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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Deep dungeon
Skyri02
Member
What do you think about a "deep dungeon" (palace of the dead/heaven on high) from FF14 in AoC? The reward will be kinda the same like in ff14, titel, minions, or mounts. The challenge would be to hit "floor 200".
1
Comments
sounds like a tower of babel (the fantasy one)
This would take people out of the open world. To me it goes against the PvX nature of the game.
Also FFXIV seems to have abandon the idea themselves. Not many people use it outside of speed leveling alts.
If there was a open world dungeon that was a massive tower or unending pit of hell... That would be something worth considering.
This is my personal feedback, shared to help the game thrive in its niche.
I now want a game like that
Ok you gave me a very interesting idea that might work.
One side of the map has a tower, the other side of the map has a cave/dungeon (better access to this content while still being different). Both of them have "X" floors or levels and both of them are open world but have multiple (maybe even several paths?). They would strictly be end game content difficulty, party sized (not raid size) and would penalize players who go in with more than the normal party size. Bosses every X levels and the mobs (not bosses) respawn quickly to encourage clearing quickly but also to prevent getting slaughtered from behind as easily.
An idea to help with zerging. This should be open world but instanced. You are allowed to go into the tower/dungeon with up to a max party size. Once inside you immediately get a 30 second invulnerability buff (to prevent players from camping the entrance from the inside). Players from the same guild or alliance will be allowed to join as well since it will be technically open world but when engaging with a boss if more than the party size are fighting it, it will go berserk and gain health/damage/speed/abilities or whatever else based on how many are fighting it above the normal amount.
At this point my mind is just rambling on through my fingertips. Seems like something that can be implemented fairly easily and provide some very unique gameplay while still including PVP both inside and out.
AoC is breaking the mold and most of the community doesn't know how to compare this game to other games. There is nothing wrong with seeking features that were enjoyable in other games but ultimately failed to deliver on that content properly. Intrepid can do some much correct that others could not. Why not steal some ideas and capitalize on that uniqueness?
It is not a bad idea. One thing I was thinking that could allow for isolated encounters in open wolrd dungeons without zerging is dungeons with large rooms that have doors. The raid would activate a ritual or something to start summoning the boss. A timer would count down and if at the end of that timer there is no players who are not in the raid/group in the room, the doors would shut and the boss would summon. If the raid wipes the boss would leave and the whole thing would reset. This would allow open world PvX and isolated raid bosses. Such rooms could exist in a place like the ones you described. You could have smaller versions of this for 8 man groups too.
This is my personal feedback, shared to help the game thrive in its niche.
My personal preference is to have multiple and possibly interconnecting dungeons and expanding dungeons be that quest, level, unlock or expansion.
What I see in some MMO`s is by expanding content means expanding land two dimensionally, so longer travels. Whilst ok, I would much rather that the land was considered more three dimensionally so not just expand outward and increase the gross floor area of the map, but perhaps expand upward and downward
Tunnels, cave, dungeons interconnecting between areas and nodes with pop up entrances/exits
Cities that are not just eye candy upper levels but purposeful and meaningful.
Tree tops in the tallest forests become alternate cities
I'm definitely for expansive dungeons tho, something you can literally waste hours in to clear (Blackrock depths come to mind).
That said, a dungeon that is truly deep and might take you out of the rest of the game for 2-3 days could be interesting. Something that's more like an expedition than a quick dungeon run. I don't know if that would fit into Ashes design but it does intrigue me.
I'm curious if IS will work more with triggers in their dungeons, being open world and all that than flat respawn timers. A group enters an area and they might encounter an enemy group right there, over there. The next one that enters doesn't but get's an enemy group in the corridor leading to the next room.
A mechanic like that would probably fit into the whole, expansive dungeon thingy.
I can be a life devouring nightmare. - Grisu#1819
This example that you give us "palace of the dead" Is it something like torghast in shadowlands? I HATE IT.
Imagine chilling with your group and fighting mobs in a room on the 10th floor. You feel comfortable and the xp is good.
One of you says let's try to reach 14 today because there is a boss there.
And there you go, you start your way to reach 14, you manage it, it's too hard and you go back to 13. It's better than 10 and you are glad you got out of your comfort zone.
But little did you know that the strongest group of your enemy guild is on the way to kill the bosses on 14 and 15. They see you and wipe you.
Some times you win, some times you lose and some times open world areas like that are well implemented.
It makes me think of some of the ways Sea of Thieves encourages combat. In that game, obtaining the loot isn't even half the battle. The real difficulty comes in keeping it safe from other players.
The difficult part would be making it rewarding enough to participate in, but not so rewarding that everything in game revolves around it.
So basically just have the Tower of Insolence. That will fit in nicely with the rest of the L2 copy and paste job.
https://l2wiki.com/classic/Tower_of_Insolence
Open world "dungeon" for characters level 58-78. I wish more people would have experienced something like this so they had a better idea of how dungeons should work in open world games. This is so much better than WoW styled dungeons that a small minority of people keep wanting and pleading for.
Edit: Here's a PvP video of a massive fight breaking out in the middle of The Tower of Insolence. Timestamp doesn't work but it's 1:37 for the fight starting. Volume Warning.
The possibilities of open world games are fun.
https://youtu.be/rJM9cbCbNVc?t=97
If fighting requires expendables and/or if one`s inventory is full, then how long will players venture out might end up quite limited..
Unless there are workarounds.
Wanna give me a deeeeeeeeeep open world dungeon/raid, similar to something like the manga Made in Abyss, or the Undermountain in D&D, then sure.
It would keep the open world and PvX ideas, with a necessary focus on risk reward, as dying deep in the dungeon would force you to lose a number or resources and materials, and going to retrieve them could take ages.
It would also attract a lot of player, for however long that raid/dungeon could be explorable, as it might change with different nodes developing etc.
All I see is two pleb alliances fighting eachother! xD
But yeah, Both TOI and DVC are prime examples of what a dungeon could and maybe should be in a open world PvX game!