Greetings, glorious adventurers! If you're joining in our Alpha One spot testing, please follow the steps here to see all the latest test info on our forums and Discord!

Mechanics in the dungeons

deadmanspricedeadmansprice Moderator, Member, Leader of Men, Kickstarter, Alpha One
Outta curiosity, what are your favourite mechanics in any dungeons in any games regardless if it's singleplayer, multiplayer or MMO? And which one would you want included in Ashes of Creation?
volunteer_moderator.gif

Comments

  • George_BlackGeorge_Black Member, Intrepid Pack
    Outta curiosity, what are your favourite mechanics in any dungeons in any games regardless if it's singleplayer, multiplayer or MMO? And which one would you want included in Ashes of Creation?

    When the boss or an add targets a member or members with a debuff or vicious attack, and somebody has to aid them quickly.
  • NoaaniNoaani Member, Intrepid Pack
    Outta curiosity, what are your favourite mechanics in any dungeons in any games regardless if it's singleplayer, multiplayer or MMO? And which one would you want included in Ashes of Creation?

    When the boss or an add targets a member or members with a debuff or vicious attack, and somebody has to aid them quickly.

    So, every boss fight in a PvE game ever?
  • George_BlackGeorge_Black Member, Intrepid Pack
    Another is when the boss uses something like a firebreath and people have to endure with block or self heal, but team members can also jump in front and hold block.
    (HP and stamina goes down quickly, so players need to help one another).
  • George_BlackGeorge_Black Member, Intrepid Pack
    (Off-tank mechanic)

    Boss knocks everybody away and starts dealing damage with shock waves (picture dragon roar or something).

    Players hide behind rocks but the tank and one more player have to reach the boss, holding /block every time there is a shock wave, and deal a certain damage in order to force the boss to stop roaring.
    If the off-tank cant withstand the shock waves and dies the rocks break and all the players will die eventually.
    The off-tanl has to have enough DPS to stop the boss from roaring. The main tank has also reach the boss and deal damage while the off-tank does most of the DPSing.
    There could also be some close range high dmg attacks, or an add, so maybe the main tank should hold the agro, with the off-tank ends the shock wave phase.
  • George_BlackGeorge_Black Member, Intrepid Pack
    edited January 2022
    Another design I like is the splitting of groups.

    These fights usually cause some members discomfort, while some others step up and tackle the side mechanic away from the tank.

    Perhaps in such a raid the side mechanic could consist of some adds that are unaffected by agro and also deal strong dmg. Some cool looking adds:
    The X Swordsman, the X Mage, the X Summoner, the X Rogue have appeared. Take them down before they summon Doom and the raid wipes.

    In that case maybe 3-4 x/healer x/support confident members can go and take on the task quickly, being self reliant.
    The main group stays on the boss.
  • George_BlackGeorge_Black Member, Intrepid Pack
    Perhaps there could be a raid in which some humanoid army was the boss. All out fight.

    The raid could be near a river and on the other side enemy reinforcements arrive. The reinforcements are ranged enemies and the side group has to have a second healer with them, while they craft a bridge or a siege weapon using woodworking and blacksmithing of high enough lv.
    If the ranged enemy reinforcements arent dealt with quickly they will start shooting stronger ranged projectiles, wiping the group.

    The developers must make it so that players have to defend the overall area, as to not leash the boss away from the reiforcements.
    The devs also must make sure that the spot where the ranged reinforcements will appear beyond the river, isnt accessible to players before the raid, nor could the contstruction begin before hand.
  • George_BlackGeorge_Black Member, Intrepid Pack
    Another design could be that the boss drops an item which a member has to pick up and deliver it to a location before the boss wipes the group.

    On the way there could be barricades and adds. 3-4 members need to escort the person that has to deliver the item.
    The off-group will bring down the barricade. One member will have to stay behind and deal with the adds.

    The remaining of the sidegroup will have to reach the next obsticle. They will remove the obsticle while one more member stays behind to deal with the danger.

    The remaining of the sidegroup keep going. Mounts will be needed.
    Each of the barricades may require a special group member. Maybe an x/bard or a bard/x has to stay behind on the first encounter.

    Maybe an x/rogue or a rogue/x must stay on the second.

    Etc etc
  • JustVineJustVine Member, Alpha One, Adventurer
    Thanks for breaking them up into chunks as always George.
    🔦🔱⚔️Selling pro pain and pro pain accessories. ⚔️🔱🔦
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One
    SOA in SWTOR was a fun fight way back when it first came out minus the bugs. Making the tank position the boss properly with out getting hit at the same time plus lots of movement and team work moving from level to level.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • I like when a group has to split in two to achieve two separate outcomes simultaneously. For example, two separate switches in two separate rooms need to be pulled at the same time in order to open a gate, but there's an unending stream of enemies on both sides until it's pulled. You really have to think about team composition, skill sets, and teamwork.
    This link may help you: https://ashesofcreation.wiki/
  • NerrorNerror Member, Alpha One, Adventurer
    edited January 2022
    The below is meant for public dungeons and also ties in to dungeon layout.

    Traps - Requiring different classes to detect/disarm them all. Not necessarily insta-kill traps, but enough to weaken/debuff an unprepared party if not dealt with.

    Hidden doors - Different types discoverable by different archetypes, leading either to hidden rooms or secret shortcuts. These will all be known after a while, but they still provide players with extra loot and perhaps with ambush points to attack other players, or alternately ways to escape attention. It could also be to an entire sub-section of a dungeon.

    Environmental Hazards - Like they've shown in the videos, with the deadly mist that can be dispelled by a cleric for example.

    Shifting Paths - Moving platforms that provide a bit of a puzzle for players to traverse to the other side. Doesn't have to require jumping necessarily.

    Multiple Exits - They can be behind secret doors or readily apparent, but providing a few one-way passages out of the dungeon along the way so players don't have to backtrack all the way back up to the entrance.
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One
    I think i want to label mine as mini games. Non combat actions you have to perform during an encounter, ideally with some kind of puzzle element.

    https://www.youtube.com/watch?v=d6Jie2ieLJ4

    https://www.youtube.com/watch?v=T59Z67d__cs
  • Areas designed around its verticality.
  • daveywavey wrote: »
    I like when a group has to split in two to achieve two separate outcomes simultaneously. For example, two separate switches in two separate rooms need to be pulled at the same time in order to open a gate, but there's an unending stream of enemies on both sides until it's pulled. You really have to think about team composition, skill sets, and teamwork.

    Stop it! Just had flashback’s from horrible runs in the Valley of the False Tombs in DDO.

    But the fact I remember it makes it a good thing!

    Much love ❤️
  • maouwmaouw Member, Alpha One, Adventurer
    I like codebreaking stages that require team coordination to solve
    I wish I were deep and tragic
Sign In or Register to comment.