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The Possibility of Creating Dungeons

We know that the World of AoC will be shaped based on our actions, and there will be varying types of dungeons. Would it be possible that a node or town be turned into a "dungeon". Let's say for instance there is a node that fails to defeat a world boss. As a result the Boss causes the node to sink underground, and overtime it is slowly abandoned. Over time it could be covered up and be rediscovered by players as a pseudo "Dungeon/Ruins". Or an underground node suffers from cataclysmic earthquakes or other events that may cause the ground to cave in on them. This again could end up becoming a "Dungeon/Ruins" due to the fact it is mostly abandoned and mobs may start moving in.

What do you guys think? Is it possible or is this a little over the top?

Comments

  • New game, new ideas. I think its brilliant. Remember the WoW days in Ruins of Ahn'Qiraj. The attunement quests and the resource gathering all led to the gates opening. Someone needs to get on this.
  • Classic wow, a world boss was brought to a city and wiped everyone. Maybe when player actions or movement of mobs (bosses) to a certain place where it stays then and lurks around. In a way that would make a dungeon/fallen city. The boss will also attract other nasty creatures that will accompany him and the evil spread even faster.

    XD
  • Pretty cool idea :o Not sure how easy it would be to implement especially since nodes are more player focused than NPC.

    We do have a type of PvE siege to look forward too which kinda applies the same idea~


  • I was actually talking to a friend about this the other day, player made dungeons could be a great form of 'end game' but they should require enormous amounts of resources to maintain/create.
  • Sounds interesting and I would love that and I think we might actually see that someday.
  • I was under the impression IS was not going to allow that, but that might have come from a posters POV. Might have to look into that...
  • Azathoth said:
    I was under the impression IS was not going to allow that, but that might have come from a posters POV. Might have to look into that...
    I know that something like this was announced for Pantheon: Rise of the Fallen, but not for AoC I could be wrong though.
  • Think of Ashes system as a template or terrain "skin" for each node type. The game will have a different skin for each node level 0-6 and each type. At each "pop" certain terrain changes will occur. Opening new caves, dungeons, and access points to the underrealm, or removing them. This is controlled by the master "skin" for say Scientific Node, Desert, Level 3 for example. Under that skin there may be a couple different random options that they put in later down the line after live launch to keep it from being static. So instead of Scientific Node, Desert, Level 3 always generating Snuffy's Cave of Jewels, it will randomly choose between Snuffy's Cave of Jewels and Billy's Water Temple of Peaches. As they generate a larger random dungeon database and add tags to different "skins" (lol, skintags) the true scope of the "no two servers will be the same" will truly begin to take hold.
  • ArchivedUserArchivedUser Guest
    edited January 2018
    I do not think it would be that hard to implement seeing as the technology for Random Dungeoun Generators has been around for a long time all you have to is google Randam Dungeoun Generator.  But really could be like  a special server you log into then make dungeoun plus story line then submitt for aproval.

    Dungeouns should be tested out could be tested out by players. Then given a review. Maybe even given back to creator for polishing. A Few Samples could be provided  as a bar or goal to meet or exceed in a video.  

    Same thing could happen for a Player based Quest Generator.

    Only major thing is it would have to be tested out for qauility to be actually put in game so IS would have to provide that or maybe have someone from the cummunity that is trusted could do that.

    I think after a certain number like 10,000 they would not need any more maybe after that they could take the persons that created the best ones to create awesome quality dungeouns.  Would make a great talent search.

    Think using other people that are passionate about this game is a smart thing to do. IS could possibly take resumes and take a look at people with some experience and people that are in college for level design.  If IS showcased their dungeoun that is a win win.  I mean that would be great to put on a resume.

    Talking about small to medium size dungeouns. As far  endgame or raid dungeouns well think the professional touch is needed for those type of dungeouns.
  • If IS does their job correctly and releases content updates I don't see the purpose for user generated dungeons. Game is not even out yet and people want to add content. People that love building dungeons could potentially build dungeons without ever playing much of the game. This all seems counter intuitive to me.

    My biggest concern with UGC is treasure and loot tables.
    IS should be the only group allowed to add treasure/drops to the game.

    Where would all of the dungeons fit?
    I doubt IS has plans for every square inch of the land mass, but nodes have to be balanced, so UGC would have to be placed to not give one node an advantage over another. Allowing test/reviews for a dungeon before placing it would unfairly give that node a bump to xp since a large number of players are already interested in playing it.

    There are plenty of other games that allow this, imo not every MMO needs content added by players.
  • Azathoth said:
    If IS does their job correctly and releases content updates I don't see the purpose for user generated dungeons. Game is not even out yet and people want to add content. People that love building dungeons could potentially build dungeons without ever playing much of the game. This all seems counter intuitive to me.

    My biggest concern with UGC is treasure and loot tables.
    IS should be the only group allowed to add treasure/drops to the game.

    Where would all of the dungeons fit?
    I doubt IS has plans for every square inch of the land mass, but nodes have to be balanced, so UGC would have to be placed to not give one node an advantage over another. Allowing test/reviews for a dungeon before placing it would unfairly give that node a bump to xp since a large number of players are already interested in playing it.

    There are plenty of other games that allow this, imo not every MMO needs content added by players.
    Well user generated dungeons would be fun to have, as something like end game where you can managa your own dungeon and have others challenge it I guess ? They probably wont make it at least not now, there is nothing wrong with people writing down what they would like to see in the game.
  • No endgame.
    Agreed, all ideas should be welcomed but I like to list cons when someone list pros.
    Dungeon management is a great way, imo, of implementing this. You create the dungeon, you put up the reward, players delve for it. Their doesn't have to be xp generated in the PC dungeons and the treasure can come from the player that created it. As far as my biggest concern if this was the way they went I wouldn't have any arguments against it. (I still think they should be instanced)

    You could potentially pool a fee for delving said dungeon (for content, not xp) and give all but 10% of it to the player that wins. At that point, for me, it's no different than a shop mechanically speaking.
  • Well all this dungeouns would not necessarily have to fit to answer Azathoth question.
    Not all of them would have to be used at ounce plus think with changing of seasons would be a good time to despawn them. 

    Another way to look at it is having a Playerbased Castle generator that could be played through then somehow destroyed (despawned).  Could be a small keep or a little bit larger one. 

       


     

  • Well all this dungeouns would not necessarily have to fit to answer Azathoth question.
    Not all of them would have to be used at ounce plus think with changing of seasons would be a good time to despawn them. 

    Another way to look at it is having a Playerbased Castle generator that could be played through then somehow destroyed (despawned).  Could be a small keep or a little bit larger one. 

       


     

    I guess there is something that people like about having their own structures that others can see and visit xD, dungeons have a lot of meanings tbh, even an underground arena where you challenge monsters could be a dungeon ;x
  • I don't see how this would be possible in open world setting, but I can see this as being plausible maybe in future expansions where it is instanced. I would think that maybe way down the road if the studio isn't able to do something like a mission architect, then they can maybe create a system where the player base can submit their work for credits in the cash shop or something.

    What comes into mind is the Path of Exiles map end game,  where you can explore different maps that is quite unique. These maps has their own modifier that affect either the mobs or players and interesting bosses that you have already encountered in the main story or only unique in maps. I would assume with how the studio has progressed so far in development that they are easily able to make several per day.
  • You lost me with Path of the Exiles, but I like the mission architect suggestion a lot!
  • Not

    Very

    Likely.....
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