At every 10 ranks, a mob is spawned to hunt you down. This is the Boss that you must defeat.
Players will automatically advance when the boss is defeated, thus introducing a ranking mechanism that can be used once every 10 levels.
When a boss is defeated, a quest is added to your quest list.
If the boss is not defeated, instead of ranking up, you are set back a level.
"You have defeated the first boss!" (level 10)
There are multiple boss types for each 10 levels, depending on your characteristics. The final (fifth) boss has nice stuff on it, which varies depending on boss type.
If you cannot defeat the 5th boss, you are set back to level 49, and can try again later.
It wouldn't be too terrible if there were perks, but i think it takes away the "real world" feel and gives it more of a "game" feel. And anything that makes lvling harder than it already is is never awesome, especially in the 42-50 range. I'm completely against anything that inhibits leveling between 42 and 50, its suicide already.
I VERY much like the idea.
I like anything involving anything like that. I'd like to see boss mobs in areas with some eq that are intended for like groups of 5+ level 50s to take down. I don't see why there is so little eq that could possibly circulate. To even things out, just make WAY more and make the mobs hard as hell to beat.
But as far as boss rank mobs, I think it is a cool and fresh idea that would add an even more unique quality to this mud.
I like this idea too. Gives you a chance to take a minor break from grinding.
I think, instead of letting anyone do this, you should set it as a perk.
Perk: Hunted
At every 10 ranks, a mob is spawned to hunt you down. Players will automatically advance when the boss is defeated, thus introducing a ranking mechanism that can be used once every 10 levels.
When a boss is defeated, a quest is added to your quest list.
If the boss is not defeated, instead of ranking up, you are set back a level.
Negatives: Exp loss, comparable to the exp gain of adventurer.
This makes it more "real life" and less game, and still offers the option, while offering a balance.
Interesting
No autospawn.
Should be quest driven and area specific. When you hit level ten you get a scroll that tells you where to go etc. If you keep killing mobs, the same message appears.
Each boss should have decent items applicable to your level.
I would put more thought into it, but I am old and grumpy.
I like it.
It can be like a guild quest.
Soandso the class guildmaster approaches as you enter. "You've shown great progress, (name). But we're not the only one's who've noticed. There are reports of a creature who has been seeking you out. Now you must be the hunter."
I'm not sure about the coding, but you can tie it to the reputation counter. If you've killed a bunch of vampires, say, then the quest can spawn a special vampire mob that wants to whoop your patootie.
I fully agree with old bastard.
Perhaps, instead of gain a level or lose of level...how about a decent amount of exp and an item useful to your class when succesful or no quest rewarded and no cool item if failed...that seems like it would be penalty enough...
some of the trials could be based on race instead of class, thus a drow cleric would have a few of the same rewards as an elf cleric but only those that are unigue to the class not those that are special to their race... so, these boss battles could be rites of passage based on race and guild...
I also like the brainstorming going on here. The "hunted perk", old_bastards input, and the idea offered by -red- are worth considering. Integrating it into the guild quest system could work. Losing a level won't be necessary, but the essence of the idea has the potential to improve a system with very real rewards for an up and coming adventurer/ranker.
I like fighting big and bad bosses in other games, and think that the current FL system of boss mobs as equipment chests needs some work.
Thanks for the input and keep it coming!