Please note that these may never be added into the game Reason 2 Die Awakening, as I'm not an R2DA developer but only a dreamer that can only dream big. Brought to you by powerfulgoldsoul.
Hopefully, Placerebuilder will read this and take some ideas for future updates.
You may show this on youtube as long as you paste a link, just in case people were wondering.
In R2DA we get events well in all of these events we get bosses. Have you ever fought a boss thinking it has too much health or too difficult or just downright boring almost repetitive like a chore when you could be doing something better?
Well here are some perhaps some ideas that could boost that "Fun" and "Adrenalin" from your adrenal glands. And hopefully, stop the baby rage saying that it's too hard when they could've learned from their mistakes and not repeat it, there's a word for that but people can find it out themselves but I tend to make the same mistake so your not alone.
Adding new methods in fighting bosses.
In R2da we always find try to find a safe spot and just start shooting the bosses in moments like "PURGE THE ENTITY AND RETAKE THE LAND WHICH IS RIGHTFULLY OURS!" well that's getting really boring and players who have played R2da for a year or 2 will have experienced this. Remember Papa Squid a few months ago, well it gave use the harpoon which gave us new ways, instead of just shooting the boss none stop, Papa Squid gave us a kind of objective or strategy.
In Christmas we'll get a new boss perhaps if it's a snow or ice boss make it so in the environment you break a tower with chocolate to in order pour on the boss, doing additional damage(boring copied idea) or maybe to move to a new stage in a state in which the boss has a force field(new idea) and in order to break it you have to break or damage him instead of the healing aura(boring copied idea from yeti and other bosses) which I will continue on.
You could also create an objective weapon that is found in parts and players have to repair or build it that are scattered along the map, this could help create new lore and ideas of an engineer that was kidnapped by this boss and you build his inventions to help you on your path. For example, you build or repair a drill to attack an immobile boss or even a massive rail gun to blast the monster.
New Stages or States of the boss.
States of bosses create the atmosphere and theme of the boss, whether they are damaged or what condition they are on. On our event bosses, we have only rage mode for Chronos and Papa Squid but those are already boring enough only increasing the attack rate and extra damage but I'm here to give you something new. Add different stages for the amount of damage taken perhaps the lower the health of the boss the more of its armour or flesh falls off which the player can see making have the players feel they are making an impact while it takes extra damage and unable to regenerate that health back while increasing its speed or new attacks or attack pattern making players adapt and not stay in one spot oh wait that's what Chronos does but I'm just giving ideas here. Perhaps of instead of rage mode ability make it so that the boss has a forcefield ability this would make players shocked if played for the first time and are forced to adapt and find a way to break the shield, this could create the opportunity to use melee weapons as we almost never use them for bosses and may create an interesting gameplay instead of your classic futile weak bullets except for weapons with hard impact or there would be some PR logic into it, in this state the boss is immobile like a turtle and could create a beeping sound for 10seconds(or longer) and could explode creating enough time for the players to run away back to their place to begin using their guns once again.
Reward the winners
Sick and tired of constant use of the jetpack and probably greedy people touching your boss chest? Well sure do I have a treat for you. Make it so that chest airdrop down and can be only opened once it lands on the ground although this may heavily cripple players with less internet performance, I think it's pretty cool.
In most cases, players may go empty-handed after finishing a boss mainly the players using the magnet and all the other players at dive first into the chests, so I believe that after completing boss players some be given a number of tickets and money (e.g Victory! +50tickets +100money). Perhaps you could as fewer players are left the more the tickets and money they are rewarded.
In R2DA It's constant grinding and killing poor innocent zombies that are just minding their own business until the survivors decided to start blasting them away. Although sometimes even the zombies won't seem to leave the survivors alone, kinda reminds me of the actual world doesn't it?
Are you tired of fellow survivors stealing your prey? Well here's a solution, make it so that it's divided among players who have done the most damage simple enough.
Victories, rewards, and difficulty
Some maps in R2DA are difficult and should be given whether they are Easy, Normal, Hard or Impossible and depending on those maps difficulty, players are rewarded the amount of money depending on the map or the map's difficulty. For example, Bloxharbour should be rated as Impossible due to the lack of players completing the map, whereas for Campfire Chaos should be rated as Hard requiring a coordinated team.
Finally for rescue or campaign maps, once the rescue or campaign map is completed and only a few seconds are left before they leave players should be given a damage reduction of 50%(Or lower) and stun immunity as it sucks being a survivor almost winning only to be let down by a ticker booming the rescue vehicle killing survivors or stunning them off their seats missing out on their victory. Many players have rage quitted and never returned killing the lifeline of R2DA as a Roblox Game.
R2DA's game starts off showing singleplayer and multiplayer, unfriendly to players who have never played R2DA (Yes, I'm aware of there being a tutorial)
A player may wish to join their friends but are unable to due to lack of direction although that there's a player search bar to join in what their friends are playing or players they are hunting down.
This could be fixed with a lobby where you spawn and can choose what mode you want showing you 2 different rooms singleplayer containing "Vs environment" and "tutorial", multiplayer where you can search for your friends and what server you wish to choose. This works by the player entering the room or zone and is presented a GUI with what you wish to select by the sentence above.
Newbies already have a tutorial on playing survivor but don't have any clue how to play as special zombies such as the brute. Giving a special zombie tutorial can help increase player gameplay instead of having to constantly be spawn killed by better-experienced players and having the newbie to discover or search on the internet on how to play a certain zombie, the chances of a newbie searching the internet for help is very unlikely, when they could instead player another Roblox game.
Finally, at last I'm done I may write more or may reply on what you think.
This was written on Tuesday, 19th November 2019.