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Dungeon Patterns

I didn't see anything about this but I hope there will be some variety to dungeons and raids maybe the bosses having 2-3 different movement/combat patterns so that 1 strategy created by somebody wont be able to work every single time, I just feel like further down the line people become so accustomed to it that it feels more like a chore when you do a certain dungeon for the x0th time.

Comments

  • ArchivedUserArchivedUser Guest
    edited August 2018
    I remember in Bless Online people would do the main story line until they get to the first dungeon. Then they would spam that dungeon for like, 20 levels. I hope this won't be the case for AoC...as I don't think it will be because the dungeons here aren't instanced. There will be a lot of people running around those dungeons, so I suppose you could RP, join or break parties, or even PvP for territory / boss loots. So I think you won't get bored of them for a while.
  • Darksaber said:
    I remember in Bless Online people would do the main story line until they get to the first dungeon. Then they would spam that dungeon for like, 20 levels. I hope this won't be the case for AoC...as I don't think it will be because the dungeons here aren't instanced. There will be a lot of people running around those dungeons, so I suppose you could RP, join or break parties, or even PvP for territory / boss loots. So I think you won't get bored of them for a while.
    Well some of the will be instanced as far as I'm aware, but yeah spamming dungeons for leveling is not something I would want to see either and I highly doubt IS will do that either way :3
  • I was under the impression boss battles were going to have skillset-cycles (kind of). So if you go raid the dungeon and wipe, learn the technique, when you go back the boss uses different technique cycles.
  • Azathoth said:
    I was under the impression boss battles were going to have skillset-cycles (kind of). So if you go raid the dungeon and wipe, learn the technique, when you go back the boss uses different technique cycles.
    That's what was said in the Live Streams, that bosses would change up and not be the same.  I also get the impressions that sometimes the structure will change.
  • Thats pretty mcuh what I had in mind ^^ I must have missed it, thanks for the info :3
  • ArchivedUserArchivedUser Guest
    edited August 2018
    The adaptive AI should take care of this,  if all goes well, however i dont think there is detailed info on how it will exactly work yet. 
  • I would prefer that level of detail to remain a secret as long as possible :wink:
  • T-Elf said:
    Azathoth said:
    I was under the impression boss battles were going to have skillset-cycles (kind of). So if you go raid the dungeon and wipe, learn the technique, when you go back the boss uses different technique cycles.
    That's what was said in the Live Streams, that bosses would change up and not be the same.  I also get the impressions that sometimes the structure will change.
    Yes I remember that, too.
  • didn't they say that as the open world changes so do the dungeons?


  • I found some dungeon patterns for you-oh, shoot....  I gotta stop writing my replies after only seeing the title....


  • I found some dungeon patterns for you-oh, shoot....  I gotta stop writing my replies after only seeing the title....
    I'd still do that dungeon, I guess the title is slightly misleading xD
  • T-Elf said:
    Azathoth said:
    I was under the impression boss battles were going to have skillset-cycles (kind of). So if you go raid the dungeon and wipe, learn the technique, when you go back the boss uses different technique cycles.
    That's what was said in the Live Streams, that bosses would change up and not be the same.  I also get the impressions that sometimes the structure will change.
    Without confirmation from Steven, it's hard to know to what degree they are going to make this go to.

    I would think that the basics of any given fight would stay the same. If an encounter is split in to three phases - each with it's own mechanic - I'd expect that to stay unchanged.

    What I see them doing is leaving the encounter script in place, but alternating the actual abilities the encounter has.

    In terms of how it's made, I can see them giving encounters ability "slots". Things like a melee attack slot, AoE slot etc (and not necessarily just one of each type). From there, I see them providing a list of abilities to slot in to that encounter each time it is engaged.

    If an AoE on one pull is a long range, 360 degree fire DoT, then may be the next pull of the same encounter it will be a frontal cone cold AoE dealing massive damage.

    A change like that totally alters the way you deal with an encounter - even if the core of that encounter is unchanged.

    The thing that concerns me with this is that if you don't know what damage type an encounter is going to do each pull, there is no real way of preparing for it.

    On top of that, there absolutely will be times when an encounter is fought with a combination of abilities that makes it easier than intended. The opposite will happen with the encounter being harder than intended, but as the group/raid will likely wipe and try again, that isn't too much of an issue.

    To me, this is essentially encounter design via RNG. A small amount is good, but the more RNG you put in to a game, the more of a players enjoyment you put in to that RNG.
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