Back

Suggestions

Make Flight Rising better by sharing your ideas!
TOPIC | Craftable Coliseum Venue Totems
1 2
Basically I've run the coliseum pretty frequently and only gotten a boss familiar 3 times in 6 years. Sometimes that includes grinding for a good 1.5-2 hours straight with a full level 25 team. I was a noob when I grabbed 2 of them and sold them thinking I can get more later!

So anyways, the idea is high-leveled Baldwin crafting recipes that use a challenging amount of the common/uncommon/scarce materials a venue boss gives you (or even venue materials in general) to create a specialty or battle item. This item can be activated from your hoard or used in a battle (like a potion). For a certain amount of time or a certain amount of coliseum battles, boss spawn rates is boosted slightly and drop rates from bosses (or just for the venue?) is boosted moderately.

I don't know how they'd track the amount of battles or the time, but a dialogue box would probably pop up letting you know that if/when you used the item Flight Rising isn't responsible for a battle being lost or time running out if you close the window or lose internet connection though. =/
Basically I've run the coliseum pretty frequently and only gotten a boss familiar 3 times in 6 years. Sometimes that includes grinding for a good 1.5-2 hours straight with a full level 25 team. I was a noob when I grabbed 2 of them and sold them thinking I can get more later!

So anyways, the idea is high-leveled Baldwin crafting recipes that use a challenging amount of the common/uncommon/scarce materials a venue boss gives you (or even venue materials in general) to create a specialty or battle item. This item can be activated from your hoard or used in a battle (like a potion). For a certain amount of time or a certain amount of coliseum battles, boss spawn rates is boosted slightly and drop rates from bosses (or just for the venue?) is boosted moderately.

I don't know how they'd track the amount of battles or the time, but a dialogue box would probably pop up letting you know that if/when you used the item Flight Rising isn't responsible for a battle being lost or time running out if you close the window or lose internet connection though. =/
DksOqac.png
I'd be up for a boss aggro potion that gave you an increased chance for n battles! One that did the opposite could be neat too.

FR did or does track battles in some way, given there used to be a related achievement, so I don't see that being an impediment.

Can't say I'd use it much myself, I don't have a problem grinding the kind of hours it takes to get boss fams, but would be nice to have the option if it's getting really frustrating.

I don't think the drop rate of the fam should increase though, just the encounter rate, but I think the portion should last a significant number of battles and be unaffected by stopping and starting.

From what FR have said, I don't think it should be super difficult to implement. We know that boss encounter rates are unaffected by how many other packs there are, so boosting the boss chance when the battle is loaded is definitely possible. A field on a person's account that tracks how many battles left on a potion is also easy to implement.

Only tricky thing could be battles in venues without a boss, but I'd be okay with that being a user-borne risk if the potion activity is clearly marked. If it could be auto-paused that would be even better though

EDIT: Forgot the title was totems not potions lmao. Same difference!
I'd be up for a boss aggro potion that gave you an increased chance for n battles! One that did the opposite could be neat too.

FR did or does track battles in some way, given there used to be a related achievement, so I don't see that being an impediment.

Can't say I'd use it much myself, I don't have a problem grinding the kind of hours it takes to get boss fams, but would be nice to have the option if it's getting really frustrating.

I don't think the drop rate of the fam should increase though, just the encounter rate, but I think the portion should last a significant number of battles and be unaffected by stopping and starting.

From what FR have said, I don't think it should be super difficult to implement. We know that boss encounter rates are unaffected by how many other packs there are, so boosting the boss chance when the battle is loaded is definitely possible. A field on a person's account that tracks how many battles left on a potion is also easy to implement.

