are special summoned entities, the Soul-Stealing Staff has no effect on them. Using the staff will trigger the prompt: “A powerful force shields this entity; it cannot be sealed.”
– Signature Battle Mechanics:
– Abyssal Devourer
– Abyssal Vortex: Creates a vortex under the player’s feet that lasts 8 seconds, dealing damage per second and applying strong traction. During the vortex’s duration, the area is treated as deep water, significantly slowing movement speed.
– High-Pressure Water Bullet Barrage: The Boss locks onto the player and rapidly fires three consecutive high-speed water bullets. The bullets damage all units in their path and create a persistent slippery area upon hitting the ground.
– Summon Abyssal Minions: When its health drops to 50%, the Boss summons 1-2 [Abyssal Lurkers]. These minions attempt to close in and harass the player.
– Celestial Thunderbird
– Lightning Strike Rune Circle: Creates a lightning mark at the player’s current position, which erupts after a 1.5-second delay, dealing high lightning damage and applying a short “Paralysis” effect (reducing attack and movement speed).
– Dive Wind Pressure: The Boss ascends to mid-air, charges briefly, then dives at high speed toward the player’s location, creating a persistent knockback wind pressure zone along its path.
– Thundercloud Storm: Upon entering Phase 2 (health below 40%), the Boss summons 2 [Unstable Thunderclouds] above the battlefield. The thunderclouds drift slowly and continuously release lightning chains to the area below them.
– Molten Core Golem
– Earth-Splitting Shockwave: The Boss slams the ground, creating fan-shaped magma fissures in the player’s direction; touching the fissures causes continuous damage.
– Lava Eruption: Delayed lava columns erupt at random locations around the player, requiring quick reactions to dodge.
– Frenzy Heating: A passive aura ability. After the battle begins, the player gains one stack of “Scorching” every 30 seconds; each stack causes the player to take minor fire damage per second, encouraging aggressive play.
III. Solution Value and Vision Realization
– Optimize Core Experience: Transform the monotonous endgame grind into dynamic battles requiring strategy and skill, while completely eliminating disruptions to high-intensity challenges caused by the original creature reset mechanism.
– Establish Endgame Goals: Provide players with long-term, meaningful objectives through a sustainable gameplay loop.
– Activate Existing Content: Inject new gameplay purpose and exploration motivation into already explored areas such as the Ocean, Forgotten Sky, and Hade.
– Efficient Resource Utilization: Fully leverage the existing world setting and NPC system, allowing the team to focus on Boss design and mechanism implementation.
We fully understand that technical challenges may arise during development and do not insist on perfect implementation of all details at once. However, we sincerely hope that future updates can gradually introduce features in this direction. We trust and respect the development team’s professional decisions regarding the specific design and balance of loo
Block Story player10
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