/u/jagexramen
it's been 6 months and I'd love to read your review on how Solak has turned out. Have you ever considered weekly rotation mechanics for Solak? I personally enjoy the boss and would like to see more from him.
Let me first say that I am happy with the Solak release and I'll break down my own learnings from it later in this reply.
I still consider myself a very new developer having only been a developer for a year and a half full time, tackling the boss/PvM genre has always been a challenge as you're compared against the titans being Mod Chris L, Pi, Deg, Ollie and Daze who have all released solid bosses over the years. I regret jumping in the deep end on my first TAPP project which was Nex: Angel of Death, I came into that project with my own vision and blinkers on, I wanted to do MY thing which was a mistake. I completely underestimated the capability of RuneScape players and upon launch they absolutely steamrolled her, but at this point I wasn't a developer and I had a LOT to learn ahead of me.
I took as much learning as I could from the first release and when I began my second TAPP project; Solak, I went into it with a greater idea of how I want the players to deal with mechanics whilst applying the things I learnt from AoD.
It's important to build mechanics in a way where there is an obvious way to deal with it but also leave room for players to deal with it in a way that doesn't seem intended, it gives players that choice, room to make decisions and learn strategy.
Let's talk about Solak, Solak is my pride and joy and to this day I'm very happy with how he launched and what I've learnt from that release, for one I wasn't working with a character that already existed which held back being able to creative narrative driven content like it did with Nex. I was able to create 3 strong characters that are able to be used in the future for various other pieces of content whilst also being able to do what enjoy most, making bosses.
The aim for Solak was to appeal to the really high level players, they'd been grinding Telos for a while and needed something new at the very top end to throw themselves at. There is also the point of an end goal or something to work towards as a lower level player. With this in mind the reason I think a lot of players don't feel it did well was because they didn't see a massive amount of players doing it after launch but I feel this was down to the rewards/GP per hour being fairly lackluster upon release. Once these issues were addressed with the grimoire change and the pages being a consistent money maker the engagement with him rose by a fair bit.
Another issue is part of what I've just said above is the fact that players don't tend to do bosses for fun much anymore, it's all about monetary gain. If it's not the best GP/H then they'll just fall back to whatever is, in this case Telos/Aod(Muny bird).
My biggest regret with Solak is the fact I designed it for 7 players when the perfect group boss size is around 3 to 4, u/Jagexorion has kinda nailed this with Elite dungeons much like Chris did with Vorago and ROTS and I don't see us making the decision to go as high as that again in the future as it's a real roadblock for making teams.
What will I carry forward into my future bosses if I do any more?
- Drastically lower group sizes.
- No time locked phases.
- Phase rotations to keep things feeling fresh and new week on week.
What do I feel I did right?
- Told nobody about mechanics before release so it was a level playing field all around
- Designed mechanics that required quick reactions and thought about the current situatuon
- Creative a strong narrative that drove the fight rather than just beating up a rock (Sorry Chris <3 )
- Made a progression race on release. One thing I admired about Old School's Inferno release was the progression race that came along with it, seeing the players get so close, get hit with a new mechanic, overcome that mechanic and progress closer and closer until they finally do it.
As for weekly rotations, probably not for Solak but something I'll 100% dabble with in the future.
I have a lot to learn and an awful lot I want to bring to RuneScape.