Only tricky thing could be battles in venues without a boss, but I'd be okay with that being a user-borne risk if the potion activity is clearly marked. If it could be auto-paused that would be even better though

EDIT: Forgot the title was totems not potions lmao. Same difference!
jYPBXj5.png4RsuN8b.pngMXNV32c.pngS7EiNKy.png
Yes exactly! Either one lol. If you have to work hard to get all the materials from the coliseum bosses, it could give someone a slightly better chance in the familiar quest but the devs could figure out how much material you would need so the game wouldn't be too unbalanced. At least that was what I am hoping for.
Yes exactly! Either one lol. If you have to work hard to get all the materials from the coliseum bosses, it could give someone a slightly better chance in the familiar quest but the devs could figure out how much material you would need so the game wouldn't be too unbalanced. At least that was what I am hoping for.
DksOqac.png
I like the idea, although I'm not sure that it's feasible on a technical level. The coli keeps tracks of consecutive battles (which is how it knows to bring up a captcha), but it doesn't track coli battles outside of that specific instance. Having the boost for a set amount of time doesn't have any current site functionality to hook into, and basing off a limited amount of battles would run into the issue of how to handle dropped connection during a battle or refreshing the coli.

At the moment it seems a bit out of scope for the development team while they're still wrapping up code rewrites, but it is something I would be happy to see some time in the future.
I like the idea, although I'm not sure that it's feasible on a technical level. The coli keeps tracks of consecutive battles (which is how it knows to bring up a captcha), but it doesn't track coli battles outside of that specific instance. Having the boost for a set amount of time doesn't have any current site functionality to hook into, and basing off a limited amount of battles would run into the issue of how to handle dropped connection during a battle or refreshing the coli.

At the moment it seems a bit out of scope for the development team while they're still wrapping up code rewrites, but it is something I would be happy to see some time in the future.
sBdLZtA.png
@Contaminate

Yeah, totally agree with you. I took a whack at coding and I absolutely hated it haha. Nothing is easy as it sounds even if you think you've done it exactly right. But if wishes were horses beggars would ride!
@Contaminate

Yeah, totally agree with you. I took a whack at coding and I absolutely hated it haha. Nothing is easy as it sounds even if you think you've done it exactly right. But if wishes were horses beggars would ride!
DksOqac.png
support; i especially like that it's craftable from boss/venue drops. i'm not sure how i feel about the spawn rate increase being time-based? i think the battle-based idea's better since otherwise it'd get real stressful real fast haha

also assuming it's not clanbound, i really like that it gives you the choice between selling for profit or using it for a chance at much more (like eggs pretty much); there's an item in another game i play that works very similarly to this and i've always liked that part about it

i also think battle tracking shouldn't be considered too much of a problem, mainly since even if they need to implement those mechanics beforehand, that would just open up the door for more interesting new buffs and features
support; i especially like that it's craftable from boss/venue drops. i'm not sure how i feel about the spawn rate increase being time-based? i think the battle-based idea's better since otherwise it'd get real stressful real fast haha

also assuming it's not clanbound, i really like that it gives you the choice between selling for profit or using it for a chance at much more (like eggs pretty much); there's an item in another game i play that works very similarly to this and i've always liked that part about it

i also think battle tracking shouldn't be considered too much of a problem, mainly since even if they need to implement those mechanics beforehand, that would just open up the door for more interesting new buffs and features
bkxiiMw.png MlJMkHy.gif bkxiiMw.png bkxiiMw.png
hi! i'm meteor.
check out some of my projects? → or the coliseum bounty npc suggestion!


» the bestiary outfit project
» cross-flight outfit project
» 100x100 bio icons
» accent shop
[quote name="Contaminate" date="2021-08-26 20:38:07" ] I like the idea, although I'm not sure that it's feasible on a technical level. The coli keeps tracks of consecutive battles (which is how it knows to bring up a captcha), but it doesn't track coli battles outside of that specific instance. Having the boost for a set amount of time doesn't have any current site functionality to hook into, and basing off a limited amount of battles would run into the issue of how to handle dropped connection during a battle or refreshing the coli. At the moment it seems a bit out of scope for the development team while they're still wrapping up code rewrites, but it is something I would be happy to see some time in the future. [/quote] Unless FR is completely spaghetti, it's not a complicated thing to do. FR does or did track battles - there was a series of achievements culminating in 100 battles. Literally all you need is an extra field in the account to track the number of battles left on a totem. Each time a battle is started, subtract one from the field and add the % to the boss chance. If the value is non-zero toggle the totem icon to display the 'active' image. You don't even need to track actual battles, just decrement a counter. Source: Do this kind of stuff for a living
Contaminate wrote on 2021-08-26 20:38:07:
I like the idea, although I'm not sure that it's feasible on a technical level. The coli keeps tracks of consecutive battles (which is how it knows to bring up a captcha), but it doesn't track coli battles outside of that specific instance. Having the boost for a set amount of time doesn't have any current site functionality to hook into, and basing off a limited amount of battles would run into the issue of how to handle dropped connection during a battle or refreshing the coli.

