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<title>Latest posts for the topic &quot;Neighborhood Boss&apos;&quot;</title>
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<title>Neighborhood Boss&apos;</title>
<description>With the&amp;nbsp;announcement&amp;nbsp;of the addition of the RSI changer dropped by bosses i got thinking...&amp;nbsp;Isn&apos;t&amp;nbsp;farming&amp;nbsp;them too easy at the moment... theres very few that are suitable for &amp;quot;end game&amp;quot; content.&amp;nbsp;So i got thinking why not instance them by making them mission NPC&apos;s?&amp;nbsp;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;You would have to say... complete the neighborhood contact missions of that neighborhood, after which you&apos;d&amp;nbsp;receive&amp;nbsp;an item. This token would then allow you to open a mission that contains the level appropriate Boss and a few cronies if you want. To make this harder (if possible) restrict the number of team members to 1 so it must be solo&apos;d, This means it cant be lowered with lower levels and killed by the 50.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Not only would these changes give a reason to complete the neighborhood missions but kill two birds by making the new content more enjoyable and&amp;nbsp;challenging&amp;nbsp;while still keeping it small scale and&amp;nbsp;re-playable. If you wish you could also make some of the higher level neighborhoods have some more challenging boss&apos; (say up the level to 55-60 for the top locations like Stratford. (:&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Comments and suggestions?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;</description>
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<pubDate>Mon, 13 Oct 2008 08:51:35 GMT</pubDate>
<author>Danger_Frog1471</author>
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<title>Re:Neighborhood Boss&apos;</title>
<description>like your idea but i like how its set now.</description>
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<pubDate>Mon, 13 Oct 2008 13:53:38 GMT</pubDate>
<author>Remixermike</author>
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<title>Re:Neighborhood Boss&apos;</title>
<description>I like how it is now really, it&apos;s good to have &apos;bosses&apos; about in the world rather than just stored in player-activated systems and it makes more sense as far as the Access Node system works.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;I would actually like to see more strong NPCs wandering loose around the place.&amp;nbsp; </description>
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<pubDate>Mon, 13 Oct 2008 16:23:22 GMT</pubDate>
<author>Cadsuane</author>
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<title>Re:Re:Neighborhood Boss&apos;</title>
<description>&lt;cite&gt;Cadsuane wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;I like how it is now really, it&apos;s good to have &apos;bosses&apos; about in the world rather than just stored in player-activated systems and it makes more sense as far as the Access Node system works.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;I would actually like to see more strong NPCs wandering loose around the place.&amp;nbsp; &lt;/blockquote&gt;I like this idea as well.&amp;nbsp; I&apos;m sure it&apos;s not the only MMO with something similar, but LOTRO has something like this.&amp;nbsp; Within almost every area of the game there are elite creatures wandering around that are much stronger than everything else in the area (though not so strong that they can one shot you if you are actually the level meant for that area of the game world)... it makes even exploring more exciting (and the elites, of course, drop some of the rarer items in the game to match their uniqueness).</description>
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<pubDate>Mon, 13 Oct 2008 18:20:52 GMT</pubDate>
<author>Shinryu</author>
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<title>Re:Neighborhood Boss&apos;</title>
<description>Fine the way it is. Something so small shouldn&apos;t be worked on when resources could be used elsewhere, IMO.</description>
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<pubDate>Mon, 13 Oct 2008 18:52:57 GMT</pubDate>
<author>Kawari</author>
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<title>Re:Neighborhood Boss&apos;</title>
<description>hrm maybe for just the new pills but leave the actually bosses for the nodes where they are.&lt;br /&gt;oh man its going to be crazy when this first comes out!</description>
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<pubDate>Mon, 13 Oct 2008 18:53:39 GMT</pubDate>
<author>Zeac</author>
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