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IDEA : Dungeon / Raid Mechanic

Just a random thought about making repeat visits to a Dungeon/ Raid less of a grind and more of a progression.

The basic idea is that each time a player completes a Dungeon or Raid they receive a score (this could be based on performance or just the fact they finished), and this may not even be a number they can see. When a group forms in the future the combined average of their scores could unlock additional mobs, areas, treasures, etc. Or possibly make the mobs more difficult, improved AI, health, additional attack options.

I know one of the concerns would be groups only wanting people with certain points to join a group.. this would be a reason the number should be a hidden mechanic.

The main idea is that each time you run a Dungeon or Raid you could notice changes.. new areas open up or that one group of mobs has gained some friends or that one boss changes his attack routine. Something to keep you on your toes.

Maddstone

Comments

  • I'm not a coder so idk anything, but... that sounds kind of complex to code. Also, I think someone said something about going in and completing a dungeon then when you go in again the mobs and bosses will be in different places as opposed to the first time you went in. I think this was from a player, but it sounds like a good way to make dungeons. Just a thought ^~^
  • actually the coding would not be an issue, they will all ready be collecting the data so they can continue to optomize the game. It would really come down to deciding what stats to collect and use for scoring. For instance they could use different stat scores for opening different content.. group DPS avg., groups Player Level avg., Event Run Time avg., etc.. 

    The scores would basically be flags that unlock the different levels of content progression, the better a group gets the harder and more rewarding the event becomes. This would also be true for new groups or players as the events would have less risk / less reward when starting a new event, then as they progress the risk increases as does the reward.

    It would also help reduce the feeling of redundency as things continue to change.

    Again just a random idea.

    Maddstone

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