At the moment it seems a bit out of scope for the development team while they're still wrapping up code rewrites, but it is something I would be happy to see some time in the future.

Unless FR is completely spaghetti, it's not a complicated thing to do. FR does or did track battles - there was a series of achievements culminating in 100 battles.

Literally all you need is an extra field in the account to track the number of battles left on a totem. Each time a battle is started, subtract one from the field and add the % to the boss chance. If the value is non-zero toggle the totem icon to display the 'active' image.

You don't even need to track actual battles, just decrement a counter.

Source: Do this kind of stuff for a living
jYPBXj5.png4RsuN8b.pngMXNV32c.pngS7EiNKy.png
@Vendrus

My idea was that it would be venue specific, so that would mean a lot of trackers! I'm assuming that's also possible or maybe it would just be better for 1 totem to use materials from multiple venue's bosses and be used across the board for any venue.
@Vendrus

My idea was that it would be venue specific, so that would mean a lot of trackers! I'm assuming that's also possible or maybe it would just be better for 1 totem to use materials from multiple venue's bosses and be used across the board for any venue.
DksOqac.png
I absolutely support this. Especially considering some of the boss familiars needed for the hibernal den.

I also feel like this would indirectly encourage some more 'meta' builds, make of that what you will, but often times grinding teams and built to handle one boss once in awhile, so having a boss hunting build would be quite an interest for me!
I absolutely support this. Especially considering some of the boss familiars needed for the hibernal den.

I also feel like this would indirectly encourage some more 'meta' builds, make of that what you will, but often times grinding teams and built to handle one boss once in awhile, so having a boss hunting build would be quite an interest for me!
He/she/them
FR +3
Information+Wishlist+Art Shop!
Aether adopts!
My colorwheel project!

This is a reminder to be patient with new players in the suggestions forum if they post something commonly suggested! The forum search isn't particularly outstanding or obvious.
RcqRLxb.png
@Prixle
It's not really that bad for boss-specific ones either, you'd just have a join table with a count field to link the account and the venue. Same principle applies.

We can infer that the loot and battle generation is server-side (partly from sanity/cheat prevention, also from update and fest start behaviour), so at some point in every battle there is a 'player X is fighting in venue y, give me an enemy set' call to FR's database. Tying in couple of totem handling calls should be no biggie!

Even the boss chance change isn't bad! Staff having said that the boss spawn rate is independent means that boss/non-boss must be determined before actual pack selection. Check for totem, pick boss on e.g. a 1 or 2 instead of just a 1 if it's active.

tldr; both versions of this are super feasible and I hope we get it. There will be complexities to handle on the coding end because there always is, but there shouldn't be any real barriers.
@Prixle
It's not really that bad for boss-specific ones either, you'd just have a join table with a count field to link the account and the venue. Same principle applies.

We can infer that the loot and battle generation is server-side (partly from sanity/cheat prevention, also from update and fest start behaviour), so at some point in every battle there is a 'player X is fighting in venue y, give me an enemy set' call to FR's database. Tying in couple of totem handling calls should be no biggie!

Even the boss chance change isn't bad! Staff having said that the boss spawn rate is independent means that boss/non-boss must be determined before actual pack selection. Check for totem, pick boss on e.g. a 1 or 2 instead of just a 1 if it's active.

tldr; both versions of this are super feasible and I hope we get it. There will be complexities to handle on the coding end because there always is, but there shouldn't be any real barriers.
jYPBXj5.png4RsuN8b.pngMXNV32c.pngS7EiNKy.png
1 2